Ultramarine Industries

Experimental Technology & Mutant Support Systems

The Arcadian Institute possesses access to technology decades ahead of that commercially available to the general public via Ultramarine Industries. Much of it has been developed specifically to assist mutants in controlling their abilities, surviving hostile environments and operating safely in the field.

Students initially have access only to basic equipment. As they advance through the Institute and receive greater field clearance, increasingly sophisticated technology becomes available for purchase.

Unless otherwise stated, bonuses granted by two pieces of equipment to the same statistic do not stack. Use the highest bonus.

Equipment can be purchased with Arcadian Credits. Credits can be earned for missions, academic feats and various other methods in and around the Institute.

ARCADIAN INSTITUTE ADVANCED EQUIPMENT

  1. Atlas Kinetic Support Gauntlets

Strength Enhancement

These surprisingly lightweight gloves contain an artificial lattice of electroactive fibres. Microscopic motors react to the wearer's muscle movements, multiplying the force exerted by the hands, arms and upper body.

They are particularly popular with mutants whose Powers are impressive but whose natural physique is considerably less so.

Atlas Mk I: +2 STR | 4,000 Cr
Atlas Mk II: +4 STR | 16,000 Cr
Atlas Mk III: +6 STR | 36,000 Cr

The bonus affects all statistics normally derived from Strength.

  1. Arachne AI-Weave Gloves

Dexterity Enhancement

The gloves from your example fit beautifully here.

Thousands of microscopic tension fibres run through the fabric while an embedded AI predicts the wearer's intended movements milliseconds before they occur. The gloves subtly correct muscular movement, hand positioning and reaction timing.

Arachne Mk I: +2 DEX | 4,000 Cr
Arachne Mk II: +4 DEX | 16,000 Cr
Arachne Mk III: +6 DEX | 36,000 Cr

The bonus affects Defence, Initiative and other statistics normally derived from Dexterity.

  1. Aegis Metabolic Harness

Constitution Enhancement

Worn beneath ordinary clothing, this lightweight torso harness continuously monitors the wearer's cardiovascular, respiratory and metabolic systems.

Micro-stimulation, automated hydration and blood-oxygen optimisation allow the body to function considerably beyond its normal endurance.

Aegis Mk I: +2 CON | 4,000 Cr
Aegis Mk II: +4 CON | 16,000 Cr
Aegis Mk III: +6 CON | 36,000 Cr

Health should be recalculated while the harness is worn.

  1. Athena Neural Processor

Intelligence Enhancement

A discreet neural-interface band worn behind the ears accelerates information processing and provides an AI-assisted secondary layer of cognition.

It doesn't simply give the wearer answers. Instead, it helps them think faster.

Athena Mk I: +2 INT | 4,000 Cr
Athena Mk II: +4 INT | 16,000 Cr
Athena Mk III: +6 INT | 36,000 Cr

Particularly prized by Science and Technology specialists.

  1. Oracle Sensory Crown

Wisdom Enhancement

A slim circlet incorporating biometric sensors, environmental scanners and predictive threat-analysis software.

Rather than increasing intelligence, Oracle improves awareness. It identifies tiny changes in movement, sound, temperature and behaviour that the wearer might otherwise overlook.

Oracle Mk I: +2 WIS | 4,000 Cr
Oracle Mk II: +4 WIS | 16,000 Cr
Oracle Mk III: +6 WIS | 36,000 Cr

Perception and other Wisdom-derived statistics increase accordingly.

  1. Mercury Social Interface

Charisma Enhancement

A nearly invisible earpiece and collar-mounted sensor suite analyses vocal patterns, body language, facial microexpressions and social responses in real time.

The system subtly advises the wearer regarding tone, posture and conversational approach.

Mercury Mk I: +2 CHA | 4,000 Cr
Mercury Mk II: +4 CHA | 16,000 Cr
Mercury Mk III: +6 CHA | 36,000 Cr

It cannot make people like you.

It can, however, help considerably.


SKILL & COMBAT ENHANCEMENT TECHNOLOGY

  1. Argus Tactical Visor

Perception

A lightweight augmented-reality visor identifies movement, thermal signatures and potential threats.

Mk I: +2 Perception | 2,500 Cr
Mk II: +4 Perception | 10,000 Cr
Mk III: +6 Perception | 22,500 Cr

At Mk III, the wearer also ignores the first 2 points of penalties caused by darkness, smoke or poor visibility.

  1. Ghostskin Adaptive Suit

Stealth

Millions of microscopic cameras record the wearer's surroundings while reactive fibres reproduce approximate colours and patterns across the suit's surface.

It is not true invisibility, but someone standing still in a Ghostskin suit can become alarmingly difficult to notice.

Mk I: +2 Stealth | 3,000 Cr
Mk II: +4 Stealth | 12,000 Cr
Mk III: +6 Stealth | 27,000 Cr

This does not replace the Invisibility Power.

  1. Hermes Motion Boots

Acrobatics

Gyroscopic stabilisers, impact-responsive soles and predictive movement sensors continuously adjust the wearer's balance.

Mk I: +2 Acrobatics | 2,500 Cr
Mk II: +4 Acrobatics | 10,000 Cr
Mk III: +6 Acrobatics | 22,500 Cr

Mk III also reduces falling damage by 10 feet for calculation purposes.

  1. Pathfinder Field Bracers

Survival

Originally developed for Institute expeditions, these rugged wrist units incorporate mapping, atmospheric analysis, compass systems, water detection and biological hazard warnings.

Mk I: +2 Survival | 2,000 Cr
Mk II: +4 Survival | 8,000 Cr
Mk III: +6 Survival | 18,000 Cr

They function without conventional satellite coverage.

Ash still insists that relying entirely upon them is "how idiots die."

  1. Sherlock Investigative Lenses

Investigation

These transparent smart lenses magnify microscopic evidence, analyse residue, reconstruct trajectories and automatically catalogue visual information.

Mk I: +2 Investigation | 2,500 Cr
Mk II: +4 Investigation | 10,000 Cr
Mk III: +6 Investigation | 22,500 Cr

At Mk III, once per investigation the wearer may reroll one failed Investigation check.

  1. Galen Medical Gauntlet

Medicine

A forearm-mounted diagnostic system capable of monitoring vital signs, identifying trauma and providing step-by-step emergency treatment guidance.

Mk I: +2 Medicine | 2,500 Cr
Mk II: +4 Medicine | 10,000 Cr
Mk III: +6 Medicine | 22,500 Cr

The Mk III can also automatically stabilise an adjacent dying character once per day without requiring a Medicine roll.

  1. Daedalus Engineering Rig

Technology

A compact belt containing modular tools, holographic diagnostic systems and an engineering AI.

Mk I: +2 Technology | 3,000 Cr
Mk II: +4 Technology | 12,000 Cr
Mk III: +6 Technology | 27,000 Cr

The Mk III effectively functions as a portable advanced laboratory for routine technological work.

WhiteNoise probably owns several and has modified every single one beyond its warranty.

  1. Sun Tzu Tactical Display

Strategy & Tactical Awareness

A small neural-linked battlefield computer continuously analyses positions, movement patterns and potential lines of attack.

Mk I: +2 Strategy and Tactical Awareness | 5,000 Cr
Mk II: +4 Strategy and Tactical Awareness | 20,000 Cr
Mk III: +6 Strategy and Tactical Awareness | 45,000 Cr

Because it enhances two Skills, it is deliberately much more expensive than single-Skill equipment.

  1. Hawkeye Targeting Monocle

Ranged Combat & Marksmanship

This retractable ocular device calculates distance, wind, target velocity and movement prediction.

Mk I: +1 Ranged Combat and Marksmanship | 4,000 Cr
Mk II: +2 Ranged Combat and Marksmanship | 16,000 Cr
Mk III: +3 Ranged Combat and Marksmanship | 36,000 Cr

It works with conventional ranged attacks and appropriate ranged Power Attacks.

  1. Achilles Combat Interface

Melee Combat & Unarmed Combat

Sensors incorporated into lightweight wrist and ankle bands analyse an opponent's movement and feed predictive combat information to the wearer.

Mk I: +1 Melee Combat and Unarmed Combat | 4,000 Cr
Mk II: +2 Melee Combat and Unarmed Combat | 16,000 Cr
Mk III: +3 Melee Combat and Unarmed Combat | 36,000 Cr

It is particularly popular among Brawlers.

Dragoneye regards dependence upon it with profound disapproval.

  1. Bastion Reactive Defence Harness

Defence

A series of tiny sensors detects incoming attacks and produces instantaneous counter-movements through the wearer's suit.

Mk I: +1 Defence | 4,000 Cr
Mk II: +2 Defence | 16,000 Cr
Mk III: +3 Defence | 36,000 Cr

This counts as an equipment AC bonus.

  1. Prometheus Power Regulator

Power Attacks

One of the Institute's most specialised pieces of mutant technology.

Prometheus does not increase the mutant's actual Power Rank. Instead, biometric sensors analyse the mutant's unique energy signature and help regulate how that power is released.

Mk I: +1 Power Attack | 5,000 Cr
Mk II: +2 Power Attack | 20,000 Cr
Mk III: +3 Power Attack | 45,000 Cr

When purchased, the regulator must be calibrated to one specific Power.

It cannot subsequently be transferred to another Power without recalibration by the Institute.

  1. Cerberus Resistance Implant

Saving Throws

A subdermal monitoring device detects physiological and neurological abnormalities and attempts to compensate for them before they overwhelm the wearer.

Choose Fortitude, Reflex or Will when purchased.

Mk I: +1 chosen Save | 2,500 Cr
Mk II: +2 chosen Save | 10,000 Cr
Mk III: +3 chosen Save | 22,500 Cr

A character may own different Cerberus modules for different saves, but only one can be active at a time.

  1. Arcadian Omni-Link

Ultimate Enhancement Technology

This should be one of the genuinely coveted pieces of late-game equipment.

The Omni-Link is a personalised neural-interface system manufactured only for senior students and authorised field operatives. It coordinates several different Institute technologies through a single AI.

When purchased, choose two Attributes.

Omni-Link Mk I: +2 to both chosen Attributes | 10,000 Cr
Omni-Link Mk II: +4 to both chosen Attributes | 40,000 Cr
Omni-Link Mk III: +6 to both chosen Attributes | 90,000 Cr

The two Attributes are permanently configured when the Omni-Link is manufactured.

A STR/CON Omni-Link might be designed for a Brawler.

A DEX/INT model would be frighteningly attractive to WhiteNoise-style characters.

A WIS/CHA model could create an exceptional leader or Psychic.


INSTITUTE EQUIPMENT RULES:

Equipment Slots: A character may benefit from a maximum of four Advanced Equipment items simultaneously. One may be an Attribute Enhancer, one Combat Enhancer, one Skill Enhancer and one Utility item. The Omni-Link occupies both the Attribute and Utility slots.

Enhancement Bonuses Don't Stack: Two pieces of technology cannot increase the same Attribute or Skill. Use whichever bonus is highest.

Powers Remain Superior: Technology should enhance mutant Powers rather than replace them. Ghostskin assists Stealth, for example, but it never grants true Invisibility. Hermes Boots improve Acrobatics but do not grant Flight or super Speed. 

Institute Clearance: Mk I equipment becomes available around Levels 4-5, Mk II around Levels 6-8, and Mk III around Levels 9–10 and beyond. This prevents a wealthy Level 1 student wandering into class wearing enough technology to make Ultramarine raise an eyebrow.

Purchasing Equipment: Students aren't literally buying equipment from a campus shop. Credits represent a student's accumulated Institute Equipment Allowance, earned through missions, academic achievement, training exercises and rewards. Characters can spend those Credits to requisition authorised equipment from the Institute's Technology Division.

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