Note: Still a work in progress. Comments are appreciated. If you have any ideas of your own, please post them.
As of November 17th, there are some new things in the works. I've posted them in their current states on page 3 of this thread. Take a look if you want.
Update Log (Last Update: 05/6/10)
[spoiler]
05/6/10: New modules: Arcane Synthesis, Astral Shift, Essence Balancing, Hammer Beam, Order Enforcement, Probability Breaker, Screw Attack, Wind Strider. Reposted.
01/6/10: Removed the Core hard-point from being accessed via feats and spells. It is now a class feature only. Removed the helmet hard-point from the Exploration module and the core hard-point from the Energy Weapon module. Changed the Energy Weapon arms hard-point. Tweaked the Rezbit Control module and added a support hard-point. Removed Luminoth Protection module from Chozo Warrior, added it to Pirate Trooper.
27/5/10: Added a table of the feats and modules. Renamed Phazon Enhancement Device module to just Phazon Enhancement module.
26/5/10: New modules: Flare Beam, ***Ing something-or-other*** (name in progress), Kinetic Accelerator, Temporal Accelerator, and Thermal Visor modules. Reposted.
07/5/10: Reposted.
25/4/10: New PrCs: Full Metal Warrior, Soulsteel Shaper. New skill: Computer Use. Added rules for removing integrated equipment while a Power Suit is formed.
24/4/10: I'm starting on the fluff for the modules and classes. Tweaked some of the clunky Pirate Trooper abilities, gave them a new Reverse Engineering ability to fill the gaps. It's like the Beguiler and Warmage's Advanced Learning abilities, but for modules instead of spells. Tweaked the Chozo Warrior's Energy Beam and Beam Cannon so they can enchant it like a magic weapon, and so they can remove modules that force certain damage types that may be ineffective.
23/4/10: New modules: Corrosion Inducement, Dimensional Shift, Disruption Beam, Duality, Energy Charge, Gravity Booster, Psychic Devastator, X-Ray Scope modules. Reposted.
22/4/10: New feat: Energy Blade, Widened Beam. Tweaked the Improved Energy Beam feat, and probably a couple of other things.
17/4/10: New race: Phyrigisian. Tweaked the Chozo Warrior's Energy Beam damage to be more consistent and hopefully stand up well at higher levels.
14/4/10: New modules: Annihilator Beam, Biofeedback, Energy Transfer, Resonance Detonator, Terranean Resonator modules. Added the first few spells: Access Least/Lesser/Greater Hard-point, Phazon Assassin. Reposted.
13/4/10: Added some simple stats of a few weapons.
12/4/10: New modules: Alt-form, Cryo Core, Phazon Control, Thermal Lance modules.
07/4/10: New PrC: Bio-mech Fuser. Inspired by Ghor from Metroid Prime 3, members of this dual suit-forming and infusing PrC meld their consciousnesses with the bodies of machines. Also, changed the numbering of the sections. Section 5 will have spells and similar things as soon as there's any to add. Reposted
04/4/10: New Monsters: Phazon Behemoth, Phazon Husk. New Feats: Alacritous Reflexes System, Biotic Fortitude System, Cognition Detection System, Companion Bond System, Lethality Enhancement System, Psychic Resonator System, Recursive Willpower System, Sublime Recuperation System. Changed the way the System feats work. Now most of them have a single, scaling effect for simply investing energy, and another, more powerful effect for investing 3 or more energy. Note that anyone can gain the required suit-former level (11th) to invest 3 energy by level 20 with the Form Power Suit feat. Added skill lists for the completed or mostly completed classes.
02/4/10: New PrC: Energy Reaper. New feats: Harden Power Suit, Lighten Power Suit, Toughen Power Suit. New modules: Dark Beam, Dark Visor, Light Beam, Luminoth Protection module, Nova Beam, Scan Visor, Spazer Beam, Speed Booster. Reposted.
31/3/10: New PrC: Eldritch Armorsmith (needs a new name and a capstone ability).
29/3/10: New PrC: Phazon Adept. New Feats: Cobalt Transference System, Energy Siphon, Hunter-Killer System, Phazon Rage, Superior Smiting System. Added a new ability for the Federation Marine. Tweaked the Space Pirate race. They now get a bonus System feat at 1st, giving them the 1 point of energy and a place to stick it.
22/3/10: New Monster: Greater Rezbit, Cybernetic Dragon. Yup, we have a base to stat out Ridley now. Reposted.
21/3/10: New PrC: Ironskin Arcanist. Updated the Adaptable Energy Beam, Adaptable Training, Adaptable Modules feats to account for PrCs as well as multi-classing.
21/3/10: New Feats: Adaptable Energy Beam, Adaptable Training, Adaptable Modules. New item: Stunstick. New Modules: Echo Visor, Space Jump, Ice Beam, Plasma Beam, Wave Beam modules. Reposted.
20/3/10: New Modules: Energy Charge, Energy Weapon, Rezbit module. New Monster: Rezbit. Reposted.
20/3/10: Reposted
20/3/10: Added the Assassin Teleportation, Infantry Teleportation, Phazon Enhancement Device modules. Added Prestige Class idea stubs. Added Expanded Hard-point, Split Attachment feats.
20/3/10: Began Iji adaptation. (Removed 02/4/10 since there's really only just a stub)
19/3/10: Added the Dual Weapon Module. Two-Weapon beam wielders rejoice! New Feats: Sysadmin Reboot System. Renamed Space Pirate class to Pirate Trooper. Space Pirate race is up.
19/3/10: Reposted.
19/3/10: Added the first of many feats. There's over a dozen of them now.
19/3/10: Added the Space Pirate and Federation Marine base classes. Federation Marine is far from complete, and Space Pirate is only missing a capstone ability.
19/3/10: Added more modules. Space Jump, Energy Tank, Missile Launcher, Riot shield. Updated the Grapple Lasso module.
19/3/10: Added Starcraft adaptation section, including the Ghost Infiltrator PrC and the Personal Cloaking and Stim Pack modules.
18/3/10: First posting. Includes the Chozo Warrior class and several modules.
[/spoiler]
Table of Contents
[spoiler]
OverviewBase ClassesPrestige ClassesPrestige Classes (Continued)Modules (A-C)Modules (D-H)Modules (I-P)Modules (Q-Z)Incomplete ModulesFeatsSpells, EquipmentRaces, MonstersAdditional Rules, AdaptationReference lists and data[/spoiler]
This is basically applying what little I know of Incarnum to something else. I don't actually have Magic of Incarnum, but the concept looks like fun. I'm making this because this is the idea I had for making something approximating the completed Incarnum system that I can play around with. Please let me know what you think of it. If you don't like the flavor of Metroid, the concept lends itself well enough to other things without changing the names. Turn it into Starcraft and give Terran Marines the Stim Pack module. Or maybe it's Star Trek and the suit-formers are starships. All power to main deflectors?
The general idea is that this is mostly a reflavored, renamed Incarnum system, built from the ground up based on what I've seen and heard about it online. Energy works like essentia, modules and systems work like soulmelds and the invest 1/day feats, and hard-points are similar to chakra binds.
Hard-points available are: (accessibility slightly different from Incarnum)
Crown = Helmet lesser interaction, morale, mental combat
Brow = Visor least senses, detection
Hands = Hands least melee prowess
Arms = Arms greater aid allies, extra attacks
Feet = Feet least movement
Throat = Support greater unusual abilities,
Shoulders = Back lesser unusual mobility, protection
Heart = Shielding lesser defensive capabilities
Waist = Utility least transformation, physical improvement
Soul = Core greater general improvement, multiple effects and abilities
Totem = Beam Cannon special, improves Energy Beam *Chozo Warrior only
1. A Brief Overview:
[spoiler]
1.1 Forming a Power Suit and Activating Modules
At 1st level, a suit-former gains the ability to form a Power Suit (or similar device) and activate modules within it. This process takes 8 hours to complete, plus another 1 hour to attach any activated modules to available hard-points. Since this process is mostly automated, the suit-former can move about 1 round after beginning the process. As long as the suit-former is not involved in combat or other stressful conditions (basically anything that would interrupt a Wizard preparing spells for the day), this process continues as normal. The suit-former need not even be conscious during this time, and may sleep, eat, and walk around as normal. Each significant interruption adds one hour to the time remaining to form the suit, to a maximum of the process's normal time. Unforming a Power Suit takes one minute.
Each time your form your suit, you may choose which modules to activate amongst those available to you. You may choose to activate fewer modules than your normal maximum. If you do, you can activate them later in the day using a process similar to forming your suit, except that it only takes one hour. Similarly, you can attach fewer modules to your available hard-points, and the process to attach more later in the day takes one hour.
If you have the ability to form different suits (such as a Chozo Warrior 3/Federation Marine 2), you must choose only one to form. However, your available modules may be applied to whichever suit you have formed, even if they are from a class different from the one whose suit you formed. You need not form a suit to use modules, although you must form a suit to attach them to hard-points. If you choose to activate modules without forming a suit, it still takes the normal amount of time (usually 8 hours) and suffers from the same limitations.
Note that most classes limit the total number of modules that can be activated from that class at once to your Constitution minus 10. This only counts the modules activated from that class. Modules from other classes or from other sources, such as feats, do not count against this limit.
1.2 Energy Pools
Suit-formers gain a pool of energy generated by the systems in their Power Suits. This energy can be applied to the various modules and systems that they have available to them in order to improve their effects. Energy granted from multiple classes, from feats, and from other sources is combined into one single pool that can be used for all of a characters active modules.
As a swift action, you may reallocate your energy investments amongst your active modules once each round.
Systems are feats that grant an effect that can be improved by investing energy into them. Energy invested this way must be done concurrently or after attaching modules to hard-points, and these points of energy are locked into the feat for 24 hours, or until the suit-former next reforms her suit. Energy cannot be added or removed from these feats once they are locked, even through a change in energy capacity or excessive energy damage. Temporary energy damage in sufficient quantities to deplete all other sources of a suit-formers energy are ignored. When something refers to investing energy in it like a System, this is what it means.
Some effects grant temporary points of energy or cause temporary energy damage. If you gain temporary energy, it does not apply to any of your modules until you next reallocate your energy investments. If you suffer temporary energy damage, you immediately lose a total amount energy from your pool or invested in modules equal to the damage taken. You regain this lost energy at the same rate that you recover ability damage.
If you have energy invested in a module and that module's capacity decreases to less than the amount of energy invested, the excess energy immediately returns to your energy pool.
1.3 Modules and Magic
Modules interact with magic and magical effects similar to magic items. They cannot be dispelled, but they are suppressed for 1d4 rounds by a targeted Dispel Magic or similar effect. Their effects are suppressed in an anti-magic field, although they return as soon as they are removed from the field. A Mage's Disjunction spell deactivates all modules that fail the Will saves that their suit-formers roll on their behalf. Most experienced suit-formers learn techniques to help resist the effects of anti-magic.
Unless otherwise stated, modules and their effects are considered to be supernatural abilities.
1.4 Power Suits, Magical Equipment and Integrated Equipment
Because most Power Suits cover the entire body, using magical equipment in the usual manner is difficult at best. Thankfully, most Power Suits are created with these limitations in mind and include the ability to integrate equipment into their matrix when being formed. When forming a suit, a suit-former can choose to integrate mundane and/or magical equipment into her suit. This integrated equipment cannot be removed while the suit is formed without causing serious damage. Integrated equipment grants its normal bonuses and effects, which may or may not stack with those already granted by the suit and active modules. Integrated equipment makes the hard-point equivalent to the body slot used unavailable for normal use. However, equipment can be integrated even if the equivalent hard-point is not accessible, and do not normally count against the normal limit of hard-point attachments.
Integrated equipment can interfere with the full use of modules and hard-points. Hard-points for which there is integrated equipment for the equivalent body slot cannot have anything attached to them other than the integrated equipment in question. Integrated equipment can be attached to the hard-point its body slot is equivalent to, which counts against the normal limit of hard-point attachments and may grant bonuses, depending on the item in question.
Power Suits have biological components that integrate themselves with their users' nervous systems and bodies. Removing integrated equipment while the suit is formed is a dangerous procedure as it risks interrupting vital functions of the suit and its wearer. A Computer Use check is required to bypass the safety protocols and remove integrated equipment from a formed Power Suit and causes Constitution damage. A Heal check made at the same time reduces the Constitution damage. The Heal check need not be made by the same person attempting to remove the equipment. See the Computer Use skill for more details.
1.5 Suit Feats and System Feats
While each descriptor does nothing on its own, these feats share certain characteristics in common with others of the same descriptor. All Suit feats described here grant an increase to the users suit-former level. All System feats described here grant a point of energy and allow energy to be invested in them once per day for a bonus of some sort.
While Suit and System feats need not necessarily share the following characteristics, all such feats detailed here do. For simplicity, all future Suit and System feats should share these characteristics as well.
System feats increase a characters total energy pool and grant a single effect that can be improved by investing energy into them. Energy invested this way must be done concurrently or after attaching modules to hard-points, and these points of energy are locked into the feat for 24 hours or until the suit-former next reforms her suit, at which point all energy in a System feat is returned to its owners energy pool. Energy cannot be added or removed from these feats once they are locked, even through a change in energy capacity or excessive energy damage. Temporary energy damage in sufficient quantities to deplete all other sources of a suit-formers energy are ignored. Unlike modules and most other energy receptacles, System feats are usually extraordinary abilities (as is normal for most feats in general), not supernatural.
Suit feats generally enhance the users suit-forming abilities. Each one also provides a small boost the the user's suit-former level in all classes, to a maximum of the user's total Hit Dice or level.
1.6 Modules Without Suit-former Levels
Characters without levels in suit-former classes are treated as though they had a suit-former level of 0. Any bonuses they may gain to their suit-former level apply to this. If you have a suit-former level of 0, you can only invest 1 point of energy at a time into any given module or system.
1.7 Temporary Energy Damage and Energy Drain
Temporary Energy Damage works similarly to ability damage, except that it applies to your energy pool instead of ability scores. See section 1.2 for more details. Energy Drain is a more permanent form of Temporary Energy Damage, similar to ability drain.
You recover from temporary energy damage and from energy drain just like from ability damage and from ability drain. Any effect that cures ability damage or removes ability drain can affect temporary energy damage or energy drain as though they were damage or drain to one of your ability scores, respectively.
[/spoiler]
Copied from section 3.1: Modules Overview for conveniece
[spoiler]
Similar to soulmelds, modules take 8 hours to activate, and another 1 hour to attach to any available hard-points. Each module can be attached to only one hard-point at a time, and each hard-point can only accommodate one module. Unlike soulmelds, modules can be attached to any available hard-point, although there is usually no special benefit to doing so for hard-points not listed for the module in question. Each character can activate a limited number of modules and attach the to a limited number of their suit's hard-points at any given time, as determined by their levels in suit-forming classes. The amount of energy that can be assigned to a given module is limited by your suit-former level, as given on table 3.1.1. If you gain the ability to activate a module through an effect that does not specify your effective suit-former level for the module, treat your suit-former level as 1 for the module.
Not all hard-points are available to all characters. Each character can attach modules only to hard-points that have been made accessible by that character's class features, feats, or other effects. In addition, integrating equipment in one's suit interferes with the use of hard-points. Each hard-point has a corresponding body slot. While a module is attached to that hard-point, other equipment cannot be benefited from if worn on the corresponding body slot. Incarnum reacts in a similar manner to equipment and attached hard-points. Attached hard-points and chakra binds for a given slot are mutually exclusive. See table 3.1.2 for equivalencies between body slots, chakra binds, and hard-points. hard-points not listed on table 3.1.2 (such as the Beam Cannon) have no equivalencies, and are compatible with all equipment and chakra binds.
Table 3.1.1: Energy capacity by level
Suit-former Maximum Energy
Level per Module
0-5 1
6-10 2
11-15 3
16-20 4
21+ ((level + 4) / 5)
Table 3.1.2: hard-point, body slot, and chakra bind equivalencies
Body Chakra
Hard-point Slot Bind
Helmet Head Crown
Visor Face Brow
Hands Hands Hands
Arms Arms Arms
Feet Feet Feet
Support Throat Throat
Back Shoulder Shoulder
Shielding Torso Heart
Utility Waist Waist
Core Body Soul
Each module is listed in the following format. The first line has the module's name. The second lists the module's descriptors, if any. Descriptors usually have no game effect on their own, and are only used for how they interact with other effects and abilities. The third line lists the classes that can activate the module in question. This is only a reference for convenience. Actual class lists of available modules should take precedence over the descriptions here, and other effects (such as the Activate Module feat) are not limited by this unless explicitly mentioned. The fourth line lists any prerequisites that a module might have. A module cannot be activated by a character unless she fulfills these prerequisites. A module cannot be counted towards fulfilling its own prerequisites. If a suit-former loses the ability to fulfill these requirements at any time, the module is suppressed until such time as the character fulfills them again. In such a case, the module is still considered active with respect to the limited number of modules a character can have active at one time. The fifth line lists the hard-points that the module gains additional benefits from being attached to. The sixth line indicates what types of saving throws this module's effects may cause. See text for more details.
After that, the general benefits for having the module active are listed, followed by the specific benefits for having it attached to specific hard-points. You always gain the general benefits while the module is active, and you also gain all of the benefits for the hard-point that the module is attached to, if any. If a module is attached to multiple hard-points, you gain the additional benefits of each hard-point attachment. If you attach a module to two or more hard-points that grant the same effect, then you only get that effect once.
[/spoiler]
This is just a reference list of various bits of useful or interesting information and numbers from this system.
[spoiler]
Hard-points available are: (accessibility slightly different from Incarnum)
Helmet lesser interaction, morale, mental combat
Visor least senses, detection
Hands least melee prowess
Arms greater aid allies, extra attacks
Feet least movement
Support greater unusual abilities,
Back lesser unusual mobility, protection
Shielding lesser defensive capabilities
Utility least transformation, physical improvement, random stuff
Core greater general improvement, multiple effects and abilities
Beam Cannon special, improves Energy Beam *Chozo Warrior only
Hard-point access by class and level: PrCs have class level (expected ECL)
Feat CW FM PT PhzAdp IrnArc StlThr EngRpr FmlWar EldArm SlShap GFElit BmechF CompGh
Arms 12 14 17 9 7(14) --(--) XX(YY) --(--) XX(YY) --(--) XX(YY) XX(YY) --(--) XX(YY)
Back 6 -- 11 6 4(11) 8(13) XX(YY) 4(11) XX(YY) 8(13) XX(YY) XX(YY) 6(11) XX(YY)
Core -- 17 -- 15 9(16) --(--) XX(YY) --(--) XX(YY) --(--) XX(YY) XX(YY) 9(14) XX(YY)
Feet 3 5 5 2 1 (8) 3 (8) XX(YY) 1 (8) XX(YY) 3 (8) XX(YY) XX(YY) 2 (7) XX(YY)
Hands 3 9 5 2 1 (8) 3 (8) XX(YY) 1 (8) XX(YY) 3 (8) XX(YY) XX(YY) 2 (7) XX(YY)
Helmet 6 9 11 6 4(11) 8(13) XX(YY) 4(11) XX(YY) 8(13) XX(YY) XX(YY) 6(11) XX(YY)
Shielding 6 9 11 9 4(11) 8(13) XX(YY) 4(11) XX(YY) 8(13) XX(YY) XX(YY) 6(11) XX(YY)
Support 12 14 -- 12 7(14) --(--) XX(YY) --(--) XX(YY) --(--) XX(YY) XX(YY) --(--) XX(YY)
Utility 3 5 -- 2 1 (8) 3 (8) XX(YY) 1 (8) XX(YY) 3 (8) XX(YY) XX(YY) 2 (7) XX(YY)
Visor 3 5 5 6 1 (8) 3 (8) XX(YY) 1 (8) XX(YY) 3 (8) XX(YY) XX(YY) 2 (7) XX(YY)
Beam Cannon -- 2 -- -- --(--) --(--) XX(YY) --(--) XX(YY) --(--) XX(YY) XX(YY) --(--) XX(YY)
CW = Chozo Warrior
FM = Federation Marine
PT = Pirate Trooper
PhzAdp = Phazon Adept
IrnArc = Ironskin Arcanist
StlThr = Steel Theurge
EngRpr = Energy Reaper
FmlWar = Full-metal Warrior
EldArm = Eldritch Armorsmith
SlShap = Soulsteel Shaper
GFElit = GF Elite
BmechF = Bio-mech Fuser
CompGh = Computer Ghost
Adaptations - Hard-point access by class and level: PrCs have class level (expected ECL)
GhoInf
Helmet 8(13)
Visor 1 (6)
Hands 4 (9)
Arms --(--)
Feet 4 (9)
Support 8(13)
Back 4 (9)
Shielding --(--)
Utility 1 (6)
Core --(--)
Beam Cannon --(--)
GhoInf = Ghost Infiltrator
Available modules and hard-point attachments by class:
All CW FM PT PhzAdp IrnArc StlThr EngRpr FmlWar EldArm SlShap GFElit BmechF CompGh
Modules 57 33 25 39
Arms 10 4 6 6 XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY)
Back 9 * 3* 5 7 XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY)
Core 12 6 * 4* 9 XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY)
Feet 11 6 5 8 XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY)
Hands 12 6 8 8 XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY)
Helmet 14 5 8 11 XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY)
Shielding 13 6 7 10 XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY)
Support 9 4 * 4* 7 XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY)
Utility 12 9 * 1* 10 XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY)
Visor 12 9 4 10 XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY)
Beam Cannon 14 14 * 3* * 5* XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY) XX(YY)
CW = Chozo Warrior
FM = Federation Marine
PT = Pirate Trooper
* = This class does not get this hard-point
Ideally, I'd like to have 50-60 total modules, with ~30 for the Chozo Warrior, ~15-20 for the Federation Marine, and another ~20-30 for the Pirate Trooper.
Hard-point attachments should be roughly even in numbers across the board for any given class, skewed slightly towards the lower level attachments.
Aside from that, it's probably complete enough to play with it now. Mission accomplished. Now time to see if I can get 100% completion.
Module hard-point attachments by other hard-point attachments.
First row/column is total number of modules with that attachment. Across the row is how many modules with the hard-point of the row also have the hard-point of the column.
Final 3 lines are how many modules have exactly 1, 2, or 3 hard-point attachments, and the frequency thereof.
Any Arms Back Core Feet Hand Helm Shld Sprt Util Visr Beam
Modules | 57 10 09 12 11 12 14 13 09 12 12 14
Arms | 10 -- 1 0 1 5 1 0 1 1 1 3
Back | 09 1 -- 2 2 2 3 0 1 2 1 * 0*
Core | 12 0 2 -- 3 1 2 4 0 1 3 1
Feet | 11 1 2 3 -- 1 1 3 2 1 0 1
Hands | 12 5 2 1 1 -- 1 3 1 1 2 3
Helmet | 14 1 3 2 1 1 -- 2 3 1 3 2
Shielding | 13 0 0 4 3 3 2 -- 2 2 1 3
Support | 09 1 1 0 2 1 3 2 -- 1 1 1
Utility | 12 1 2 1 1 1 1 2 1 -- 1 2
Visor | 12 1 1 3 0 2 3 1 1 1 -- 2
Beam Cannon | 14 3 * 0* 1 1 3 2 3 1 2 2 --
--------------|----------------------------------------------------------
1 hard-point | 04 1 0 0 1 0 0 0 0 1 1 0
2 hard-points | 35 4 4 7 5 4 9 6 5 9 7 10
3 hard-points | 18 5 5 5 5 8 5 7 4 2 4 4
Any Arms Back Core Feet Hand Helm Shld Sprt Util Visr Beam
Modules with descriptors:
Acid: Corrosion Inducement, Nova Beam
Cold: Cryo Core, Duality, Ice Beam
Electricity: Grapple Lasso, Wave Beam, Wind Strider
Fire: Duality, Plasma Beam, Thermal Lance
Sonic: Annihilator Beam, Echo Visor, Resonance Detonator
Force: Kinetic Accelerator, Power Beam, Riot Shield
---
Air
Earth: Terranean Resonator
Water
---
Darkness: Dark Beam, Duality, Dark Visor
Light: Duality, Flare Beam, Light Beam
Teleportation: Assassin Teleportation, Astral Shift, Dimensional Shift, Infantry Teleportation
Phazon: Phazon Control, Phazon Enhancement Device
---
Chaotic: Probability Breaker
Evil: ***Ing something-or-other***
Good: Luminoth Protection
Lawful: Order Enforcement
---
Special: Energy Weapon
Combo: (not an actual descriptor) Assassin Teleportation, Duality
Modules that boost things: (Format is ModuleName {noEnergyBonus}+{bonusPerEnergy} attachmentPointIfAny. Stars * indicate that the effect may have limitations or special bonuses)
Attack rolls: Annihilator Beam 2+0*, Dual Weapon 0+1*, Energy Weapon 0+1*, Kinetic Accelerator 0+1* Hands, Kinetic Accelerator 1+0* Visor, Nova Beam 4+0*, Power Beam 0+1* Hands, Riot Shield 0+1* Hands, Spazer Beam X+0*, Temporal Accelerator 0+1 Core, Terranean Resonator 1+0.5*, Thermal Lance 0+1*
Damage rolls: Annihilator Beam 0+1, Dark Beam 0+1, Energy Weapon 0+1*, Essence Balancing 0+1* Hands, Hammer Beam 0+1, Ice Beam 0+1, Kinetic Accelerator 0+1* Hands, Kinetic Accelerator 1+0* Visor, Light Beam 0+1*, Nova Beam 0+1, Plasma Beam 0+1, Power Beam 0+1* Hands, Riot Shield 0+1* Hands, Spazer Beam 0+X*, Terranean Resonator 0+1*, Thermal Lance 0+1*, Thermal Lance 0+1* Feet, Wave Beam 0+1
Armor class: Alt-form 2+1*, Essence Balancing 0+1*, ***Ing something-or-other*** 0+1*, Luminoth Protection 0+1*, Order Enforcement 0+1*, Power Beam 0+1 Shielding, Probability Breaker 0+1*, Riot Shield 2+1*, Temporal Accelerator 0+1 Core
All Saves: Flare Beam 2+1*, Essence Balancing 2+0*, ***Ing something-or-other*** 2+0*, Luminoth Protection 2+0*, Order Enforcement 2+0*, Power Beam 1+1, Probability Breaker 2+0*
Fort: Phazon Enhancement Device 2+1
Reflex: Radar 2+1
Will: Phazon Enhancement Device -1+-0.5, X-Ray Scope 2+1*
Initiative: Radar 2+1
Combat Maneuvers: Alt-form 4+2*, Grapple Lasso 2+1*, Grapple Lasso 4+1* Hands, Terranean Resonator 4+0*
Darkvision: Dark Visor 20+10
Low-light Vision: Exploration Module 2+0 Visor
Blindsense: Echo Visor 0+10 Core
Blindsight: Echo Visor 0+5 Core, X-ray Scope 20+10* Core
Tremorsense: Terranean Resonator 0+5 Visor
HP/level: Energy Tank 1+0.5, Energy Tank 1+0*
Fast healing and similar: Biofeedback 0+1* Core
Damage Reduction: Biofeedback 1+1, Hammer Beam 5+0*
Miss Chance: Infantry Teleportation 20+5
Spell Resistance: Arcane Synthesis 10+1/2lvl+2 Shielding
Fire resistance: Duality 0+5, Thermal Lance 0+5* Feet, Varia 0+5
Cold: Duality 0+5, Varia 0+5
Electricity: Varia 0+5 Shielding
Acid: Varia 0+5 Shielding
Sonic: Echo Visor 0+5
Phazon: Phazon Control 0+5
Positive Energy: Duality inf+0, Light Beam 5+0
Negative Energy: Dark Beam 5+0, Duality inf+0
Speed: Speed Booster 0+5, Temporal Accelerator 10+5, Thermal Lance 10+0* Feet
Fly: Grapple Lasso 20+5 Back, Screw Attack 5+5*, Space Jump 20+5 Back, Wind Strider Land
Swim: Gravity Booster Land Back
Climb: Gravity Booster 1/2 Land Feet
Burrow: Terranean Resonator 1/2 land Back
Str Checks
Dex Checks
Con Checks: Phazon Enhancement Device 2+1
Int Checks
Wis Checks
Cha Checks
Appraise
Autohypnosis
Balance
Bluff
Climb: Gravity Booster 4+2
Computer Use: Disruption Beam 4+2*, Scan Visor 4+2 Visor
Concentration: Phazon Enhancement Device 2+1
Craft
Decipher Script: Scan Visor 4+2 Visor
Diplomacy
Disable Device: X-Ray Scope 4+2
Disguise
Escape Artist: Alt-form 4+2
Forgery
Gather Information
Handle Animal
Heal
Hide: Varia 0+2 Utility
Intimidate
Jump: Gravity Booster 4+2, Space Jump 4+2
Knowledge: Arcane Synthesis 4+2, Scan Visor 4+2*
Listen: Echo Visor 2+2 Visor
Martial Lore: Scan Visor 4+2 Visor
Move Silently: Varia 0+2 Utility
Open Lock
Perform
Profession
Psicraft: Disruption Beam 4+2*, Scan Visor 4+2 Visor
Ride
Search: X-Ray Scope 4+2
Sense Motive
Sleight Of Hand
Speak Language
Spellcraft: Arcane Synthesis 4+2, Disruption Beam 4+2*, Scan Visor 4+2 Visor
Spot: Echo Visor 2+2 Visor
Survival
Swim: Gravity Booster 4+2
Tumble: Space Jump 4+2
Use Magic Device: Arcane Synthesis 4+2
Use Psionic Device
Use Rope
Module that grant abilities: (not filled out)
Camouflage
Death Attack
Evasion
Improved Evasion
Hide in Plain Sight
Mettle
Improved Mettle
Mind Blank
Poison Use
Rage
Skirmish
Slippery Mind
Sneak Attack
Sudden Strike
Trackless Step
Trapfinding
Uncanny Dodge
Improved Uncanny Dodge
Woodland Stride
Modules that grant feats:
Powerups by Metroid video game:
Metroid: Morph Ball, Missile, Long Beam, Energy Tank, Bombs, Ice Beam, High Jump Boots, Varia Suit, Screw Attack, Wave Beam
Metroid 2: Bomb, Spider Ball, High Jump Boots, Spring Ball, Space Jump, Screw Attack, Varia, Ice Beam, Wave Beam, Spazer Laser Beam, Plasma Beam
Super Metroid: Morph Ball, Missiles, Bombs, Energy Tank, Charge Beam, Super Missiles, Spazer Beam, Hi-Jump Boots, Varia Suit, Wave Beam, Speed Booster, Ice Beam, Reserve Tank, Power Bombs, Grappling Beam, X-ray Scope, Gravity Suit, Space Jump, Spring Ball, Plasma Beam, Screw Attack, Hyper Beam
Metroid Fusion: Missiles, Morph Ball, Charge Beam, Bombs, Hi-Jump and Jumpball, Speed Booster, Super Missile, Varia Suit, Ice Missiles, Wide Beam, Power Bomb, Space Jump, Plasma Beam, Gravity Suit, Diffusion Missiles, Wave Beam, Screw Attack, Ice Beam
Metroid Zero Mission: Morph Ball, Long Beam, Missiles, Charge Beam, Bombs, Plasma Beam, Power Grip, Ice Beam, Space Jump, Speed Booster, Hi-Jump and Spring Ball, Varia Suit, Wave Beam, Super Missile, Gravity Suit, Screw Attack, Power Bombs
Metroid Prime: Power Beam, Wave Beam, Ice Beam, Plasma Beam, Charge Beam, Morph Ball, Bombs, Power Bomb, Boost Ball, Spider Ball, Space Jump, Grapple Beam, Missile, Super Missile, Wavebuster, Ice Spreader, Flamethrower, Combat Visor, Scan Visor, Thermal Visor, X-Ray Visor, Varia Suit, Gravity Suit, Phazon Suit
Metroid Prime 2: Power Beam, Dark Beam, Light Beam, Annihilator Beam, Charge Beam, Morph Ball, Bombs, Power Bomb, Boost Ball, Spider Ball, Space Jump, Screw Attack, Grapple Beam, Missile, Seeker Missile, Super Missile, Darkburst, Sunburst, Sonic Boom, Combat Visor, Scan Visor, Dark Visor, Echo Visor, Varia Suit, Dark Suit, Light Suit, Energy Transfer Module, Gravity Boost
Metroid Prime 3: Power Beam, Plasma Beam, Nova Beam, Charge Beam, Morph Ball, Bombs, Boost Ball, Space Jump, Screw Attack, Grapple Lasso, Grapple Swing, Grapple Voltage, Missile, Ice Missile, Seeker Missile, Combat Visor, Scan Visor, Command Visor, X-Ray Visor, Varia Suit, Hazard Shield, Phazon Enhancement Device, Phazon Beam, Hyper Ball, Hyper Missile, Hyper Grapple
Metroid Hunters: ***Not a clue, never played it, ain't touching it unless someone else has a list***
... and their equivalents:
Morph Ball - Alt-form module (utility)
Missile - Missile Launcher module
Long Beam - Far Shot feat
Energy Tank - Energy Tank module
Bombs -
Ice Beam - Ice Beam module
High Jump Boots - Space Jump module
Varia Suit - Varia module
Screw Attack - Screw Attack module (in progress)
Wave Beam - Wave Beam module
Spider Ball -
Spring Ball - you can still jump while Alter Self-ed
Space Jump - Space Jump module (feet/back)
Spazer Laser Beam - Spazer Beam module
Plasma Beam - Plasma Beam module
Charge Beam - Energy Charge module
Super Missiles - Missile Launcher module (beam cannon)
Speed Booster - Speed Booster module
Reserve Tank - Energy Tank module
Power Bombs -
Grappling Beam - Grapple Lasso module (back)
X-ray Scope - X-Ray Scope module (visor)
Gravity Suit - Gravity Booster module
Hyper Beam - Chozo Warrior capstone class feature
Ice Missile -
(Sorta Ice Beam meets Missile Launcher)
Diffusion Missile - Missile Launcher module (helmet)
Power Grip - Reflex saves/Climb checks, as always
Power Beam - Power Beam module
Boost Ball -
(Sorta Speed Booster meets Alt-form)
Wavebuster - Chozo Warrior class feature
Ice Spreader - Chozo Warrior class feature
Flamethrower - Chozo Warrior class feature
Combat Visor - Radar module
Scan Visor - Scan Visor module
Thermal Visor - Thermal Visor module (in progress)
Phazon Suit -
(Phazon Control module, maybe? Protects against Phazon damage.)
Dark Beam - Dark Beam module
Light Beam - Light Beam module
Annihilator Beam - Annihilator Beam module
Seeker Missile - Missile Launcher module (arms)
Darkburst - Chozo Warrior class feature
Sunburst - Chozo Warrior class feature
Sonic Boom - Chozo Warrior class feature
Dark Visor - Dark Visor module
Echo Visor - Echo Visor module
Dark Suit -
Light Suit -
Energy Transfer Module - Energy Transfer module and Luminoth Protection module
Nova Beam - Nova Beam module
Grapple Voltage - Energy Transfer module (arms)
Command Visor - get a custom magic item to control your ship
Hazard Shield - Varia module (shielding)
Phazon Enhancement Device - Phazon Enhancement Device module
Phazon Beam - Phazon Beam module (in progress)
Hyper Ball -
Hyper Missile - re-flavored Missile Launcher module (beam cannon)
Hyper Grapple - re-flavored Energy Transfer module (arms)
[/spoiler]