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
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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.
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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.
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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.
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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.
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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.
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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
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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.
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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.
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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.
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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."
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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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