Phantasy Star: Eternal Story - Armor Shop

Good armor is as important as a good weapon; it just might save your life some day. Be sure to stock up, and don't be stingy! That Ultimate Frame is expensive, but definitely worth it. Be sure to pay close attention to class restrictions, and Tekkers, remember this: Only you can wear Powered Armor.

Frames

Frames may be equipped by all character classes. Includes a set of pauldrons and kneeguards.

ArmorDamage ReductionMaximum Dex BonusArmor CheckSpeedSpecialPrice
Frame2--10 Meters-350
Giga Frame4--210 Meters-790
Soul Frame5--210 Meters+1 CHA2190
Solid Frame8--310 Meters+1 CON4920
Hyper Frame10--110 Meters+1 DEX9650
Shock Frame12--210 Meters+2 CON12,600
King's Frame13--210 Meters+1 STR, +2 CON, +1 CHA22,400
Dragon Frame15--310 Meters+3 STR23,820
Protect Frame17--210 Meters+3 CON31,590
Perfect Frame20--210 Meters+1 STR, DEX, CON, INT, WIS, CHA54,690
Valiant Frame21--48 Meters+3 CON, +2 STR42,350
Ultimate Frame27--210 Meters+2 STR, DEX, CON, INT, WIS, CHA126,350

Armors

A suit of armor including the vital pieces of a frame plus a chestplate and some shinguards. Can only be used by Hunters, Rangers, and Cyborgs.

ArmorDamage ReductionMaximum Dex BonusArmor CheckSpeedSpecialPrice
Armor3+6-210 Meters-790
Psy Armor4+6-210 Meters+2 WIS1575
Cross Armor10+6-210 Meters+1 WIS5290
Brave Armor14+5-310 Meters+2 CHA, +1 WIS8430
Grand Armor18+5-310 Meters+1 CON, +1 DEX11,660
Absorb Armor26+6-210 Meters+2 CON34,300
General Armor30+5-310 Meters+2 INT, +1 STR31,760
Imperial Armor36+6-210 Meters+4 STR50,570
Holiness Armor38+4-48 Meters+2 WIS, +2 CHA38,587
Guardian Armor40+6-210 Meters+2 STR, +2 CON84,700
Divinity Armor42+6-210 Meters+1 STR, DEX, CON, INT, WIS, CHA100,880
Celestial Armor48+4-48 Meters+2 STR, DEX, CON, +1 INT, WIS, CHA71,070

Mantles

This chestplate and set of pauldrons includes a long cloak which may include an enhancement to spellcasting or technique use. Only useable by Forces and Magicians.

ArmorDamage ReductionMaximum Dex BonusArmor CheckSpeedSpecialPrice
Mantle2--8 Meters-350
Great Mantle3--8 Meters-790
White Mantle4--8 Meters+1 WIS, +1 INT3150
Psychic Robe6--8 Meters+3 WIS, +3 INT5600
Frade Mantle9--8 Meters+1 CON8750
Silver Mantle11--8 Meters+1 INT, +1 WIS14,790
Wizard Robe13--8 Meters+4 WIS, +4 INT38,590
Ceramic Mantle16--18 Meters+3 WIS, +3 INT, +2 CON50,400
Phantasm Robe18--8 Meters+4 DEX, +4 WIS, +4 INT78,750
Reflect Robe20--18 Meters+6 WIS, +6 INT, 10 Tech Resistance147,090
Guardian Mantle22--28 Meters+6 WIS, +6 INT, +1 STR, DEX, CON89,600
Omnipotent Mantle24--26 Meters+7 WIS, +7 INT, +1 STR, CON, DEX107,190

Gear

Consisting of a set of internal parts and external plates, Gear can only be worn by Cyborgs.

ArmorDamage ReductionMaximum Dex BonusArmor CheckSpeedSpecialPrice
Gear4+4-16 Meters-1050
Silicon Gear5+4-16 Meters+1 CON2360
Titanium Gear13+4-16 Meters+1 STR12,860
Carbon Gear18+4-26 Meters-10,631
Ceramic Gear24+3-26 Meters+1 STR20,500
Spaced Gear34+4-6 Meters+3 DEX89,840
Deflect Gear40+3-26 Meters+2 WIS, 10 Tech Resistance85,290
Zirconium Gear48+3-36 Meters+2 STR, CON, DEX63,790
Elastic Gear50+5-16 Meters+4 DEX, +2 STR274,400
Compound Gear53+2-34 Meters+4 STR, +4 CON81,400
Super Gear56+2-34 Meters+5 STR, CON, DEX73,520
Diamond Gear64+2-44 Meters+6 STR, CON, DEX, +1 INT, +1 WIS58,800

Suit

Suits are skintight, with light armoring and perhaps some internal equipment. Made to facilitate and enhance dexterity. Worn only by Hunters, Rangers, and Agents.

ArmorDamage ReductionMaximum Dex BonusArmor CheckSpeedSpecialPrice
Suit1--10 Meters+1 DEX350
Elastic Suit2--10 Meters+1 DEX790
Graphite Suit4--10 Meters+1 DEX2190
Lightning Suit6--10 Meters+2 DEX, +5 Lightning Resistance9650
Heat Suit7--10 Meters+2 DEX, +5 Fire Resistance11,570
Cyber Suit8--10 Meters+2 DEX, +1 STR10,590
Chaos Suit10--10 Meters+3 DEX, +10 Lightning Resistance28,350
Illusion Suit11--10 Meters+3 DEX, Blur 50 charges.31,590
Friction Suit14--10 Meters+3 DEX, +10 Fire Resistance42,350
Haste Suit16--10 Meters+4 DEX, Haste 2/day54,690
Glyph Suit18--10 Meters+4 DEX42,350
Sonic Suit21--20 Meters+4 DEX, Jump +5118,120

Barriers

These strap-on wrist-mounted photon screens can be worn by anyone.

ShieldDefense BonusSpecialPrice
Barrier1-280
Soul Barrier2+1 CHA630
Brave Barrier2+1 WIS630
Flame Barrier3Fire Resistance 104480
Plasma Barrier3Electric Resistance 104480
Freeze Barrier3Ice Resistance 104480
Psychic Barrier4Tech Resistance 525,270
Protect Barrier5+2 CON5670
Imperial Barrier6 +2 STR7000
Divinity Barrier6Light Resistance 5, Dark Resistance 517,920

Shields

A Shield is similar to a barrier, but is larger and features a small projection of a crosshair which expands into the photon screen. These are stronger than Barriers, but can only be worn by Hunters, Rangers, Cyborgs, and Tekkers.

ShieldDefense BonusSpecialPrice
Shield21 DR630
Core Shield32 DR1750
Giga Shield42 DR2520
Hard Shield43 DR3430
Solid Shield43 DR, +1 CON4480
General Shield52 DR, STR +1, CON +15670
Glorious Shield62 DR, CHA +1, WIS +17000
Guardian Shield64 DR, CON +2 10,080
Ultimate Shield65 DR, +1 STR, DEX, CON, INT, WIS, CHA20,230
Spiritual Shield75 DR, Tech Resistance 551,030
Celestial Shield85 DR, Tech Resistance 5, Spell Resistance 5129,430

Special Armor and Shield Abilities

The market price modifiers for armor is as follows:

AbilityDescriptionAffectMarketPrice Modifier
Elemental ResistanceArmor has a symbol on it representing the element that it is resistant to.Ignores a certain amount of elemental damage.Depends on total ER.
Anti-Personnel EngineA battery pack built into the armor somewhere.Deals d6 electric damage to anyone who touches the wearer. Damage can be increased to 2d6 or 3d6.+2, +3, +4
Elemental RepulsionThe armor has a special energy field around it that gives hints as to what it repels.The armor actually repels the selected element. All damage is negated. Some armors have repulsion strong enough to reflect attacks.+3, +5
Union ReceiverA small antenna, usually hooked into a pack on the back in armor.Strengthens the armor/shield by +1 DR/Defense whenever another armor with a Union Receiver is nearby. Stacks for each Receiver in the area.+1
WeightlessNo physical change noticeable.The armor feels incredibly light. There is no armor check penalty or speed penalty.+5
Regen EngineA small pack with a red cross is somewhere on the armor or shield.The user regenerates 1 HP/round. Alternatively, 2 HP, 3 HP, and 4 HP versions exist.+2, +3, +4, +5
Ability EnhancementMay be anything, from a chip in a helmet to hydraulics installed in the limbs.Increases an ability score by +1 for each time this is taken.+1
Ecto FieldThe armor or shield generates an energy field that's purple or blue.Defense and damage reduction count against incorporeal creatures.+3
Sound DampenerThere's a small antenna poking out of the equipment somewhere.The armor or shield grants a +10 bonus to Move Silently checks.+1
Cloaking DeviceNo discernable physical change until the user almost seems to vanish.The armor or shield can, upon command, provide blur, displacement, or invisibility, depending on the level.+1, +3, +5
Light, Medium, Heavy FortificationThe armor looks more bulky than usual.There is a chance that the armor may protect from a critical hit. 25% for light, 75% for medium, 100% for Heavy.+1, +3, +5
SlickThe armor's wearer seems to have unnaturally smooth or slippery skin.The armor grants a +10 bonus to escape artist checks.+1
ChameleonNone until active. Wearer can blend in.The armor grants a +10 bonus to hide checks.+1
Smash ShieldThe shield's energy field activates at the slightest touch.May deal 2d6 damage and act as a +1 weapon.+1
Throwing ShieldThe shield generator is detachable and held in place.The wearer may throw the shield and deal 2d6 damage. Acts as a +1 Slasher.+2

FEAT: Craft Powered Armor

You Tekkers out there might want to consider making yourself a suit of this. Powered Armor requires several craft checks and could take weeks to complete, but when it's done, you will have effectively turned yourself into a walking tank. To make Powered Armor, you need the following skills:

and the following feats:

Once you have these feats and skills, you're ready to begin. First, give the GM the stats you want the armor itself to have--Damage Reduction, Max Speed (it can be over 10 meters if you should so desire-Powered Armor can enhance speed), ability enhancements, etc. Add any of the above special armor enhancements as well. Next, consult the robotics, tools, and vehicles sections for any automated features you want (fire control in vehicles, extra arms, weapon mounts, or fire extinguishers in robotics, oxygen tank or a set of built-in tools in tools) and give the list to the GM. You will receive a price, and it will be hefty. If you are adding a Technique Weapon or two, it will be even heftier. Make the craft check, hope you can beat the DC, and keep on going until your armor is made. For more specifics on Powered Armor, consult this section.

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