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House Gene-Coil's Lindel Host Armor and Pilot O.C.C.

Posted: Thu Sep 26, 2024 10:16 am
by dethbegins
Lindel Upgrade O.C.C.

Lost in mother’s mind, I can feel myself slowly slipping, my mind feels heavier, like the broad trees I lay with.
-Sabastian Diffey


Living off the land as a gardener is considered a common step towards any future development on the surface, however, in times of greater advancement with little machine influence, one will find the need for a LINDEL.
Lindels’ Habit for rapid growth of bio-modified plants is second to none, spending great amounts of time better evolving their local groves to better suit the needs of their local populations. Unlike other Host-Armor Variants, The Lindel is almost purely a home-bound cultivator.
All Lindels’ are given a modified host armor that specializes in rapid evolution techniques for developing more advanced plant-based defenses, allowing rapid and well-developed structures to be grown in place of a more than empty region of territory.
Although Homebound, all Lindel Units are trained for combat, espionage, and the occasional swift modification of bio-enhancements.


Alignment: Any, but commonly Principled (10%), often Scrupulous (30%).

Attribute Requirements: I.Q. 15, P.E. 13, P.S. 12

Attribute Bonuses: +2d8 I.Q, +2d6 M.E., +3d8 M.A.

O.C.C. Bonuses: +4 to save against horror factor, +3 to initiative, +4 to strike with ranged weapons, comes with an upgraded Bio-Comm unit pre-built into their skull, allowing for communications up to 18 miles away.

Base S.D.C.: 45, plus any from physical skills

O.C.C. Skill Programs: Construction (+45%), Espionage (+35%), Hunter/Trapper (+25%), Survivalist (+45% and includes the Gardening and Botany skills) and Biotechnology (+25%).

Elective Skills: Select 8 additional skills at first level, plus one additional elective skill at 3, 5, 8, 11, 14.
Same as Gardener (The Rifter #50, Page 63)

Secondary Skills: Select 3 additional secondary skills at level 1, plus one additional skill every level after 4.

Special Skills:

Reinforcer: Lindel Pilots are trained to rapidly repair and replenish bioweapon supplies and restore damage to their organic structures. Functions like the Repair Skill, Jury-Rig Skill, and allows for bio-nourishment up to 5 gallons, or 3 heavy weapons, 6 rifles, or 12 hand weapons. Base Skill: 55% +5% per level of experience. (Their augmented with a pack that fuses with them directly, it molds into their armor harmlessly)

Lindel Host Armor: Lindel armor is improved gardener host armor, with several bonuses that allow for rapid deployment of defenses and replenishment of armaments. Lindel Host Armor also comes with a new symbiotic plant called Glass-Shimmers bonded to their back.

Step 1: See the specific details on Lindel Armor below.

Step 2: Determining Metabolism. Lindel armor is always Herbivore, Lithovore, or Photosynthetic.

Step 3: Available Bio-Energy points for the Lindel are M.E. attribute number, +P.E. attribute number, +3d6x12+15 points, plus an additional 15-20 Bio-E points according to the Host Armor’s metabolism type. Each Level of advancement starts with level 5, the Lindel gets an additional 2d6x5 Bio-E to add to the capabilities of their current indel Armor. These Bio-E points can be used as soon as they are acquired or saved and combined with points from subsequent levels of experience.

Note: If the Lindel Armor is destroyed, another will be bonded to them, but it will only have the most basic Bio-Enhancements. Further augmentation will only occur with each additional level of experience or as a reward for impeccable service.

Step Four: Biological Enhancements and Weapon Systems. Selections can be made from any of the categories, but most Lindel focuses on Short-range Offenses, and Biological Defenses in order to give themselves better protection in the field while providing heavy suppressive firepower to support their team.

Lindel Augmented Limbs: The Lindel always has improved movement, dodge, and enhancements. Options are as follows:

Auto-Dodge: Lindel always has auto dodge +5 and increases all movement options by 25mph (~40kph).
Improvements: Lindel units start with the following augments: Amplified biological clock time: The brain is modified to react faster, accelerating key processes allowing for faster thinking and action. (Starts with enhanced neurological connection) +3 initiative, +1 to strike and parry, +2 to auto-dodge, +1 attack per melee, +3 to roll punch or impact.

Defensive reflex: If the host loses consciousness, the host armor will become autonomous, defending the host and forcefully evading combat, once in a safe location, the armor goes dormant healing the host by 2 M.D.C. per hour the host remains resting. The host armor will return to its defensive state until the host awakes if danger appears near the host.

Enhanced Armor: +3d8x15 M.D.C. is added to all parts of the Lindel, however, you will lose 2d4 mph to your running speed.

Respected: The Lindel Host Armor is a respected wearer of their community, often the architects of many resistance members’ homes, and their active defender at home. All Lindel are seen by all members of their society as veterans who still serve for the needs of the resistance, and will aid the Lindel as needed willingly, unless the wearer is notorious or hostile to their inhabitants.

Advancements: The Lindel requires a fully leveled L.V. 15 Gardener to become a level 1 Lindel, all stats are carried over, and all bonuses are still applied. However, you lose the ability to leave on missions without special request of engineers or librarian within the underground haven, or outpost you’re from.

Standard Equipment: Military fatigues, a suit of non-organic body armor for back up or disguise, dress clothing, survival knife, utility belt, first-aid kit, 2 slap patches, face wrap, tinted goggles, hatchet for cutting wood, 1 light and one medium bio-weapon of choice, and one weapons for each W.P. with appropriate ammunition for heavy combat, tent, knapsack, backpack, two water skins, emergency rations (2 months’ supply), and some personal items.

Handheld Weapon Bio-Enhancements: Lindel receives 2d6x5 Bio-E at level 1, plus 15d4x2 Bio-E at each addition level of experience after 5, Bio-E can be distributed between all the weapons in the character’s personal armory or applied to one favorite item.

Money: Has 2d8x200 credits worth of precious metals, relics, or trade items, as well as 4d8x15 in available credits. Money can be spent now on additional equipment or saved for later.

The Upside: You’re an overwhelming base defender with some serious moxie and plenty of available time and assets for developing the settlement your apart of.

The Downside: You will be forced to remain at base unless tasked otherwise. Which for an adventurer can be torture.
Experience Table: Continuing using the same experience table as the dread-guard found on page 183 of the Splicers Role-Playing Game.

Lindel Armor

Lindel armor is a huge host armor specifically designed for base defense and rapid construction efforts for the underground haven. Lindel Armor is often hosted by veterans who utilized the Gardener Armor for defensive purposes and made efforts to reinforce Havens into fortified settlements. Due to the protective nature of the wearer, often the suit will exert a will of its own to protect the pilot should the need arise. The Lindel Armor is one of the few Host Armors that retain some form of automation, and exhibits odd moments of self-awareness, often to the notice of the pilot who will hear another voice unlike their own. Often these voices are gentler and relaxed, however, they can change to a more aggressive tone if made during combat.
Engineers and Librarians both agree the Lindel Armor is not perfect armor, however, its value for base defense, and its capabilities involving alerting the pilot are currently undergoing testing. The Lindel Armor is an extreme rarity and has only been produced from a single house known as House “Gene-Coil”.
Lindel Armors are known to be Nimble, possessing a powerful augment that lets them move rapidly from harm’s way, often without a scratch. Lindel Armor also thinks and moves faster than most, carries enhanced armor, and exhibits as previously discussed a level of sentience that keeps their host alive, ensuring long term survival for the suit and pilot.


Class: Host Armor.

Crew: One Lindel Pilot.

M.D.C. by Location:

Arms (2) – 6D6x15+15 M.D.C., +15 Additional M.D.C. per level of experience (Starting at level 3); Both arms have the same M.D.C.

Hands (2) – 4D6x15+20 M.D.C., +15 additional M.D.C., per level of experience (starting at level 2); Both hands have the same M.D.C.

Legs (2) – 5D8x12+45 M.D.C., +25 additional M.D.C., per level of experience (Starting at level 3); Both Legs have the same M.D.C.

Feet (2) – 4D6x15+15 M.D.C., +20 additional M.D.C., per level of experience (Starting at level 2); Both Feet have the same M.D.C.

Head – 4d8x12+45 M.D.C., +35 M.D.C. per level of experience.

Main Body – 8D8x15+65 M.D.C., +25 M.D.C. per level of experience.

Speed:

Running: 5D6+15 mph (32.2 to 72.4 kph). The Act of running does tire out the pilot, but at only 15% of the normal fatigue rate.

Leaping: Only 20 feet high (6 m), or 30 feet (10 m) across.

Digging: 50 mph (80.5 km) through sand, dirt, rock, or concrete. Digging tires out its pilot, but at a quarter the usual fatigue rate. To dig down enough to adequately hide from enemies on the surface takes 1d4 minutes.

Swimming: 25 mph (40.2 km); swimming tires the pilot at 15% the usual rate.

Underwater Depth: Lindel Armor can withstand pressure up to 1000 feet (333 m) down.

Statistical Data:

Height: Approximately 9 feet (3 m) is added to the height of the pilot.

Width: 5-7 feet (1.5 to 2.1 m), based on the size of the pilot.

Length: 4-5 feet (1.2 to 1.5m), based on the size of the pilot.

Weight: add 650 pounds (294.8 kg) to the weight of the pilot.

Cargo: None, just what the pilot can carry, +250 pounds (113.4 kg) of carry weight.

Physical Strength: 6D6+25 – Splicer P.S. is equal to supernatural strength.

Production Cycle: 15-month gestation, plus 8 months growth time.

Operational Lifetime: 4d10+25-year life span.

Trade Value: None, because each Lindel Armor is bonded to a specific pilot and will not function for any other person.

Bio-Regeneration: 5d8 M.D.C. per minute for the main body and 3d6 M.D.C. per 15 minutes for all other locations.

Horror Factor: 5 for humans and other intelligent life forms; none against the machines.

Senses and Features: Standard plus the following: Reinforced Exoskeleton, Resistance to Acid, Kinetic Energy/Attacks, and All eyes are given Armored Eyes for no additional cost.

Special Note: All previously purchased Gardener Host Armor Bio-Enhancements carry over to the new Lindel Host Armor, but do not override the Lindel’s penalties and bonus restrictions. If the Gardener Host Armor already had one of the Listed Lindel Enhancements, then the Lindel Armor inherits the pre-invested Bio-E points back and is allowed to spend the points on something else.

Feeding: Standard for either Herbivore, Lithovore, or Photosynthetic, plus the suit eats an additional 20-25 pounds (9.1 to 11.3kg) of minerals (stones, rocks, dirt, clay, etc.) a day to sustain the Lindel Host Armor.

Sleep Requirements: Lindel Armor does not require rest/sleep/inactivity, the pilot also requires 2 less hours of sleep to sustain themselves.

Combat Bonuses: +3 to strike, +3 to parry, +2 to entangle, +3 to disarm, and +6 to roll with punch.

Primary Purpose: Defense, Construction

Secondary Purpose: Rapid deployment, outpost construction

Re: House Gene-Coil's Lindel Host Armor and Pilot O.C.C.

Posted: Sun Sep 29, 2024 5:22 am
by dethbegins
Cleaned up description.