Power Armour

[Item]

**Cost**: 10cp

**Activate**: as power

**Sustain**: as power

**Range:** as power

*Power Armour* is a **body-mounted frame that integrates a set of *Gadgets***. In essence, it allows you to bundle up to six *Gadgets* together, and all of them are Thought Activated, as per the *Gadget* enhancement.

You **purchase the *Gadgets* using the *Gadgets* power**, and then you designate individual *Gadgets* as part of your *Power Armour*. Once they're integrated, they can no longer be activated separately from the *Power Armour*. Therefore, to use them, you must don the suit.

You can **don your *Power Armour* in 4 rounds**, or 2 if someone helps. A disassembled suit fits into a suitcase or large backpack. If the idiom fits, however, your suit could instead be a similarly sized blob of biomatter that oozes over your skin or an ancient Roman helm that conjures the rest of the suit. The material nature of the suit doesn't change (it's still the size of a suitcase when not worn and takes 4 rounds to don), but you can, and are encouraged to, describe it fanciful terms.

Just like *Gadgets*, *Power Armour* **can have any Origin** although the most common kind is Supertech. It could be a crystalline shell (Cosmic), a living symbiote (Bio), or an ancient suit of armour (Mystic), for example.

Your built-in *Gadgets* are exposed enough that they are **vulnerable to sunder attacks**.

You can load **up to 6 *Gadgets*** into your suit, and each one is housed in a particular piece of the armour. It's traditional to couple powers with particular pieces—attacks in the fists, protection in the breast plate—but it's not required:

Helmet -- Chest Plate -- Left Arm/Gauntlet -- Right Arm/Gauntlet -- Belt -- Boots

## Enhancements

**Enhancement**: Air Scrubbers

> **Cost**: 2CP
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> Your *Power Armour* is air tight except for a small intake that has an advanced air filtration system, the upshot of which is that it blocks airborne chemicals, such as gasses or aerosols, from affecting you.
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**Enhancement**: Armoured

> **Cost**: 2CP per rank ( AC +2)
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> Your suit is outfitted with physical plating that grants you an armour bonus, and the resulting weight/bulkiness applies penalties to movement (see below). Note that only Large- or Huge-Sized Power Armour can take more than 5 ranks in this enhancement.
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\*Only available for Large- and Huge-sized armour.

**Enhancement**: Hit Points

> **Cost**: 1CP per rank (4HPs)
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> Your *Power Armour* has its own hit points, so **the suit takes physical damage** directed at the wearer until it runs out of said HPs. Divide **critical hit** damage between the suit and the wearer. **Non-lethal** damage counts for half. **Divide sunder damage** evenly between the suit's HPs and its Gadgets (with remainders going to HPs).
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**Enhancement**: Self-Repairing

> **Prerequisite**: Hit Points
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> **Cost**: varies
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> This enhancement grants your *Power Armour* the ability to repair itself (see below). It can self-repair only if it is at 1HP or more. As always, how the suit self-repairs is up to you. A Bio suit could heal very quickly. A Supertech suit might be filled with nanobots. A Mystical suit could just glow and reform itself, little by little.
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Self-Repairing
 1 HP/Min
 1 HP/Round
 2 HP/Round
 3 HP/Round
 4 HP/Round
 5 HP/Round

**Enhancement**: Armour Resurrection

> **Cost**: 4CP
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> **Prerequisite**: Self-Repairing
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> Your *Power Armour* continues to self-repair even after it's been brought to 0HPs. As long as the bulk of the parts are within 1 foot of each other, they will eventually reform into the *Power Armour* you know at love by whatever in-game effect you describe: proximity force fields, groping tentacles, faery dust, etc.
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**Enhancement**: Large-Sized Armour

> **Cost**: 3CP
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> Your *Power Armour* is now **large**. You no longer wear it so much as you pilot it. It is approximately 4 metres tall (12 feet) and weighs around 1 tonne. You take all the standard penalties and bonuses for being Large-sized:
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> -1 to AC and to hit, +1 to CMB and CMD, Stealth -4, Space 10 ft, and Reach 10 ft.
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> Large *Power Armour* also has an **extra two *Gadget* slots**: left/right shoulders. You can also access ranks 5 through 8 of the Armoured enhancement. Finally, you and the GM must agree to always remember that you're *4 metres tall and weigh a tonne!* These facts makes a significant difference to how you can play the character.
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**Enhancement**: Huge-Sized Armour
**Cost**: 6CP

> Your *Power Armour* is now huge. You need a step-ladder to get into it; it's basically mecha. It is approximately 6 metres tall (20 feet) and weighs 4 tonnes. You take all the standard penalties and bonuses for being Huge:
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> -2 to AC and to hit, +2 to CMB and CMD, Stealth -8, Space 15 ft, and Reach 15 ft.
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> Huge *Power Armour* grants an **additional four *Gadget* slots**: left/right shoulders, and left/right forearms. You can access ranks 5 through 8 of the Armoured enhancement.
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> You must get special permission from your GM to take Huge *Power Armour* because your character will not fit in most places and will fall through most floors, which can have an affect on the game.
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**Enhancement**: Modular Gadgets

> **Cost**: 2CP per rank (1 slot/2 *Gadgets*)
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> You have one slot that two of your *Gadgets* can fit into. The *Gadgets* can be two that are already part of your *Power Armour*, or they can be new, or they can be one of each. With two minutes work and no tools, you can swap one *Gadget* out and install the other. With a Repair check and a Tool Kit, you can swap them in 1d4 rounds (DC 15) or a single round (DC 25). Swapping in combat draws attacks of opportunity.
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**Enhancement**: Power Points

> **Cost:** 2CP per rank (+5PPs)
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> For every rank in this power, your suit gets 5 PPs of its own. You can use these points to fuel only the suit's powers. You can take this enhancement multiple times. Its effects stack.
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**Enhancement**: Submarine

> **Cost:** 1CP
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> Your *Power Armour* is adapted to allow you to survive under water. It is air tight, has an independent oxygen supply that lasts for 1 hour and takes up only minimal space on your suit.
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**Enhancement**: Space Suit

> **Cost**: 1CP
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> Your *Power Armour* is adapted to allow you to survive in space. It is air tight, has an independent oxygen supply that lasts for 1 hour and takes up only minimal space on your suit, sufficient shielding to ward off radiation, and is physically sturdy enough to withstand the negative pressure of a vacuum.
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**Enhancement**: Air Tank

> **Prerequisite:** Submarine
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> **Cost:** 1CP per rank
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> Your *Power Armour* has an extra Air Tank, but this spare tank takes up one of your *Gadget* slots. For every rank in this enhancement, you have 1 extra hour of air. You can take the enhancement up to three times.
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## Limitations

**Limitation**: Fragile Gadgets

> **Value**: 6cp
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> Your *Gadgets* are particularly vulnerable to sundering. Every time one of them takes damage, there is a 50% chance that it ceases to function for 1d4 rounds. The *Gadget* can continue to take damage in the mean time and potentially fail that 50% check, but the duration of the malfunction does not stack.
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**Limitation**: ICU

> **Value**: 2cp per rank
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> Your *Power Armour* keeps you alive. When you're outside, you take a Circumstance penalty to all d20 rolls, and you start dying of Constitution damage at a set rate. You cannot heal or mitigate this Con damage by any other means. Once you get back into your armour or a life-support system of some kind—either a system you own, with PDCs listed below, or a staffed hospital—you can be healed.
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> **Rank 1**, "Minor" (2CP): d20 -1, Con -1 every 24 hours, Life Support $2,000
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> **Rank 2**, "Moderate" (4cp): d20 -3, Con -1 every hour, Life Support $9,000
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> **Rank 3**, "Major" (6cp): d20 -6, Con -1 every minute, Life Support $35,000
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**Limitation**: Bulky ICU

> **Prerequisite**: ICU Moderate or worse
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> **Value**: 3cp
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> Your ICU takes up a Gadget slot and can be Sundered like any other. You may, at no cost, dedicate a second Gadget slot to a backup ICU if you deem it necessary.
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