Armor and Shields

( ⇪ Technology )

Hyperion Voyages presents new types of armor appropriate to the setting. Many of these armor types have identical stats as a core counterpart except that they don’t count as being that core armor for the purposes of effects and rules that affect a specific kind of armor (such as a chain shirt) unless the entry specifically says otherwise.

Hyperion Voyages also presents new types of shields appropriate to the setting. Many of these shield types have identical stats as a core counterpart except that they don’t count as being that core shield for the purposes of effects and rules that affect a specific kind of shield (such as a heavy wooden shield) unless the entry specifically says otherwise.

Ablative Armor

You can choose to buy armor that is of an ablative variety instead of the standard-issue deflective variety.

Action Power Armor Template

This is an armor variant to a specified non-masterwork metal “base armor” that has an armor bonus of at least +1. The armor must be crafted as action power armor, and cannot be applied to existing armor. Action power armor appears sleek, form-fitting, and elegant.

This armor has all of the statistics of the base armor, except that the base armor becomes masterwork, it weighs half as much, it no longer counts as metal, and you can spend action points to activate the extraordinary abilities below as mental actions (of the length indicated). Using action points on these abilities ignores the one-per-round action point limit. Any non-instantaneous effects of these abilities end immediately if you remove the armor.

Action power armor contains a reserve of three action points accessible to the wearer that each replenish 24 hours after they’re spent. These action points can only be spent on the action power armor’s abilities, and when activating one of these abilities you must spend these action points first if any are available.

Flexibility: You can spend one action point as a full-round action to remove its Maximum Dex Bonus to AC, Armor Check Penalty, and Arcane Spell Failure chance. This effect lasts for 4 hours.

Admixture: If you are holding a gun whose effect deals lethal damage, you can spend one action point as a swift action to make all lethal damage dealt by that gun’s effect also count as an energy type of your choice (fire, cold, electric, acid, or sonic, chosen at the time you spend the action point). The gun’s effect also gains the descriptor associated with that energy type. This effect lasts for one minute, or until you activate this ability again for that gun, or until you are no longer holding that gun (whichever comes first).

Boost: Once per round, you can spend one action point as a free action to grant yourself a +30 on jump checks until the start of your next turn.

Double-Jump: Once per round, you can spend one action point as a free action while in mid-air to allow yourself a jump check as if you were on the ground. A prior running start also benefits this jump. If you’re falling and you haven’t activated this ability yet this round, you can activate this ability to prevent any fall damage you’re about to incur.

Life Support: You can spend one action point as a full-round action to treat your body out to 1 inch away from it as if you’re in the atmospheric conditions of your choice regardless of your current environment (such as underwater or in outer space). You can speak and be heard as normal and you can still hear and sense everything you normally would, but only out to that 1 inch distance. This effect lasts for 25 hours.

Ablative Shielding: You can spend one action point as an immediate action to grant yourself temporary hit points equal to your constitution score plus the armor bonus of the base armor. The temporary hit points last until the start of your next turn (or until expended).

Market Price: Base armor price +150 gp per point of armor bonus of the base armor.

Special: Action power armor is considered masterwork armor but is not otherwise enchanted. You must have 5 ranks in Knowledge (Hypertechnology) (which is not reduced) and the Jack of All Trades feat (Complete Adventurer p110) to craft action power armor.

Action Force Shield Template

This is a shield variant to a specified non-masterwork non-tower non-exotic metal “base shield” that has a shield bonus of at least +1. The shield must be crafted as an action force shield, and cannot be applied to an existing shield. An action force shield appears to be a plain white buckler while not deployed, but is actually a miniature force field projector.

This shield has all of the statistics of the base shield (such as for proficiencies), except that the base shield becomes masterwork, it weighs half as much, it no longer counts as metal, and you can spend action points to activate the abilities below as mental actions (of the length indicated). Using action points on these abilities ignores the one-per-round action point limit. All effects of these abilities end immediately if you remove the shield.

Action force shields contain a reserve of three action points accessible to the wearer that each replenish 24 hours after they’re spent. These action points can only be spent on the action force shield’s abilities, and when activating one of these abilities you must spend these action points first if any are available.

While the action force shield is not deployed, it has all the in-game statistics of a masterwork buckler. You cannot add mundane improvements (such as shield spikes) to an action force shield.

Deploy: You can spend one action point as a swift action or move action to deploy the action force shield. A disc-shaped force field made of pure force appears in front of the projector acting and moving as a shield. The deployed shield effectively has all the in-game statistics of the base shield except that its armor check penalty is -0, its arcane spell failure chance is 5%, and its shield bonus is twice that of the base shield. You can bash with and apply non-mundane effects to a deployed force shield as if it were the base shield. The force effect cannot be dispelled, although the shield’s projector can be destroyed as-normal, ending the effect, and for this purpose it has the properties of a masterwork buckler. This effect lasts for two minutes.

Force Planes: While the action force shield is deployed, you can spend one action point as a move action to enable your action force shield to project a number of 5-ft square force fields made of pure force equivalent to an emerald planes effect. You can instantiate a plane anywhere within line-of-effect within 5ft per point of shield bonus from the base shield. You create the first plane with the enabling move action, but creating additional planes requires additional move actions (but not more action points). You can create a number of planes equal to the shield bonus of the base shield. The planes cannot be dispelled, disjoined, or cancelled as the original spell can (this is an extraordinary ability, not a spell), but once you instantiate the first one they all wink out of existence together after 1 minute per point of shield bonus from the base shield.

Market Price: Base shield price +150 gp per point of shield bonus of the base shield.

Special: Action force shields are considered masterwork shields but are not otherwise enchanted. You must have 5 ranks in Knowledge (Hypertechnology) (which is not reduced) and the Jack of All Trades feat (Complete Adventurer p110) to craft action force shields.

Armor and Shields

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