Manji Party Armor
(Version 1.00 - Last Modified: 02/08/2003)
- Inspired by the Tekken series from Namco.
Introduction
Dedicated to helping the world's poor and the multitudes of refugees created by the years of war that
has engulfed the planet through the manipulations of the massive Japanese firm Mishima Zaibatsu, the
Manji Party has transformed itself from a large defense firms in Japan into one of the largest
humanitarian agencies that also engaged in Robin Hood style of stealing from the rich to give to the
poor. Making its fortune developing body armor, power armor, and new weapons, the leader of the Manji
Party, a man named Yoshimitsu, oversaw the company's transform. Yoshimitsu rose through the ranks of
the Manji Party, first as a test pilot for their new equipment and later as a project manager for
various development projects. Throughout his tenure as the leader Manji Party, Yoshimitsu maintained
the firm's production facilities and some research centers so that it could continue to develop new
armor to protect the firm's members from its enemies. And the firm had lots of enemies. Chief among
the enemies of the Manji Party was Mishima Zaibatsu, who desired to possess the technical expertise
the Manji Party possessed and was also the subject of many raids by the party.
During its time as a defense contractor, the Manji Party became an expert in developing all types of
body armor, exo-skeletons, and power armor and that tradition has been maintained even it the firm's
transformed state. While not dedicated to developing defense equipment anymore, the party continues to
develop and build new suits of armor and weapons for its own members and for a few like-minded
governments and companies around the world. Their equipment is considered among the best in the world
and many in the Japanese government, which no longer has access to the party's equipment, regretted
the loss of the firm.
Currently, the Manji Party maintains two suits of exo-skeleton armor for its members and for trusted
allies, such as Super Heroes and the like. These suits are rarely available for sale and even then, are
only available to people specifically chosen by the Manji Party. Also available from the Manji Party is
a powerful sword that is powered directly by the exo-skeleton. Equipped with both the armor and the sword
any trained person can go up against some of the worse villains in the world.
Standard Armor Features
- Advanced Life Support:
That armor has a computer controlled life support system with artificial air circulation, gas
filtration, and humidifier. It also has an independent oxygen supply which automatically engages in
conditions of low oxygen and contaminated air and has a two hour oxygen supply. The armor displays
the present atmospheric conditions, including toxins in the air and amount of oxygen remaining.
- Compass and Clock Calendar:
Contains a highly accurate compass and a clock that can measure units of time as small as milliseconds
(0.001 seconds). The armor also contains a GPS device that can connect to the civilian GPS system
automatically or to the military GPS system if the wearer knows how to access it.
- Energy Reactor:
The exo-skeleton uses a highly advanced micro-fusion reactor that lasts for five years before it needs
additional reactor fuel. To ensure that the reactor is working at peak efficiency, the exo-skeleton should
undergo maintenance at least once a month.
- High Temperature Insulation:
The armor is designed to resist temperatures up to 200 degrees centigrade. Normal fires inflict no
damage, but extremely high temperature fires, such as plasma and magic fire, inflict full damage.
- Horrific Visage:
The helmet of the exo-skeleton is designed to look frightening and horrific. It is styled to look like a
cross between a skeleton and a demon and has a Horror Factor of 12 when first seen. People familiar with
this armor, such as the members of the Manji Party, are not affected by the helmet's appearance.
- Laser Targeting System:
This system is designed to assist the wearer in accurately hitting a target with a ranged weapon. The system
generates a beam of light that the wearer can see and provides a bonus of +1 to strike with aimed or burst
shots. This system has a range of 2000' (610 m).
- Nightvision Optics:
Uses amplified light to make a picture that is visible to the wearer, this device emits no light but will
not work in absolute darkness. The system can be dazzled by sudden bright lights, but this does not blind
the wearer. This system has a range of 2000' (610 m).
- Protective Visor:
The visor, the helmet's eyes, is polarized and is light sensitive. It adjusts tinting to protect the
wearer’s eyes. Polarization darkens quickly to protect against sudden bright lights as well as darkening
more slowly to deal with powerful light conditions.
- Radiation Shielding:
The armor has simple radiation shielding and is equipped with sensors to monitor the amount of
radiation that the body armor is exposed to. The information is displayed on the inside of the armor's
helmet.
- Short Range Radio:
A directional, short-range radio is built into the helmet of the body armor. The radio has a range of 20
miles (32.2 km). The helmet is equipped with a radio scrambler to prevent others from easily listening in
on communications, unless they have the proper code. The radio system can also interface with cellular
phone networks and satellite communication systems.
- Temperature Control:
Has an internal cooling system and temperature control. Temperature can be set for wearer preferences.
The system displays the temperature, humidity, and barometric pressure.
- Thermo-Imager:
Finds the infrared radiations of objects that are warm and displays them on the armor's visor. Also enables
the pilot to see into and through smoke, shadows, and total darkness. This system can be detected by infrared
sensors and has a range of 2000' (610 m).
Light Exo-Skeleton Armor
The Light Exo-Skeleton Armor excels in speed and agility, but has few strength enhancements. This armor
shares all of the standard feature listed above and can interface with the power sword described below.
- Type: Light Exo-Skeleton
- Armor Rating: 10
- S.D.C. by location:
- Helmet - 40
- Arms (2) - 35 each
- Legs (2) - 85 each
- Main Body - 350
- Speed:
- Running - 200 mph (321.9 km/h) and the act of running will not tire out the wearer.
- Leaping - 40’ (12.2 m) vertically or horizontally and double the jumping distance if
running at maximum speed.
- Statistical Data:
- Height - Add 6" (15.2 cm) to wearer’s height
- Width - Add 3" (7.6 cm) to wearer’s width
- Weight - 180 lbs (81.6 kg)
- Hand-to-Hand Combat:
- Restrained Punch - 1D6+5
- Full Strength Punch - 2D6+5
- Power Punch - 4D6+5 (counts as two attacks)
- Kick - 4D4+5
- Robotic Systems:
- Body Frame: Basic Humanoid (Reinforced)
- Power Supply: Energy Reactor designed by the Manji Party (similar to a Micro-Fusion Reactor)
- Legs: Basic Humanoid - Spd attribute of 293
- Arms & Hands: Basic Humanoid - PS attribute of 20 (Supernatural)
- Audio Systems: See Standard Armor Features above.
- Optic Systems: See Standard Armor Features above.
- Sensor Systems: See Standard Armor Features above.
- Pilot-Oriented Systems: Telemental Helmet and see Standard
Armor Features above.
- Miscellaneous Systems: Enhanced Reflex System
- Cumulative Robot Bonuses: +3 attacks per melee, +5 to initiative, +5 to strike, +1 additional
bonus to strike with ranged weapons, +5 to parry, +5 to dodge, and +3 to auto-dodge. These bonuses
include all of the systems listed above, but does not include any bonuses that the wearer might
possess through combat training, high PP attribute, or super powers.
- Total Cost: $11,281,600
Heavy Exo-Skeleton Armor
Where the Light Exo-Skeleton Armor is designed for speed and agility, the Heavy Exo-Skeleton Armor excels in
strength, durability, and combat. The armor has a high strength and a high capacity for damage, but it lacks
the agility of its lighter brethren. This armor shares all of the standard feature listed above and can
interface with the power sword described below.
- Type: Heavy Exo-Skeleton
- Armor Rating: 15
- S.D.C. by location:
- Helmet - 40
- Arms (2) - 60 each
- Legs (2) - 150 each
- Main Body - 600
- Speed:
- Running - 60 mph (96.6 km/h) and the act of running will not tire out the wearer.
- Leaping - 10’ (3.1 m) vertically or horizontally and double the jumping distance if
running at maximum speed.
- Statistical Data:
- Height - Add 8" (20.3 cm) to wearer’s height
- Width - Add 4" (10.2 cm) to wearer’s width
- Weight - 240 lbs (108.9 kg)
- Hand-to-Hand Combat:
- Restrained Punch - 2D6+15
- Full Strength Punch - 4D6+15
- Power Punch - 1D4x10+15 (counts as two attacks)
- Kick - 5D6+15
- Robotic Systems:
- Body Frame: Basic Humanoid (Reinforced)
- Power Supply: Energy Reactor designed by the Manji Party (similar to a Micro-Fusion Reactor)
- Legs: Basic Humanoid - Spd attribute of 88
- Arms & Hands: Basic Humanoid - PS attribute of 30 (Supernatural)
- Audio Systems: See Standard Armor Features above.
- Optic Systems: See Standard Armor Features above.
- Sensor Systems: See Standard Armor Features above.
- Pilot-Oriented Systems: Telemental Helmet and see Standard
Armor Features above.
- Cumulative Robot Bonuses: +1 attack per melee, +2 to initiative, +1 additional bonus to
strike with ranged weapons, +2 to parry, and +1 to dodge. These bonuses include all of the systems
listed above, but do not include any bonuses that the wearer might possess through combat training,
high PP attribute, or super powers.
- Total Cost: $10,530,600
Power Sword
Along with the powerful exo-skeletons that the Manji Party has created, they also designed a sword, which
they have simply called a power sword, that inflicts a significant amount of damage. The sword uses an
early form of vibro-technology and is coveted by many other companies for its ability to inflict high amounts
of damage with a very long battery life.
- Range: Melee range only, the blade is 4' (1.2 m) long.
- Weight: 4 lbs (1.8 kg)
- S.D.C. Damage: 2D6+3 points of damage per strike while inactive and 6D6 points of damage
while active.
- Payload: Can use the armor's power supply by connecting the two together with a power cord
(cord has an AR of 5 and 5 S.D.C.) or it can use an internal battery that will allow the sword to
remain active for six straight hours.