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Posted: Mon Mar 13, 2006 1:22 am
-=Steelborn Saga RPG=-
Status: Looking
I will write this stuff in when I have time.
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Posted: Mon Mar 13, 2006 1:28 am
-=Races=-
Humanoid: Aldonak: The Aldonak are the one sect of Constellan derivatives who have maintained their original form throughout the millenia. In plain english, these are your normal humans. Aldonak citizens with laborer or military jobs would have higher strength and agility than normal but often lack the income to be more than someone else's employee. Most owners of Steelborn are in the science department and make large incomes. (thus they follow the normal stats)
Physical Stats: Strength: Average - Above Average ~ 1,600 - 3,200 GUI Intelligence: Average - High Agility: Average - High
Descriptive Stats: Height: Males ~ 5'8 - 6'6 Females ~ 5'0 - 5'10 on average Weight: Males ~ 2,600 - 3,600 Females ~ 1,900 - 3,000 GUI on average Age: 110 on average
Science Aldonak scientists are reclusive geniuses for the most part. Espionage being such a common game among the races that an outgoing scientist often loses his data. Aldonak scientists are able to see longer projects through to completion so unlike their Ayongi brethren they more often finish larger pieces of equipment or upgrades. A good team is comprised of Ayongi creativity with Aldonak perserverance.
Ayongi: The Ayongi are a tall race of humanoids with large bulbous heads and long thin fingers which work extremely well with detailed work. Their bones are fragile and their muscles are less developed than their ancestors' so they aren't as strong or agile. Most Ayongi utilize robotic enhancements to improve their physical abilities.
Physical Stats: Strength: Low - Below Average ~ 900 - 1,500 GUI Intelligence: High - Genius Agility: Below Average
Descriptive Stats: Height: Males ~ 7'0 - 8'6 Females ~ 6'8 - 7'8 on average Weight: Males ~ 2,000 - 2,800 Females ~ 1,600 - 2,200 GUI on average Age: 190 on average
Science Ayongi scientists are innovative but flighty and often create many small accessories rather than anything truly amazing. While they have a dedication to knowledge their ability to focus on creation is difficult to maintain because of the large amount of new ideas cropping up in their brain.
Alien: Arfoci: The Arfoci were once humanoid like the Aldonak and Ayongi but mutated over the past couple millenium to resemble stout gray-skinned humanoids with chitinous plating. Arfoci have developed some aspects of insects such as increased strength and a tough exoskeleton while retaining their human intelligence. The drawback is a nearly total lack of civilized manners and frequent bouts of violence or emotional surges. While the skin of the Arfoci is always gray their exoskeletons can come from a wide variety of colors and patterns. Nearly all Arfoci speak with a dry whispering voice.
Physical Stats: Strength: Above Average - Extreme ~ 3,200 - 7,000 GUI Intelligence: Average - High Agility: Average - High
Descriptive Stats: Height: Males ~ 5'0 - 6'2 Females ~ 4'8 - 5'6 on average Weight: Males ~ 4,000 - 5,500 Females ~ 3,500 - 4,400 GUI on average Age: 300 on average (not accounting for death in battle which happens frequently)
Science Arfoci scientists are almost single-minded in their focus on bigger guns and thicker armor. This is not just because they desire destruction, as nearly half of their Steelborn are government owned and operated, and used purely for protecting the cities from natural invaders. Arfoci, being as driven toward one goal as they are, do not often develop more adaptable AI or interesting accessories. Scientists on Odiwal are more concerned with survival and power.
Steelborn: All Steelborn are made to resemble humans at this time since it allows parts to be salvaged after battle and refitted for personal use. Having a dozen different styles would make parts compatibility a difficult achievement.
Aldonak: Aldonak research focuses primarily on the AI (Artificial Intelligence) aspect of the design. The Steelborn created by this race are more prone to alter strategy to fit the situation and tend to learn faster. Physically the Aldonak Steelborn are of average human proportion and equally suited to battle or espionage.
I will post base models as I create them.
Ayongi: Ayongi research focuses on alterations and addons. It is primarily due to the efforts of Ayongi research that Steelborn are able to so perfectly resemble humans through nanotechnology and synthetic materials. The Ayongi Steelborn are often slight of build and have greater access to accessories and modifications that are of benefit to less violent missions. (stealth, recon, espionage)
I will post base models as I create them.
Arfoci: Arfoci research is primarily based on war. The weapons produced by the Arfoci are often the strongest, heaviest, and most damaging. However, due to this single-minded approach to battle, most Arfoci Steelborn are large and heavy units created to bear their weapons. Arfoci Steelborn are not very good at non-violent missions as their AI does not adapt well and their bodies are easily identifiable. However, if you want to deal some serious damage, there is no better chassis than a heavy Arfoci model.
I will post base models as I create them.
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Posted: Mon Mar 13, 2006 1:35 am
-=Classes=-
Organics:
Aside from military personnel and some Arfoci characters most organics don't have classes so much as jobs. Since most organics in Steelborn Saga are NPCs, and not player characters, the emphasis is on the Steelborn.
Steelborn:
A Steelborn's class is determined mostly by its mission parameters and current equipment outfitting. Being artificial lifeforms they are able to alter their skills, equipment, even body parts to fit the current need.
I will add to this when I have the time, for now I'm just outlining.
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Posted: Mon Mar 13, 2006 1:39 am
-=Typical Equipment=-
These are just some of the parts a starting Steelborn can have from their respective owner's world.
Aldonak: Head: Head-TC-Standard Torso: Torso-TC-Standard Arms: Arms-TC-Standard Legs: Legs-TC-Standard Weapons: HGun-TC-Revolution (optional) Rifle-TC-Backwater (optional) SBlade-TC-Basord (optional) Armor: Ves-TC-Cal22 (Optional) Shi-TC-Cal20 (Otional) Accessories: BIT-TC-Decamp (Optional) AI: AKAI-TC-Standard
Ayongi: Head: Torso: Arms: Legs: Weapons: Armor: Accessories: AI:
Arfoci: Head: Torso: Arms: Legs: Weapons: Armor: Accessories: AI:
-=Potential Equipment=-
I will add to this when I have the time, for now I'm just outlining. However, potential equipment will be available depending on where the character looks for it. (Arfoci equipment will not easily be found in the hands of the Aldonak. And if it is, they likely can't do a good job of integrating it.)
Aldonak: Head: Head-TC-Standard Torso: Torso-TC-Standard Arms: Arms-TC-Standard Legs: Legs-TC-Standard Weapons: HGun-TC-Revolution Rifle-TC-Backwater SBlade-TC-Basord Armor: Ves-TC-Cal22 Ves-ADE-Cal50 Shi-TC-Cal20 Shi-ADE-Cal40 Shi-ADE-Cal80 Bar-ADE-PD25 Bar-ADE-PD50 Bar-ADE-PD75 Accessories: BIT-TC-Decamp BIT-AlkIn-Decamper~1 BIT-AlkIn-Decamper~2 BIT-AlkIn-Decamper~3 BIT-AlkIn-SecCell BIT-AlkIn-SecClip AI: AKAI-TC-Standard AKAI-II-Basal~I
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Posted: Mon Mar 13, 2006 1:40 am
-=Pantheon=-
Aldonak The Aldonak revere a being known as Aldon. All they know is he was an immortal being of great wisdom and power who they had to leave behind when they traveled to their current planet. Ayongi will speak of Aldon as the catalyst for the separation of the Constellan factions, with the Aldonak as his prime supporters. Aldonak society refuses, despite Ayongi technological proof, to believe that Aldon was the first true Steelborn.
The Avatar of Aldon, held in high regard on the Aldonak home planet, was the first warlike Steelborn manufactured. Its creators, the Arfoci, had sent it with five similar creations to destroy the Constellus which had left them imprisoned on Odiwal for civil unrest, vandalism, and nearly inciting a war. This Steelborn was captured during the Aldonak flight from Constellus as it disappeared into a planet's atmosphere. Infused with all the knowledge Aldon had left them, the Avatar became the peoples' focus for centuries. Even long after it had shut itself down.
Ayongi The Ayongi worship only science. Believing that anything can be accomplished with science, they strive for ever greater technological achievement.
Arfoci The Arfoci believe in a number of spirits which they make ritual offerings to before attempting some endeavors. The most notable offerings are, obviously, to the spirit of battle. However, even this warlike race has its humane side. Before seeking offspring, a pair of Arfoci will make small homemade gifts for the spirit of fertility. Before planting crops they will offer the same spirit a small feast of rare fruits and nuts. Most Arfoci don't refer to the spirits by name as each has its own connection with the spirits and thus gives them personal affectations.
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Posted: Mon Mar 13, 2006 1:41 am
-=Magical Ability=-
I will add to this when I have the time, for now I'm just outlining. In Steelborn Saga, magic is unknown.
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Posted: Mon Mar 13, 2006 1:44 am
-=Backstory=-
I will add to this when I have the time, for now I'm just outlining. Ok. . . this post will take a while to fill. I have a backstory dating back to the destruction of Earth that I could tap into for this, but I think I'll just start it with the factions on Constellus. (More on that later.)
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Posted: Mon Mar 13, 2006 1:45 am
[ Message temporarily off-line ]
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Posted: Mon Mar 13, 2006 1:47 am
-=Starting Areas=-
Aldonak: Corvan VI Risaria The Aldonak capital city on Corvan VI. The nation of Risaria has multiple smaller cities but Steelborn registration is limited to this one place. Some production sites are in outlying areas of the Risarian nation but anyone from this nation is registered at the capital.
Kilrydi Core Aldonak citizens who didn't fit in seceded from the Risarian government and fashioned the small nation of Kilrydi. As most of these are hackers, slicers, or mercenaries, the nation has a bit of a seedy reputation. There are none on Corvan VI as good or cheap at integrating foreign parts into domestic hardware. (combining Steelborn parts from other races)
Ayongi: Doror Las'ket The Ayongi capital on Doror. Originally named "Last Kit" as it was all they had left for construction but the name was changed to something more aesthetic over time. Most Ayongi scientists are from this city as it has the largest and most advanced facilities but some come from other locations with more specialized interests.
Tohas'lan Ayongi weapons research takes place on this rocky island. Once a titanic volcano this land is miles in diameter with a steep mountain ring that rises far above the clouds. The crater however is lush and just above sea level. A few caves meander for miles through the broken wall of its exterior to allow sea water in and scientists out. Steelborn are often tested amidst the jungle and mountainous terrain as well as occaisonally within the cave system itself.
CyTek Station Cybernetic Technology Enterprises runs this offworld station to test out Steelborn parts without damaging their planet. Some technicians are permitted to bring their own Steelborn specifications onboard and try them out though they must obtain the parts elsewhere. Promising technicians who create efficient models could become sponsored.
Arfoci: Odiwal Prime Kylvak Colony Arfoci of the Kylvak brood are known for their fiery carapaces and vivid red designs. Being the first colony established on Odiwal Prime they are the most warlike of the colonies and design more for their own use than that of their Steelborn. Most of the technology which comes from the Kylvak Colony is arms and armor for Arfoci use.
Dalvak-Ro Colony Arfoci of the Dalvak-Ro are known for their iridescent green coloring which helps them to blend with the local flora. The Dalvak-Ro brood is the primary manufacturer of Steelborn on Odiwal. Most standard parts come from the Dalvak-Ro Colony though they do have a few upper class pieces.
Dalvak-Ka Colony Arfoci of the Dalvak-Ka are known for an iridescent blue coloring to their carapace and need even less oxygen than other Arfoci. Another evolutionary change is a sac running down the back of their neck which stores enough oxygen for a Dalvak-Ka to survive for fifteen minutes. Consequently these Arfoci live on the edge of a large sea. The Dalvak-Ka colony produces vessels for Steelborn use whether it's space, land, air, or sea travel.
Fissik-Skuvas Colony Arfoci of the Fissik-Skuvas brood typically have a variety of color and don't seem at all concerned with blending in somewhere. These Arfoci have developed in a manner which makes them walk on all fours most of the time but they are able to snap their joints taut to provide them with a quick burst of movement. Most predators avoid them for the bright colors though they are not poisonous. Only mildly unsettling and quite bitter. The Fissik-Skuvas brood were born of a pair bearing their namesakes and to shorten it often call themselves "Fiskva". This brood develops arm and leg parts primarily as a means of remembering how they used to be.
Odiwal Luna Base The second moon of Odiwal has a thin atmosphere which sets it apart from most. It is almost like a tiny planet was sucked into the larger body's gravitational field and never relinquished. Some Arfoci fight and train on this moon so their bodies receive extra energy when on planets with a full atmosphere. Other races are unable to breathe on Luna Base without assitance but Arfoci biology requires less oxygen than their human ancestors.
Odiwal Origin Base This moon base is where the Arfoci were first imprisoned. The preserved husks of their shelters sit amidst the lunar debris and holes from weapons fire and asteroid impacts dot the terrain. Origin Base is located on the third moon and is primarily a training ground. Weapons and defense research takes place on this station and the moon's complete lack of life makes it ideal for testing whatever weapons they wish.
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Posted: Mon Mar 13, 2006 1:49 am
-=World Exploration=-
I will add to this when I have the time, for now I'm just outlining. Actually, multiple worlds. I might need all three of the reserved posts just to allow room for this one story's settings. If I tried to make the three main planets fully accessible I might need more than just those three. We'll see, I might have to dedicate an extra page to Steelborn Saga. 3nodding
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Posted: Mon Mar 13, 2006 1:51 am
-=Updates=-
I will add to this when I have the time, for now I'm just outlining. As I said in the first page, I don't even know exactly what I'll use this post for. I might end up using it as another reserve post. rolleyes
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Posted: Mon Mar 13, 2006 1:52 am
-=Corporations=-
Aldonak AlkIn: Alkray Industries Specialty: Interstellar transportation and BIT system development. Recent News: Began research on providing BIT antigravity to Steelborn.
TC: Tallex Corporation Specialty: Designs and produces most basic Steelborn parts. Subsidiaries: Extreme Extremities (X?), TorsoTech Recent News: Purchased the fledgeling developers X? and TorsoTech to expand its upgrade line.
II: Idiomorphic Intelligence Specialty: Lead designer of artificial intelligence among the Aldonak corporations.
ADE: Amalgamated Defense Enterprises Specialty: Developer of armors and allows intended to protect Steelborn and their owners. Recent News: Just released a line of antiplasma vehicle armor and has begun development of a PIG system that can be carried by Steelborn.
Ayongi CyTek: Cybernetic Technology Interprises Specialty: Designs and produces most basic Steelborn parts. Recent News: Freak accident at CyTek Station might have been sabotage. Promising model has disappeared.
Arfoci Kylvak Colony Specialty: .
Dalvak-Ro Colony Specialty: .
Dalvak-Ka Colony Specialty: .
Fissik-Skuvas Colony Specialty: .
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Posted: Mon Mar 13, 2006 1:53 am
-=Parts Information=-
Still working on this part. . .
Head: Vision: Determines distance and clarity of vision. Hearing: Determines frequency range of auditory receptors. Durability: Determines how tough the part is. RoM: Determines how far the head can rotate and lean from a face-front position. GUI: How much the part weighs. Drain: Determines how much of the system's resources go to this part. DPower: Determines how much power is drained from the Steelborn's system to operate this part. A Steelborn which cannot produce enough power to support its parts will not function properly. Height: How tall the head is from jaw to crown. Appearance: What the part looks like. (some specifics are always optional such as gender and, where available, coloration of features like skin, hair, and eyes. some parts are not meant to look like a real human and have no artificial appearance modifications)
Torso: Durability: Determines how tough the part is. Agility: Determines how quickly the part moves. (This is an integral portion of defensive maneuvers.) RoM: Determines how far the torso can rotate and bend along its spine from a face-front position. GUI: How much the part weighs. Drain: Determines how much of the system's resources go to this part. GPower: Determines how much power is generated by the Steelborn. GPReg: Determines how quickly the Steelborn's power is restored. % values are based upon a six-second count. DPower: Determines how much power is drained from the Steelborn's system to operate this part. Height: How tall the torso is from hip socket to spinal tip. Appearance: What the part looks like.
Arms: Durability: Determines how tough the part is. Agility: Determines how quickly the part moves. Dexterity: Determines how easily some skills are performed. (Modifies certain skills which require a deft touch) RoM: Determines how far the arms can rotate backward, lift forward, and lift to the sides as well as rotate at the elbow and wrist joints. Carry: Determines how much the arms can lift without losing efficiency. Max Carry: Determines how much the arms can lift before breaking. Reaction: How quickly the arms are able to shift angle and momentum. Recoil Protection: How much the arms protect against weapon recoil. GUI: How much the part weighs. Drain: Determines how much of the system's resources go to this part. DPower: Determines how much power is drained from the Steelborn's system to operate this part. Reach: How long the arm is from shoulder to fingertip. Appearance: What the part looks like.
Legs: Durability: Determines how tough the part is. Agility: Determines how quickly the part moves. RoM: Determines how far the legs can rotate and bend from a standing position both forward/backward and to the sides as well as at the knees and ankles. Carry: Determines how much the legs can lift without losing efficiency. Max Carry: Determines how much the legs can lift before breaking. Jump Height: How high the Steelborn can jump when unencumbered. Stability: How great a force the Steelborn can resist from impact or recoil before losing balance. Speed: How many feet the Steelborn can move in a combat round. GUI: How much the part weighs. Drain: Determines how much of the system's resources go to this part. DPower: Determines how much power is drained from the Steelborn's system to operate this part. Height: How tall the legs are from heel to hip joint. Appearance: What the part looks like.
Weapons: Melee Durability: Determines how tough the part is. Density: Determines how much damage bypasses armor or shield resistances. (Armors/shields weak to certain weapon types are considered half as durable) GUI: How much the part weighs. Attack: How much damage the part can do in a single strike. (S/B/P determines if the weapon is used for slicing, bludgeoning, or piercing attacks.) Drain: Determines how much of the system's resources go to this part. (even if the part is merely held and does not draw power the AI must devote attention to it.) DPower: Determines how much power is drained from the Steelborn's system to operate this part. (in the case of weapons utilizing special attack modes like an electrified nightstick.) Appearance: What the part looks like.
Ranged Durability: Determines how tough the part is. Density: Determines how much damage bypasses armor or shield resistances. (Armors/shields weak to certain weapon types are considered half as durable) GUI: How much the part weighs. Attack: How much damage the part can do in a single shot. (B/P/R/Pl determines if the weapon is used for bludgeoning, piercing, ray/beam, or Plasma attacks. A weapon which is used against armor weak to its type does full damage.) Maximum Effective Range: Determines how far a shot can travel before its damage output and accuracy are diminished. Maximum Range: Determines how far the weapon can shoot before its ammunition falls to the ground or, in the case of beam weapons, completely dissipates. Ammo: How many shots the weapon has in one clip or battery. Recoil: How much recoil the weapon has. Rate of Fire: How many shots can be fired in a combat round. Drain: Determines how much of the system's resources go to this part. DPower: Determines how much power is drained from the Steelborn's system to operate this part. Appearance: What the part looks like.
Armor: Durability: Determines how tough the part is. GUI: How much the part weighs. Encumbrance: Determines how much the agility is reduced by the armor's weight. RMI: Determines how much of the part's range of motion is inhibited. SRes: Resistance to slicing weapons. BRes: Resistance to bludgeoning weapons. PRes: Resistance to piercing weapons. RRes: Resistance to ray/beam weapons. Drain: Determines how much of the system's resources go to this part. (Shields require attention when intercepting attacks and most armor must be monitored for weaknesses to compensate for in battle) DPower: Determines how much power is drained from the Steelborn's system to operate this part. (barrier shields often draw power from the Steelborn) Appearance: What the part looks like.
Accessories: Durability: Determines how tough the part is. GUI: How much the part weighs. Specific: Some accessories are weapons, others are armors, many are something altogether different. The Specific section affects that particular accessory. Drain: Determines how much of the system's resources go to this part. DPower: Determines how much power is drained from the Steelborn's system to operate this part. Appearance: What the part looks like.
AI: Security: Determines how tough it is to damage or hack into the Steelborn's AI. Purpose: Some AI are designed for purposes other than combat so a few might be found who specialize in more domestic pursuits. Accuracy: Determines the rate of data acquisition and processing which allows the Steelborn to monitor the distance, speed, and logical direction of its target based on full combat specifications. Buildings and non-moving objects are almost impossible to miss. Intelligence: Determines the Steelborn's ability to learn new information. A Steelborn who's AI was designed to be a maid would take longer to learn combat skills than a Steelborn who's AI was designed to mine for ore since the mining AI has to understand distance and accuracy much better. On the same note a Steelborn programmed to fight won't learn domestic skills very easily even though they take less work. Database: Designated space for acquired knowledge. (hard drive space) Drain: Determines how much of the system's resources go to this part. DPower: Determines how much power is drained from the Steelborn's system to operate this part. Interface: Types of information displayed in the HuD. (Enemy stats, information, weaknesses, armament, dossier films.
Skills: Type: (weapon, armor, general, social, etc.) Class: (Active or Passive) Power: (level of the skill) Space: (space required to know the skill) Drain: Determines how much of the system's resources go to this skill. Enhancement: (If applicable, empowers certain parts or aspects)
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Posted: Mon Mar 13, 2006 1:54 am
-=Glossary=-
A list of terms I use in Steelborn Saga.
GUI: Gravimetric Units of Impediment. (weight) Roughly 20 GUI per pound. (a nine pound object would be 161-180 GUI) Sometimes pronounced as "Gooey" because heavier loads make you 'stick' to the ground and slow you down. If someone asks "What's the gooey factor?" they're asking its weight.
RoM: Range of Motion. Quite simply what it is. A head's RoM is determined as how many degrees it can turn based on facing straight forward. (180 degrees of motion is normal though some can exceed this)
ES: EcoSafe. (non-hazardous) Any substance determined safe for handling or being within touching distance of without incurring biological damage. Radioactive substances are Non-ES products. Some chemicals which require protective gear are labeled Non-ES. (Plasma is Non-ES)
Neuro Stim IXS: Neurological Stimulant IXS. (brain boosting drug) IXS stands for 'Intellectual Xenogenic Stimulant' which translates to 'Stimulation Causing Spontaneous Generation of Intellect'. A drug used on children during their prime growth cycles. Very expensive for all races to obtain so most are naturally intelligent individuals but some are able to have afforded this booster.
BIT: Bedival's Interdictive Theorem. (a floating accessory that provides benefits) The BIT theory is the forbiddance of gravity's effects on the target. Currently no generator large enough to lift a Steelborn and still allow it to maneuver well enough to be combat effecient but little BIT attachments are able to function fine as they each have a single purpose that they are designed for. Most BIT systems are stored in a small pocket somewhere in the Steelborn's armor so they can simply detach and get to work.
Plasma: Plasma rounds are special rounds for a solid-ammunition weapon which contain plasma. These rounds contain gases which become exceedingly hot when the round is discharged, and might disrupt or interfere with electronic signals in what they hit. Very dangerous to organics but could take down a Steelborn if one was hit properly.
PEG: Accelerated Particle Emission Generator. (beam generator) The part of a beam weapon which creates the beam. Various levels of PEGs are available and each can make the beam more or less dense depending on the power of the generator. More power in each shot means less shots in all but sometimes that's the point.
PD: Particle Density. (strength of a beam or barrier) Used to describe the strength of a beam weapon or the toughness of a barrier. A beam weapon with a high enough PD could pierce some objects while a barrier with a high enough PD would be able to start resisting or deflecting solid rounds.
PIG: Defensive Particle Interjection Generator. (barrier generator) Generates a field to dissipate or stop incoming beam attacks. If strong enough it might deflect or even stop solid rounds. Currently available only on robotic units or on the center of a Shield frame. No full-barrier exists at this time.
Armor: Defensive Equipment. (mostly used by Steelborn as organics use ExoSuits) Armor comes in a variety of styles. Vests, Shields, Full, and some Accesories are armor-plating for specific parts.
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