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AvatarsCampaign > AvatarsGameRules > A2ModernCharacters > Av2PoweredArmor

=====Powered Armor=====

Normally powered armor is available only to elite military troops and costs in the hundreds of thousands of new dollars. A brave few will attempt to engineer their own, however. This will require spending at least one Edge in order to build and be capable of maintaining a suit of powered armor. This suit will not be, at least initially, as powerful as the high-end military suits but it can be more flexible or specialized.

====Edges====

Arcane Background: Inventor, Powered Armor
- Requires Smarts d8, Repairs d6
- You gain the skill d4 Weird Science (Smarts)
- Baseline powered armor suit has:
- 2 Armor to all points, 4 vs bullets
- Power: Bolt (controlled via Shooting skill)
- 10 point power pool (recharges in an hour out of combat)
- You use the Weird Science skill to don the armor in a hurry (within one combat round). Target number is 4. If you raise, you may take an action in the same round.
- You may use the Weird Science skill to regain power points in combat. (target of 4, restores 5 points per success or raise)
- You may take additional abilities by giving your armor built-in hindrances.

Edge: Improved Powered Armor
- You can only take this once per rank, i.e. once at Novice, once at Seasoned
- 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.

Powered Armor normally weighs 20 lbs (base) when not being worn, but when worn, it provides enough strength augmentation that you may ignore its weight.

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.

====Armor Mods====

You may purchase these from your gear budget:

- Optical Camouflage - N$1000 - gives +2 to Stealth in all conditions, but this is reduced to +1 if the armor has taken damage. (one Wound or more)

- Armor Plates - N$1000 - gives additional 2 armor to all points, or 4 vs bullets - adds 12 lbs to carried weight. *

- Springheel Tech - N$200. Increases your running and jumping by 1".

- Spiderglove Tech - N$200. Gives you the ability to climb without equipment. (+2 to Climbing rolls)

Purchasing mods as natural abilities means they does not count toward your carried weight, due to the powered armor being increased in strength to compensate for their weight, but the armor itself may become heavier.

====Other Mods====

You may install weapons in your powered armor. They are controlled just as normal weapons would be, i.e. guns would use Shooting, and melee weapons (retractile or not) would use Fighting. They count toward your carried weight limit.

You may install gadgets just as if you were carrying them.
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