Power Armour
Home > Rulebook > Equipment > Power Armour
Power Armour is an uncommon addition for adventurers, typically being used for long battle confrontations, it is known to be almost completely airtight and nearly impenetrable whilst also enhancing the users abilities and being a conduit for their powers. Requiring large amounts of upkeep, it trades its cost for letting its wearers be a walking tank, with some levels of fortification even rivalling combat starships. Power Armour isn’t always exclusively used for its defensive measures, however, as it is also used as a battery and conduit for users powers and perks, to regulate both their Stamina Perks and Magic Powers.
While wearing Power Armour, the wearer gains a passive Damage Threshold, which adds onto their Block Damage Threshold when blocking. Damage is halved while wearing power armour, one half going to the armour itself, and the other half going to the wearer. To calculate damage, Use the Damage Reductions modifier first, and then add the Damage Threshold of the Power Armour, then finally, if any damage remains, halve the damage (rounded up) and add the effects onto both of the wearer and armour. If the wearer is wearing an Exoskeleton and is wearing armour, reduce the wearers damage based on their armours damage reduction.
Wearing Power Armour
Wearing Power Armour adds a new functionality to the character, creating an entirely new pool that is used to power the character’s abilities. Taking off power armour takes 1 minute. Any armour worn under power armour that is not an exoskeleton has no effect.
While wearing Power Armour, The user receives a -20% to all actions relating to Dodge, Stealth, and any movement based actions. They cannot roll or dive while wearing Power Armour, and if knocked prone, they must be assisted by someone or something else to allow them to get up. They receive a +20% bonus against all actions made to knock them over
Hit Points
Power Armour has its own separate Hit Points, as it soaks up half of the damage that the user takes. After the Damage Threshold and Damage Reduction has been calculated, the armour and wearer both take 50% of the damage each. Once Power armour reaches 0 HP, it is broken. Power armour when broken cannot be used for any other abilities. Any hits that deal damage equal to its hit points in this state render the Power Armour as destroyed.
When Power Armour is destroyed, the suit explodes in a powerful blast and deals 600 (d4%) Fire damage to all creatures in a 5m radius.
Damage Threshold (DT) & Damage Reduction (DR)
Damage Threshold allows the user to block damage. All damage below this number immediately does not affect the wearer, and all damage past this number deals damage subtracted by the number. Damage Reduction functions the same as if the wearer was wearing normal armour.
Ability Pool (AP)
Ability Pool – not similar to the Ability Points assigned on character creation – is a feature exclusively given to power armours. Wearers of power armour when using their abilities can use from this pool.
The Power Armour’s Ability Pool regenerates by 10% every hour when not in use, and by 5% every hour when being actively used. If a power armours AP reaches zero, the wearer moves at 1m/3 TP, takes a -50% chance to hit and cannot dodge, jump or use any movement actions until the Power Armour’s AP regenerates to it’s full amount.
Power Armour Properties
Inert – If this property is applied to Power Armour, the armour does not explode when destroyed.