Essa Rig

Full Rig

Armor (worn, full body harness over existing armor)

The long-fight platform — more Burn buffer, more stability, more sustained output at the cost of mobility.

An integrated Essa-processing exosuit. Unlike the Gauntlet which channels through the weapon arm only, the Full Rig runs channeling nodes across the entire frame — chest, back, legs, shoulders. More surface area means higher efficiency, lower Burn risk, and greater output stability. The suit fights with you. Two subclass variants: the Forge Frame (Machinist, built-in Construct Bays) and the Covenant Rig (Oathbound, Resonance-powered, Radiant output).

In the World

A Gauntlet user hits harder in Round 1. A Full Rig user is still standing and functioning in Round 10. The Full Rig is the long fight system — the choice of field commanders, Machinists who need their construct bays operational through every exchange, and Oathbound who measure their contribution in rounds kept alive, not damage dealt. Tier 1–2 units require a heavy armor permit. Tier 3 requires military contract or Church of Flame authorization. A civilian carrying a Tier 3+ Full Rig without authorization is treated as an armed combatant under Empire law.

Key Property: Integrated Strike

While the suit holds an Essa vial (loaded into the chest housing), once per turn you may discharge it to deal bonus force damage equal to Rig Tier × 1d6 on one weapon attack, OR force a creature within 15 ft to make a CON save (DC 10 + Rig Tier) or take Rig Tier × 1d4 force and be pushed 5 ft. No Feedback Save.

Properties

Burn Buffer
Higher capacity than the Gauntlet. Absorbs incoming Burn levels AND the force damage from failed Feedback Saves (1d6 per EP). Resets on Short Rest. Feedback is distributed across the entire suit, not concentrated in one arm. Capacity by tier: see tier table.
Heavy Frame
Your speed is reduced by 5 ft while attuned and wearing the Full Rig over armor. Machinist practitioners eliminate this penalty at Tier 2.
Passive Shell
You have resistance to force damage while attuned.
Modification Slots
Empty slots that accept Modification Modules. See tier table for slot count.
Calibration Lock
Any creature other than the attuned user who attempts to activate the Rig's properties must succeed on a CON save (DC = 8 + attuned user's PB + their CON modifier) or take 3d6 force damage and gain 2 Burn. On a success they may activate one property at disadvantage.
Subclass Bonus — Tier 3+
Machinist and Oathbound attuned practitioners gain full Technique access. At Tier 3: can activate two Techniques per turn (one Action, one Bonus Action), each from a separate vial. At Tier 5: can activate a Reaction Technique without spending a Channel Slot once per Short Rest.

Tier Table

TierNameRarityLevelsStrike BonusMod SlotsBurn BufferApprox. Cost
1FrameUncommon1–4+1d6 force or push12 / short rest800 gp
2ReinforcedRare5–8+2d6 force or push32 / short rest4,000 gp
3HardenedVery Rare9–12+3d6 force or push43 / short rest20,000 gp
4SovereignLegendary13–16+4d6 force or push54 / short rest80,000 gp
5Apex FrameArtifact17–20+5d6 force or push65 / short restNot sold

Tier Upgrades

From → ToMaterial Cost
Tier 123,200 gp in refined components
Tier 2316,000 gp
Tier 3460,000 gp
Tier 45Not possible through standard means

Variants

Forge Frame (Machinist)

Subclasses: machinist

  • Built-in Construct Bay: 1 bay at Tier 1, does not use a Module slot. +1 Bay per Tier.
  • Integrated Strike becomes Forge Discharge — deals force damage as written, or charges an active construct with EP × 1d4 bonus damage on its next attack.
  • Heavy Frame penalty is reduced to 0 at Tier 2.
Covenant Rig (Oathbound)

Subclasses: oathbound

  • Integrated Strike becomes Oath Strike — deals Radiant damage instead of force and generates 1 Resonance on a hit.
  • Resonance Housing: the suit generates and stores Resonance. Max Resonance = Rig Tier × 3.
  • Passive Aura (Tier 2+): allies within 10 ft gain +1 to all saving throws while you have 1+ Resonance.
  • Inversion (Renegade): if the Oathbound breaks their Oath, the Covenant Rig inverts — all Mend Techniques deal damage, all Defense Techniques become Strike Techniques.

Modification Modules

Thermal DispersalCommon
Burn Buffer recovers +1 point on Short Rest
Frame AnchorCommon
Heavy Frame speed penalty removed
Force PlatingUncommon
Resistance to force damage upgraded to immunity against single hits of 10 or less
Vial Housing (×2)Uncommon
Rig can hold 2 vials simultaneously. Both count as loaded.
Pulse EmitterUncommon
Integrated Strike range extends to 30 ft as a ranged force pulse
Field ArrayUncommon
Sustained Technique range increases by 30 ft
Construct BayUncommonmachinist only
Add 1 construct deployment slot
Resonance AmpUncommonoathbound only
Resonance generation rate doubles for 1 minute, 1/short rest
Feedback DampenerRare
All Technique Feedback Save DCs reduced by 3 (larger surface area — better than Gauntlet)
Emergency VentRare
1/long rest: immediately clear all Burn. Every creature within 10 ft takes Rig Tier × 1d6 force damage.
Overclock FrameRare
1/short rest: activate one additional Technique this turn at no vial cost. Gain 1 Burn immediately.
Apex PlatingRare
Force resistance upgraded to immunity while at 0 Burn. Tier 4+ only.

Empire Context

Tier 1–2: Sold at licensed Forge vendors with heavy armor permit. Tier 3: Military contract or Church of Flame authorization required. Tier 4: Restricted — Imperial armory issue or Godkiln Church only. Tier 5: Never sold. Empire military commanders and Church senior officers only. A civilian carrying a Tier 3+ Full Rig without authorization is treated as an armed combatant under Empire law. Detain-on-sight policy in major conclaves.

full rigrigessavialsforcemachinistoathboundheavy armormagic item