One-size-fits-all. The Synthskin Body Dress (SBD) automatically
expands or contracts to fit the users size
Protects with an PV of 5 and features following IDs:
5 (Head), 10 (Torso), 10 (Abdomen), 5 (Arms), 7 (Legs).
Automatically heals itself with 5 ID per phase.
Automatically heals one of its user's wounds per round.
Automatically restores 1 Incap and 1 Hit in a damaged
Body Location per round.
Injects the wearer a drug similar to UV on demand;
wearer gains one additional Action per round for 12 hours.
He will then lose one Action per round for 24 hours, unless
the wearer shoots another dose. In that case he will not lose
his action until 12 hours have passed, but then he will lose
2 Actions, etc. (obviously not intended for extended usage).
Features 10 injections. The user will become addicted to the
substance (only known as ULTS0054) if he shoots two injections
within six hours (no roll needed; automatic addiction) although
he will gain two Actions (and lose two Actions after 12 hours).
Detox effects after addiction is the loss of one Action permanently.
Wearer automatically loses one Action per location
wounded if the SBD is hit and ID damage is inflicted. Lasts
until all IDs in the damaged zones have been restored to full
capacity. Wearer cannot loose more than ½ of his Actions (round
Synthskin Gloves and Hood are available for
100 and 350 Credits respectively. The Gloves have hidden compartments
for fluids and each index finger has a retractable hollowed-out
molymer needle to inject the fluids (most often poisons) into
the target (PEN 2, DAM -4, AD 0). The Hood completely closes
over the head but has active osmosis-features so that breathing
is possible through the synthskin material. The eyes are covered
with a thin membrane that act as low-light intensifiers (cancels
up to 2 ranks of Darkness visibility mods). if the operative
activates this feature (touch a pressure sensitive OrgaButton
on the left side of the neck to activate).
· Synthskin Dresses can be treated with Squad Logos; the process is a special Karma engineered hallmarking and costs 250 Credits per 100cm² covered.
· For an additional 300 Credits the Synthskin can be treated with reactive cloaking abilities, similar to the natural armour of a Xeno. The longer the operative remains motionless and lets the synthskin adapt to the pattern of colours, light and shadows in the vicinity of the Operative, the harder the Operative is to spot. Every 6 Phases spent motionless give a -1 penalty to all Detect rolls made against the character for a maximum of -10 (achieved after roughly 1½ minutes). The character must remain completely still and spend no Actions during this adjustment process in order not to disturb the Synthskin. As the time required for the adjustment bonus is dependent upon Phases the actual number of Actions the character forfeits is meaningless, as long as he spends all his Actions (and thus Phases) on remaining still. The cloaking abilities can be patterned into an existing synthskin (of first or second generation) for an additional cost of 600 Credits.