Revision history for Av2PoweredArmor
Additions:
Powered Armor can be repaired using Repair, but installing new devices into Powered Armor requires either the Weird Science Skill or Repair and the McGyver Edge. These devices may themselves require a Weird Science skill roll to activate.
Unless specially trained, people cannot equip powered armor except clumsily (they are at -2 to all skill rolls). Inventors are able to wear their own powered armor suits without penalty.
Unless specially trained, people cannot equip powered armor except clumsily (they are at -2 to all skill rolls). Inventors are able to wear their own powered armor suits without penalty.
Additions:
- You may add 4 points of Av2NaturalAbilities to your suit, or one Power for each 2 points, or 10 power pool points for each 2 points, i.e. you could buy a new Power and 10 extra power points with one Improved Power Armor Edge.
Deletions:
Additions:
- You may add 4 points of Av2NaturalAbilities to your suit, or one Power for each 2 points, or 5 power pool points for each 2 points, i.e. you could buy a new Power and 5 extra power points with one Improved Power Armor Edge.
Deletions:
Additions:
- You may add 4 points of natural abilities to your suit, or one Power for each 2 points, or 5 power pool points for each 2 points, i.e. you could buy a new Power and 5 extra power points with one Improved Power Armor Edge.
Deletions:
Additions:
- Requires Smarts d8, Repairs d6