Ferthe Dapolor: the Flesh Carapace
Table of Contents
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The stolen Ranathim science of necro-crafting, the Dead Art, allowed for more than just the creation of the Gaunt. They also crafted strange, undead bio-tech from their synthetic flesh. Perhaps the most legendary of these technologies as the Ferthe Dapolor, the Carapace. With it, the first Satemo of the Tyranny vastly enhanced their speed and strength and strode the battlefield like gods of war, slaughtering their foes. Today, the Carapace has mostly faded into legend, as they require careful maintenance and upkeep over the centuries to keep from disintegrating, and the Saruthim are the only remnant of that first Tyranny to keep their necrocrafted-armor in somewhat good repair.

A Carapace is a form of living armor. The same process to craft one of the Tarvathim is used to create a shell of flesh, armored with bone and chitin, that one can step into. Once worn, the armor writhes to life and integrates with the wearer, plunging veins and tubes into their orifices and bonding with their neural structure. Once so bonded, the wearer gains the physical power, grace and durability of the armor; it acts as a sort of bio-tech power-armor. Carapaces sometimes comes with necro-tech psychotronic implants that allow the user to imitate certain psychic powers while wearing the armor. When not worn, the armor must be kept in a nutrient bath, typically of a slurry of synthetic flesh, perhaps with sprinklings of the rotting flesh of sapients.

When worn, a carapace resembles biological power-armor. It is (necessarily) larger than the wearer, reaching from between 7 and 10 feet in height. Their colors and designs vary, each typically hand-crafted for a specific purpose, and then further evolving and changing over the eons, but most have a black or deep red, corded “musculature” with a layer of bone-white or darkly iridiscent plates acting as armor. They typically have tails similar to the Ranathim tail, and a great crest over their brow, reminiscent of a set of exaggerated Ranathim horns. Their eyes glow red, and they speak (or scream or howl) in a powerful, loud and monstrous voice. They look monstrous, often equipped with long, knife-like talons, lashing tentacles or a horrifying, gaping maw.

A Carapace, being a “living” organism (as much as necro-crafted synthetic flesh can be said to “live”), needs no maintenance, but they are as vulnerable to corruption and decay as any other form of synthetic flesh. The secret to building carpaces was lost to the majority of the Galaxy after the fall of the first Tyranny, with only a few pockets of civilization (such as Mithna Adivasta and the Saruthim) retaining knowledge of the Dead Art. As such, most Carpaces in the galaxy are truly ancient. While they have only an insectile intellect, they often maintain the memories of bygone eras which they can sometimes pass on to those who wear them, instructing them in lost arts of warfare. Over time, if not maintained (typically over a scale of years, rather than months or weeks as is the case for more mundane technology), they might become corrupted: they may begin to die, or they may develop a willful intellect and refuse to submit to those who bond with them, sometimes even taking over the minds of those who bond with them, or even devouring the unworthy.

Not just anyone can bond with a Carapace. Only certain genetic and psychic profiles will work with a particular carapace, and certain aliens seem to have a harder time with it than others. The Ranathim can usually successfully bond with a carapace (the Ferthe Dapolor was designed for their use). The Gaunt always go mad or become corrupted when bonded to a Carapace, as the Synthetic Flesh just bonds together to effectively create a new entity. Keleni have a strong, negative psychic reaction to the bonding process and tend to die. Slavers, Sathrans and the Mug have the wrong physiology and Traders, being frail, often die when they try. Other races are unknown: there are even some records of human slaves bonding with carapaces during the fraught period between the fall of the last Tyranny and the rise of the Alexian Dynasty!

The Saruthim have a unique method of bonding with their carapaces. They prepare a prospective Saruthim with extensive genetic modifications and mutations, and then present him with a unique carpace: not an external suit, but a hideous, pulsing pod. They are left alone in a bonding chamber, and the pod lashes out with tentacles and begins to infiltrate the prospective Saruthim. If the Saruthim survives the process, their Ferthe Dapolor is inside them, a parasite that feeds off of them, and “gifts” them with the strange benefits of a merged Gaunt/Ranathim biology. This also gives the Saruthim their most terrifying ability: to summon up their Carpace from within and manifest it under any circumstances!

Carapace Mechanics and Traits

The Ferthe Dapolor are a form of Bio-Mecha (see “Bio-Mecha” in Pyramid #3/24). They act as puppet allies for the character, who must have the Possession trait. This represents their ability to “bond” with the Carapace. Characters who do not have it may not make use of a Carapace. If a character encounters a carapace and wishes to see if they can bond with it, the GM might have them roll HT (apply a -5 for Keleni, a +1 for Ranathim, and Gaunt automatically fail, as well as any race whose physiology or body-layout would prevent them fitting within the carapace, at the GM’s discretion, such as Slavers). On a success, the GM might allow them to purchase the necessary traits. If they cannot, or will not, then the Carapace rejects them; in the case of an NPC, such a rejection might be violent, as the Carapace kills them and then slowly devours them.

Characters who have a Carapace must have the following traits to use it:

The Necrotech Implant Modifier

Necrotech implants represent anything necrotech designed by the Ranathim “Dead Art.” While it resembles biotech in function, it requires no maintenance and costs no additional fatigue (though it may be fatiguing and long-term use of the implant may cost the character fatigue; see Abilities and Exertions one page 159 of GURPS Powers for suggestions). However, Necrokinesis has powers that can manipulate or shut down the abilities granted by necrotech implants, and certain drugs and death serums can also suppress the abilities granted by necrotech implants. Finally, necrotech implants are physical artifacts implanted in the user’s body. They may be targeted at a -8 to hit (if the character knows where the implant is located; if this is not obvious or common knowledge, the GM may require a Physiology (Gaunt) roll to discern the most likely place for the implant). Most minor implants will be disabled if they suffer more than 1/3 the user’s HP. An ability built as a necrotech implant has a -10% modifier.

Necrotech Psi-Implants are necrotech implants that act as psychotronics. The function, materially, as necrotech implants, but they generate the equivalent to psionic powers. While the implant itself is not vulnerable to Anti-Psi, the power generated by it is. Abilities built as Necrotech Psi-Implants have the same modifier as Necrotech Implants: -10%.

Symbiotic Carapace Bond

25 or 30 points

The character may use a Carapace. After they have physically put on the Carapace (this take 30 seconds), they automatically “possess” the Carapace, replacing their physical traits with their own, except they retain their own HP. The DR of the Carapace protects the wearer inside, but ignore their HP; the Carapace is “too thin” to protect the wearer with its HP. Treat the Carapace as armor: the character may not layer another set of armor atop it, but nothing prevents him from using other gear (blasters, force swords, etc).
Some Carapaces have psychic abilities or skills; whenever the character bonds with their carapace, they may “give up” some of their points to learn the skills or powers associated with the Carapace.

Statistics: Puppet [5] and Possession (Assimilation +10%; Parasitic -60%; Puppet Only -30%; Taboo, only with Flesh Carapaces +0%) [20]. If the character has access to more than one Carapace, increase the cost of Puppet to [10] for +5 points. Saruthim may never bond with more than one Carapace!

Bonded Carapace

15 points
Prerequisite: Symbiotic Carapace Bond

The character owns or otherwise has regular access to a Carapace with which they’ve bonded. The Carapace can never be worth more points than the PC wearing it (though at the GM’s discretion, the Carapace can “evolve” or “remember” powers and mutations as the PC increases in point value).

At the GM’s discretion, the availability modifier can be less. In such cases, either the Carapace is not always available, or it is “willful” and will sometimes reject the wearer and refuse to assist.

Statistics: Ally (Carapace; 100% point value; Almost all the Time x3; Minion +0%) [15]

GM Tip: Point Crock and the Carapace

The Ferthe Dapolor is based on the Bio-Mecha article from Pyramid, written by David Pulver, thus it is certainly a vetted concept, but be cautious with how the armor is priced. Because it is priced as an ally, and its value is ultimately pegged to the value of the PC, every point the character gets also increases the point value of the armor; it grows with the PC. A player can spend his character points on skills, while letting his armor increase in ST, DX, HT, DR and other tricks, effectively doubling his point value over time. Thus, while it would be valid to allow the player to purchase armor worth more than their point cost (up to 150%), this would only aggravate the issue, and is not recommended.

The design of the Carapace is meant to limit the opportunity for real point crock. The armor is designed to imitate ultra-tech: it's effectively power-armor purchased via a strange means; the problems inherit in it are the same sort of problems we see with any set of power-armor. It has limited options that mostly imitate existing ultra-tech options, armor options, or integrated weapons. Where it doesn't, these tend to be "weird" and highly focused. This is intentional, and the GM should be cautious about allowing characters to create advantages or options for their armor outside of this list. Furthermore, the armor has numerous limitations. A classic carapace is an object, an item that must be stored somewhere and then actively donned before use. In the case of the Saurthim, it's internal and works something like an Alternate Form (with similar benefits and drawbacks!), but this too takes time to manifest. Furthermore, there are limitations to the armor: opponents can attempt to use Necrokinesis to shut it down, or certain poisons or drugs to weaken it.

If the GM still feels this is too abusive, note that the armor and its point value are ultimately up to him. The value of the armor is "up to" 100% of the PC's value. He can allow the armor to lag behind the PC's point value, or even require the player to spend some of his own points on the armor to "keep it up," perhaps with an exchange rate if the player finds it unfair. Also, the standard assumption in GURPS is that the GM, not the player, designs the Ally; this remains true as the Ally grows, so the GM has final say over all traits that the Ally has.

Parasitic Carapace

7 points

Prerequisite: The character is a “prepared” Saruthim and has no other Parasitic Carapaces; the bulk of the parasitic carapace contributes to the character’s mass and size, thus the GM may require a minimum ST. Suggested values are ST 11 for an SM +0 carapace, and ST 12 for an SM +1 carapace.

The Saruthim have a unique bonding process that allows their Carapace to infiltrate them. This gives them their strange physiology, where normal medicines no longer work on them, and they increase in size and mass (+6 inches and +100 lbs for an SM +0 Carapace, and +12 inches and +250 lbs for an SM +1 carapace) as well as a washed out appearance, with pale or silvery hair and pallid skin, as well as a reddish glint in their eyes, often with distorted, vertical irises. These features readily mark a Saruthim, and those who understand the marks react to the Saruthim at -3, and those who observe the features gain a +3 to grasp that the character is Saruthim, as well as to guess at what sort of Carapace the Saruthim acts as host too. The Saruthim also need to eat twice as much to sustain the carapace within.

The benefit for the Saruthim is that the Carapace becomes summonable. Summoning the Carapace requires no roll, it takes 1d seconds (during which the Saruthim may continue to act, but they suffer the equivalent to -4 to all rolls due to Severe Pain, which is halved by characters with High Pain Threshold and doubled for characters with Low Pain Threshold) and costs the Saruthim 1 HP as the Carapace disrupts their natural bodily processes while manifesting.

The summoning process can be prevented by any measure that prevents syntethic flesh from operating normally (such as certain Death Serums or particular Necrokinetic effects), and the parasite can be targeted within the Saruthim by those who know where to attack at a -8 to hit; if they inflict the HP of the carapace in damage, it is “crippled” and cannot manifest until it heals the damage back (typically 1 HP per hour). All traits with Necrotech Implant have the same vulnerabilities; this modifier is worth -10%.

Statistics: Ally (Carapace; 100% point value; Constantly x4; Necrotech Implant -10%; Costs 1 HP -10%; Minion +0%; Summonable, limited enhancement with Severe Pain during the summoning process, +60%) [28]; Hungry [-1]; Supernatural Features (Saruthim Tells) [-15]; Unusual Biochemistry [-5]; Sterile [0].

Carapace Design

All Ferthe Dapolor are built as allies. They are characters with their own sheet. When the character bonds with their carapace (or manifests it, in the case of the Saruthim), they’re engaging in parasitic possession of the Carapace: the physical traits of the Carapace replace their own, while the character maintains their own mental traits.

To design a Carapace, choose from one of three models, and then assign it any upgrades or corruptions until it reaches the desired point total. Most Carapaces are ancient and have their own names and their own histories. The GM might also assign them typical skills that they might know, that the bonded character might freely learn. Generally, the GM designs all allies. The GM might make an exception for a Saruthim's carapace, but this is only their discretion. The Carapace may be "up to" 100% of the PC's value; it will often be a few points lower, given how "chunky" the pieces the player is working with. The GM should certainly avoid any attempts by the player to "min-max" their carapace; be skeptical of designs that reach exactly 100%.

General Carapace Traits

All carapaces have the following metatrait.

Flesh Carapace

30 points
The Carapace is Tarvathim, a creation of synthetic flesh. Like all such creations, it is Unliving (the wearer is treated as Unliving for the duration as well) and gains a +8 to resist metabolic hazards (sicknesses, acceleration, toxins, temperature extremes, etc). However, it consumes only a nutrient slurry of synthetic flesh, or the dead flesh of sapients. They smell of the grave, sound monstrous and look like monsters. They are as vulnerable to a particular catalog of sigils and death serums as any Gaunt, and can be affected by Necrokinetic powers. They are not susceptible to Psi, however. They’re also, functionally, living property, and have no property and are seen as valuable property; should one “get loose” and “go rogue,” most of society would react to it as though a monster had gotten loose.

The Carapace also protects the wearer. It provides the wearer with 8 hours of oxygen and, when not using that storage, it filters the air as it recharges its stores; it protects the wearer’s senses and provides superior senses: it can smell as well as a hound, and can see in the infrared spectrum with its glowing eyes. While wearing it, the wearer can subsist on the equivalent of one meal a day (provided it’s a meal of dead meat) and can get by on 4 hours of sleep. Both the carapace and the wearer recover 1 HP (or 1/10th HP, whichever is better) per hour and will regrow severed limbs when the damage that inflicted them is healed.

Carapaces “talk” to one another telepathically. The user can use Telesend to transmit base impressions, emotions and instincts to one another. This is sufficient for the equivalent of non-verbal communication (such as “Danger!” or “I like you” or “Help!”) but not highly specific information (“The man with the yellow blaster is a traitor”).

This meta-trait is included in all templates below; it is noted hear to outline the base advantages all carapace models have! It does not need to be taken separately.

Advantages: Discriminatory Smell [15]; Doesn’t Breathe (Oxygen Storage, 8 hours, -10%) [18]; Filter Lungs (as Alternate Ability to Doesn’t Breathe) [1]; Hard to Kill +4 [8]; Infravision [10]; Injury Tolerance (Unliving) [20]; Less Sleep 4 [8]; Penetrating Voice [1]; Protected Hearing [5]; Protected Smell/Taste [5]; Protected Vision [5]; Reduced Consumption 2 [4]; Regeneration (Regular) [25]; Regrowth [10]; Resistance to Metabolic Hazards +8 (Not Anti-Gaunt Hazards -20%) [12]; Sealed [15]; Telesend (Psi -10%; Racial, Gaunt/Carapaces only -20%; Vague -50%) [6]; Temperature Tolerance 8 (Cold) [8]; Temperature Tolerance 8 (Hot) [8]; Vacuum Support [5]

Disadvantages: Appearance (Monstrous) [-20]; Dead Broke [-25]; Disturbing Voice [-10]; Glowing Eyes [-1]; Reprogrammable [-10]; Restricted Diet (Nutrient Bath, Dead flesh of other sapients or “synthetic flesh,” Very Common) [-10]; Musk [-1]; Slave Mentality [-40]; Social Stigma (Subjugated) [-20]; Unusual Biochemistry [-5]; Vulnerable (Death Serums; Rare, x2) [-10]; Susceptible (Death Serums, Rare, -4) [-2]; Dread (Specific Catalog of Sigils) [-5];

General Carapace Upgrades

Carapaces come in three, broad models, though they have much variation between them. Each model has its own set of upgrades unique to them. The following upgrades are available to all models of Carapace.

Carapace Muscle Memory

24 points
The Carapace is especially ancient and knows many, many skills. Once per session, the carapace can “remember” a skill, allowing the wearer to use that skill at DX or IQ, or to improve an existing skill by +1. The GM should make a list of skills, or have a set of themes in mind; the carapace can know manifest these skills, and no others. For example, a Carapace famous for its centuries in war might be able to manifest Tactics, Intimidation and Broadsword, but not Research or Merchant.

The wearer has the option of purchasing the newly “remembered” skill, assimilating it from the armor, similar to Wild Talent with the Retention enhancement.

Statistics: Wild Talent (Accessiblity, only something the armor would plausibly know -5%; Feature, may improve existing skills +0% Retention +25%) [24]

Off-Model Mind Sliver Set

1 points or 5 points
Prerequisite: Not available to Ferthe Lucem.

The Carapace comes equipped with a single Mind Sliver Set. It may have any Mind Sliver upgrades associated with that set other than an Upgrade with “Crown,” “Tap” or “Cataclysm” in the name, as these are unique to Ferthe Lucem. This costs 1 point for the Mind Sliver Set (Blood) if the Carapace has the Cannibal Bite upgrade, otherwise it costs 5 points. This upgrade may only be purchased once.

Off-Model Upgrade

1 point

The Carapace has a single upgrade from a different model. This may not be a Mind Sliver Set from the Ferthe Lucem. This upgrade may be purchased multiple times. This is a common upgrade: most Carapaces have at least a couple of upgrades from other models.

Talons (Standard)

8 points
Alternate Attack: 2 points
Stats: thr+1 (5) cut or thr+1(5) imp; Reach C.

The Carapace comes with a set of long, knife-like talons. These are switchable and can be switched with any other weapon set that the Carapace has.

This upgrade also improves all unarmed damage for cutting or impaling to have an armor divisor of 5, a trait it shares with other upgrades; if the character purchases multiple attacks, use the Alternate Attack cost if another attack is more expensive, and do not purchase the armor divisor bonus multiple times (reducing the cost as appropriate).

Statistics: Natural Weapons (Impaling; Armor Divisor 5, +150%; Cannot Parry -40%; Extra Damage Type, Cutting +20%; Increased Damage +1 +30%; Switchable +10%) [8];

Saruthim General Carapace Upgrades

Saruthim parasitic carapaces have access to all the standard, general upgrades as well as the normal model upgrades, and have the following upgrade options as well.

Necro-Tech Scent Profiling

24 points

Saruthim Carapaces can smell the Tarvathim which, given the stink of the Tarvathim, isn’t especially impressive, but they can pick up necro-tech implants or implanted parasitic carapaces. They make a Perception roll at +4 (as with Discriminatory smell) to notice the scent of necro-tech or other sources of Synthetic Flesh (they may do this reflexively, the moment the scent could be detected); success allows them to detect the presence, quantity, strength and direction of the synthetic flesh, and allows them to make a further IQ+4 roll to analyze the scent, determing the nature and identity of the tarvathim creation, or the specific nature of the necrotech implant that they “smell.”

Statistics: Detect (Synthetic Flesh, Occassional; Analyzing +100%; Easy to Use +4, +20%; Reflexive +40%; Smell-Based, Reversed, -20%;) [24].

Spectral Combat Systems

16 points

The Saruthim don’t just fight rogue Tarvathim or space monsters; they’re often called in to fight ghosts as well. Carapaces equipped with a spectral combat system can see ghosts and have psychotronic geometries and sigils built into them to allow them to directly attack and interact with ghosts. The ability to see ghosts is the result of a psychic necrotech implant, and can be impaired by appropriate death serums, necrokinetic powers, anti-psi powers, or a targeted attack that cripples the implant.

Statistics: See Invisible (Ghosts; Necrotech Psi-Implant -10%) [14]; Add Affects Insubstantial to Unarmed Attack (based on 4d+1) [2]

Talons (Saruthim)

10 points
Alternate Attack: 2 points
Stats: thr+1 (5) cut or thr+1(5) imp + Follow Up Injection; Reach C. Follow Up Injection has 6 shots and reload (2i)

These talons function like general talons (above) but include an injector system that allows the user to reflexively injects a dose of whatever drug or poison the talons are equipped with if the claws penetrate armor sufficient to reach the blood stream. Each hand carries up to 6 doses, after which the “hand” must be reloaded. Saruthim generally load their injectors with Death Serum.

Statistics: Natural Weapons (Impaling; Armor Divisor 5, +150%; Cannot Parry -40%; Extra Damage Type, Cutting +20%; Increased Damage +1 +30%; Switchable +10%) [8]; Extra Arm (Injector; Weapon Mount -80%) [2]

Carapace Models

Ferthe Haulim

Strategy Tips: Ghosting with Ferthe Haulim

This is really "assassin's armor." It excels at mobility, stealth and really rewards characters who focus on making full use of DX. The armor set really benefits from some off-model Matra upgrades to give it access to some nice weaponry, but it also works very well with straightforward blasters or a force sword! Beware the Satemo who has managed to acquire one of these! Be sure to note that your character gets a Step of 2 with this armor; that Step needn't be used sequentially. You can step, attack, and then step away, if you want. The DR is the weakest of the three, but great for the huge DX bonus and lack of encumbrance that it offers! While you can't walk into heavy weapon's fire with this armor, you can afford to let a hit or two through if your opponent really pressed you. Finally, when choosing a weakness, avoid anything that makes you vulnerable to area attacks or anything you can't easily dodge: dodge is king with the Ferthe Haulim!

Off-model Matra upgrades that focus on skill, agility or reach will benefit a Haulim-class carapace. Consider talons, the Arm Blade, and the Tentacle Spear (especially when paired with the Hundred Eyes). Avoid power-ups that will diminish your superior active defenses or mobility (such as the Black Rage) or help you survive a hit, such as Monstrous Regeneration. Tricks that let you recover from a rare hit, such as cannibal bite, are fine.

Off-model Lucem upgrades can be quite beneficial. Witch-flight is quieter than wings, and thus a good choice for a "stealthy" flying Haulim. For Mind-Slivers, avoid sets that work best when "stuck in." Blood is fine, especially Vampiric Speed; Torment and Miasma offer interesting options for Haulim who focus on stealth. You can slip close to your target, use one of these sliver sets to torment or infect your target, and then slip away again to do something else. Miasma in particular makes a nice and subtle assassination tool. Hellfire can be okay from a range, but it tends to be too flashy for what a Haulim wants to do.


Haulim-Class Carapace
224 points
Prerequisite: ST 11 (at the GM’s discretion)
Stats: DR 60 (Flexible); 200 lbs.
Height and Weight: 6’-7’; ~400 lbs (including the weight of the person within)
Jump Distance:
• High Jump: 3 yards standing, 5 yard running;
• Broad Jump: 12 yards standing, 20 running.

The Ferthe Haulim (lit “Ghost Armor”), or Haulim-Class Carapace, is the carapace of choice for assassins, commandos and warriors who favor stealth, precision and elegance. Alone among the carapaces, it lacks a shell or bony exterior, exposing raw skin and musculature like a slim, form-fitting body-suit with exaggerated legs and arms. While it has a crest, it is the least pronounced crest of the three models, and tends to have the most “humanoid” appearance. It provides the least DR of any carapace, but grants the wearer astonishing speed (Step 2, and a full sprint of 16 yards). Its upgrade set focuses on mobility, speed and situational awareness. They often have off-model weapon upgrades from the Matra-Class Carapace.

Attributes: ST 25/40 [75]; DX 18 [160] IQ 1 [-180]; HT 12 [20]

Secondary Characteristics: 4d+1/7d-1; BL 125 lbs; HP 25; Will 1 [0]; Per 1 [0]; FP NA [0]; Basic Speed 8.0 [10]; Basic Move 12 [20]; SM 0 [0];

Advantages: Flesh Carapace [30]; Cat Fall [10]; DR 60 (Flexible -20%, Cannot Wear Armor -40%) [24]; Enhanced Move (Ground) 0.5 [10]; Perfect Balance [15]; Silence 1 [5]; Striking ST 15 [15]; Super Jump 1 [10];

Haulim Upgrades

Celerity

32 points
The carapace integrates with the wearer’s nerve system to allow for very rapid movement. This doesn’t improve reaction time (though the Haulim-Class Carapace already has extraordinary reaction time). For one fatigue per second, the character may double their move while sprinting (from 12 to 24) and gain an extra attack, though the cannot use this to attack with a weapon they already attacked with this turn.

Statistics: Extra Attack (1 fatigue per second -10%) [23], Enhanced Move (Ground) 0.5 (Accessible, only when Extra Attack Active -10%) [9].

The Hundred Eyes

30 points

The Haulim-Class Carapace can, at will, manifest any number of glowing red eyes anywhere on its body. These provide it with the ability to see in all directions at once, and track up to two targets for Aim or Evaluate maneuvers at once. While doing this, it is more visible from all directions, not just the front.

Statistics: 360 Vision [25]; Enhanced Tracking 1 (Accessibility, only while at least one extra eye open -5%) [5]

Membranous Wings

29 points

This Haulim-Class Carapace has a set of locust- or beetle-like wings which allow it to fly (and even hover) but at the price of a loud, distinct, audible buzz.

Statistics: Flight (Noisy 2 -4%; Winged -25%) [29]

Shadow-Skin

18 points

The Haulim-Class Carapace can blend into the shadows. Double all darkness vision penalties to notice it; if the target has nightvision that cancel out the darkness penalties or dark vision, the character is still difficult to see, at a penalty to notice equal to the standard darkness penalties. This penalty applies whether the carapace is moving or not! This bonus cannot improve the vision penalties to notice the carapace to more than -10 (or -5 against Night Vision or Darkness Vision)

Example: Sutra Stormsong is in a dark alley that applies a -2 darkness penalty. The penalty to notice her is -4, unless the target has Nightvigion 2+, in which chase the penalty to see her is -2. If she slipped into a pitch black cavern, the penalty to see her (or anything else!) is -10, unless you had Darkvision, in which case it’s -5.

Statistics: Chameleon 3 (Dynamic +40%; Environmental, Shadows -20%;) [18]

Spider-Climb

20 points

The Haulim-Class Carapace can cling to walls, like an insect, to rapidly scale them or to hang silently from them.

Statistics: Clinging [20]

Ferthe Matra

Strategy Tips: Hulking out with Ferthe Matra

The Matra-Class is the "tank" of the three. It has sufficient torso and head DR to laugh off a force sword to the face (but not, it should be noted, to the arms or legs), and it can shrug off nearly all small-arms fire. If you want to further improve survivability, consider adding Monstrous Regeneration, or pick up the Off-Model Blood Sliver Set along with the Cannibalistic Bite; The Matra upgrade set comes with a fantastic number of weapons, but you can also use "normal" weapons: a character in Matra armor can carry around light vehicular weapons with little ill effect! On the downside, this is the least mobile of the three forms of armor, and the least subtle. Remember that you have SM +1 while in this armor, making you highly visible, easier to hit, and subjects you to a -1 penalty to hit smaller targets.

For Off-Model Haulim upgrades, consider mobility improvements. Celerity allows you to get even more hits in with your dangerous arsenal, and imagine the shock on your opponent's face when your carapace unsheaths its wings and flies away; the buzz of the wings barely bothers the already non-existent stealth of a Matra.

For off-model Lucem upgrades, consider Blood or Torment. You can use Blood to improve your survivability and "prick" your opponents, becoming a constant thorn in their side until they're forced to deal with you; this makes you an excellent tank. Vampiric Might was made for the Matra! Torment offers similar utility, as it allows you to distract and pester your foes and force them to face your superior survivability and ignore your more fragile (but more lethal) allies. Hellfire works well too, as it increases your already impressive DR with a Flame Screen and lets you burn down everything around you. Matra excel at carnage! Avoid only Miasma: it's a "patient" style that doesn't really benefit much from the more straightforward combat technique favored by the Matra.


Matra-Class Carapace
204 points
Prerequisite: ST 12 (at the GM’s discretion)
Stats: DR 160 (Face, Skull and Torso); DR 100 (limbs); 400 lbs
Height and Weight: 8’ - 9’; ~600 lbs (including the weight of the person within)
Jump Distance:
  • High Jump: 3 yards standing, 5 yard running;
  • Broad Jump: 12 yards standing, 20 running.

The Ferthe Matra (lit “Ogre Armor”), or Matra-Class Carapace, is the carapace of choice for heavy assault soldiers, terrorists and warriors who favor strength, brutal lethality, durability, and who aren’t afraid of a little collateral damage. The Matra-Class Carapace is huge, towering over the other carapaces by a good two or three feet. Great, heavy plate of bone or carapace cover its skin, and it bears a great, ornate crest on its brow. It is the least humanoid in appearance and the most obviously monstrous, a hulking behemoth of undead flesh, chitin and bone. It provide the most DR of any carapace and the most absolute ST. It helps the user shrug off pain and carry on long after others have fallen unconscious. Its upgrades focus on additional weapon systems; most Matra-Class Carpaces have several weapons installed at once, and switch through them as the wearer needs them. It also has upgrades that further improve its durability.

Attributes: ST 40 (SM -10%) [135]; DX 14 [80] IQ 1 [-180]; HT 12 [20]

Secondary Characteristics: 4d+1/7d-1; BL 320; HP 40; Will 1 [0]; Per 1 [0]; FP NA [0] Basic Speed 6.0 [-10]; Basic Move 8 [10]; SM +1 [0]

Advantages: Flesh Carapace [30]; DR 60 (Head and Torso only -5%; Cannot Wear Armor -40%) [33]; DR 100 (Cannot wear armor -40%) [60]; Hard to Subdue +3 [6]; High Pain Threshold [10]; Super Jump 1 [10];

Matra Upgrades

Arm Blade

17 points
Alternate Ability: 4 points
Stats: sw+2 (5) cut or thr+2 (5) imp; Reach 1, 2 (Reach 1 for any other Carapace)

The Matra-Class Carapace converts one hand into a great, curving, “organic” blade capable of slicing through ultra-tech metal with ease. This is switchable and the Carpace can activate it or deactivate it with a single Ready maneuver.

Statistics: Natural Weapon (Impaling) (Armor Divisor 5, +150%; Extra Damage Type, Swing Cutting +40%; Extra Reach, 1, 20%; Increased Damage +2, +60%; Resilient, Very Fine +20%; Switchable +10%; Temporary Disadvantage, one hand -15%) [10], Stinger [2]; Striking ST 6 (Arm Blade Only -20%) [5];

Bile Spray

69 points
Alternate Attack: 14 points
Stats: 2d corr; Cone (1 yd); Range -/10; RoF 1 (5);
Skill: Innate Attack (Breath)

The Matra-Class Carapace vomits up a gout of acid that sprays out 10 yards in front of it in a “cone” one yard wide. It makes this attack as an area attack (directly in front of it, gaining a +4 to hit). The only defense is to dive for cover (though the GM may allow a block with a sufficiently large force shield). Anyone hit takes 2d corrosion damage, and this continues to inflict 2d damage every second for 10 seconds, or until the character washes off the acid. After firing the acid, the armor takes 5 seconds to “recharge” the acid.

The Matra-Class Carapace may also make an All-Out (Cone) attack. This means the carapace does nothing for its action but spraying its acid while waving its head from side to side. This allows the cone to widen up to 3 yards, but divide the damage by the number of yards widened (by 2 for 2 yards and by 3 for three yards).

Statistics: Innate Attack 2d (Corrosion; Cone, 1 yard +50%; Cyclic, 1 second, 10 cycles, +900%; Reduced Range, 1/10 max, -15%; Takes Recharge, 5 seconds, -10%) [69].

The Black Rage

42 points

This mutation makes the Matra-Class Carapace an unstoppable killing machine in battle. It goes Berserk when wounded or when those beloved by the wearer are hurt or suffering unless it rolls a 15 or less. It can also will itself berserk, per the usual Berserk rules.
While Berserk, the Matra-Class Carapace’s damage increases to 6d thr and 8d+1 sw, improving all damage of all weapons it has. Furthermore it will not die and can ignore all survival rolls and does not die at -5xHP. Only at -10xHP will it die, unless the damage inflicted on it came from its vulnerability or weakness. Once the berserk rage ends, if the wearer is at -1xHP or worse, he must make a single HT roll to see if he survives; if he’s at -5x HP or worse, he automatically dies.

Variations of this upgrade are possible. The character can choose for lower self-control value, further reducing the cost of this upgrade, or take apply the following modifier (Vicious+0%; Only when the character sees Tarvathim -20%) for a base value of [-8]; this means that the Carapace automatically goes berserk (barring a self-control roll) when it sees Tarvathim.

Statistics: Berserk (15) [-5]; Striking ST (Only When Berserk -20%) +15 [12]; Unkillable 1 (Achilles Heel, Weakness -10%; Only When Berserk -20%) [35];

Cannibal Bite

64 points

The Matra-Class Carapace can heal itself by feasting on the flesh of the fallen. If it pauses to spend a turn ripping flesh from a target (living or dead), it inflicts 2d damage per turn and regenerates one third of the damage it inflicts. It also gains a sharp bite (thr-1) that has an armor divisor of 5.

The flesh-feasting of the Matra-Class Carapace with Cannibal Bite only works to regenerate HP: it fuels a vampiric power within the Carapace, rather than acting as sustenance. The Carapace still needs to eat dead flesh to gain nourishment.
This power has a special relationship with the Mind Sliver Set (Blood); if the carapace has Cannibal Bite, it may purchase the Off-Model Mind Sliver Set (Blood) upgrade for 1 point, rather than 5.

Statistics: Vampiric Bite 7 (Flesh Eating +0%) [60]; Natural Weapons (Cutting; Armor Divisor 5 +150%; Cannot Parry -40%; Singluar (Mouth) -20%; Reduced Damage -1 -30%) [4]

Devil’s Crest

17 points
Alternate Attack: 4 points
Stats: thr+4 (5) imp; Reach C; Front-Arc only.

The Matra-Class Carapace has a magnificent and lethal crest. It may gore its opponents with its long, spear-like horns. Furthermore, it improves all slam damage, adding +1d to any slam it makes, with or without the horn.

Statistics: Striker (Armor Divisor 5 +150%; Impaling; Heavy +100%; +4 damage +120%; Limited Arc, Front, -40%) [12]; Striking ST 7 (Only on Slams -40%) [5];

Hammer Fist

8 points
Alternate Attack: 2 points
Stats: sw+5 cr; Reach 1, 2 (1 for other carapaces; Parry 0U;

The Matra-Class Carapace converts one hand into a massive, weighty hammer. This weapon is heavy. Double the Carapace’s ST for the purposes of determining its effective weight (8 lbs for the Matra-Class Carapace; ~4 lbs for other Carapaces). This is switchable and the Carpace can activate it or deactivate it with a single Ready maneuver.

Statistics: Natural Weapon (Crushing) (Extra Reach, 1, +20%; Heavy +100%; Increased Damage +5, +150%; Single -20%; Swing Capable +20%; Switchable +10%; Temporary Disadvantage, one hand -15%, Unbalanced -30%) [6]; Double Knockback on Unarmed Attacks [2]

Monstrous Regeneration

60 points

The Matra-Class Carapace can heal itself as quickly as others can hurt it. By spending 1 fatigue per second, it super-charges its healing abilities to heal 1/10th of its HP (4) or its wearer’s HP per second. This can be disabled by anti-psi powers, anti-necrotech technologies (such as Death Serums) and certain Necrokinetic effects.

Statistics: Regeneration (Very Fast; Necrotech Psi Implant -10%; Costs Fatigue, 1 per second -10%) [80]; Regeneration Regular reduced to Alternate Ability [5] for -20 points;

Tentacle Explosion/Tentacle Spears

70 points; 85 points with Tentacle Spear
Alternate Attack: Tentacle Spear is 3 points as an alternate attack
Stats: thr+3 imp; Reach 1-6 (1-5 for other carpaces)

The Carapace has 4 tentacles rising from its back. For an Matra-Class, these arms have a reach of 3; for other Carapaces, these have a reach of 2. These are switchable and can be hidden completely.
The Carapace can further upgrade these tentacles to be tipped with sharp, bony spears. These can suddenly shoot out of any part of the Carapace’s body, such as its hand, or its back.

Statistics: Extra Arms 4 (Extra-Flexible +50%) [60] Stretching 2 (Extra Arms only -20%) [10]; Level 2 adds Natural Weapon, thr+3 imp (Armor Divisor 5 +150%, Extra Reach 4 +200%; +3 damage +90%; Hidden +20%) [15]

Ferthe Lucem

Srategy Tip: Burning it up with the Lucem

The Lucem-class carapace is the most flexible armor, as it costs the least. It has middling DR, but nothing really to benefit other than its reduced cost and access to Mind Sliver sets. Don't be afraid of buying other Off-Model Upgrades: you've got the points to get quite a few, allowing you to customize it a lot, but the energy reserves are wasted without some Mind Slivers, unless your character is already psychic (in which case, the Mind Slivers are still worth it, because they offer a pretty hefty talent bonus!). Depending on what you're doing with the armor, improved mobility or stealth really helps a lot, as this armor comes with integrated weapons that allow it to attack at a range. It's auras and cataclysms, however, benefit from being "stuck in," so improved survivability from off-model Matra upgrades don't hurt.

The Mind Sliver Sets really make or break the armor. Notice how they're constructed. They offer a bonus to a particular psychic power: this benefits the armor itself, but it synergizes well if the character also has that power. Further, each sliver set has a "tap" power that draws energy from an environmental consideration. These tap powers are highly situational unless the character goes about making those situations happen, and each set has exactly the tools necessary to do that. If you need to "Tap Heat," set the area around you on fire with your Psychotronic Flamer; need to draw power from disease? Use your Miasma powers to sicken everyone around you. This construction makes the Mind Sliver Sets patient: you want to cause chaos to the battlefield, and then reap the benefits of that chaos.

Blood: Note that most of its attacks cause people to bleed. This pairs very well with weapons, especially tentacle spears, talons or arm blades, anything to make your opponents bleed; blood talons aren't required in such a case, but help a lot! Once they're bleeding, use it to restore your vital reserves; these can act as a very effective shield against further damage, or to power some of your other effects. Blood Reserve is a must have if you also pick up the Cannibalistic Bite! Remember that it can improve physical extra effort too, and that Ranathim can use Godlike Extra Effort! Finally, Crown of Blood is amazing for any Ranathim, as they already have psychic vampirism naturally, so almost always benefit from this.

Hellfire: Memorize "Making Things Burn" on page B433 and "Catching Fire" on B434. Note that the burning weapons of this set are not tight beam burning. 6d burning is more than enough to instantly set even resistant things alight. Once enough fire is going on, insist that the environment is "getting hot." Note the rules for "Intense Heat" on B434: the Carapaces have very high temperature tolerance for a reason, and you can use your fire screen for additional protection. If you're not turning your environment to a holocaust you're doing something wrong. The downside of this power-set is that it doesn't really deal that well with armor, other than Hellfire Immolation, which takes time and focus. This is a powerset for spreading chaos more than taking down hardened targets.

Miasma: this is probably the weakest and most patient of the sets. Necrokinesis has some powers that let you directly affect necro-tech, which makes this a very meta-power set as you can use it to command the Gaunt, destroy them directly, or to harm other carapaces, provided you have the right necrokinetic powers. Beyond that, this sliver set depends on disease being present, but it also gives you the ability to inflict disease. Note that the diseases inflicted last at least a day, which means after you've hit someone with the disease, you can use your powers and abilities to further affect them; they're also contagious, so you can afflict one person, and then enjoy the benefits of it spreading over the next few days. Whispers of Disease can be used to track a specific target that you've inflicted disease on. Grasp of Plague is your workhorse miasma power: once you've inflicted some minor cough and sniffles, use this to turn it into seizures and death. Similarly, spread disease and then trigger Tap or Cataclysm to really deal some damage. Naturally, this synergizes very well with an army of Gaunt allies, as they tend to be carriers.

Shadow: This is primarily intended as an anti-ghost power-set, designed to sense and defeat ghosts. It works very well when combined with the Spectral Combat System and, if playing a Saruthim, the Medium's Hackles, though it has its own tools to detect and defeat ghosts. It also fairs well at defeating psychic powers, making it an excellent tool if you plan on fighting space knights or psions. Finally, like the Blood set, it offers a few broadly useful tools like the Exophasic Field Generator or the Shadow Visor that combine well on other armor sets, especially the Haulim. AN ideal strategy for the Shadow Sliver set is to ensure you're fighting in as dark an environment as possible to maximize the advantages of Tap Shadows and the Shadow Visor, and to focus on primarily psionic opponents, who will struggle to get past your variety of psi-defeating tactics.

Torment: This set is extremely effective, but largely non-lethal. It will let you (literally) dominate the battlefield, but few people will die as a result of it. The effects it draws on tend to be typical of a battlefield, and are pretty easy for you to unleash on your foes, but unlike the holocausts of Hellfire or the plagues of Miasma or the gore of Blood, it's transient. So you need to hit people, and hit them hard and revel in your dark glory, and then get the hell out of dodge afterwords. This is also a very effective set for interrogations and manipulation of others, thanks to the Crown of Torment, Glory of Torment and Torment Thorns, making this a highly effective set off the battlefield too.


Lucem-Class Carapace
176 points
Prerequisite: ST 11 (at the GM’s discretion)
Stats: DR 100; 250 lbs.
Height and Weight: 6’-7’; ~300 lbs (including the weight of the person within)
Jump Distance:
• High Jump: 3 yards standing, 5 yard running;
• Broad Jump: 12 yards standing, 20 running.

The Lucem-Class Carapace, sometimes called the Semelim Chiva, or the Witch-Slayer, is perhaps the most feared of the Carapaces. It commands mind slivers, psychotronic implants that grant the wearer the command of bespoke psychic powers. It tends to be favored by spies, sorcerers, officers and warriors who value cunning, intellect and supporting their comrades. It combines the flesh appearance of the Haulim with the bony, chitinous appearance of the Matra with visible skin between its plates. It has an oversized head with a great, ornamental crest, a set of spines that protrude from its back and spine that spark with psychic power. One arm, typically the right, has more armor and spines or other growths that assist in the focusing of its psychic power. It offers a compromise between the DR of the Wraith and the Ogre, granting modest protection to the wearer. It also has the most acute senses of the three, its vision and hearing matching the keenness of its nose. Finally, it provides psychic energy reserves to the wearer to further power their psychic powers. Beyond this, without upgrades, the Lucem is the weakest of the three carpace models. However, it has unique access to Mind Sliver Power Sets. It may choose one such power set, and access any of the upgrades within.

Attributes: ST 25 [75]; DX 14 [80] IQ 1 [-180]; HT 12 [20]

Secondary Characteristics: 2d+2/5d-1; BL 125; HP 25; Will 1 [0]; Per 1 [0]; FP NA [0] Basic Speed 7.0 [10]; Basic Move 9 [10]; SM +0 [0]

Advantages: Flesh Carapace [30]; Acute Vision 4 [8]; Acute Hearing 4 [8]; DR 100 (Cannot Wear Armor -40%) [60]; Energy Reserves (Psi) 15 [45]; Super Jump 1 [10];

Lucem Upgrades

Secondary Mind Sliver Set

5 points

The Lucem-Class Carapace can access a second Mind Sliver set. This upgrade can only be taken once.

Statistics: Unusual Background (Second Mind Sliver Set) [5].

Swarm Hive

10 points

The Lucem-Class Carapace can carry up to 8 square-yard flesh swarms. It can also manufacture enough “bugs” to form two new swarms in a week. The swarm automatically follows the telepathic commands of the carapace’s wearer.

Statistics: Accessory (“Suitcase” Swarm Biofab) [1]; Payload 1 [1]; Signature Gear (Swarm) 8 [8]

Witch-Flight

30 points

The Lucem-Class Carapace can levitate up to 5 feet off the ground. It moves at double move while hovering.

Statistics: Flight (5-foot ceiling -25%) [30]

Mind Sliver Upgrade Sets

Mind Slivers are nectrotech implants built into the carapace that grant the wearer control over specific powers. A Lucem-Class Carapace can have one (Or two with secondary mind sliver set upgrade), while other Carapaces may have up to one (with the appropriate upgrade). If a carapace has access to a Mind Sliver Set, it has access to all the powers within the set (with exceptions noted in the upgrade).

Mind Sliver Set (Blood)

This Mind Sliver Set augments the natural psychic vampirism of its Ranathim creators, and revels in the power of blood and gore.

Crown of Blood

24 points
Fatigue Cost: 0

The Carapace grants the wearer a +4 to all Psychic Vampirism powers. Saruthim who bear a parasitic carapace with this upgrade may purchase any PV power, as though they were Weakly Latent with Psychic Vampirism.

Statistics: Psychic Vampirism Talent +4 [20]; Special Exercise, Vampirism Talent may exceed limit by +4 [4];

Blood Reservoir

12 points
Fatigue Cost: 0

The carapace “stores” whatever HP it steals from any form of Psychic Vampirism (including Steal Life or Cannibal Bite), granting the character up to 10 additional HP above and beyond their normal amount. When the character takes damage, he may choose whether it comes off his own HP, or from his Blood Reservoir. This Vitality Reserve may also be spent as psychic energy reserves.

Statistics: Vitality Reserves 10 (may be used as Psi Energy Reserve +30%; Special Recharge, Vampirism Leech, Blood Healing or Draw Blood only, -70%) [12]

Bloody Talons

9 points
Fatigue Cost: 0

When the carapace fights, blood pours from its victims’ wounds. Any cutting or impaling attack by the Carapace (such as via talons, tentacle spears or the arm blade) has a chance of to inflict Hemophilia on the target. The target gets to roll HT after every such attack. If they fail, for one minute equal to the margin of their failure, once per minute, they lose HP equal to the amount of damage they have taken already from cutting, impaling, or piercing (etc) attacks.

Statistics: Affliction (Disadvantage, Hemophilia +30%; Necrotech Psi-Implant -10%; Follow-Up, Universal +50%) [9];

Draw Blood

40 points
Fatigue Cost: 0

The Carapace revels in gore. So long as it is surrounded by blood or bleeding victims, it regenerates. It regenerates 1 HP per second if at least one person is “bleeding profusely” (a single, wounded hemophiliac is generally enough) or the area has noticeable pools of blood. The GM may allow halved regeneration if the someone is bleeding lightly (say, single small wound), and may allow it to be doubled if the amount of carnage around the Carapace is truly horrifying.

The regeneration of Draw Blood may explicitly regenerate the Vitality Reserve of Blood Reservoir.

Statistics: Regeneration (Very Fast; Trigger, flowing blood -30%; Bio-Psi -10%) [60]; Replace Regeneration (Regular) [25] with Regeneration (Regular, as alternative ability) [5] for -20 points.

Vampiric Aura

12 points
Fatigue Cost: 0

The Carapace naturally wounds those around it. It takes a Ready action to activate the Vampiric Aura. Thereafter, everyone within 4 yards of the Carapace must roll HT or suffer one point of Toxic damage that ignores DR. This only affects beings with blood, and explicitly causes bleeding (noses begin to bleed, eyes cry tears of blood, small lacerations open up). Anyone who fails this roll also suffers Hemophilia for a number of minutes equal to their margin of failure.
The Vampire can choose to exclude someone from its area of effect.

Statistics: Toxic Attack 1 pt (Area of Effect, 4 yards, +100%; Aura +80%; Necrotech Psi-Implant -10%; Cosmic, ignores DR +300%; Emanation -20%; Resistible, HT+0, -30%; Selective Area +20%; Special Effect, Bleeding +0%) [3]; Affliction (Disadvantage, Hemophilia +30%; Necrotech Psi-Implant -10%; Follow-Up, Vampiric Aura +60%) [9];

Vampiric Might

60 points
HP Cost: 6

The Carapace draws upon vampiric power to achieve legendary feats of strength. This costs 6 HP to activate, and then for the next minute, it may spend 1 HP to boost their ST to 100 (thr 11d, sw 13d; BL 2000) per action or attack.

Statistics: Replace ST 20 [50] with ST 20 (Super-Effort +120% (costs 6 HP -60%; Necrotech Psi-Implant -10%)) [110] for 60 points

Vampiric Speed

30 points
HP Cost: 3

The Carapace draws upon its vampiric power to seemingly bend time. Once per (objective) second, the carapace may spend 3 HP (either from the wearer or from a vitality reserve) to take a second turn.

Statistics: Altered Time Rate (Necrotech Psi-Implant -10%; Costs 3 HP per second -60%) [30]

Mind Sliver Set (Hellfire)

The Carapace has a natural affinity for pyrokinesis and is able to manifest horrendously destructive flames, as hot as sunfire. Those who wield these mind slivers truly resemble the demon of their namesake.

Crown of Hellfire

24 points

The Carapace grants the wearer a +4 to all PK powers. Saruthim who bear a parasitic carapace with this upgrade may purchase any PK power, as though they were Weakly Latent with PK.

Statistics: PK Talent 4 [20]; Special Exercise, may exceed PK Talent by 4 [4];

Psychotronic Flamer

15 points
Alternate Attack: 3
Fatigue Cost: 0
Stats: 8d burn; Jet; Range 20/60; RoF 1; Recoil 1;
Skill: Innate Attack (Projectile)

The Carapace’s weaponized arm can fire blasts of plasma as powerful as those from a heavy flamer. The character may make an All-Out Attack (Jet) to disperse this attack as a cone up to 3 yards wide; divide the damage by the width of the cone (Thus, a 2 yard cone deals 4d, rather than 8d, damage). Treat this All-Out Attack as an area attack.

Statistics: Burning Attack 8d (Jet +0%; Long Range 4x, +20%; Psi -10%) [15].

Hellfire Immolation

20 points
Alternate Attack: 4
Fatigue Cost: 4
Stats: 3d burn; Malediction; Range 20/60; RoF 1; Recoil 1
Skill: Will

The Carapace concentrates its pyrokinetic power on a target, and rolls a quick contest of Will (at a penalty of equal to the number of yards between the carapace and the target) vs the target’s Will and spends 4 fatigue (from the user’s FP or it's own ER). If the carapace succeeds, the target immediately takes 3d burning damage that ignores DR as their very body begins to burn. They continue to take 3d damage every second unless they can succeed at a Will roll once per second, until a total of 6 seconds have passed.

Statistics: Burning Attack 3d (Malediction +100%; Cyclic, 1 per second, +5 cycles, resistible +250%; Costs 4 fatigue -20%; Resistible, Will+0 -30%) [20]

Hellfire Inferno

29 points
Alternate Attack: 6
Fatigue Cost: 2
Skill: IQ

The carapace focuses their weapon arm at an area they wish to hit and rolls IQ (+4 for targeting an area) at -1 per yard between the character and their desired attack point, up to a maximum of 20 yards. On a success, fire erupts in the area, up to 4 yards from the center of attack, burning for up to 8d damage. This flame continues for 10 seconds.

Statistics: Burning Attack 8d (Area Effect, 4 yards +100%; Based on IQ +20%; Costs 2 fatigue -10%; Inaccurate -3, -15%; Increased 1/2D Range, x2, +5%; Persistent +40%; Psi -10%; Reduced Max Range, 20, -10%; Short Range -10%; Variable +5%) [29]

Psychotronic Plasma Blaster

43 points
Alternate Attack: 9
Fatigue Cost: 2
Stats: 3dx5(2) burn; Acc 1; Range 20/60; RoF 1; Recoil 1
Skill: Innate Attack (Projectile)

The wearer can focus their pyrokinetic power into a single blast of plasma, equivalent in power to a heavy plasma rifle. This costs the wearer 2 fatigue, paid from the reserves of the armor, or from his own fatigue stores.
Statistics: Burning Attack 15d (Armor Divisor 2 +50%; Costs 2 fatigue -10%; Explosion +50%; Inaccurate 2, -10%; Increased 1/2D x2, +5%; Reduced Range, ½ Max, -5%; Psi -10%) [43]

Hellfire Cataclysm

25 points
Alternate Attack: 5
Fatigue Cost: 10

In a moment of extreme need (GM’s discretion), the character may make an All-Out Attack to unleash a cataclysmic explosion of pyrokinetic power. This inflicts 6dx10 burn damage in an explosive blast emanating from the character themselves. This automatically hits everyone within its radius of effect (though they may Dive for Cover); divide the damage by three times the distance from the character to the target in yards. This attack costs 10 fatigue (paid from the energy reserves of the suit, or the wearer’s own fatigue).

Statistics: Burning Attack 6d×10 (All-Out Attack -25%; Costs 10 fatigue -50%; Explosion +50%; Emanation -20%; Emergencies Only -30%) [25]

Fire Screen

47 points

The character naturally dissipates burning attacks from harming them. This provides a DR of 60 against all burning or incendiary attacks (explicitly including blasters) and half that against non-burning explosions.

Statistics: DR 30 (Burning Attacks only -40%; Force Screen +20%; Psi -10%;) [21]; DR 30 (Burning or Explosive Attacks only -24%; Force Screen +20%; Psi -10%;) [26];

Tap Heat

80 points

The Carapace draws strength and power from heat. In a hot environment (at least hot enough that characters need to regularly make HT rolls to resist the heat, or where several fires are burning) the Carapace’s energy reservers regenerate 1 energy point per second. In mildly hot circumstances (it’s warm and there’s a single fire nearby) the GM might allow this at halved, or worse, rate. In far hotter circumstances, such as near lava or in the midst of a fiery inferno, hey might double the regeneration rate.

Statistics: Regeneration (Very Fast; ER only +0%; Environmental; Hot environments, -20%) [80].

Mind Sliver Set (Miasma)

The Necrotech that makes up the Lucem-Class Carapace has a natural affinity for disease. This Mind-Sliver set augments that natural affinity and allows the wearer to use it as a weapon.

Crown of Plague

24 points

The Carapace grants the wearer a +4 to all Necrokinesis powers. Saruthim who bear a parasitic carapace with this upgrade may purchase any Necrokinesis power, as though they were Weakly Latent with Necrokinesis.

Statistics: Necrokinetic Talent +4 [20]; Special Exercise, Necrokinetic Talent may exceed limit by +4 [4];

Miasma Aura

4 points
Fatigue Cost: 0

The Carapace naturally spreads a minor disease around it. It takes a Ready action to activate the aura, and then from then on, anyone within 4 yards of the character who breaths this miasma (Sealed targets or targets with filtered lungs are safe, though the miasma is erosive and the target or their equipment must roll HT; on a failure the disease gets in anyway and the equipment loses a point of HT) in must roll HT-4 or gain the disease. This disease inflicts 1 damage (this scales with HP, inflicting up to 1/10th of the target’s HP, if they have large HP values) immediately, and then once per hour for the next 24 hours. Targets who lose 1/3 their HP to this attack suffer a -2 to DX and IQ until they recover. This disease is highly contagious.

Statistics: Toxic Attack 1 pt (Area of Effect, 4 yards, +100%; Aura +80%; Cosmic, Scales with HP +50%; Necrotech Psi-Implant -10%; Respiratory Agent +50%; Cyclic, 24 hourly cycles; resistible; highly contagious +290%; Emanation +20%; Erosive +10%; Resistible, HT-4, -10%; Selective Area +20%; Special Effect, Disease +0%; Symptoms, -2 DX and -2 IQ; 1/3 HP lost: +80%) [4];

Miasma Breath

3 points
Alternate Attack: 1 point
Fatigue Cost: 0
Skill: Innate Attack (Breath)

This power works exactly like Miasma Aura, above, except that the carapace “blows” the miasma forward, in a 20-yard cone, 5 yards across.

Statistics: Toxic Attack 1 pt (Necrotech Psi-Implant -10%; Cone, 5 yards, +100%; Cosmic, Scales with HP +50%; Cyclic, 24 hourly cycles; resistible; highly contagious +290%; Erosive +10%; Increased Range, x2, ½D only, +5%; Reduced Range, 1/5 max, -10%; Respiratory Agent +50%; Resistible, HT-4, -10%; Selective Area +20%; Special Effect, Disease +0%; Symptoms, -2 DX and -2 IQ; 1/3 HP lost: +80%) [3];

Grasp of Plague

25 points
Alternate Attack: 5
Fatigue Cost: 2
Skill: Will

The Carapace reaches out with its mind, and massively enflames the negative psychic energy of any disease latent within the target. The Carapace spends 2 fatigue (from the wearer or its own energy reserves) and rolls Will (at a penalty of -1 per yard between the carapace and the target) vs the target’s HT. On a success, the target takes 6d toxic damage (this scales with HP! So a character with 20 HP will take 6dx2 and so on), and they must roll HT at a penalty of -1 per 2 damage thus inflicted or suffer Seizures for a number of minutes equal to their margin of failure.

This attack requires the target have a native infection. If the character has no infection or disease, they cannot be affected by this attack. If they have a minor infection (the sniffles), the GM might allow it at halved damage. If they’re suffering from a catastrophic, weaponized death-plague, the GM might double damage. If the character has no knowledge of their infected state (see Whispers of Plague below), they can still attempt to use Grasp of Plague, but if she’s wrong, the target will suffer no ill effects.

Statistics: Toxic Attack 6d (Based on HT +20%; Cosmic, scales with HP +50%; Costs 2 fatigue -10%; Environment, native infection, -40%; Malediction +100%; Necrotech Psi-Implant -10%; Side Effect, Seizure +100%; Special Effect, Disease +0%) [25];

Plague Cataclysm

63 points
Alternate Attack: 13
Fatigue Cost: 15

During truly dire circumstances, the Carapace can spend 15 fatigue (from the wearer or its own energy reserves) and make an All-Out Attack to create an explosive force of necrotic psychic energy visibly erupt from it. Anyone caught in the “blast” must roll HT-4 or suffer 6dx2 damage (divided by 3 per yard they are from the Carapace). This damage scales with HP. Otherwise, this effect works like Grasp of the Plague, above, including the requirement for an infection or disease to be present in the target.

Statistics: Toxic Attack 6d×2 (All Out Attack -25%; Cosmic, ignores DR +300%; Cosmic, scales with HP +50%; Costs 15 fatigue -75%; Emanation -20%; Emergency Only -30%; Environment, native infection, -40%; Explosion +50%; Necrotech Psi-Implant -10%; Resistible, HT-4, -10%; Side Effect, Seizure, +100%; Special Effect, Disease +0%) [63]

Tap Plague

60 points

The Carapace draws strength from the negative necrotic energy of disease. If there are a sufficient number of infected people around the character, the character regenerates 1 ER per second. This requires infection to be nearby; the GM might halve the regeneration rate if only a single distant person is infected, or nearby people have only minor infections, and might double it in truly vile circumstances.

Statistics: Regeneration (Very Fast; ER only +0%; Necrotech Psi-Implant -10%; Trigger; Infected Individuals -30%) [60]

Whispers of Plague

23 points

The Carapace is deeply sensitive to the presence of the infected and disease. When any draw close, she may immediately roll Per to notice them, their direction and how bad their infection is, and can roll IQ to sense what sort of disease they have. This has additional medical applications, granting a +4 to the carapace wearer to diagnose disease.

Statistics: Detect (Disese, Occassional; Necrotech Psi-Implant -10%; Analyze +100%, Reflexive +40%) [23];

Mind Sliver Set (Shadows)

The Carapace has a natural affinity for Umbrakinesis and Animakinesis, as well as some subtle anti-psi effects. Those who wield these mind slivers can slip in and out of reality, sense psionic abilities and fight ghosts directly.
Carapaces with a Shadows Mind Sliver Set often, but not necessarily, has a Spectral Combat System.

Crown of Shadows

24 points

The Carapace grants the wearer a +4 to all Necrokinesis powers. Saruthim who bear a parasitic carapace with this upgrade may purchase any Necrokinesis power, as though they were Weakly Latent with Necrokinesis.

Statistics: Necrokinetic Talent +4 [20]; Special Exercise, Necrokinetic Talent may exceed limit by +4 [4];

Exophasic Shadow Field Generator

38 points
Fatigue Cost: 8

While in dark shadows (generally enough to apply a -2 or worse illumination level), the Carapace can become insubstantial and insubstantial, as though it were a ghost. After activation, the character can become ghostlike at any point in the next 5 minutes, but the maximum total time they can spend in an ghostly state is 30 seconds, but they may divide up this time. After the initial activation, becoming substantial is a free action, but become insubstantial again requires a Ready action (though the character comes instantly insubstantial once they begin their Ready Action).

While in a ghost-like state, treat the character as a ghost for the purposes of See Invisible and any attacks that can strike ghostly, insubstantial targets, such as certain Communion miracles. While ghostly, they cannot meaningfuly communicate with the substantial world. They may not carry more than No Encumbrance (As determined by the Carapace’s encumbrance!) with them into this ghostly state.

If the character is ever forced into light conditions insufficient to activate the Exophasic Shadow Field Generator, they return to a fully substantial state immediately.

Statistics: Insubstantiality (Costs 8 fatigue -40%; Can Carry No Encumbrance +10%; Environmental, only in Shadows -20%; Maximum Duration, 30 seconds, may divide up time -35%; Necrokinesis -10%;) [16] and Invisibility (Accessibility, Not Against Shadow Vision -0%; Accessibility, Only when Insubstantial -10%; Affects Machines +50%; Can Carry No Encumbrance +10%; Environmental, only in Shadows -20%; Maximum Duration, 30 seconds, may divide up time -35%; Necrokinesis -10%; Substantial Only -10%; Temporary Disadvantage, Mute, Substantial Only -22%) [22];

Shadow Armor

60 points

The carapace naturally resists psionic attacks. They carapace has Mind Shield 4, and applies DR 30 against any psionic attack, including malediction attacks (such as TK Crush or Mind Stab). Shadow armor is not visible, but psychics who encounter it will become aware of its presence.

Statistics: DR 30 (Force Field +20%; Limited, Psionic Attacks -20%; Low Signature +10%; Malediction Proof +50%; Necrotech Psi Implant -10%;) [45]; Mind Shield 4 (Psionic Necrotech Implant -10%) [15].

Shadow Cloak

16 or 40 points

The Carapace shrouds itself away from the pyschic vision of others. At level 1, the character appears as a shadow or a haze and simply fades into the background for any attempts to psychically detect them, see them with clairsentience or pick them up with psidar, applying a -4 to all such effects. This extends to divination attempts, such as learning the armor’s destiny or determining the armor’s future or past, but does so as an inferior effect that applies a -2 rather than -4. At the second level, the armor cannot be detected by any psychic effect at all, and applies a -4 to any Divination attempt made on it.

This effect cannot be switched off; it always present as long as the armor is worn, but the parasitic carapace offers no protection when not manifest.

Statistics: Obscure 4 (Clairsentience; Always On -50%; Extended, Detect, Divination (lesser), Para-Radar, +50%; Limited, Psi, -20%; Stealthy, +100%) [4/level]. At second level, increase this to level 10 [40]

Shadow Cataclysm

109 points
Alternate Attack: 22
Fatigue Cost: 10

In a moment of extreme need (GM’s discretion), the character may make an All-Out Attack to unleash a cataclysmic explosion of shadowy power. This inflicts 4d of fatigue damage that can only affect psychics, and damages their ER or Fatigue and cannot reduce them to below 0 FP. This attack ignores all DR, but applies any mind shield levels the character has as DR. Anyone damaged by the attack must roll HT at a penalty of -1 per 2 points of damage or become Dazed for a number of minutes equal to their margin of failure.This attack emanates from the Carapace wearer and automatically hits everyone within its radius of effect (though they may Dive for Cover); divide the damage by the distance from the character to the target in yards. This attack also damages any insubstantial targets; double the rolled damage and inflict it as burn damage. This attack costs 10 fatigue (paid from the energy reserves of the suit, or the wearer’s own fatigue).

Statistics: Innate Attack 4d fatigue (Accessibility, only applies to Psychic ER or up to fatigue ×1 of Psychic characters -50%; All-Out Attack -25%; Costs Fatigue, 10, -50%; Explosion 3, +150%; Emanation -20%; Emergencies Only -30%; Link +10%; Mental Defense Only +250%; Necrotech Psi Implant -10%; Side Effect, Dazed +100%) [57] and Innate Attack 8d burn (Accessibility, Insubstantial only -30%; All-Out Attack -25%; Explosion 3, +150%; Emanation -20%; Emergencies Only -30%; Link +10%; Mental Defense Only +250% Necrotech Psi Implant -10%;) [52]

Shadow Lash

28 points
Alternate Attack: 9
Fatigue Cost: 2

The carapace wearer may spend 2 fatigue to power any unarmed or melee attacks with a Shadow Lash, which manifests as a visible, blue flame. In addition to inflicting the normal melee weapon attack’s damage, a successful hit also inflicts 2d fatigue damage that ignores all DR but applies any Mind Shield the character has as DR. This damage only applies to psychics and will deplete their ER or their Fatigue, but no lower than 0. Any character damaged by this effect must roll HT at a penalty of -1 per 2 points of damage or be Dazed for a number of minutes equal to their margin of failure.
This attack can also be used to damage insubstantial ghosts, inflicting 4d burning damage in addition to any melee damage the attack might have inflicted instead of the 2d fatigue damage.

A Shadow Lash can also be inflicted with a touch, in which case it only inflicts its base damage.

Statistics: Innate Attack 2d fatigue (Accessibility, only applies to Psychic ER or up to fatigue ×1 of Psychic characters -50%; Costs Fatigue, 2, -10%; Link, All Melee Attacks, +20%; Mental Defense Only +250%; Melee, Reach C -30%; Necrotech Psi Implant -10%; Side Effect, Dazed +100%) [24] and Innate Attack 4d burn (Accessibility, Insubstantial only -30%; Costs Fatigue 2, -10%; Link, All Melee Attacks, +20%; Materialized Spirits are valid targets +5%; Melee, Reach C -30%; Mental Defense Only +250%; Necrotech Psi Implant -10%;) as Alternate Ability [4]

Shadow Visor

19 points

The Shadow Visor allows the Carapace to invert light and darkness penalties. While active, the carpace and its wearer cannot see in normal light, can see with no penalty in total darkness. To determine the vision penalty based on the current lighting conditions and subtract its absolute value from 10. So candle light (a -2) applies a -8 to the Shadow Visor, while a simple LED in otherwise total darkness applies a -3 penalty. The Shadow Visor also allows the character to see any invisible/insubstantial ghosts, with the same vision penalties as above.

A shadow visor is switchable. This requires no physical action from the wearer of the carapace, but still takes one Ready Action.

Statistics: Dark Vision (Completely Exclusive, Light -50%; Psionic Necrotech Implant -10%) [10]; See Invisible (Ghosts; Accessibility, only with Dark Vision -10%; Environmental, only in darkness -20%; Psionic Necrotech Implant -10%) [9];

Tap Shadows

65 points

The armor draws its strength from darkness. While in an environment with sufficient levels of darkness, the character regenerates 1 ER per second. The GM ultimately decides what level of darkness or shadow is sufficient, and if the amount of ER recovered depends on the depth of the darkness. As a general rule, a -4 illumination penalty should be sufficient to recharge 1 ER per second; the GM might halve this rate if the character is in candle light, the gloom of twilight, or especially stark shadows by day, and may double it if the illumination penalty is -8 or worse and very extensive over an entire area.

Statistics: Regeneration (Very Fast; ER only +0%; Accessibility, only when substantial -5%; Environmental, only in darkness -20%; Psionic Necrotech Implant -10%) [65]

Whispers of Shadows

13 points

The carapace can detect any psionic activity reflexively. The wearer of the carapace may roll Perception to notice any psionic activity in the area with a penalty equal to normal range penalties. On a success, the character knows the direction to and intensity of the psionic activity, and may roll IQ to determine the nature of the psionic power used. If the character has the Crown of Shadows, they gain a +4 to both rolls.

Statistics: Detect (Psionic Activity, Occasional; Necrotech Psi-Implant -10%; Reflexive +40%) [13];

Mind Sliver Set (Torment)

The Ranathim Tyranny had mastered the art of discipline, submission and the precise application of pain. Those who wear this carapace magnify that mastery over torture onto a scale appropriate to a battlefield, spreading torment and misery to all those who oppose her, and forcing her opponents to surrender to her.

Crown of Tormet

24 points

The Carapace grants the wearer a +4 to all Telepathy powers. Saruthim who bear a parasitic carapace with this upgrade may purchase any Telepathy power, as though they were Weakly Latent with Telepathy.

Statistics: Telepathy Talent +4 [20]; Special Exercise, may exceed Telepathy Talent by 4 [4];

Pain Screen

55 points

The carapace (and things she carries) are immune to all pain effects, including Neurolash effects and resists 20 points of fatigue damage from psychic or “pain-inflicting” sources, even those that would normally bypass DR (neurolashes, stunners, mental stab and certain psi-blade effects).

Statistics: DR 20 (Cosmic, Malediction Proof +50%; Fatigue from Pain or Psychic effects only, Occassional, -60%; Force Field +20%) [22] Immune to Pain (Force Field +20%; Necrotech Psi implant -10%) [33]

Armor of Torment

27 points

The carapace protects the wearer’s mind from psychic intrusion and afflicts those that attempt to penetrate their defenses with agony! The character adds 4 to all attempts to resist any psychic intrusion, unless they wish to drop the defenses. However, while the shield is up, if they make a successful Power Block roll against a mental invasion, in addition to doubling the effectiveness of the Mind Shield (giving them a +8 to resist), if the character successfully resists the psychic intrusion, he may immediately roll another contest of Will agains the target’s Will. On a success, the target suffers Agony for a number of minutes equal to the margin of the character’s victory.

Statistics: Mind Shield 4 (Necrotech Psi Implant -10%) [15] + Affliction (Agony +100%; Always On -20%; Based on Will +20%; Malediction +100%; Necrotech Psi Implant -10%; No Signature +20%; Requires Active Defense (Power Block) -40%; Trigger, failed attempt to penetrate Mind Shield -40%;) [12]

Psychotronic Pain Lash

45 points
Alternate Attack: 9
Fatigue Cost: 0
Stats: 4d(5*) fatigue aff; Jet; Range —/20; RoF 1; Recoil 1
Skill: Innate Attack (Beam)

The weapon arm of the Carapace can launch a visible, painful neurolash effect, which manifests as a blast of red lightning, at targets. Targets within 20 yards suffer 4d fatigue damage, with an armor divisor of 5 (it treats all “metallic”, non-laminate, non-diamondoid armor as DR 1); the target must roll HT at a penalty of -1 per 2 fatigue damage or suffer Severe Pain (Agony if they fail by 5 or more).

Statistics: Fatigue Attack 4d (Armor Divisor 5 or Surging, Arc +170%; Jet +0%; Long Range ×4 1/2D, +10%; Long Range ×2 +5%; Psi -10%; Side Effect, Severe Pain +40%; Side Effect at HT -5, Agony +20%;) [45]

Psychotronic Pain Aura

13 points
Fatigue Cost: 0
None dare touch the Lucem-Class Carapace that has integrated the power of the Pain Aura! Anyone who touches, or is touched by, the Carapace immediately suffers 1d fatigue damage that, otherwise, works just like the damage of the Pain Lash, above. The character can switch this aura on and off with a Ready action.

Statistics: Fatigue Attack 1d (Armor Divisor 5 or Surging, Arc +170%; Aura +80%; Melee, Reach C -30%; Psi -10%; Side Effect, Severe Pain +40%; Side Effect at HT -5, Agony +20%;) [13]

Torment Field

30 points
Alternate Attack: 6
Fatigue Cost: 2
Stats: 2d(5*) fatigue aff; Acc 0; Area (4 yd); Range —/20; RoF 1; Recoil 1
Skill: Innate Attack (Beam)

The Carapace-wearer chooses a point up to 20 yards away, spends 2 fatigue, and creates a torment field at that point, a region surging with the crackling power of the neurolash pain effect. The attack is at +4 to hit (as it targets an area). Everyone within 4 yards of the center of the effect takes 2d fatigue damage per turn for up to 10 turns (as long as they remain in the area of the field). The effects of the damage are the same as as the pain lash, above.

Statistics: Fatigue Attack 2d (Area Effect, 4 yards +100%; Armor Divisor 5 or Surging, Arc +170%; Based on IQ +20%; Costs 2 fatigue -10%; Inaccurate -3, -15%; Increased 1/2D Range, x2, +5%; Persistent +40%; Necrotech Psi Implant -10%; Reduced Max Range, 1/5, -10%; Short Range -10%; Side Effect, Severe Pain +40%; Side Effect at HT -5, Agony +20%; Variable +5%) [30]

Grasp of Torment

22 points
Fatigue Cost: 2

Whenver the carapace strikes with an unarmed attack (or with any of natural weapons), in addition to the normal damage of that attack, he may also apply a painful neurolash effect. This is a second attack that hits if the unarmed attack hits, but must penetrate DR on its own; it inflicts 2d (5) fat aff damage, treats “metallic” DR as though it were DR 1, and target must roll HT at -1 per 2 damage inflicted or suffer from Severe Pain (Agony if they fail by 5 or more).
Grasp of Torment explicitly stacks with other unarmed “attacks,” such as Talons or Arm Blades, but this includes the Pain Aura, improving its damage to 3d!

Statistics: Fatigue Attack 2d (Armor Divisor 5 or Surging, Arc +170%; Costs 2 fatigue -10%; Link +20%; Melee Attack, Reach C -30%; Necrotech Psi Implant -10%; Side Effect, Severe Pain +40%; Side Effect at HT -5, Agony +20%; ) [20]; Link +20% on Unarmed Damage (4d+1) [2]

Glory of Torment

29 points
Fatigue Cost: 3
Skill: Will

Those who currently suffer under the delirium of pain will come to fear or worship the wearer of this carapace. The Carapace can reach out to any target within 20 yards of her, spend 3 fatigue and roll a quick contest of Will against the target’s Will; the target applies normal modifiers for a fear check and suffers their pain penalties on this Will roll! On a success, roll 3d and apply your margin of success as a bonus to the roll, and consult the Fear table for the results. Or, more easily, the character is stunned for 1d seconds + margin of success.

The character may alternatively choose to force the target to roll on the Awe table (GURPS Powers p. 85) instead.

Statistics: Terror (Accessibility, only against those suffering from pain or shock -30%; Active +0%; Costs 3 fatigue -15%; Necrotech Psi Implant -10%; Increased Range, x2, +10%; Presence +25%;) [24] + Awe (Accessibility, only against those suffering from pain or shock -30%; Active +0%; Costs 3 fatigue -15%; Necrotech Psi Implant -10%; Increased Range, x2, +10%; Presence +25%;) as alternate ability [5]

Torment Thorns

62 points
Alternate Attack: 13
Fatigue Cost: 2

Sometimes called “the red string,” this complex attack involves creating a sympathetic psychic connection between the carpace and the target along which pain can flow. The Carapace spends 2 fatigue (from its own energy reserves, or the fatigue of the wearer) and the Carapace-wearer rolls Will (at a penalty of -1 per yard of distance) vs the target’s will. If successful, over the next hour, the Carapace has a Mindlink to the target, through which the carapace and its wearer can send thoughts and issue commands, as well as receive the thoughts the target directs to it. If the target refuses a command, the Carapace may inflict 2d fatigue damage, and the target must roll HT to resist at -1 per 2 fatigue damage inflicted to resist Severe Pain for a number of minutes equal to the margin of failure, or Agony for the same period of time if they fail by 5 or more. This effect lasts until the Carapace has inflicted this pain three times, or an hour has passed, whichever comes first.

Statistics: Affliction (Advantage, Mind Link +50%; Costs 2 Fatigue -10%; Malediction +100%; Psi -10%; Extended Duration, Fixed 1 hour, +50%) [28]; Telespeak (Psi -10%; only via target mindlinked via this power -80%) as alternate ability [1]; Fatigue Attack 2d (Follow Up, Mindlink Affliction +100%; Maximum Duration, 1 hour -10%; Psi -10%; Side Effect, Severe Pain +40%; Side Effect at HT -5, Agony +20%; Cycles 2, 1 second, +200%; Triggered by failure to fulfill commands of user, +50%) [33]

Tap Agony

60 points

The Carapace draws psychic energy of pain and agony. If people near the Carapace are in “sufficient” pain, the carapace regenerates 1 ER. This effect is halved if the pain is minor or incidental, and doubled if the character is surrounded by the energies of agony and torture.

Statistics: Regeneration (Very Fast; ER only +0%; Bio Psi -10%; Trigger; the pain of others, -30%;) [60]

Carapace Corruption and Variations

A Carapace requires yearly maintenance to make sure it does not suffer the corruptions and failures that sometimes plague the creations of synthetic flesh. Given the age of many of these Carapaces, they have almost certainly failed to have maintenance, or been exposed to Deep Engine corruption, or simply grown beyond the original bounds of their creation and become something else. Alternatively, some Carapaces were designed to have these variations built into them, especially in the form of specific weaknesses that the Tyranny could target, if a Carapace or its wearer went rogue.

All of these Corruptions could, at the GM’s discretion, be resolved by a skilled necro-crafter, but the point costs must be paid for by the ally to remove them completely.

Banes

Varies

Some synthetic flesh creations have unique means of destruction built into them by their creators. This carapace is one such example. It can have one such weakness: see the True Tarvathim entry for more details.

  • Bespoke Death Serum [-12]: Increase Vulnerable to Vulnerable (Rare, Death Serum, x4) [-20] for -10 points; Increase Susceptible to Susceptible (Death Serums Rare, -8) [-4] for -2;
  • Seat of Unlife [-15]: Injury Tolerance (No Vitals) [5]; Vulnerable (Hit Location -8, x4) [-20]
  • Kill Sigil [-20]: Weakness (Rare, specific symbol; Quickened x5 +100%, 1d per second) [-20];

Bane of Temple Bells

-5 points

A unique alternative weakness found only in some carapaces, if it is within 11 yards of a bell or a gong that rings out in a specific frequency, and that bell or gong is struck, it must flee to exceed 11 yards, or suffer Agony for the duration of the ringing. In the case of a Saruthim carapace, it will often retreat back into the safe confines of the Saruthim, leaving them exposed.

Statistics: Dread (Loud sounds of specific tones; insensitive; 11+ yards) [-5];

Corruption Carrier

-5 points

Overtime, the synthetic flesh of the Gaunt becomes corrupted as errors creep into its self-replication processes. The mutations that results from this corruption can be isolated, the equivalent to a benign tumor, but others can be malignant and contagious. These will spread their corruption to other forms of synthetic flesh (the gaunt, necrotech implants and carapaces), like a plague of flesh-twisting mutation. For examples, see Corruptions of the Tarvathim.

This carapace carries such a contagious mutation. It does not necessarily have any mutations or disadvantages directly (though it may, in the form of any appropriate disadvantages built into the Carapace), but it certainly acts as a carrier for this mutation. Prolonged social contact with the carapace, or if the Carapace inflicts a severe wound on the target (more than half the Gaunt's HP), risks spreading the corruption. The Guant or other form of Necrotech must, in either case, roll HT (with no bonus for its Resistance to Metabolic Hazards). On a failure, it becomes infected with whatever form of corruption the Carapace carries.

Statistics: Some variation of Social Disease and Infectious Attack, both [-5].

Degenerating

-5 points

Corruption and errors mount within the synthetic flesh of the carapace, but it’s nothing that can’t be controlled. The carapace requires the attention of a single necrocrafter weekly rather than yearly, but if that is not met, instead of suffering a -1 HT, it loses 10 character points, which may result in a -1 to HT, but could also manifest as other disadvantages!

Statistics: Maintenance (Weekly, one person) [-5].

Dying

-30 points

Years of neglect have caught up with the carapace, and it struggles to survive. It no longer regenerates and heals only once every two days. It also has a reduced Hard to Kill from +3 to +2. Finally, the decay has given it an oily, slimy sheen, making it slippery to grab, giving it a +1 to any roll to slip restraints or to escape grapples.

Statistics: Replace Regeneration (Regular) [25] with Slow Healing 1 [-5]; Slippery 1 [2]; Lower Hard to Kill to +2 [4] for -2 points.

Suppressed Persona

Varies

This particular Carapace is not a docile, living machine waiting for the neural commands of its wearer. It has its own agenda and its own desires, and it will act on them. During times of stress, or when the carapace sees something important to its agenda that the wearer is not acting on, it will try to seize control of its wearer and make use of their superior instinctics to act on its hungers. At the GM’s discretion, this alternate personality automatically takes over if the wearer of the carapace is knocked unconscious and the Carapace still has HP remaining. During this time, it replaces Slave Mentality and Reprogrammable with -50 worth of other disadvantages. Examples are included below.

The cost of this trait varies on how controllable the Split Personality is. If the Self Control is 15, then the cost is -5. If the Self Control is 12, then the cost if -10; 9 is -15 and 6 is -20. Saruthim have a unique problem with their Parasitic Carapace: not only will it attempt to take over, but it will manifest itself and take over the Saruthim! Treat this as an Uncontrollable limitation on the Summonable Ally, reducing the cost to [25] for -6 points. The "Subtle" modifier represents the fact that no reaction modifier is applied: the wearer of the Carapace behaves normally and lacks the "affectation" described in the official disadvantage; only sometimes, they radically change personality and begin to behave on the desires of the armor.

Statistics: Split Personality (Subtle -35%) (12 or less) [-10].

Example Suppressed Personas:

Calculator: The Calculating Carapace has a strong desire (represented by their Obsession) and they’re willing to take the long view of accomplishing their strategy; they often engage in tasks that take centuries, and they tend not to modest in their ambition. Calculating carapaces have an alien intellect that often rasps against the mind of the wearer. When the wearer of the carapace sees something that would advance the Carpace’s agenda, the Carapace will attempt to “seize control” (roll self-control to prevent it). Once in control, the wearer/carapace becomes a humorless, cold being who will stop at nothing to achieve their ends, though it has the capacity to be subtle, and is as intelligent as the current wearer is (these Carapaces tend to bond well with especially intelligent wearers).

  • Disadvantages: Low Empathy [-20]; Megalomania [-10]; No Sense of Humor [-10]; Obsession (Achieve some broader strategy) [-10]
  • Broader objectives might be: Restore a Saruthim Lodge; Restore the Tyranny; Bring down House Adivasta; End a particular haunting.
  • Quirks can include: Attentive, Collector (anything that furthers the cause), Decisive, Disciplined, Glimpses of Clarity, Idealistic, Methodical, Nostalgic, Perfectionist, Staid, Strikes with Precision, Suspicious, Tries to pass self off as Saruthim

Devourer: The Devouring Carapace is writhing bundle of instincts, constantly assailing its wearer with needs. It senses what its wearer most desires, and perceives that need in a bestial, instinctive way: if the wearer yearns for a particular love interest, then the carapace hungers to possess them as a “mate;” if the wearer has a rival, the carapace sees them as a primal threat that must be removed; if the wearer longs for home, the carapace sees this as territory to be controlled. Whenever the carapace sees an opportunity to seize control of the object of desire (for example, when the wearer is around the object of their affection, the rival the character hates, or the territory they feel most comfortable in) it will attempt to seize control of the wearer (roll self-control of the Split Personality disadvantage to prevent this). Once the Devourer is in control, the wearer degenerates into animalistic behavior, and is driven by animal needs, becoming quick to anger and territorial, and then creates a situation where the wearer can exert their desire, and then restores control: for example, it might bind and secure the rival or isolate the love interest, and then retreat to allow the wearer to do as they wish. Thus, this split personality creates the circumstances for an interesting choice (usually via bloody and troubling means), but does not make that interesting choice for the player.

  • Disadvantages: Bad Temper (12) [-10]; Bestial [-15]; Gluttony (12) [-5]; Jealousy [-10]; Selfish (12) [-5]; Obsession (Acquire object of desire) [-5]
  • Object of Desire might include: a desired mate, a particularly beloved delicacy, or control over a piece of territory.
  • Quirks can include: Congenial, Desirous, Determined, Distractible, Dull, Easily Frustrated, Flirtatious, Hoarder (Food), Impatient, Insensitive, Messy, Trademark (Marks territory with claws), Tries to pass self off as Saruthim

Slayer: The Slayer carapace hates a particular class of targets and exists to destroy them. When the wearer encounters an exemplar of that particular target class, they attempt to seize control (roll the self-control value of Split Personality to prevent this). If the wearer fails, then the raging carapace sears into the wearer’s mind and the character immediately goes berserk. The character behaves like a raging, wild-animal, and once a target is defeated, will take at least one turn to ensure that the target is dead. Once all enemies have died, the carapace will return control.

  • Disadvantages: Berserk (Battlerage +50%; 12) [-15]; Bestial [-15]; Bloodlust (12) [-10]; Obsession (Slay specific sort of target) [-10].
  • Targets might be: Gaunt, Ghosts, Eldoth, members of the Cult of the Corpse-Lord, etc.
  • Quirks can include: Chauvanistic, Determined, Glimpses of Clarity, Humble, Impatient. Nostalgic, Proud, Responsive, Responsible, Serious, Soft Spot (Children), Uncongenial, Trademark (Gore)
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