Power armor: Difference between revisions

From Gempunks
reducing the HP of armors is always a good thing
Being able to be detected by TEMPEST is built into Power Regeneration now you know
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|itemtype=Armor
|itemtype=Armor
|technologies=Miniaturized Fission
|technologies=Miniaturized Fission
|points=10 |weight=60 [[Kilograms]]
|points=20 |weight=60 [[Kilograms]]
|stattrade=+1 [[GD]], -1 [[AD]], -2 [[Stealth]], -4 [[Agility]], -4 [[Legerdemain]]
|stattrade=+1 [[GD]], -1 [[AD]], -2 [[Stealth]], -4 [[Agility]], -4 [[Legerdemain]]
|special=Power armor counts as an obstacle for firing through, or [[total cover]], attacker's choice. Its [[AD]] is the same as its wearer's, and it has 2 [[HP]] and 7 [[Toughness]].
|special=Power armor counts as an obstacle for firing through, or [[total cover]], attacker's choice. Its [[AD]] is the same as its wearer's, and it has 2 [[HP]] and 7 [[Toughness]].
|effect1=While active, you get +1 to [[unarmed]] damage and +80 [[Kilograms]] to your carrying capacity, but the Power Armor drains 2 [[Power]] per round. Activating or deactivating the Power Armor is a [[move action]].
|effect1=While active, your [[Strongman]] is set to 4 if it was lower, but the Power Armor drains 2 [[Power]] per round. Activating or deactivating the Power Armor is a [[move action]]. For Power Armor built for larger creatures than 1 meter, the Power Armor gives another +2 [[Strongman]] and drains another 1 [[Power]] per round for each doubling in size; for Power Armor built for creatures smaller than 1 meter, it gives -2 [[Strongman]] and drains 1 less [[Power]] per round (minimum 1 [[Power]] per round) for each halving in size.
|effect2=You get +2 [[Power Regeneration]], but can be detected by [[TEMPEST]] from 4 times the distance.
|effect2=You get +2 [[Power Regeneration]].
}}
}}

Revision as of 23:45, 15 February 2015

Power Armor
Armor
Coins 200
Weight 60 Kilograms
Technologies: Miniaturized Fission
+1 GD, -1 AD, -2 Stealth, -4 Agility, -4 Legerdemain
Effects: While active, your Strongman is set to 4 if it was lower, but the Power Armor drains 2 Power per round. Activating or deactivating the Power Armor is a move action. For Power Armor built for larger creatures than 1 meter, the Power Armor gives another +2 Strongman and drains another 1 Power per round for each doubling in size; for Power Armor built for creatures smaller than 1 meter, it gives -2 Strongman and drains 1 less Power per round (minimum 1 Power per round) for each halving in size.
You get +2 Power Regeneration.
Special: Power armor counts as an obstacle for firing through, or total cover, attacker's choice. Its AD is the same as its wearer's, and it has 2 HP and 7 Toughness.