Velshydrah (Vel-Shi-Dra) - Glyph Armour

The basic concept behind the construction of Glyph Armour has been around since well before the widespread use of the DeathSuit. The main principle is a suit of armour inscribed with Glyphs to augment the users natural abilities. Up until the development of Science Friction material through the use of Ebon Creation, this was the only type of Glyph Armour available in the World of Progress. However through various research and development projects over the last 900 years, most notably Project 302 headed by Necanthrope Frost and the controversial Sympathy Project, the Velshydrah was born.

The Velshydrah is the result of years of work in Science Friction. Mainly for Non-Ebon/Necanthrope Sla Operatives who are to be sent into the area beyond the planet known as White Earth, the Velshydrah has come a long way since the first "Glyph Armour" suits where inscribed before the birth of Sla Industries. The Velshydrah project has benefited greatly from the R&D of the SlaughterSuit.

Looking like the offspring of a DeathSuit and a suit of Crackshot class armour, the Velshydrah is a more formidable product than it seems. Able to withstand ballistic attacks as well as an Angel DeathSuit and with some of the features of the DeathSuit, the Velshydrah is a fantastic piece of equipment. There are three classes of Velshydrah, suited to differing roles and different types of operative. Unfortunately, the Shaktar race can only fit into the Heavy class unless they are smaller than average. Biogenetic races such as the 313 "Malice", 711 "Xeno", 714 "Chagrin" and the Vevaphon creatures cannot use any class of Velshydrah as it will not function when worn by Biogenetic Operatives. This does not look to be resolved in the future and no funds and/or personnel are being assigned to any projects in this vein.

SCL: 4
Dept(s): Dark Lament.
Sub-Dept(s): Science Friction.
Author(s): Collected and edited by Necanthrope Jest.

Please refer to section 1.3 of the Operatives Handbook.

Standard Class Glyph Armour.

PV Head Torso Arms Legs Cost
Glyph Armour 17 60 150 80 100 N/A

Abilities.

Passive.
  • Rank 19 Senses - Mind Block 2 (pg 215).
  • Rank 6 Protect - First Graft +2 PHYS.
  • Rank 7 Protect - Repel (pg 208).
  • Rank 8 Protect - Soothing Touch +2 COOL.
  • Rank 11 Protect - Second Graft +2 STR.
  • Rank 16 Protect - Third Graft +2 DEX.
Activated.
  • Rank 15 Communication - Converse 5 (pg 196).
  • Rank 11 Enhancement - Ebb Razor Claws (pg 200).
  • Rank 19 Illumination - Chameleon (pg 206).
  • Rank 12 Telekinesis - Fly 2 (pg 218).
  • Rank 11 Reality Folding - Jump Port 11 (pg 210).

Scout Class Glyph Armour

Stats - same as Standard.

Abilities.

Passive.

Same as Standard.

Activated.
  • Rank 15 Communication - Converse 5 (pg 196).
  • Rank 12 Enhancement - Attribute Boost 7 at max - +7 DEX (pg 201).
  • Rank 16 Illumination - Perfect Night Vision (pg 206).
  • Rank 19 Illumination - Chameleon (pg 206).
  • Rank 12 Senses - Super Sense 1 (pg 215).
  • Rank 13 Senses - Super Sense 2 (pg 215).

Heavy Class Glyph Armour

Stats - same as Standard.

Abilities.

Passive.

Same as Standard.

Activated.

As Standard plus the following -

  • Rank 1 Protect - Charge DeathSuit at Max - +5 PV (pg 207).
  • Rank 14 Telekinesis - Shield 2 - PV 12, ID 40 (pg 218).

All Velshydrah have a 75 FLUX Matrix and a 75 FLUX Eternal Gem with which to power the Glyphed abilities. Abilities with a duration of CONC use the users CONC. Abilities do not need to be formulation rolls with the exception of Rank 11 Reality Fold.