Hai-Bio-Rüstung

Der Prozess zur Erschaffung einer **Hai-Bio-Rüstung** dauert 30 Minuten und muss in einem Meer oder Ozean ausgeführt werden. Das Wasser muss nicht tief sein, aber es muss zum offenen Meer gehören. Das Ritual lockt einen Schwarm hungriger Haie verschiedener Art an, je nach dem, was in dieser Gegend heimisch ist. Die Tiere umkreisen den zukünftigen Träger der Rüstung, der sich ritzen muss, damit etws von seinem Blut ins Wasser gerät. Dadurch verfallen die Haie augenblicklich in einen Blutrausch. Sie beißen aber nicht den Empfänger oder den Biomanten, sondern sie attackieren sich gegenseitig, verletzen sich, so dass noch mehr Blut ins Wasser strömt und sie sich in einer Spirale wilder Gier potenziert. Der Empfänger des Zaubers wird auf magische Weise von ihrem Blut eingehüllt, aus dem sich dann die Rüstung formt, während die Haie einen undurchdringlichen Wirbel aus Leibern, Blut und schäumender Gischt um den Empfänger bilden.

Nach dem Ritual verteilen sich die Haie und verschwinden, verletzt, aber nicht ernsthaft verwundet und zurück bleibt der neue Besitzer einer blutroten Bio-Rüstung.

Die Hai-Bio-Rüstung hat optisch keine Ähnlichkeit mit einem Hai. Die Oberfläche der Rüstung kann schuppig sein und an Haizähne erinnern, oder rau sein wie die Haut eines Hais, aber damit endet die Ähnlichkeit zu den Tieren, von denen sie stammt.

Helme sind oft monströs aussehende Kombinationen aus Hai, Krebstieren und Fischen, obwohl ein „Hammerhead“ -Helm sehr beliebt ist, die alle den Feind einschüchtern sollen. Und die Rüstung ist immer purpurrot bis blutrot. Shark Bio-Armor ist potenziell gefährlich für den Krieger, der es trägt, und für die um ihn herum. Der Schöpfungsprozess stützt sich auf die Killerinstinkte und den Blutrausch der Haie und weckt diejenigen, die ihn tragen, mit dem Hunger des Hais nach Blut und seiner kalten Wildheit. Selbst die stabilsten und aufgeschlossensten Krieger finden die von dieser Bio-Rüstung projizierte Aggression und das Blutrausch schwer zu kontrollieren und in der Lage, das eigene Urteilsvermögen zu trüben. Manchmal wird der Krieger von einer berserkerartigen Wut verzehrt, die ihn dazu bringt, als unerbittliche Tötungsmaschine zu kämpfen. Im schlimmsten Fall In der Hitze des Kampfes hat er Probleme, seine eigenen Verbündeten zu erkennen. Viele Lemurier haben versucht, den Anzug zu zähmen, aber nur wenige außerhalb der Oceanic Guardsmen haben sich dieser Aufgabe bewährt. Infolgedessen dürfen nur Elite-Mitglieder der Oceanic Guardsmen Shark Bio-Armor verwenden. Zu den berüchtigtsten gehört ein Special Forces-Zug, der als „Mano Toa“ - oder Shark Champions - bekannt ist und für seinen Mut im Kampf bekannt ist, ohne Blutdurst oder sinnlosem Schlachten zu erliegen. Trotz der Kontrolle, die die Shark Champions und andere Krieger innerhalb der Oceanic Guardsmen zeigen, ist Shark Bio-Armor selbst unter den anderen Beschützern von Lemuria im Allgemeinen nicht erlaubt. Diejenigen innerhalb der Gardisten, die Shark Bio-Armor tragen, sind in der Regel bewährte Veteranen, die als Spezialagenten für Such- und Zerstörungsmissionen eingesetzt werden. Häftlingsrettungen und Operationen mit Sabotage, chirurgischen Eingriffen und Black Ops. Sie stehen oft vor dem, was andere für unmögliche Chancen und Operationen halten, bei denen es normalerweise nur wenige unschuldige Menschen gibt, die durch mögliche Kollateralschäden oder unkontrolliertes Schlachten verletzt werden.

## M.D.C. nach Region

* Kopf - 135
* Hände (2) - je 55
* Arme (2) - je 120
* Beine (2) - je 160
* Rumpf - 255

that can only be struck when the attacker makes a Called Shot,
and even then the attacker is -4 to strike. Destroying the head/
helmet eliminates all forms of optical and sensory enhance-
ment, leaving the pilot to rely on his own human senses without
any of the bonuses granted to him by the Bio-Armor.

* + Depleting the M.D.C. of the main body shuts the Bio-

Armor down and Supernatural P.S., all bonuses, weapons and
special capabilities provided by the armor to its wearer are
gone. See Features Common to All Bio-Armor for full details.

## Bewegung

Running: 50 mph (80 km) maximum. The act of running does tire
out its wearer, but at one third of the usual fatigue rate.

Leaping: 10 feet (3 m) high or lengthwise from a stationary posi-
tion, 20 feet (6 m) high or across with a running start.

Underwater Capabilities: The Shark Bio-Armor can swim/rocket
through water at a maximum speed of 45 mph (72 km), triple along
a ley line, and can swim and walk along the bottom of shallow seas
at half the running speed. Maximum depth is five miles (8 km).
Mobility: Good; -5% to Prowl and perform other Physical skills.

## Statistical Data

P.P.E. Cost to Create: 1,200 P.P.E.
Height: 7-8 feet (2.1 to 2.4 m).
Width: 2.6 to 3 feet (0.8 to 0.9 m) at the shoulder.
Length: 2.5 feet (0.76 m).
Weight: 220 pounds (99 kg).
Physical Strength: Supernatural P.S. of 25.
Cargo: None, though belts, bags and other carrying cases can be
strapped onto the armor or carried by the wearer.
Power System: Magic. The living armor feeds on and is powered
by the P.P.E. of its wearer and available ambient P.P.E. As long
as it has at least 20 P.P.E. per day, it can function at full capacity.
Cost: Exclusive to Lemurians and never sold on the open market
nor are the secrets of its creation ever shared with outsiders, no
matter how trusted they may be. Easily worth 7-11 million credits.

## Weapon Systems

1. Electric Arc: The Shark Bio-Armor uses a shark’s natural
electroreceptors to collect, store and emit bursts of electricity.
Emanating from the suit’s head/helm, using the weapon does
not require hands and leaves the wearer unencumbered in close
combat.
Primary Purpose: Anti-Personnel.
Secondary Purpose: Assault.
Range: 1,500 feet (457 m) in air, 500 feet (152 m) underwater.
Mega-Damage: 3D6+3 M.D.
Rate of Fire: Each blast counts as one melee attack.
Payload: Effectively unlimited as long as the suit is charged with
P.P.E.

2. Shark Bite: While it may appear to be an ordinary helmet made
of a smooth piece of armor, or a regular mouth, it can open to
reveal a large shark’s maw lined with multiple rows of teeth;
with new teeth rotating forward to replace those that are broken
in combat.
Primary Purpose: Close Combat.
Secondary Purpose: Defense.
Range: Hand to hand/bite.
Mega-Damage: 3D6+2 M.D. (Takes into consideration the Super-
natural P.S.)
Note: Each bite counts as one melee attack.

3. Shark Tooth Blades/Spikes. Along the forearm and/or gaunt-
lets are 2-4 shark tooth-shaped blades or spikes used to slash
opponents and parry weapon attacks.
Primary Purpose: Close Combat.
Secondary Purpose: Defense.
Range: Hand to hand.
Mega-Damage: 3D6 M.D. (Takes into consideration the Super-
natural P.S.)
Note: Each bite counts as one melee attack.

4. Side Arms (2; Optional): Any type of side arm or melee weap-
on may be used; same as the Avian Bio-Armor. However, war-
riors clad in this armor have an affinity for weapons made of
shark teeth and the teeth of dragons, sea serpents and monsters,
as well as magic weapons, spears, pole arms and swords.

5. Hand to Hand Combat: Rather than use a weapon the pilot
can engage in Mega-Damage hand to hand combat. The num-
ber of attacks and bonuses are as per the skills and attributes of
the armor’s wearer, plus the following bonuses provided by the
armor, below.
Mega-Damage: As per Supernatural P.S. of 25. Restrained
Punch: 4D6 S.D.C. Punch or Head Butt: 2D6 M.D. Power
Punch: 4D6 M.D., but counts as two melee attacks. Kick: 3D6
M.D. Leap Kick or Power Kick: 4D6 M.D., but counts as two
melee attacks. Stomp: 1D4 M.D.
Shark Bio-Armor Combat Bonuses:
+1 additional attack per melee at levels 2, 5, 9, 12 and 15.
+2 to Perception Rolls underwater only.
+1 on initiative, +2 to strike, +1 to parry, +3 to automatic
dodge (the act of dodging does not use up an attack/action),
+1 to disarm at levels 2, 5, 8, 11 and 15, +2 to pull punch, +2
to roll with impact, +2 to save vs toxic gases, airborne poisons
and diseases, and +1 to save vs Horror Factor at levels 1, 3, 5,
6, 8, 10, 12 and 14.
+10% to Underwater Navigation and Prowl skills when the
armor is worn.
Combat Frenzy/Bloodlust (special): Whenever the wearer of
Shark Bio-Armor faces impossible odds, is outnumbered by
more than 3 to 1, or when he or an ally is in imminent mortal
danger, the character enjoys the following bonuses and penal-
ties.
Duration of Frenzy: Until the odds even out, the enemy sur-
renders or retreats, the mission is accomplished without having
to kill everyone, or all who oppose him are dead or unable to
fight. Or until the frenzied individual is rendered unconscious
or subdued and restrained.
Frenzy Bonuses:
A temporary 1D6x10 M.D.C. boost to the Shark Bio-Armor.
+1 attack per melee round.
+2 on initiative.
+2 to strike.
+3 M.D. to damage with handheld weapons, punches and
kicks.
Critical Strike (double damage) on a roll of 17 or higher.
Double damage from behind.
Triple damage on a Natural 20.
+10% to save vs Coma/Death.
Frenzy Penalties: -9 on Perception Rolls.
No bonuses at all to dodge, disarm, pull punch or roll with
impact; straight die roll only. Obsessed with fighting and de-
stroying all who oppose him.
Does not think about using other skills (consumed with com-
bat) and is -20% if he does.
Those caught up in a Blood Frenzy will fight any enemy they
encounter.
Roll percentile dice to determine if the frenzied warrior rec-
ognizes his friends, allies or innocent people. 01-60% means
yes, and he is able to stop himself from hurting them. 61-00%
means no, and he continues to fight, attacking with the intent of
killing or taking down his “next enemy” as quickly and cleanly
as possible. Thankfully, the frenzied warrior fights only until
this opponent is rendered unconscious/unable to fight (a good
time to play dead), surrenders, or runs away. After which, the
still frenzied warrior turns to his next adversary. Note: Before
the frenzied warrior delivers the “killing blow,” roll again to see
if he recognizes his ally or innocent person and stops short of
killing him, or not. By the way, in a frenzy, the Shark Warrior has no time or interest in taking captives, so he expects any-
one who surrenders to drop their weapons and leave the field of
combat. To do otherwise means combat renews or continues.
Once the frenzy has run its course, the warrior is weakened
and tired from the ordeal and should rest for 15 minutes. If the
warrior is required to keep fighting or moving, he does so at -2
attacks per melee round, -50% to Spd, -3 on Perception Rolls,
-2 to initiative, strike, parry, dodge, disarm, and entangle, and
-10% in skill performance.

6. Sensor Systems & Special Features of Note: All the same
common features, except for the following.
Bio-Regeneration: 2D6 M.D.C. per hour.
Detect Blood: The Shark Bio-Armor can detect even a few
drops of blood in the water from up to 10 miles (16 km) away.
On land, the armor can smell blood from a distance of one mile
(1.6 km) and can track the blood scent to its source at a base
skill of 50% +2% per level of experience.
Hammerhead (optional): Shark Bio-Armor that has a ham-
merhead configuration for the helmet has an extra pair of eyes
at each end that provide a 300 degree field of view, making it
extremely difficult to sneak up on. Whether or not the Blood
Frenzy is active, the wearer of Hammerhead Shark armor is +1
on Perception Rolls and +1 to parry and dodge, and an extra 20
M.D.C. to the helmet.