Repair 2
Attune 5
A somewhat recent development by Lookshy. Shouri Combat Armor is similar to Gunzosha Commando Armor.
Shouri Combat Armor has the following basic features:
Reinforced Gauntlets/Boots: As weapons, the gauntlets and boots can parry lethal attacks without a stunt (as an exception to the standard N tag), and they have the following respective statistics:
Gauntlet: Speed 5 | Accuracy +1 | Damage +5B | Defense +2 | Rate 3 | Tags N
Boot: Speed 5 | Accuracy +0 | Damage +6B | Defense -2 | Rate 2 | Tags N
Each suit of armor also incorporates five (5) additional features. Features can only be taken once unless otherwise stated. A list of possible additional features follows:
- Sensory Augmentation Visor*: +2 bonus to Awareness; negates all penalties from darkness less than pitch black.
- Exomuscular Fibers*: Doubles wearer’s ground speed; +2 bonus to Strength for feats of strength, and inflicting damage with attacks.
- Integrated Targeting System*: +2 bonus to all attacks; +1 Parry DV.
- Resiliency Augmentation*: +2 bonus to Resistance.
- Vitality-Boosting Subsystems*: Wearer regenerates either one level of bashing damage with every action taken during combat or all bashing levels per minute outside combat.
- Enhanced Durability: The armor gains another +3L/+3B soak and +2L/2B hardness.
- Phase Arsenal*: By reflexively expending a single mote, the wearer is able to summon a temporary close combat weapon. The weapon is the equivalent of a 1 dot melee artifact and receives no MM bonuses (due to being made from essence rather than a magical material.) The weapon lasts for a single action and will fade away at the end of the wearer's turn whether or not it is used. Such weapons always manifest in a manner that is appropriate to the type of Exalt; a Water-aspected terrestrial might summon a dire chain of water while an Earth Aspect might conjure the same weapon made from stone. The wearer may summon a second weapon but must expend an additional mote.
- Energy Assault*:By reflexively expending a single mote, the wearer is is able to concentrate their essence into a bolt of destructive energy. This bolt lasts for a single action and will fade away at the end of the wearer's turn whether or not it is used. The wearer may make a ranged attack using the Thrown ability, launching the bolt from the palm of the gauntlet. The bolts dissipate on impact. Alternatively, the wearer may make a strike using the Martial Arts ability, a concussive force increasing the difficulty to resist knockback/knockdown by 2 (Diff 4.) Using the bolt in this manner counts as a use and will consume the bolt in the process. The wearer may create additional bolts but must expend an additional mote per bolt. Bolts the following statistics:
- Energy Bolt: Speed 5 | Accuracy +2 | Damage 8L | Range 75 | Rate 3 Tags -
Upkeep: Maintenance required every 100 hours of use; every 30 missed hours randomly disables one of the powers marked with an asterisk.
Soak +9L/9B | Hardness 5L/5B | Mobility -3 | Fatigue 2 | Attune 5m





