· 6 years ago · Jul 06, 2019, 01:34 AM
1Jump-Based / CP-Purchased Components:
2-Reploid Frame
3 -Unique Architecture (Reploid body - based off of Zero https://megaman.fandom.com/wiki/Zero#Arsenal)
4 -Chassis Upgrade x3 (Upgrade to base Reploid frame, based on https://megaman.fandom.com/wiki/Mega_Man_X_(character)#Specifications)
5 -Enhanced Software (Weak Point Reveal)
6 -Elemental Affinity - Fire (Energy capacitor that gains electricity over time, and can absorb charges from intense heat or flame)
7 -V.W.E.S. (Software to emulate and replicate the weapon-systems of defeated enemies)
8 -Kinetic Coil (generate energy from kinetic impacts - violent or otherwise)
9 -Select Fire (fire-mode toggle for all equipped weapon systems. Includes new toggle option: Full Auto-Panic Fire.)
10 -Overdrive Invoke System (Hyper-focused overclocking system - can target specific systems, such as weapons or repair modes.)
11
12-Marvel Cinematic Universe - Armor Table
13 -"Badassium" Reactor (http://marvelcinematicuniverse.wikia.com/wiki/Tony_Stark%27s_New_Element + upgrade to allow multiple Reactor implantations)
14 -Omnium Infusion (Same armor as is used by this fucking thing http://marvelcinematicuniverse.wikia.com/wiki/Iron_Monger_Armor)
15 -Stress Distribution System (Joint protection and lifting harness)
16 -Nanite Storage System (Biometric scan = can only be used by first wearer; Initial storage form is an Ornate Belt Buckle; Both upgrades purchased to allow for armor-built 'healing factor' + on-the-fly restructuring and redesigning to allow for adaptability.)
17
18-Ace Combat
19 -CFA-44 Nosferatu (http://acecombat.wikia.com/wiki/CFA-44_Nosferatu)
20 -COFFIN System (http://acecombat.wikia.com/wiki/Connection_For_Flight_Interface)
21 -Weapons: Autocannon, Electromagnetic Launchers, Advanced Short-Range Air-to-Air Missiles, All-Direction Multi-Purpose Missiles
22 -Data Sharing (automatic software funneling maneuvers, observations, and scans to allied machines)
23 -Powerful Radar (Nigh-impossible to jam or crack radar systems, except by particularly skilled motherfuckers)
24 -Aerodynamic Upgrade (When shifted into plane mode, NO DRAG MOTHERFUCKERS)
25
26-Transformers
27 -Predaking-derived Transformer Body (https://tfwiki.net/wiki/Predaking_(Prime))
28
29-Warhammer 40,000: Adeptus Astartes
30 -Mark VII Aquila Power Armor w/ Artificer-tier Upgrades (http://warhammer40k.wikia.com/wiki/Power_Armour#Mark_VII_Aquila_Power_Armour)
31 -Psychic Hood (http://warhammer40k.wikia.com/wiki/Psychic_Hood)
32
33-Macross
34 -Queadluun-Rhea Battle Armor (http://www.macross2.net/m3/macrossf/queadluun-rhea.htm)
35 -Fold Quartz Unit (Space-Folding Capacity, complete with lack of time dilation on travel)
36 -Variable Size (Allows the mecha-power armor-henshin device to change sizes, allowing the wearer to either pilot it as a mecha, wear it as giant power armor, or wear it as regular power armor)
37 -Flesh of the Vajra (entire machine becomes a bio-technological monstrosity. Increases energy capacity by massive amounts, allows for superdimensional communication, can regenerate itself whilst slowly adapting resistances to whatever damaged it, and might possibly become able to produce more Fold Quartz in tandem with the FQ Unit.)
38
39-Elder Scrolls Online
40 -Automated Defense Gear - 400 CP (Discount Dragonknight): The heavy armor. Created based on schematics recovered from the Halls of Fabrication, this almost unreasonably thick suit of clockwork armor made from some sort of brass-like metal reinforced with rubedite exists for one reason and one reason only – to provide the near-perfect defense. Reactive kinetic displacement disperses force from incoming impacts while systemic dampening technology preserves the wearer's physical integrity beyond what would normally be possible as positive daedron amplification arrays speed Restoration effects along its nano-circuits and disperses excess energons generated by the wearer in the form of a Lullian kenetio-lumen field. In layman's terms for those of you not affiliated with the Clockwork King, it's really good armor that gives you a magitech hard- light shield, boosts your vitality and regeneration, and temporarily grants a stronger shield to you and your allies when you use anything that could be classified as an "Ultimate" ability. It's essentially the Elder Scrolls equivalent of power armor. Alternatively, you can add these mechanical marvels to any armor or mech you own.
41
42-Showa Kamen Rider Part 1
43 -Wild Child Armlet (grants the Kamen Rider Amazon Transformation - https://kamenrider.fandom.com/wiki/Daisuke_Yamamoto#Amazon)
44 -GoGo Armlet (Doubles the power of KR Amazon's abilities; augments magic partially; allows transformation of animals into Beastmen via touch)
45
46-Senki Zesshou Symphogear
47 -Cerberus Relic (made from combining Gleipnir and Prometheus): <tl;dr CHAINS THAT BURN THE GUILTY AND SINFUL, CAN CREATE HELLHOUND-NOISE MINIONS, CULMINATES IN THE GIANT THREE-HEADED DOGGO>
48 -Ignite Module (BERSERKER MODE OF HEAVY METAL MUSIC)
49
50-Super Sentai Part 1: Gorenger - Bioman
51 -Denziman Arsenal (in combination with Denzi heritage psionic powers, increases all physical parameters - such as being able to run 100 meters in 3 seconds while in the Denziron Suit. Helmet contains a 'denziscope,' allowing for seeing through disguises and non-magical illusions. http://powerrangers.wikia.com/wiki/Ippei_Akagi#DenziRed)
52 -Bioman Arsenal (physical enhancement on donning the Biosuit, such as 2000kg punching forces; hardlight barrier generation; capable of channeling an element (chosen: wind) through a specialized weapon; can freely combine attacks with other Biosuit wearers)
53
54-Showa Kamen Rider Part 2
55 -Kamen Rider Black RX Sunriser-Belt (https://kamenrider.fandom.com/wiki/Kohtaro_Minami#Black%20RX - includes access to Robo-Rider and Bio-Rider forms)
56
57-Super Sentai Part 2: Changeman - Jetman
58 -Jetman Cross-Changer Brace (http://powerrangers.wikia.com/wiki/Ryu_Tendo#Default - enhanced strength and jumping ability; can grow wings related to bird (chosen: Lammergeier) for flight. Due to purchased upgrade, have become Neo-Jetman with increased Jetman stats + durability, as well as immunity to anti-birdonic waves)
59 -ChangeBalor Brace (General superhuman bonuses to all stats, with a focus on Sense (Vision). Elemental affinity of fire. Other than that, mostly similarities to http://powerrangers.wikia.com/wiki/Hiryuu_Tsurugi#ChangeDragon)
60
61-Cryptark
62 -Exosuit / Pioneer Suit Import (https://cryptark.gamepedia.com/Weapons https://cryptark.gamepedia.com/Shields and https://cryptark.gamepedia.com/Items)
63 -Recycler: This electronic weapon does nothing on its own except “paint” a target for a few moments. But if the target is destroyed while “painted”, swarms of micro-drones will latch onto the bits of debris and use them to make repairs to the “host” Pioneer Suit. If a pilot is quick and carefully times their use, they would need Repair Kits for only the most extreme damage.
64 -Repulsor Shield: Unlike other shield projectors, this device pushes objects and projectiles away rather than simply absorbing direct hits. Emitting polarized gravitons as it does means that the shield continually drains energy from the system rather than only on direct impacts. But for those uninterested in messing up their paint job, this is the stylish and powerful shield of choice.
65 -Galvanic Fission Bombard 9000: This absurdly overpowered and highly experimental weapon is the result of a scientist and an engineer’s drunken bender together. It purposefully overloads and then ejects a compact fission reactor, which then bursts into a ball of plasma and electricity powerful enough to vaporize even alien technology. Even more terrifying, the bursts of massive electrical charge radiating from the plasma ball arc between anything caught in its path. Even the user if they do not find cover quickly enough.
66 -Hazard Coating: This specialized undercoating is a mandatory safety feature on most offworld mining facilities. Pilots headed for alien wreckage find the immunity to fire and chemical corrosives an expense well worth the cost. This is a permanent upgrade to a Pioneer Suit.
67 -Kinetic Buffer: A favorite of those who expect to find themselves on the receiving end of a punch or at the edge of an explosion in space. This package of compensation thrusters and a predictive controller drastically reduce all manner of attempts to knock around the Pioneer Suit it is installed on. This is a passive system.
68 -Knockback Canisters: This three-pack of compressed gas canisters can be individually blown out to push away nearby enemies or change the course of incoming projectiles. They can also be all blown out at once to shove even large drones aside. Each canister takes sixty seconds to recharge.
69 -Aegis Shell: This emergency energy shield uses a quick-shot power cell to encase the user in a 360 degree bubble of protection for ten seconds. It allows absolute protection during those seconds and even allows weapons to be fired out through it. It comes with a trickle-charge system that will not tax a Pioneer Suit’s energy systems but takes 120 seconds to recharge.
70 -Sensor Suite: An advanced package of deep-wave radar receptors along with an advanced “mole-bat” tunneling processes allows this sensor package to punch through enemy Jammer systems in a wide range. It will not reveal the entire wreck in a single scan, but the other option is navigating purely visually on those stealthy wrecks. This is a passive system.
71 -Laser Sight : A low-power targeting laser designed to aid in long range engagements with a visual beam. Naturally, this allows the pilot to shoot more accurately and ensure each shot hits vital systems on their target more often. This is a passive system.
72
73-Doom 2016
74 -Praetorian Suit - https://doom.fandom.com/wiki/Praetor_Suit - "Within the suit, you are even more resistant to damage, and the suit can be upgraded as you kill enemies or absorb Argent Energy. It fits you perfectly and will only accept you as its wearer. Fitting armor for the ultimate warrior."
75 -https://www.ign.com/wikis/doom-4/Suit_Upgrades
76
77-Warhammer Fantasy: Warriors of Chaos
78 -Helm of Iron and Blood (100CP): This helmet has been seen on the heads of many Champions of Khorne, constantly being taken and worn as a trophy by other champions when the owner was killed. As it was passed along, it seemed to gather a curious effect. Those that wear their helmet are able to artificially inflate their rage, becoming immensely furious over absolutely nothing. The helmet is of good construction, and if the wearer has a set of Chaos Armor on when it is first donned, the helmet will take up the durability and traits of Chaos Armor when put on. Otherwise it is simply a fine helmet. The Helm sports a pair of sharp, massive horns which can literally be used to gore enemies like a bull.
79 -Mindrot (200CP): This badge of honor previously belonged to a brave Bretonnian Lord before he was graced with Nurgle’s touch, causing him to despair and join in servitude to the Plague Lord. This badge’s meaning has been...technically preserved, for when it is affixed to armor it protects the user from despair, instead transferring that mental affliction onto others around them. In your case, the badge causes deep despair and horror when seen by the enemy, and if your mind should be sent reeling from some manner of horror, its effects will be passed onto your foe.
80 -IMPORTED TO RECEIVE BENEFITS: Chaos Plate Armor (One Free, Scenario Reward - https://warhammerfantasy.fandom.com/wiki/Chaos_Armour): Many of the warriors that serve Chaos wear armor that proudly displays their devotion to the Ruinous Powers, but this armor is far beyond anything you’ll see possessed by the average mortal. Many of these sets of armor come from the hellish forges run by the Chaos Dwarves, and others are ancient relics passed down in important families from generation to generation. Some sets are even reported to be gifts from the Chaos Gods themselves. Each set of armor is covered in engravings dedicated to the wearer’s God, and many other subtle marks exist on them that make these armors appear truly profaned. This armor’s metals surpass anything mortal forges can make, and they are arguably one of the most resilient sets of armor known to exist. They are only rivalled by the masterwork Gromril armor from the Dwarves, which are commonly believed to be made of the strongest metals in the whole world. Many consider warriors wearing this armor to be almost invincible, and for good reason. Arrows clatter off harmlessly and mundane weapons often fail to damage the armor in any notable way. Some even say that they have seen weapons shatter outright when they strike a set of Chaos Plate. What’s more,this armor feels like a second skin to the user (although some Warriors of Chaos are unfortunate enough for this to become literal), often feeling almost weightless and laughably easy to move in compared to normal sets of armor. The armor will also change to fit the wearer, so it will still be perfectly usable despite any sudden mutations. A final great boon of Chaos Plate is that most sets will slowly repair any damage done to them over time, a massive advantage for the Chaos Warriors, whose dark crusades are long and filled with bloodshed. You may import a set of armor to gain the same protections and bonuses as a set of Chaos plate if you like. You can also choose to change the armor to look more Chaotic or keep its looks intact.
81
82-Battle Action Harem Highschool Side Character Quest (No SV, You Are The Waifu)
83-AKA Project: Valkyrie Core
84 -Valkyrie Core & Frame - A Valkyrie core is a white sphere whose size ranges from a golf to a tennis ball. When synched it is absorbed into the person’s body. A Valkyrie Core essentially comes with an ever expanding hammerspace that can store any non-living objects into it as long as it has space. Any object can be repaired or improved while in storage space and any technology can be integrated allowing it to be used when either stored or expressed externally.
85 -Impeller Field - Impeller fields are capable of all sorts of bullshit. They essentially act as exotic force fields at their most basic level. Your Impeller also allows you for the manipulation of object within it radius including the human body. It also allows you to perform various forms of spatial manipulation, such as teleportation, at the cost of current Impeller strength. Your Impeller constantly recharges, though the amount it recharges and your Impeller’s total strength is determined by a combination of the total number of hours synched to your Valkyrie Core, compatibility rating, total equipment integrated, and the complexity of that equipment.
86 -Smart Matter Armor + Solar Dynamos - Like Anna your standard armor plates composition is replaced by exotic smart matter that is extremely durable and allows for the armor to be quickly reconfigured. Have your arm blown off? The armor can shift its mass to create a temporary working replacement. These dynamos are either layered over your armor or projected as a mist that moderately negate damage from laser weapons by absorbing electromagnetic energy.
87
88-Berserk (integrated via Valkyrie Core)
89 -Berserker Armor - https://berserk.fandom.com/wiki/Berserker_Armor
90
91-Tom Clancy's The Division (Integrated via Valkyrie Core)
92 -Reclaimer / 400CP - https://thedivision.fandom.com/wiki/Reclaimer
93 Using the latest 3D printing technology combined with extremely advanced nanotech, the Division’s Q-Branch has created field gear that enhances the wearer’s support capabilities. The set utilises two types of nanomachines: one set that provides a small but constant healing effect to the wearer and nearby allies, and another that scavenges resources and uses them as raw materials for a compact 3D printer capable of printing food rations, clean water, and ammunition.
94
95-Exalted: The Infernals
96 -Belt of the Infernal Battle Armor [400, discount Drop-In]
97 -This is a heavy belt of green iron and Moonsilver baptized in Vitriol, which will adjust to fit anyone who attunes to it perfectly. Merely a somewhat bulky accessory in its dormant state, it will become much more useful with a simple offering of essence... From within the belt shall explode a multitude of thin and disturbingly organic-looking tendrils, quickly covering the entirety of the wearer's body. Upon this wiry frame will form chitinous armor plating, complete with masked face, forming a suit of armor resembling a vaguely insectoid appearance.
98 Aside from providing excellent protection, this helltech battle armor also reinforces the wearer's strength and jumping force, doubles running speed, filters out poisons in the air, and while the demons it was forged from only retain a feeble awareness they nonetheless manage to whisper useful military advice to its wearer on occasion.
99 If necessary though, it also offers one more option as an unpleasant surprise for any foes hoping to surround you... You may call upon the fires of hell, to erupt in a blaze of green fire. Afterwards, you may retain these emerald flames so that your form is wreathed in them until battle dies down.
100
101-The Fourth World
102 -Astro Harness - https://dc.fandom.com/wiki/Astro-Harness - Projection of Astro-Force, Magnetic Control, Interstellar Flight, Self-Repair, Energy Manipulation
103 -Mother Box - https://dc.fandom.com/wiki/Mother_Box - SO MUCH BULLSHIT
104
105-Kamen Rider Heisei Part 1: Kuuga & Agito
106 -The Arcle (https://kamenrider.fandom.com/wiki/Arcle) and Amadam (https://kamenrider.fandom.com/wiki/Amadam_(Stone)) - stone belt and power stone that cause a rapid form of evolution and mutation capable of matching the N-ranked Gurongi. Enhances the Disaster Gear immensely on a physical level, starting out at low but eventually capable of reaching Ultimate or Rising Ultimate levels of power (https://kamenrider.fandom.com/wiki/Yusuke_Godai#Ultimate)
107 -The Alter Ring (https://kamenrider.fandom.com/wiki/Alter_Ring) - primarily serves as a sign of bearing the Seed of Light, and thus the power of Agito. Another source of evolution and change, potentially reaching the level of Burning or Shining Agito (https://kamenrider.fandom.com/wiki/Shouichi_Tsugami#Shining)
108
109-Kamen Rider Heisei Part 2: Ryuki
110 -Advent Deck and V-Buckle (https://kamenrider.fandom.com/wiki/Advent_Deck https://kamenrider.fandom.com/wiki/V-Buckle) - allow Rider to channel power of Mirror Monster (read: Ddraig) into Rider's own attacks, as well as command Mirror Monster for combat and coordinated techniques through Advent Cards.
111 -Advent Card Specifics:
112 -Final Vent Card - Finishing Move command. With Rider Nova / Trolvaka and his Mirror Monster Ddraig, Final Vent takes the form of Ddraig firing two balls of flame in a corkscrew pattern towards the Rider's enemy, who is sent flying towards the balls of flame by a roundhouse Rider kick from Nova / Trolvaka.
113 -Sword Vent - Summons Revolcane from anywhere it is currently, into Nova's hand.
114 -Strike Vent - enhances an aspect of the Rider suit for melee strikes that aren't weapon-based. Arc's boots become enhanced with Ddraig's claws, allowing for tearing and slashing kicks.
115 -Freeze Vent - Causes the target of Rider's wrath to become frozen or paralyzed for a brief moment of time (5-10 seconds)
116 -Confine Vent - During the Rider War, nullified / canceled out an enemy Rider's Advent Card. Beyond the Rider War, cancels out any one random ability, spell, or technique an enemy attempts to employ.
117 -SURVIVE Vent - Transforms Rider into Kamen Rider Nova Survive, which enhances Rider's physical parameters, enhances the power of Mirror Monster, and allows for further cooperation between the two. https://kamenrider.fandom.com/wiki/Shinji_Kido#Survive as example
118 -Shoot Vent - Transforms Gorex (the Shushu / Daemon Pistol) into Gorex-Drakon, causing each shot from the gun to explode with every kind of flame breath at Ddraig's disposal.
119 -Strange Vent - Allows the Rider to hijack and steal one Advent Card from an enemy rider's deck. Post-Rider War, allows the Rider to hijack one technique, spell, or ability from an enemy's repertoire.
120
121-Kamen Rider Heisei Part 4: Blade
122 -PENDING FINALIZATION OF FUCKING BUILD
123
124-Kamen Rider Heisei Part 6: Kabuto
125 -Rachny Zecter (https://kamenrider.fandom.com/wiki/Zecters)
126 -Hyper Zecter (https://kamenrider.fandom.com/wiki/Hyper_Zecter)
127 -Grants access to three stages from both Rachny and Hyper Zecter working in tandem: The first is Masked, an armored and bulkier mode which offers stronger defenses but lacking in speed and offense; Cast-Off / Rider Form, a sleeker and more streamlined form which more accurately communicates the Zecter's insectoid origin (in Rachny's case, spider), and gives the Rider access to Clock Up (https://kamenrider.fandom.com/wiki/Clock_Up); And Hyper, a more elaborate and menacing variant of Cast-Off that improves physical attributes, and also grants access to Hyper Clock Up (Clock Up times big-number + ability to go so fast you time travel).
128
129-Kamen Rider Heisei Part 7: Den-O and Kiva
130 -New Den-O Belt (https://kamenrider.fandom.com/wiki/New_Den-O_Belt)
131 -Tied Imagin: Gorex
132 -Grants the Rider access to "Blaster Form," which differs from normal Den-O in that instead of being possessed by Imagin, the Rider instead transforms the Imagin into a weapon. Given Gorex's native form as a pistol, not much changes. Beyond that, bears similar physical stats to New Den-O (https://kamenrider.fandom.com/wiki/Kotaro_Nogami#Strike)
133 -Allows command and access to the Q-Liner's time-traveling railroad and the weaponized railcars attached to it corresponding to every Companion in his Retinue (Current Number: 77). Rider can directly "pilot" the Q-Liner by driving the Chronovolt into the engineer's cabin and motor unit, slotting it into the engine.
134
135Kamen Rider Neo-Heisei Part 1:
136 -The Tri-Memory is a bit different, working off of Gaia Memories and allowing for a single person to transform with capabilities from all 3! Your body will turn tricolor, with the placement of the Memories
137determining which of the 3 areas(Body, Right Arm, Left Arm) are imbued with that Memory’s capabilities! You will gain 3 Gaia Memories to transform with, selected from the Jumper Memory list!
138 -Physical Stats: Comparable to Kamen Rider Double in Heat/Joker Form (https://kamenrider.fandom.com/wiki/Kamen_Rider_Double#Joker)
139 -Memory Abilities:
140 -Blossom Memory (Right Arm): Arm is colored a gentle pink, with rose gold applied to the metallics (chevrons, stripes, etc). Allows the Rider to cause any physical surface they strike or touch to spontaneously grow a Japanese Cherry Tree, growing fast enough to be a bludgeoning or skewering threat to an unwary entity. Blossom's Maximum Drive is "Blossom Burial," which is properly triggered by the Rider striking five pressure-points on the Dopant or similar foe - which causes a massive sakura tree to start sprouting from inside of them, before ending in an explosion of pink light. Should the target be a Dopant or enemy Rider, they will be in the "crook" of the tree's branches, utterly beaten and bruised but alive as the tree shredded the shell or suit - same logic applies to Zodiarts or similar monsters, but normal humans... well they're dead.
141 -Passion Memory (Body): The bodysuit is colored a bright cherry red, with its metallic embellishments and chevrons made out in bronze. Passion is simple - the more hot-blooded and emotional the Rider is (the more "passionate" they are), the harder their physical attacks hit. At peak passion, the Rider's fist and feet begin to emit a red, foggy light that billows dramatically, and causes every physical strike to cause an explosion. Memory Break is "Passion Slam," a gathering of the Memory's total energy into either the Rider's fist or foot for an explosive finishing blow that outdoes the normal explosions of a peak Passion Memory by a magnitude of ten.
142 -Blood Memory (Left Arm): ERROR. ERROR. ERROR. DATA NOT FOUND. LEFT ARM NONEXISTENT.
143 -SuperSonic Shieldstriker: A round shield with nine slots - one on the inside, and eight around its edges - for its associated Gaia Memories. The inner slot is for the SuperSonic Gaia Memory, while the other eight are for the set of Void, Spike, Hover, Cube, Drill, Rocket, Laser, and Frenzy. As a shield it serves as a decent buckler, but if equipped by a Rider the Shieldstriker not only becomes a great ranged weapon (the SuperSonic memory giving it a sawblade-like edge, and allowing it to be thrown out like a boomerang and having it return to the Rider at supersonic speed), but allows the Rider to access the capabilities of each of the Gaia Memories slotted into it in turn. A Maximum Drive initiated with the Shieldstriker is many times more destructive than a Rider's normal Maximum Drive, especially with the nine memories slotted into the weaponized shield.
144 -SuperSonic Memory: Grants the Rider supersonic speed (read: slightly below normal Clock Up speed).
145 -Rocket Memory: Allows the Rider to conjure hardlight rockets and missiles to bombard a target with. While does not increase running speed, can also "launch" one's self like a rocket while jumping.
146 -Laser Memory: Can fire lazers out of one's hands, and eyes, which connect with a physical impact that burns the target or surface. If the presence of reflective surfaces are available, can freely
147 bounce and manipulate the produced lasers across them.
148 -Cube Memory: Manipulates local matter (non-organic) to form blocks and cubes of various sizes and textures, which can be manipulated telekinetically with no effort (e.g. placing cubes together to form
149 walls or steps, throwing them as projectiles, etc).
150 -Hover Memory: Allows the Rider to slightly ignore the limitations of gravity, and manipulate "weightlessness" to allow himself to hover and float both himself and others in his area of effect wherever he
151 so pleases.
152 -Spike Memory: Any surface the Rider touches can be manipulated to grow rows upon rows of spikes, turning walls and floors into death-traps. Remaining in contact with a surface after the fact allows the
153 Rider to "fire" the spikes off as projectiles.
154 -Drill Memory: Manifests hardlight drills for the Rider to use as weapons or projectiles, or to excavate and drill through obstacles. Easiest to drill through earth and soil, but enough determination and
155 dogged drilling can see many Earthly materials bored through.
156 -Frenzy Memory: Increases the Rider's strength the more wild and out of control they become in combat - allows the Rider's 'frenzy' to be infectious, and spread to those who fight both against and alongside
157 the Rider.
158 -Void Memory: Manipulation of shadows, darkness, and the absence of light. Sufficiently deep darkness can allow the Rider to teleport between similar patches of shadow, and manipulate objects and people by
159 grabbing or messing with their shadow in turn.
160 -Multi-King Driver (https://kamenrider.fandom.com/wiki/OOO_Driver but looking far older and more gold-and-bronze)
161 -Allows the Rider to not only use multiple Medal Combos, but split himself into duplicate bodies allowing those multiple Medal combos to operate independently and at full power. Beyond that detail, operates
162 like Kamen Rider OOO in every other respect. Current Medal set in use is the Rider Greeed's own OoKumaShi / Wild Combo: Wolf Medal (Head) grants a Sonic Howl attack, which can knock back even barreling
163 diesel trucks; Kuma Claws, which plant powerful and heavy slashing weapons (strongest of the Greeed's natural weaponry next to Gamel's gauntlets) on the Rider's arms; and Inoshishi Legs, which increase
164 speed when Rider in a charging attack, and allow the extension of goring tusks from the knees for a charging attack. The OoKumaShi combo in general greatly increases the Rider's strength, enhances their
165 natural senses, and allows for a guided berserker mode that enhances all physical parameters even further at the cost of sanity.
166
167-Kamen Rider Neo-Heisei Part 2
168 -Cadejo WizarDriver (https://kamenrider.fandom.com/wiki/WizarDriver) - allows the Mage (referred to from this point onward as Shaman) to access their magical power properly from channeling their Phantom's energies (in Shaman's case, the magic of Cadejo / the Feathered Hound). The enhancements to physical parameters are lower than average for a Rider of this generation, but in exchange the WizarDriver and Hand Autors allow Shaman to access the magicks inherent to his Phantom, and allow him to change between States (at least until the unlocking of Infinity State).
169 -Flame Cadejo Ring - enhances Shaman's attack power and attack speed, coloring their suit primarily black and causing every spell cast through the WizarDriver to be enhanced with flame.
170 -Water Cadejo Ring - colors Shaman's suit primarily white, and enhances the Rider's movement speed and durability - also allowing them to briefly phase into water to avoid enemy strikes, and enhance
171 defensive spells with cool water.
172 -Infinity Cadejo Ring - Shaman's suit is split in two halves - the left half colored coal black with metals and trim colored dim orange, while the right half is snowy white trimmed in blue. While in this
173 state, Infinity allows Shaman to also access Wind and Earth enhancements, while Fire and Water are brought to their utmost peak of magical power. Infinity Cadejo's offensive and defensive capabilities
174 are merged as one, allowing both of the Feathered Hound's preferred elements to be imbued into every spell or attack used by the kamen rider, turning Shaman into a stream of water or flame whenever he
175 would ordinarily take damage, and taking on the direct physical strength of his Phantom.
176 -PhantoRise & PhantoMachine - The first allows Cadejo / The Feathered Hound to be summoned physically into locales such as soulscapes and dream worlds. A good example of such being a Gate's Underworld,
177 where a Phantom must enter and destroy to eliminate and subsume a Gate. The second summons a physical copy of the Phantom into the physical world to merge it with the kamen rider's vehicle - in this
178 instance the Chronovolt, adding the "DogFighter" addition to dramatically increase the car's speed and handling.
179 -The Fomoire Prison Driver (similar in origin to Beast-Chimera's Prison https://kamenrider.fandom.com/wiki/Beast_Driver ) - Sealed after his defeat by his own son Lugh, the Fomoire Prison Driver is the resting place of the old Demon-King of Ireland, Balor. If used on its own, allows a Mage to access the suit, magic, and physical might of Kamen Rider Fomorian. While the Phantom only grants access to the element of Fire, Balor's infernal heat and hellish flames cause the power to bleed out from Fomorian in a blazing aura - causing spontaneous combustions and wildfires, and even blighting and destroying the land and air around the rider. Additionally, through the Mirage and PhantoRise rings, Balor can be briefly released from his prison in either an Underworld or similar mind/soulscape, or summoned into the physical realm, to unleash his wrath.
180 -Malojo Cannon: A shoulder-mounted rifle that serves as a representation of Demon-King Balor's evil eye, allowing KR Fomorian to fire off blazing streams of energy that can melt through skyscrapers and
181 military defenses within seconds. The lasers cast from the Malojo emit the same demonic heat that the rider radiates from tapping Balor's magic, and can even corrode and melt through far stronger
182 materials - such as Wizard's Infinity diamond defenses.
183 -Reconstructed Fourze Driver (https://kamenrider.fandom.com/wiki/Fourze_Driver and https://kamenrider.fandom.com/wiki/Gentaro_Kisaragi#Base) - channels Cosmic Energy, has four basements for Switches that manifest tools on Fourze's limbs. Can swap out Switches to adapt tactics on the fly, although this Rider is instead preferring to lock in a set permanently.
184 -Gravity States - Circle Basement: Transforms Jugganok the Lordhammer into the 'Black Hole Morningstar,' and allows the Fourze user to control gravity by adjusting the dial on the mace's head. Turning the
185 arrow up allows for decreasing of gravity on the Rider, and reduces the effect of gravity on any target touched or slammed by the weapon (e.g. tap objects or civilians to send them floating up to
186 safety/out of the way, smack an enemy Zodiarts with it to send them flying farther than anticipated); Turning the arrow down intensifies the effect of gravity, increasing the morningstar's crushing
187 damage, preventing the Rider from being budged, and causing enemies and enemy projectiles to be slammed or pinned to the ground. Also natively increases Fourze's physical strength at the cost of speed
188 unless gravity is decreased.
189 -Oilcan Switch - Triangle Basement, Left Leg: Manifests an oil-drum with four nozzles on the left leg of Fourze, allowing the Driver to convert Cosmic Energy into a viscous, slippery, and HIGHLY flammable
190 mock-up of oil. There's actually no limit to how much "oil" the Switch can expel, and the liquid only stops burning when the Driver is deactivated - causing the entire oil spill to also vanish.
191 -Barricade Switch - Cross Basement, Right Leg: Manifests a hardlight-projector on Fourze's right leg, allowing the Rider to project a large of light that prevent any entry or intrusion for so long as the
192 switch is active. The wall can be moved, adjusted, grown and shrunk, but only one wall can be projected initially.
193 -Solar Switch - Square Basement, Left Arm: ERROR. MODULE UNDETECTED.
194
195-Kamen Rider Neo-Heisei Part 2.5: Gaim
196 -Sengoku Driver with Attached Genesis Core Unit (https://kamenrider.fandom.com/wiki/Sengoku_Driver https://kamenrider.fandom.com/wiki/Genesis_Driver#Genesis_Core_Unit) - allows the user to convert Helheim fruits into Lockseeds, which when connected to the Driver allow the Armored Rider to open a Crack to Helheim and call down their Sengoku Suit's Armor Part. The Attached Genesis Core Unit opens a second Lockseed Slot / Drive Bay, which can combine two Lockseeds and their Armor Parts into results such as Zack's Jimber-Marron (https://kamenrider.fandom.com/wiki/Zack#Jimber%20Marron) or Kouta's Jimber Series (https://kamenrider.fandom.com/wiki/Kouta_Kazuraba#Jimber). On an ordinary human this would just be a simple, yet very effective enhancement to their combat capabilities - as the Rider using this unit is also an Overlord-level Invess, the abilities derived from the Lockseeds are much higher than normal. This is further compounded by the Rider being forced by DJ Sagara / The Snake of Eden into taking part in the Rider War, which resulted in a victory for Jumper and ascension as the Man of the Beginning / Adam.
197 -Lockseed Combination: Dragonfruit + Rambutan - "SOIYA! MIX! DORAGONFRUIT ARMS! TAKE TO THE SKY, SHENLONG-DA! JINBAH RAMBUTAN! HA-HA!" - blah blah blah something strength speed dexterity something LOOK. GAIM FOCUSED MOSTLY ON WEAPONS, BUT I ALREADY HAVE MY WEAPONS.
198 AND I DON'T KNOW WHAT BEING ADAM WOULD IMPROVE IN THIS.
199
200-Kamen Rider Neo-Heisei Part 3
201 -Ghost Driver (https://kamenrider.fandom.com/wiki/Ghost_Driver) - Allows for the conjuring of Damashii (the Rider Suits / Hoodies), called forth using the Ghost Eyecons. Essentially turns the Rider into a spectral entity with invisibility and intangibility as one of its few in-built powers.
202 -Mugen Damashii (https://kamenrider.fandom.com/wiki/Takeru_Tenkuji#Mugen) - Also called "Infinity Soul," by willingly allowing himself to almost die and be revived by the friendship and love of his family
203 and friends, the Rider unlocked the power of the Mugen Ghost Eyecon. A condensed metaphor for the power of emotions and the human soul, Mugen Damashii channels the force of the Rider's emotions into his
204 attacks and abilities, and the force of his soul into his very body. The defenses granted by the Infinity Soul are capable of tanking the direct blows of the Ganma's deities, the Gammaizers, without a
205 shred of flinching.
206 -Eyecon Driver G (https://kamenrider.fandom.com/wiki/Eyecon_Driver_G) - A special driver used by a Ghost or Specter to transform into Grateful Damashii and obtain the aid of multiple Eyecons and their historic spirits at the same time (https://kamenrider.fandom.com/wiki/Takeru_Tenkuji#Grateful). The Driver acts as a spiritual receptacle, allowing the Eyecons to immediately dispense their Parka Ghosts to aid the Rider - either allowing them to take on another form immediately, or being summoned into battle via constructs. Can typically store up to 15, however this Ghost has the loyalty of only 8.
207 -Nietzsche
208 -Wright Brothers
209 -Aristotle
210 -Shakespeare
211 -Captain James Cook
212 -Archimedes
213 -Tchaikovsky
214 -Jeanne D’arc
215 -Drive Driver + J-Doron (Chronovolt) - (https://kamenrider.fandom.com/wiki/Drive_Driver) - FUCKING SLOWDOWN PARTICLES. CARS. CAR CAN TIME TRAVEL. I AM THE FAST BOI. YEEEEEEAAAAAAAAAAH BOI. EXPLANATION LATER.
216
217-Warhammer 40,000: Commorragh
218 -Kabalite Armour - Due to the Dark Eldar's desire for speed and dexterity over defensibility, their armour is a thin, light-weight flexible bodysuit, pressurised to allow Warriors to traverse the vacuum of space. Just like standard-issue Eldar suits, they respond to neural impulses from their wearer and harden on command, allowing for the Warriors to shrug off civilian-grade firepower, but requiring them to rely on their superior combat abilities and quick reflexes to survive the engagement against more challenging targets. Kabalite warriors wear armour of segmented plates, often held in place by barbs.
219
220-Desolate Era Part 2
221 -Primalwater Armor - A top-grade Dao armor with the property of aquaflect, which reflects the equal amount of damage taken by the armor back to the attacker and is based on the Dao of Water. This effect only works below the Daolord level, but if an attack of that level is thrown against it, it will subtract a World God’s attack power from the damage.
222
223-Magical Girl Lyrical Nanoha
224 -Efficiency System x6 [50DP] - A relatively simple modification, this streamlines some of the more critical processes in the Device, conferring a general increase to efficiency, although due to just making the
225 modifications in the Device as a whole, it is simply a general boost, instead of a more potent boost to a specific aspect, as with the above enhancements.
226 -Mana Boost x6 [50DP] - As with bits and the standalone flight mode, any spell designed to affect those outside direct contact are going to suffer a slight loss in energy spent to effective energy of the spell.
227 Thankfully, this loss can be mitigated by simplifying the algorithms, which increases the coefficient between cost and result.
228 -Cartridge System (https://nanoha.fandom.com/wiki/Cartridge_system) [150DP] - While considered by some to be a relic of a bygone era, the Cartridge System has nevertheless experienced a resurgence in popularity
229 in recent years, especially after it’s successful integration into more modern, non-Belkan Devices. The Cartridge System integrates a chambering mechanism not unlike those found on mass-based firearms into
230 the Device’s body, usually somewhere behind what would be considered the ‘main body’ of the Device, which houses the core and most of it’s hardware. The chambering mechanism loads packets of compressed
231 mana, also called cartridges – which take the form of bullet-like objects – into the Device, injecting more energy to be used by the system.
232 -Full Drive (https://nanoha.fandom.com/wiki/Full_Drive) [300DP] - Performance limiters are used in mass-based technologies such as fighter craft and guns to prevent their users from killing themselves, due to
233 either excessive G-forces, or injury from intense recoil, essentially preventing the user from passing a certain range where injury is potentially lethal. When it comes to magic, however, acceleration
234 damage and recoil are often mitigated concerns, usually factored out during the design of the spell. The performance limiters in place are to prevent internal injury to a mage from overexertion on their
235 Linker Core, which can damage it. Fulldrive throws these limiters out the window, massively increasing power intake to run at the peak of what the Device is capable of, rather than it’s operator. Due to
236 magic’s nature, this isn’t as immediately lethal as it is with mass-based technology, but the trade off for the massively increased power, speed and durability is a much higher chance for self-injury.
237 Additionally, Fulldrive is a unique mode all it’s own, combining the benefits of all of the Device’s modes at once in a way that simply wouldn’t be possible under normal performance limitations.
238 -Accelerated Charge System (https://nanoha.fandom.com/wiki/Accelerate_Charge_System) [150DP] - Normally, energy wings are produced as the result of high energy spells or systems, such as sealing or bombardment
239 magic, usually creating between two to four wings. The very fact that on it’s own, the ACS produces no less than six energy wings is an indicator of how high-energy a system it is. An ACS is built to aid in
240 the breaching of strong defensive barriers by piercing them with a high energy charge, optionally followed by delivering a powerful spell through the breached barrier. While the acceleration is very high,
241 with a massive top-speed, the ACS is not a very useful mobility tool, due to the difficulty maneuvering at high speeds, along with it’s high energy consumption. Devices that don’t have a melee-weapon they
242 can use as the piercing mechanism will be able to generate a thin energy blade called a Strike Flame to serve as a spear point.
243 -Blaster System (https://nanoha.fandom.com/wiki/Blaster_System) [250DP] - Coming from the same roots as the Fulldrive mode on some Devices, the Blaster System is designed to increase the power available to a
244 Mage in combat. However, unlike the Fulldrive mode, the Blaster System does not only disengage the performance limiters on the Device, it also directly sacrifices the user’s life for power. When a Blaster
245 System is in use, the Mage receives direct, physical damage to themselves relative to whichever one of the three Blaster levels they are using, along with backlash damage to the Device itself. It is
246 analogous to overclocking the Device with power, rather than simply letting it perform at it’s maximum specifications, as with Fulldrive.
247 Blaster One and Two are both relatively safe if only used in short bursts, being able to instantly charge nearly any spell, or push it’s power to the class above it. The tradeoff is the immediate
248 overheating of the Device, along with burns, cuts and ruptured blood vessels on any flesh in contact with the Device during operation. Blaster Three, on the other hand, causes immediate damage and warping
249 to the Device, along with potentially breaking the operator’s bones and causing the same damage from Blaster One and Two all over their body. In exchange, the power of spells are massively multiplied,
250 completely bypassing even the most potent Anti-Magic Fields and still coming out with extra power.
251 -Bits System [250DP] - In it’s original design, the Blaster System included a subsystem called Blaster Bits. At Blasters Two and Three, the system would generate two and four sets of ‘bits’, respectively. These
252 bits bear some resemblance to the Standalone Flight Mode, being independent, flight-capable drones that can cast magic on their own, but they do not possess any of the intelligence or independence that
253 would be found with the Standalone mode. Each bit acts as a vector from which spells can be cast, essentially giving the caster more directions to attack from, as well as potentially acting as force
254 multipliers. Like the Standalone Flight Mode, bits possess limitations on range, becoming proportionally less efficient the greater the distance between them and the user, in a way that is fundamentally
255 similar to how Familiars share their master’s mana reserves. Their range is also smaller, between one or two city blocks.
256 The first purchase of this system grants the control system, along with two bits, with additional bits being purchasable for 50DP per bit. If the Device also has the Blaster System installed, then each
257 of the bits are upgraded into Blaster Bits. In Blaster Two or above, the limitations on range and efficiency are temporarily released, and the bits begin acting as perfect force multipliers, duplicating any
258 spell cast by the main Device at no additional cost, but only so long as Blaster Mode is engaged.
259 -BEGINNING NUMBER OF BITS: 10
260 -Unison System (https://nanoha.fandom.com/wiki/Unison_Device) [400DP] - The classification of a Unison Device is a difficult one. They are completely artificial beings, including total sapience, wills of their
261 own and even their own linker cores, sometimes even with their own Devices. They can, essentially, be broken down into three key aspects: sapience, an artificial linker core and the capability to Unison,
262 which is a physical merger of Device and master in order to handle high volumes of manner – involved in casting high-energy spells or using high-power modes such as Fulldrive. While most ordinary Mages can
263 achieve the same effects by careful preparation and focus, the Unison Device acts as a part of it’s users subconscious, subtly tweaking the flow of mana and directing their master so the process becomes
264 instant and effortless for them. This purchase includes the latter two characteristics, refined to be used in a traditional Device, which makes your Device slightly strange among Unison Devices, as it isn’t
265 truly sapient – should you not choose to make it so in the previous section, that is. This also gives your Device a truly strange feature – an artificial Linker Core, which would let it cast spells and
266 power it’s systems entirely independent of you, should you wish. It starts at A-rank, and does not grow naturally, due to being mechanical in nature.
267 -Scaledown [500DP] - Perhaps there’s something a bit... bigger than a suit of armor or a hand-held weapon you’d like to bring down to use in your Device? Well, with this option, you can import a vehicle (such
268 as a mecha, tank or aircraft) in your possession to be scaled down as device-like equipment, which you can wear over your Barrier Jacket, or even in place of it, with all the advantages that brings, such as
269 Modes. Additionally, with this option, you can – in addition – also bring in a weapon that’s larger than an anti-material rifle to be scaled down as additional device-like equipment, which you can choose to
270 wield alongside your normal Device or alternatively just make the base of your Device, which gives it the benefits of having access to Modes along with systems that affect your Device. However, you must pay
271 attention to the potential power costs of anything you choose to bring in. Should you bring in something with it’s own power source or ammunition, you are going to lose access to that as it is replaced with
272 magical equivalents. This means that the former power demands of whatever equipment you use will be put on you and your Linker Core. You may absolutely bring in high-powered weaponry, but if it is too high
273 powered, you may not be able to supply the power to fire it at full power, or worse the demand could hurt you or even kill you from backlash.
274 -Imported Fleet-of-Fog Vessel "Jeanne D'arc" - https://aokihagane.fandom.com/wiki/Fleet_of_Fog and https://en.wikipedia.org/wiki/French_cruiser_Jeanne_d%27Arc_(R97)
275 -Elemental Affinity [500DP] - Some Mages possess a trait called a mana conversion affinity, which allows them to easily convert mana into a certain type of energy, common ones including lightning, ice and fire.
276 Due to the fact that it’s relatively rare, along with the overwhelming preference for pure mana-based techniques, it is very uncommon to see them truly used in combat outside of sports or certain magical
277 traditions. Taking this will allow you to add a channel to the Device’s casting processes that strictly favors a certain elemental affinity, including but not exclusive to the examples listed above. This
278 will make spells within the affinity far, far easier to cast, with a much greater kick to them, but carries the downside of making elements not included in the affinity suffer from reduced power and
279 efficiency as they have to go through the regular, non-streamlined channel.