(Right! Finally a research project you have to roll for! 8! A pass.)
Attempting to truly innovate magic, rather than simply copying and extrapolating what we find in the field, has proven to be a difficult task. Test to engrave sticks with a variety of inexpensive enchantments proved futile during the first phase of the test. No matter what was done, a human had to be present and casting a spell in order to use the magic. Aura reading the Jedi users reveals a very strong aura signature during the casting, but it is released from the soldier himself rather than the book. While the book still had to be present, changing its location on the soldier had no effect on the reading's location. Its possible that the spells arn't "storing" anything, perhaps acting as a form of "key" or "catalyst" to activate magic that is "stored" elsewhere (possibly theories include: inside the soldier himself, an ambient source of magic in the atmosphere, an alternate dimension or parallel universe that all these weird things are coming out of). As expected, weaker spellcasters have a weaker aura reading. The reading appears to be stable across spells, the same reading is received from the same caster weather or not he is using a spell that warms up drinks or a five minute spell to release a hurricane of fire. Attempts to record video and voices, playing them back as needed in a speed up fashion, also fail.
During the second phase of testing, the scientists finally have some success. Noting a spell for a "Fire Trap" in the JEDI, a relatively complicated spell that creates a sigil on the ground. If an enemy steps on the sigil, it sends up a column of fire like a magic land mine. Its long casting time and the ease of avoiding the bright red markings made it less than practical for the field, however its use introduces something simple and elegant: Conditionals. The wording of the spell goes something like "Create a column of fire if/when stepped on". Utilizing this system, it is possible to create spells that are cast
later, when certain conditions are met. These conditions can be fairly simple, such as "when the trigger is pulled" or "when this sword is swung". A human still has to be present to do the song and dance when the initial spell is cast, but nobody has to be present when the condition is met.
Unfortunately, there are some downsides. Conditionals take a long time to cast. While it is fine when we have plenty of downtime, such as before a mission, it means that under practical conditions enchantments can not be done in the field. That would not be a big problem if not for the next point: most conditionals fade when met. All tested equipment had a certain amount of "ammunition" or "charges". Once these run out, the spell is over and the magic stops functioning. Some simpler, weaker conditionals lasted additional "castings", theoretically we can get more "charges" if we develop the spell correctly (or design a weak spell from the outset).
Finally, our understanding of the spell is not complete. The original Fire Trap creates its own magical sigil on the ground, while none of our attempts at enchantment do the same. It is not clear why, each word has been thoroughly tested to derive its function. It would seem that there is something in the word's combination that created the sigil, which we have yet been able to replicate. As such, we must engrave our own sigil into the equipment. This is an expensive process utilizing the same material that goes into the spellbooks, preventing us from simply enchanting all of our weapons once we design the correct spell. Perhaps with more "liberated" knowledge this limitation can be removed, otherwise it would take fairly intense research. Attempts to weaponize the Fire Trap in grenades or projectiles is met with failure- unfortunately, its wording specifies that it must be
stepped on to work making other forms of contact non-operational. Even shooting the target's feet is not enough to activate it.
((Mechanically, Tier 1 enchantments will be counted as features for design purposes.))
Phase 1 Round 11
Design Phase
110R
Current Designs:
M4 Carbine: M9 Handguns: Interceptor Body Armor: M67 Fragmentation grenades
Low/Free/None.
Standard starting equipment. Some researchers theorize that the equipment you receive is old, damaged, or even sabotaged by enemy infiltrators. If true, than even producing clones in house would lead to more efficient weaponry.
SD1 "Oversight"
A basic handheld device with a small monitor attached to it. The device uses a combination of radar, infrared, and other techniques to locate other entities in the rough direction where it's pointed at. Anything detected shows up on the small monitor. The device is small and can be easily stored by anyone.
This device can be used by anyone and can be flicked on, improving our teams' spatial awareness at all times and keeping them from being caught unaware. It's recommended that multiple people get it to provide redundancy, but otherwise one person can operate the device while the rest have their weapons equipped, and the device can easily be stowed if needed.
Very Low/20R/Fragile, Weather Weak
Unobtanium
A heavy bullpup assault(battle?) rifle optimized for accuracy while employing an 8x50mm round. Utilities hyperburst, 2 toggleable 20-round magazines, battlespike, under-barrel 24mm 4-round shotgun, holographic sights, fixed stock, and a cupholder.Initial ammunition types include soft hollowpoint and soft with a hardened penetrating core.Utilities a "shifted blowback pulse" system to produce an extremely rapid two-round burst. Also features full-auto.Magazines are inserted into a conveyor that can be cycled using a bolt on the external side. This allows the magazines to be switched rapidly, permitting rapid switching between two ammunition types or replacing an expended magazine while the weapon is still loaded with a full magazine. This system is made sturdy to prevent mistakes.
The magazines are inserted underneath with a slight offset towards the internal-side. The two magazines together, combined with the internal preference, does make changing magazines a bit awkward, but the other magazine can act as a guide, aiding in blind-reloads.It features a oair of short, sturdy spikes projecting from either side of the barrel. These can be used offensively but are also useful for anchoring the rifle to a soft object to steady it when firing, or to hold it against a single piece of the target's anatomy to unload a whole magazine into the same hole...At the front is a downward-projecting grip which contains a manual-loaded ammunition feed for a bottom-fed semi-automatic 24-millimetre shotgun. The default round of which is 8mm steel balls. This is primarily for destroying soft tissue or deterring a nearby threat.Comes with a standard holographic sight and fixed stock.Features a collapsible horizontal ring midway along the interior edge. This can be expanded to hold spare magazines, shot-bandoliers, or a covered beverage.Very Low/70R/Unreliable
The H.O.S.E.
The HOSE is a handheld device composed of a long sturdy barrel, a trigger mechanism, and a tube leading to a two-tank system attached to the underside. One tank holds about two liters of a fluid, in this case SLUDG, and the other, smaller tank is filled with pressurized gas. (Preferably something non-flammable, like nitrogen or carbon dioxide.) When the trigger is pulled, the pressurized gas flows into the chamber containing the SLUDG. This pushes the SLUDG out of the holding tank and through the tube. A tapered nozzle at the end of the barrel focuses the stream, shooting the fluid up to 100-150 feet depending on the pressure of the gaseous propellant.
The liquid tank can be refilled with other fluids as well, the most obvious choice being an accelerant like napalm or gasoline. Other options could include water or chemical fire retardant for a mobile fire suppressant tool, surface lubricant for tactical retreats, coolant/liquid nitrogen as an alternative offensive approach, or even filling both tanks with pressurized gas and using it with a muzzle mount to launch handheld grenades longer distances. Very Effective/70R/Volatile, Temperature Sensitive, Heavy
SD2 "Brighteye" Scanner
This mechanism is a souped up version of the SD1 "Oversight" aimed at improving the lackluster performance of the prototype model. The SD2 features a beefed up power supply, new, more efficient scanning array, special equipment to specifically detect the new "Aura" phenomenon, side mounted flashlight, easy to read combat display, wifi antenna, and a cupholder. With the new features, this machine is meant to give more information to our soldiers better than we could have before.
Medium/20R/Fragile, Weather Weak
Unobtanium V2: See Unobtanium
High/70R/Unreliable
Excalibur
~The Sword of Promised Victory~
The most famous of legendary swords, could it be anything else? To start with, Excalibur is a "chivalrous blade". While it has great power, that power is sealed by several "Laws". For each Law that is being followed, the blade gains an immense boost of strength allowing it to use one of its more powerful abilities. Fortunately, PROMETHEUS's mission means that several are followed by default-such as "Excalibur must be used to fight evil" or "Excalibur's comrades must be brave". This allows it to act as a magnificent blade, slicing through all currently observed material like a laser cutter. Additional effects increase the swordsmanship of the wielder, allowing them to utilize the blade efficiently even without specialized training. It also offers some protection against mind altering effects against its wielder. Other Laws are situational, such as "You must be protecting/avenging a fallen comrade" or "Your enemies must be powerful". This allows access to second tier abilities. The first observed was its blinding effect, it can release a flash of light capable of stunning enemies in a wide radius. This attack can blind even creatures who see without sight, and refuses to blind allies. It can also be "thrown" for a long-range illumination bomb. Its medicinal effects-specifically the ability to perform surgeries, stop bleeding, and recover allies from mental assault-are also technically second tier, though the situations necessitating their use often unlock the abilities by default. The third tier, achieved by following several situational laws at once, allows for the "sword beam" attack. The powerful strike seems to be incredibly accurate, capable of piercing any material from a long range. Wounds caused by this beam fail to regenerate. There seems to be a sort of cool down for attacks of tier two and above, preventing the wielder from shooting off the abilities like a machine gun even under perfect circumstances.
Some Laws are currently impossible to follow, such as "Excalibur's wielder must be the true King as chosen by the Blade of Selection", meaning its full potential may never be unlocked. In addition, there are a second set of Laws governing what Excalibur can not do, such as "Excalibur must never be brought against the Fair Folk", or "Excalibur may never harm an innocent". Should these laws be broken, the blade will shut down for at least a time. If multiple laws are broken in short succession, it may see fit to punish its wielder violently.
Safety Margin
Built along the lines of modern military equipment, this 6-round revolver-style 40mm grenade launcher fires semi-automatically, can be manually set to a specific chamber, and utilizes a variety of ammunition, including, in order of importance, fragmentation, HE, HEAT, incendiary---white phosphorus or napalm, something that doesn't stop burning and/or is sticky---silver-based fragmentation, a nonlethal riot-control-style solid rubber shot, and a flare round. The detonate on impact or timer. All the grenades can be thrown by hand if necessary, detonating on timer.
Amazing Effectiveness/100R/Heavy, Collateral Damage, Volatile
Ballistics-stopping, Acceleration-resisting, Tactical Manned Armor (New)
Based on Gothic self-supporting plate armor, the BATMAN suit is composed of steel plating, average thickness of 2 millimeters. Everything is covered by shaped metal plates. Shins have light plates, with good ol' spikey boots for kicking things. Thighs have heavier plating, with a scary-tough crotch piece (For comfort, you understand). The torso is protected by a piece backed with a slightly thinner version of our present interceptor vests, as padding in case of blunt trauma as well as a means to catch those pesky bullets. The head is protected by our standard Interceptor Suit helmets, but with steel projections from the cuirass which cover the back and sides of the neck. The arms get protection for the upper arms, with metal bracers that protect the inner forearms, and tough steel-and-Kevlar gauntlets to protect the hands.
Amazing Effectiveness/40R/Heavy, Mobility Impairing, Weak Points
BATMAN's Worst Knightmare.
Less buggy BATMAN. Will probably just be called BATMAN.
Amazing Effectiveness/40R/Heavy
Judicious Employment of Deadly Immolation and Immobilization
Taking all our knowledge of magic and condensing it back into a single small-sized tome of deadly knowledge called 'JEDI' was a genius step. The 'wizards' who utilize these books are trained only in the fire and ice sections. Ice first, followed by fire, in order of 'What damage can be reversed easiest and cheapest'. No soldiers have yet been taught how to use necromancy---doing so might endanger the use of Excalibur. Also, Public Relations almost went into open revolt at the mention of the possibility.
Extremely Effective/225R/Glitches
Visual Interface for Sensory Overlay and Regulation:
An armoured helmet and backpack that features a "heads-up display" and attitude sensors to dynamically print a Brighteyes' sensor output onto the wearer's vision. The brighteyes will e dirstibruted over the helmet, shoulders, and backpack, to maintain its prior functions with minimal obstruction and no need to be carried in hand. The backpack should contain a the power and processing components, while also functioning as a standard backpack, albeit with less free space. Including a transmitter to broadcast mission data to mission control, and a recording device to assist in debriefings with respect to alien threats, would be beneficial. Additionally, implementing systems to reduce glare and protect against freak optical, audio, and chemical input would be a wise precaution.
Very Low/50R/No Complications
Carmilla's Kiss
A gem that turns the user into a vampire. Increases in strength if feed blood and corpses.
SLUDG HOSE Police Issue:
We simplify and improve the HOSE. The Police Issue HOSE fires SLUDG at a much higher pressure, sending it further away. The simplifications to the device's structure make it suitable for mass production. As part of this design, we market the Police Issue HOSE to, you guessed it, the world's police. We'll sell these devices and the SLUDG to go with them to earn money for funding.
Above Average Effectiveness/Special Cost/Unreliable, Sabotage, Minor Supply Raids
Project LAST CHRISTMAS
Inspired by the sheer destruction brought on by the previous mission, the R&D set forth to design the Local Anti-Supernatural Titanium Concussive Heavy Resonating Interchangeable System of Technical/Mechanical Assist for the Safety margin. (Due to recent financial difficulties, the A.C.R.O.N.Y.M.1 Department saw some cutbacks.) They came up with three handy designs for the Safety Margin that can increase its effectiveness in the field without requiring a total re-design. The three designs are as follows:
C.H.E.E.R. - The Chemical High Energy Exo-Ocular Round is a handy chemical explosive that upon detonation releases an incredibly bright flash of both visible and UV light. Tests in the lab have shown this to be incredibly disorienting as well as leaving some severe sunburns on those standing near its explosion. Because of its explosive nature the release of the light is very loud, only adding to its disorienting capability.
S.T.A.R. - The Silver Tipped Applicator Round is a new spin on our original fragmentation round. This includes the use of small amounts of silver in the fragments and casing, allowing it to have the standard destructive power alongside its ability to easily and effectively introduce silver into the blood of nearby enemies.
I.C.I.C.L.E. - The Incendiary Canister for Interspersed Coverage of Local Enemies round is a special round that uses a similar compound that's found in our SLUDG ammo, combined with a special long-burning incendiary agent. The result is an explosive round that detonates on impact, spreading layer of thick slime everywhere. Thanks to a mixture of phosphorous inside the slime, it ignites almost instantly upon exposure to oxygen. (The R&D team has also noted the mixture tends to burn green, leading to an interesting color display when it begins to burn surrounding objects.)
AMAZING EFFECTIVENESS/17R/Collateral Damage, Volatile, Detention Failure
Current Equipment:
2 Brighteyes
2 Unobtanium
1 H.O.S.E
1 Safety Margin
8 Zombie Corpse (Damaged) 1/2R
5 Zombie Corpse (Heavily Damaged) 1/4R
6 Zombies ("Live") 1R
14 Fast Zombies ("Live") 1R
10 Fast Zombies (Heavily Damaged) 1/4R
4 Tentacle Zombies (Damaged) 1/4R
1 Tentacle Zombie ("Live") 1R
5 Skeletons (Damaged) 1/4R
5 Skeleton Shields/Swords/Helmets 1R
2 Armor (Damaged) 1/2 R
1 Armor Hammer 1R
Four Mage Corpses 1/4R
One Black Spellbook 5R
Two Imp Corpses 1R
One Live Mongrel 5R
7 Mongrel Corpse 1R
One Wolfman Corpse 2R
Five WolfmanCorpse (Damaged) 1R
One Excalibur
One Live Drake 10R
One Drake Corpse 3R
2 "Vampire Submachine guns" 5R
Carmilla's Kiss 120R
1 Bloody Gem (Mystery) (For some reason, nobody will agree to purchase this...)
1 JEDI
1 Eternal Rose 50R
1 Devil corpse (3R)
4 Live Imps (1/2R)
1 Behemoth (Damaged) (1R)
Soldier 1: Brighteyes, JEDI, conventional.
Soldier 2: Brighteyes, conventional.
Soldier 3: Unobtanium, BATMAN, VISOR, conventional.
Soldier 4: Unobtanium, BATMAN, conventional
Soldier 5: Excalibur, BATMAN, conventional.
Soldier 6: H.O.S.E, Conventional.
Soldier 7: Safety Margin, Conventional
Current Enemies:
Zombies
Anemic green humanoids, typically with visible injuries that would normally disable a human. The field has shown them to be highly resistant to damage to anywhere that isn't the head. Slow, shambling, and weak they are no danger to our soldiers in open combat. As such they seem to prefer ambush tactics, and are apparently numerous enough that overwhelming numbers might become an issue in the future. The nature of their weakness means that most zombie corpses will not have intact brains when recovered, however it also means that "live" subjects will relatively simple to obtain. Even small scratches from this creature can lead to a spreading infection. Live subjects have currently been obtained. They don't appear to need oxygen, allowing them to hide in odd places for long periods of time.
Fast Zombies
The dreaded zombie variant. Its upper body appears even weaker than the typical zombie, but its lower body is much more powerful to compensate. The green tumors on its legs are capable of infecting with even a touch, releasing an acid that can eat through cloths and armor to infect its target. Its legs are also capable of a leaping attack, giving it a much larger range of threat than its weaker cousins. The captured variants are currently left in their foam prisons, locked in plexiglass observation boxes.
Tank Zombies
We knew at the start there would be a lot of zombie variants. This is the expected "Tank" zombie. It seems to be covered in a large, rocky exterior capable of shrugging off small arms fire and small amounts of explosives. As the others, it seems to go down with a head shot-though it has shown more intelligence than its smaller brothers in that it takes active measures to defend this vital organ. In addition to its defenses, it apparently has an impressive amount of strength, though it is slow to compensate.
Tentacle Zombie
Another higher-tier zombie. Perhaps the least human of all, anything we recognize as being part of the human body seems to be completely vestigial. One part of their body has exploded into a long series of tentacles strong enough to pierce steel, granting them medium-range attack power. They are faster than all but the Fast Zombies, using their tentacles to get around. They are capable of attacking to objects and scaling them as easily as the cross normal ground, potentially opening the option of death-from-above ambushes. Apparently, they are resistant to head shots, and it takes a large amount of sustained fire to any part of their body to prevent them from moving. Finally, they do not seem to be as infectious as their lower-tier counterparts, at least as far as we can tell.
Skeletons
Human skeletons, often scratched and damaged. Field testing has shown them to be highly resistant to damage at all points on their body. It seems that they can only take so much damage before collapsing into a pile of bones (which primary testing has shown to be completely mundane). More interestingly, it seems that an invisible force is manipulating it like a puppet. Something is shown retreating from a skeleton on their "death". It can apparently leave the skeleton before death at will, and appears to have been used as a sort of scout for ambushes. They are all accompanied by a sword, shield, and helmet. The invisible force is apparently capable of leaving them at will, making their capture difficult.
Armor
Apparently propelled by the same force as the Skeletons, they seem to be an incredibly dangerous "Upgrade". Much more resistant to all forms of damage than their predecessor, in addition to possessing an impressive degree of super strength and enough function to use firearms, they make a fatal combatant on the field. If a Skeletons act as scouts and spotters, these things act like tanks. Their appearance is that of a tall suit of pitch black Armor covered in runes, with glowing red eye-slits.
Behemoth
Massive "Armors", the size of houses. Behemoths are to armors what armors are to skeletons, if not "more so". Run by a troubling amount of spirits, they can take an annoying amount of fire before being put down. They have strength comparable to their size, but their speed leaves much to be desired allowing their melee attacks to be relatively easy to avoid. If they ever get ahold of firearms, we will certainly have a real threat on our hands.
Imp
Blood red with leathery bat wings. Its main body was small and humanoid, roughly three feet tall with ram like horns and a mouth full of sharp teeth. Capable of shooting out a large, slow moving fireball that doesn't seem to burn anything other than its initial target. Initial tests suggest that it is much different biologically than known Earth animals, despite its relatively similar appearance. It is apparently used as a range unit, supporting the enemy forces from the back.
Devil
It is large, twice the size of a human with bulging muscles across its body. Its head has an inhuman jaw filled with needle-like teeth, with a curved horn on either side. Its lower body is covered in fur, with goat-like legs. A spaded tail follows it, under a pair of bat-like wings. Imps scramble around at its feet and along the cavern walls, giggling evilly as their superior roars once again. Capable of sacrificing Imps for both offensive and defensive abilities. Resistant to small arms, when its defenses are activated.
Mage
Primary tests suggest that these creatures are entirely human. They wear large robes, covering up any sign of their identity. A red bound book filled with incomprehensible runes was found on the subject, which logic dictates is a spell book. The current subject was witnessed shooting flames from his hands, though it is possible they had other abilities. As a human enemy, they possess an intelligence many of our enemies to date have lacked. A second Mage was encountered with Blue robes and a blue spellbook, focusing on Ice spells. This indicates they are indeed capable of using multiple spells each, and there are likely different "Specialties" of mages. A third focused on animating the dead, with a black book focusing on Necromancy.
Mongrel
"Mongrels" is the label given to the first werewolves encountered by the project. Though they have a sickly appearance, they are significantly stronger than a normal human, though not to the point of superhuman strength. They have sharp claws likely capable of rending flesh when it contacts, though we are fortunate not to have observed this yet in the field. Their most interesting and intimidating feature of this creature is its ability to heal-shrugging off normal wounds in a matter of seconds (though the pain seems to stun them during that time). Either a killing blow or a certain threshold of damage is enough to overcome this healing ability and kill the monster. They seem to be able to transform for an indefinite amount of time unrelated to the phase of the moon, but return to human form upon being killed. Observations from the field suggest they eat human corpses, though the living specimen is capable of eating the meat of other animals.
Wolfman
A higher-tier of werewolf, with an absolutely absurd regeneration ability. Even damage such as bisection and decapitation are removed instantly as if they never happened, and such wounds slow them down much less than their lesser cousins. They also appear to be stronger, with super human strength that puts anyone in their range in grave danger. Fortunately, their regenerative abilities are limited, after they absorb a significant amount of fire they shut down allowing us to land a killing blow.
Ghoul
What is likely the weakest form of vampire. They seem to command the other paranormal creatures when present, having at the very least human level intellect. Their diet apparently consists of dead human flesh, throwing the figurative and literal bones to their underlings. Despite this, they are capable of drinking human blood. This does not seem to infect the target with its disease, though it is possible it grants enhanced powers to the creature. It has impressive strength and speed, in addition to other abilities that allow it to escape from many situations. All the crosses and other religious symbols had been vandalized and destroyed, suggesting that it has this famous weakness. They are capable of using modern weaponry, and are often come equipped with it as a result.
Vampire-Tier Two
Not enough is known about these creatures to even give them a proper name yet. It looks much more human than its predecessor and has shown the ability to avoid gunfire and to transform into a swarm of bats. It is still apparently in a leadership position, executing its subordinate when it looked like it was to be captured.
Drake
Dragons, the size of a large car. Appear to be the traditional western version, with wings capable of flight and red scales capable of repelling small arms fire and even small explosives. From what we can tell from the captured specimen, it appears to be young for its species. They are capable of spraying fire roughly as powerful as a flamethrower a vast distance, and have amazing strength. The captured Drake is currently chained in a concrete room, with a constant stream of sedatives flowing into it to insure it doesn't torch everything.
Wizard
Wizards are the designation of second-tier magic users. Their aura readings suggest they are much more powerful than currently observed mages, and likely less focused. They seem to avoid direct fights more than their weaker brethren, using their magic to support their allies from the back. Currently observed specialties are likely "Eldrich".
Starfish-things
Apparently summoned by a Wizard in a sort of defensive spell, these are the lowest tier of "Lovecraftian entities" or "Eldrich beings". Their existence doesn't bode well for future missions. First having the appearance of an almost normal starfish, they are capable of networking together after a threat has been detected. They then grow explosively, turning into what appears to be a flower crossed with a starfish. They attempt to eat any humans in the area, though their tentacle-like-mouths can be beaten away by an able bodied soldier. Their true power seems to be in mental attacks-allowing them to force madness on our soldiers.
Current Technology:
S.L.U.D.G
(Semi-Liquid Uniform De-mobilization Glue)
The idea is that it's a cross between spray-able foam insulation and rubber cement. It's a two-step process, featuring one solvent with a special polymer inside stored in one container and another catalyst stored in another. These two are combined in a mixing chamber where the catalyst begins to neutralize the solvent, reducing its solubility. This also produces heat, which in part reduces the strength that the polymer chains have leftover. This mixture is them sprayed out of the nozzle, where the polymer chains cool and as they are no longer held in stasis inside the solvent they reform quickly into long, strong chains that form a thick ooze on whatever the mixture was sprayed on in a matter of seconds. The neutralizing solvent sprayed along with it releases gas bubbles as it undergoes the process, puffing up the goop until it expands and cools into a strong, stretchy foam that can hold a person and possibly something stronger in place where it stands.
The end product is a goop that can be transported in a liquid form and can undergo a chemical reaction on demand that can turn it into a foam that expands and then hardens or at least thickens very quickly as to immobilize whatever it's being fired at. This design hopefully can create a foam that will be strong enough to immobilize something with the strength of an average human, but later versions could up the ante to hold down something bigger like a werecreature or moving vehicle. Having a backup chemical that can dissolve the SLUDG is handy, but not necessarily required so long as the soldiers understand not to point the gun at eachother.
Prosthetic (Leg) 1. Advancements have been made to human prosthetics, with a focus for integrating the human nervous system with electronics. Currently, we are capable of replacing human legs with workable replacements. Further work is necessary to expand the technology to other body parts, with even more research necessary to expand into true cybernetics.
Spectral Sensors. Sensor technology has been further developed, allowing it to work better and longer than before in addition to identifying treats more clearly. Has discovered "Aura", a supernatural radiation that could potentially have tracking and identification uses.
Spellcasting 1. Research into the red spellbook has allowed us to copy the runes therein. The effects of each has been carefully observed, and they can be rearranged with time and effort to form new spells with never before seen effects. This gives us access to our own magic, opening up a new world of possibilities. Research into the blue spellbook has increased the number of runes available to us, allowing for more complex and accurate combinations. The Black spellbook joins our rune library, allowing for an impressive amount of combinations.
Loot Manager 2023: A group of reliable contacts that allows you to sell items recovered from the field for Resources, in addition to providing minor cursory information on items without loosing them.
Spirits 1. Research into the Armor has allowed us to replicate spirit "Hosts", allowing us to trap Spirits and to theoretically replicate Armor and Skeleton style enemies.
Enchantments 1. Allows long-term conditional spells to be placed on items, releasing the spells when a condition is met.