Full Rig
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
Tier Table
| Tier | Name | Rarity | Levels | Strike Bonus | Mod Slots | Burn Buffer | Approx. Cost |
|---|---|---|---|---|---|---|---|
| 1 | Frame | Uncommon | 1–4 | +1d6 force or push | 1 | 2 / short rest | 800 gp |
| 2 | Reinforced | Rare | 5–8 | +2d6 force or push | 3 | 2 / short rest | 4,000 gp |
| 3 | Hardened | Very Rare | 9–12 | +3d6 force or push | 4 | 3 / short rest | 20,000 gp |
| 4 | Sovereign | Legendary | 13–16 | +4d6 force or push | 5 | 4 / short rest | 80,000 gp |
| 5 | Apex Frame | Artifact | 17–20 | +5d6 force or push | 6 | 5 / short rest | Not sold |
Tier Upgrades
| From → To | Material Cost |
|---|---|
| Tier 1 → 2 | 3,200 gp in refined components |
| Tier 2 → 3 | 16,000 gp |
| Tier 3 → 4 | 60,000 gp |
| Tier 4 → 5 | Not possible through standard means |
Variants
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.
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
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.