Power Armor (Fallout optional ruleset)

* Powered Armor requires a Fusion Core to operate at full capacity. Fusion cores can be crafted in the course of 8 hours; by succeeding at a DC 30 Craft (Alchemy) check; and spending 400 Caps in raw materials. It also requires access to said materials (Scrap metal and radioactive material) and a proper workbench. Each Fusion Core lasts for 1 week.

* An Unpowered suit of Power Armor reduces the user's speed by 10ft; and denies the user access to the special armor abilities of the suit.

* A User without the "Power Armor Proficiency" feat can still wear power armor, but they cannot utilize any of the special armor abilities; and suffer the loss of movement speed as if the suit were unpowered.

* Fusion Cores can be targeted independently of the suit with Sunder attempt. A Core has 15 Hardness and 50 HP. They Explode upon destruction.

* Exchanging a spent fusion core must be done from OUTSIDE the suit unless performed by another person. It takes a full-round action.

* Upgrades can be crafted at a proper workbench for the indicated cost over the course of 24 hours. Doing so requires spending the indicated cost in raw materials; and succeeding at the appropriate craft check indicated on the chart below.

* Powered Armor can be enchanted up to +5 via traditional means; but cannot gain any magical special armor abilities. They instead gain upgrades.

## Upgrades

### Anti Material Plating:

These Adamantine plates grant the user DR 5 / Adamantine, an additional +1 Armor bonus to AC, and Light Fortification. Selecting this upgrade multiple time(s) does not cause the damage resistance to stack; however the bonus to AC increases by 1 each time; and the Fortification increases to Medium and Heavy with each additional upgrade, respectively.

### Spelldrive Engine:

This engine helps fuel the armor with arcane energy. The Arcane Spell failure of the armor is reduced by 35%. In addition, in lieu of a Fusion Core, the user can sacrifice a spell slot of any level, and power the suit without a core for a number of hours equal to 2 x the level of spell slot sacrificed.

### Jetpack

Grants the user a fly speed of 40ft with Good Maneuverability.

### Orbital Drop Boots

These boots grant the user immunity to damage from falling. In addition, any damage they would have normally taken from falling is instead shunted outwards in a 15ft burst by kicked up debris and hot gas from the venting impact pistons. Enemies within this burst must make a DC 10+User's BaB reflex save; or suffer the amount of damage the user would have received from falling, in the form of bludgeoning damage.

### Combat HUD

Allows the user to Identify Creatures and threats across the wasteland, pulling from a portable database. Gain a +5 untyped bonus to all Knowledge Checks; and you may attempt them untrained. You can also use this HUD to take a 10 on a single Knowledge check even while under stress or distraction; once per day.

### Auto Doc

This compartment in the armor can be filled with any consumable healing item; such as potions, healing powder, or stimpacks. Upon falling below 50% HP the armor will use the item on it's pilot immediately; without need for the user to expend an action.

### Li Huang Stealth Drive

Functions as a Ring of Invisibility; allowing the user to disappear as a standard action for up to 10 minutes at a time.

### Climate Control

The user is under a constant Endure Elements effect while within the suit.

### Lead Plating

The user gains DR 5 to HP loss from radiation.

### Core Plating

Gives your fusion core total cover; eliminating the chance of a sunder attempt.