You possess an amazing suit of super strong iron-alloy armor powered by advanced technology, including a power source that either runs on advanced micro- fission or perhaps even a fusion power unit. The suit was likely once fitted for mass military deployment during an earlier war, but you’ve customized the fit, so it fits well enough. The power armor grants several abilities that far outstrip those of a normal person.
Your power armor suit is distinctive, covering you from head to foot in its protective embrace. The suit might still bear the insignia of the military force or mercenary unit that originally commissioned its creation, though you may have given it a custom paint-job that reflects your personality and esthetic.
Tier improvements come about because you are constantly tinkering with your armor, making improvements, customizing, and adding additional components that you acquire along the way.
Connection: Choose one of the following. 1. Pick one other PC. That character helped you find and refurbish the suit.
2. Pick one other PC. You accidentally stepped on that character while wearing your power armor and broke their foot. It’s healed up, but sometimes you think you can still detect a limp.
3. Pick one other PC. Something about that character seems to interfere with your armor, usually in a fashion that temporarily shorts out your armor.
to interaction are decreased by one step. Enabler.
Knowing. You are trained in one area of knowledge of your choice. Enabler. Tier 2: Destined for Greatness. You enjoy uncanny luck as if something was watching over you and keeping you from harm. When you would otherwise descend a step on the damage track, make an Intellect defense roll versus the difficulty set by the level of the foe or effect. If you succeed, you do not descend that step. If the step was because you went to 0 points in a Pool, you are still at 0 points; you just don’t suffer the negative effects of being impaired or debilitated. If you would otherwise descend the final step on the damage track to death, a successful defense roll keeps you at 1 point in one Pool, and you instead remain debilitated. Enabler.
Tier 3: Overcome All Obstacles (3+ Intellect points). Those who stand against you do so to their peril and eventually shrink away in your presence. When you focus on a particular foe within long range, the target suffers 2 points of Intellect damage (ignores Armor) each round for one minute or until the target can throw off the effect. This ability can only be active on one target at a time. You can apply Effort to increase damage during the first round, and for any one round in which you apply Effort and expend another action. Action to initiate. Tier 4: Center of Attention (5+ Intellect points). A literal (or metaphorical, depending on the genre) beam of pure radiance descends from on high and spotlights you. All creatures you choose within immediate range of you fall to their knees and lose their next action. Affected targets cannot defend themselves and are treated as helpless. Action.
Tier 5: Show Them the Way (6+ Intellect points). Your presence overwhelms a creature you can touch and ask to aid you. Essentially, you control the actions of the target for up to ten minutes who fails to defend against your presence. The target must be level 3 or lower. Once you have established control, you maintain control through verbal instruction. You can allow the target to act freely or override control
Some characters have abilities that grant them additional effects against helpless targets.
Wears Power Armor GM Intrusions: Your armor won’t come off. Your armor acts under its own power. Your armor suffers a momentary power loss. NPCs are scared by the visage of your power armor.
Tier 1: Spectacular Armor. Your suit is effectively medium armor (+2 to Armor); however, you suffer no Speed penalties for wearing it. Also, your suit grants other benefits: it provides breathable air for up to eight hours and a comfortable environment even in bitter heat, cold, or underwater to a depth of 4 miles (6 km); and it allows you to see in the dark up to a short distance. Getting into the suit requires an action (and, of course, access to your suit). Enabler.
Armored Might. While wearing your special suit, you gain 3 points to your Might Pool. Enabler.
Tier 2: Heads-Up Display (2+ Intellect points). Your armor comes with systems that help you make sense of, analyze, and use your weapons in your environment. When you trigger this ability, you gain an asset on one attack roll as the suit perfectly outlines foes and steadies your aim, regardless of whether you’re making a melee or ranged attack.
Alternatively, you can use the heads-up display to magnify your vision, increasing your vision range to 5 miles (8 km) for two rounds. If you apply one level of Effort, you can also see through mundane materials (such as wood, concrete, plastic, and stone) to a short distance in false color images. If you apply two levels of Effort, you can see through special materials (such as solid lead or other substances) to an immediate distance in false color images; however, the GM might require you to succeed at an Intellect-based task first, depending on the material blocking your armor’s sensors. Enabler.
Tier 3: Plate Reinforced Armor. You gain +1 to Armor (for a total of +3 to Armor) while wearing your power armor. Enabler. Tier 4: Force Blast. You figure out how to project blasts of pure force from the gauntlets of your power armor. This allows you to fire a blast of force that inflicts 5 points of damage with a range of 200 feet (61 m). There is no cost for you to use this ability. Action.
Tier 5: Field Reinforced Armor. You gain +1 to Armor (for a total of +4 to Armor) while wearing your power armor. Enabler. 4. Pick one other PC. They know the code
that will eject you from your armor, whether you’re willing to come out or not.
Additional Equipment: Power armor (as described in tier 1), a set of tools appropriate for tinkering with your power armor.
Armor Abilities: When you perform special abilities provided by your type that would normally be produced by you, they are instead produced by your armor. For example, your Onslaught attack produces a beam of force, but when you use it, the effect appears to manifest from a special projector on your armor. This alteration changes nothing other than the power’s origin.
Minor Effect Suggestion: Your armor’s systems learn from your successful actions. You gain a +1 bonus to rolls involving a similar task (such as making attacks against the same foe or operating the same device).
Major Effect Suggestion: Your power armor performs better than expected, and you gain a +2 bonus to Speed defense rolls for one round.
usually doesn’t make separate attacks but helps with yours. On your action, if the drone is next to you, it serves as an asset for one attack you make on your turn. If the drone is destroyed, you must expend another 2 XP to rebuild it or choose another Masterful Armor Modification. Action to initiate.