Post by John_Doe on May 3, 2006 16:13:52 GMT -5
It is a source of great contention amoung us all so here are the rules that rob fleshed out for his armor.
New Powered Armor
-Size increase
Wearing powered armor increases your size by one for all purposes
Using a larger weapon (large user wielding large weapon one-handed or huge weapon 2-handed) -8 to hit
-Modules
Modules are pieces of equipment which can be attached to some powered suits to give them new abilities
Carry Suit
Basically a powered harness designed to increase a person's carrying capacity. Extremely unwieldy and not intended to offer protection. Any hit with lethal damage dealt to a person wearing a Carry Suit has a 25% chance to damage or disable the suit (50% disable entire suit, 50% disable one limb. Also 10% chance to deal 1d10 electrical damage to wearer as pieces of the suit discharge).
Powered Suit
A suit originally designed as an upgraded version of the Carry Suit for use in hazardous conditions, the Powered Suit is the first combat-capable powered armor. While not boasting the same carrying capacity as the Carry Suit, the Powered Suit is much more resilient and mobile, and is capable of accepting one suit module.
Marine Suit
The first powered armor designed for combat, this suit offers enhanced defenses, mobility, and utility. This suit comes with a built-in HUD and is heavily armored, granting its wearer 25% resistance to critical hits. The Marine Suit can accept two suit modules.
Battle Suit
The ultimate powered armor, the Battle Suit is designed to take its wearer into the heart of battles and out alive. With defenses, mobility, and utility surpassing its predecessors by far, this suit contains a build in HUD with 360 degree view monitors, making it impossible to flank its wearer. Optic enhancers grant a +4 bonus to spot, and similar aural ones give +4 to listen. Extremely heavy armor gives its wearer 50% resistance to critical hits, and a built-in medical module automatically monitors and stabilizes its occupant. Reactive camoflauge grants +6 to hide checks in any terrain and is effective against thermal and other sensors as well. These suits are extremely rare in most places, and highly regulated where they do exist. The Battle Suit can accept three suit modules.
Armor; Level; AC; N.P.; Dex; Penalty; Speed; Weight; Str.; Carry; DR;
Carry Suit; 5; 1; 1; 0; -10; 10; -; +4; +150 lbs.; -
Powered Suit; 6; 7; 3; 2; -6; 30; -; +6; +50 lbs.; 5
Marine Suit; 7; 10; 4; 4; -2; 30; -; +8; +100 lbs.; 10
Battle Suit; 8; 12; 6; 6; -; 40; -; +10; +200 lbs.; 20
Modules
Communications Module Mark I (PL 6)
These modules contain strong communication devices, allowing the wearer of the suit to contact others within a proximity of about the average planet size, unusual interference aside.
Environment Module (PL 6)
These modules are designed to give a suit the ability to survive in hazardous conditions and vacuums. Each module allows the wearer to operate normally for up to three hours in absence of breathable air or normal temperatures. This module has ports to connect to external air and energy sources.
Jump Module (PL 6)
This module is basically a burst-effect jetpack, assisting the wearer in difficult jumps or in traversing difficult terrain. While equipped with a jump module, the wearer gains +10 to jump checks and is not restricted by their height. Also, this module allows a user to make rapid progress by making long leaps in straight lines for extended periods, effectively giving them a speed of 200 ft., though seriously reducing maneuverability: the wearer can only change direction every other round.
Advanced Environment Module (PL 7)
This module includes a miniature air scrubber capable of recycling the wearer's air for a prolonged period. A.E. modules allow up to 48 hours of use in vacuum, and in most atmospheres allows indefinate use as it processes air from normally unbreathable environments.
Communications Module Mark II (PL 7)
These modules contain strong communication devices, allowing the wearer of the suit to contact others within a radius large enough for the average planet and its surrounding moons, unusual interference aside.
Jetpack Module(PL 7)
This module allows the suit's wearer limited flight, at a speed of 100 ft. with poor maneuverability. These modules come in atmospheric and non-atmospheric models. Atmospheric modules use compressed fuel and draw oxygen from the atmosphere, giving them an hour of constant flight. Non-atmospheric modules work in atmosphere as well, but contain all necesary fuel so that it can be burned even when in space. Because of the extra mass required, non-atmospheric modules can only be active for 20 minutes.
Communications Module Mark III (PL 8)
These modules contain strong communication devices, allowing the wearer of the suit to contact others within the proximity of the average solar system, unusual interference aside.
Drive Module (PL 8)
An advanced version of a jetpack, this module contains a small gravitic drive, giving the wearer flight at 300 ft. with average maneuverability for up to 10 hours between recharges.
New Powered Armor
-Size increase
Wearing powered armor increases your size by one for all purposes
Using a larger weapon (large user wielding large weapon one-handed or huge weapon 2-handed) -8 to hit
-Modules
Modules are pieces of equipment which can be attached to some powered suits to give them new abilities
Carry Suit
Basically a powered harness designed to increase a person's carrying capacity. Extremely unwieldy and not intended to offer protection. Any hit with lethal damage dealt to a person wearing a Carry Suit has a 25% chance to damage or disable the suit (50% disable entire suit, 50% disable one limb. Also 10% chance to deal 1d10 electrical damage to wearer as pieces of the suit discharge).
Powered Suit
A suit originally designed as an upgraded version of the Carry Suit for use in hazardous conditions, the Powered Suit is the first combat-capable powered armor. While not boasting the same carrying capacity as the Carry Suit, the Powered Suit is much more resilient and mobile, and is capable of accepting one suit module.
Marine Suit
The first powered armor designed for combat, this suit offers enhanced defenses, mobility, and utility. This suit comes with a built-in HUD and is heavily armored, granting its wearer 25% resistance to critical hits. The Marine Suit can accept two suit modules.
Battle Suit
The ultimate powered armor, the Battle Suit is designed to take its wearer into the heart of battles and out alive. With defenses, mobility, and utility surpassing its predecessors by far, this suit contains a build in HUD with 360 degree view monitors, making it impossible to flank its wearer. Optic enhancers grant a +4 bonus to spot, and similar aural ones give +4 to listen. Extremely heavy armor gives its wearer 50% resistance to critical hits, and a built-in medical module automatically monitors and stabilizes its occupant. Reactive camoflauge grants +6 to hide checks in any terrain and is effective against thermal and other sensors as well. These suits are extremely rare in most places, and highly regulated where they do exist. The Battle Suit can accept three suit modules.
Armor; Level; AC; N.P.; Dex; Penalty; Speed; Weight; Str.; Carry; DR;
Carry Suit; 5; 1; 1; 0; -10; 10; -; +4; +150 lbs.; -
Powered Suit; 6; 7; 3; 2; -6; 30; -; +6; +50 lbs.; 5
Marine Suit; 7; 10; 4; 4; -2; 30; -; +8; +100 lbs.; 10
Battle Suit; 8; 12; 6; 6; -; 40; -; +10; +200 lbs.; 20
Modules
Communications Module Mark I (PL 6)
These modules contain strong communication devices, allowing the wearer of the suit to contact others within a proximity of about the average planet size, unusual interference aside.
Environment Module (PL 6)
These modules are designed to give a suit the ability to survive in hazardous conditions and vacuums. Each module allows the wearer to operate normally for up to three hours in absence of breathable air or normal temperatures. This module has ports to connect to external air and energy sources.
Jump Module (PL 6)
This module is basically a burst-effect jetpack, assisting the wearer in difficult jumps or in traversing difficult terrain. While equipped with a jump module, the wearer gains +10 to jump checks and is not restricted by their height. Also, this module allows a user to make rapid progress by making long leaps in straight lines for extended periods, effectively giving them a speed of 200 ft., though seriously reducing maneuverability: the wearer can only change direction every other round.
Advanced Environment Module (PL 7)
This module includes a miniature air scrubber capable of recycling the wearer's air for a prolonged period. A.E. modules allow up to 48 hours of use in vacuum, and in most atmospheres allows indefinate use as it processes air from normally unbreathable environments.
Communications Module Mark II (PL 7)
These modules contain strong communication devices, allowing the wearer of the suit to contact others within a radius large enough for the average planet and its surrounding moons, unusual interference aside.
Jetpack Module(PL 7)
This module allows the suit's wearer limited flight, at a speed of 100 ft. with poor maneuverability. These modules come in atmospheric and non-atmospheric models. Atmospheric modules use compressed fuel and draw oxygen from the atmosphere, giving them an hour of constant flight. Non-atmospheric modules work in atmosphere as well, but contain all necesary fuel so that it can be burned even when in space. Because of the extra mass required, non-atmospheric modules can only be active for 20 minutes.
Communications Module Mark III (PL 8)
These modules contain strong communication devices, allowing the wearer of the suit to contact others within the proximity of the average solar system, unusual interference aside.
Drive Module (PL 8)
An advanced version of a jetpack, this module contains a small gravitic drive, giving the wearer flight at 300 ft. with average maneuverability for up to 10 hours between recharges.