Battlesuits

Creating Armored Heroes

First you have to have a character. I hope you already rolled up the Physical stats before coming here.



I'll Wait


Done? Ok here we go

These abilities are the character's normal levels. This is to reflect that the character is a normal human wearing an armored suit that supplies his super powers. Judges may wish to allow a character to increase his physical stats when wearing the armor by roll once on Table 1 (below), then dividing the results among the hero's four physical abilities (FASE). Note that the ability scores indicated when the character adds the modifiers to his personal attributes reflect the benefits of the armor only when it is being worn. For example, a character whose Strength is Typical (6), with a +3CS modifier for the armor, might add +1CS, +2CS or +3CS to his Strength, or he might not increase his Strength at all, preferring to divide +3CS among his other three physical statistics. If the character created his own armor, he also receives a +1CS to his Reason, a +1CS to his Electronics talent, and another +1CS to repair and modify his personal armor. If the character receives the armor from someone else, it is assumed that the original owner or people he knows (all NPCs) can repair it. In the latter case, the hero would not receive any of the Reason bonuses, though he could receive training later on, at the Judge's discretion.

The character then rolls up the number of his armored suit's powers, using the usual tables in Chapter One. This character automatically has Body Armor at Excellent (20) rank, though this can be increased (see the note under "Defensive Powers,") which follows. When the character's powers are determined, a special power rank called Armor Endurance is also created. This is usually called ECM (electronic countermeasures) and is used against attempts to control the armor from outside sources. Because of their nature, armored heroes can only use certain powers that could be technology based. A suggested list of these powers, from the Ultimate Powers Book, is given here:


Defensive Powers: 

1-10   Body Armor (already taken but can be taken again; +1CS each time this is chosen as 
                 a power). 
11-14  Force Field 
15     Reflection 
16     Resistance to Energy Attacks 
17     Resistance to Physical Attacks 


Detection Powers: 

18     Circular Vision 
19     Energy Detection 
20     Hypersensitive Hearing 
21     Hypersensitive Touch 
22     Life Detection 
23     Microscopic Vision 
24     Penetration Vision 
25     Radarsense 
26     Sonar 
27     Telescopic Vision 
28     Thermal Vision 
29     Ultraviolet vision 


Energy Control Powers: 

30     Electrical Control 
31     Energy Sponge 
32     Hard Radiation Control 
33     Magnetic Manipulation 


Energy Emission Powers: 

34     Cold Generation
35     Corrosive missle
36-37  Electrical Generation
40     Fire Generation
41     Hard Radiation
42-43  Heat Generation
44     Ice Generation
45-46  Kinetic Bolt
47-48  Light Generation
49-50  Magnetism
51     Nullifying Missle*
52-53  Plasma Generation
54     Projectile Missle
55     Radiowave Generation
56     Shadowcasting
57-58  Sonic Generation
59-60  Stunning Missle
61     Vibration


Fighting Powers: 

62     Weapons Creation*


Illusory Powers: 

63     Illusion-Casting 
64     Illusory Duplication 


Life Control Powers: 

65     Sleep-Induced 


Matter Control Powers: 

66     Bonding 
67     Machine Animation*


Matter Conversion Powers: 

68     Disintegration*


Matter Creation Powers: 

69     Missile Creation 
70     Spray 
71     Webcasting 


Mental Enhancement Powers: 

72     Clairaudience 
73     Clairvoyance 
74     Communicate With Cybernetics 
75     Danger Sense 
76     Speech-Throwing 
77     Telekinesis (tractor Beams)
78     Total Memory 
(These powers are not mental powers per se, but are technological versions of 
mental powers) 
       
          
Physical Enhancement Powers: 
        
79     Hyper-Speed 
80     Lung Adaptability 
81     Stealth 
82     Waterbreathing 
83     Water Freedom 
       
                
Self Alteration Powers: 
         
84     Blending 
85     Invisibility 
       
        
Travel Powers: 
       
88     Gliding 
89     Hyper-Digging 
90     Hyper-Leaping 
91     Hyper-Running 
92     Hyper-Swimming 
93-00  Rocket 
Players can choose their armor's powers from this list. If you find this list to be too limiting, just use your imagination. The cornerstone of super-hero gaming is the use of powers in new ways. Once the powers for the battlesuit have been selected, rolls are made on Table 2 for the power rank of each power. These rolls are not modified, with the exception of Body Armor (as previously noted). Also generate a power rank for Armor Endurance at this point.


Damaging Armor

To add depth to armored combat, each power--including Body Armor--and each of the FASE ability modifiers is then assigned a number as part of a random-roll table. These numbers will determine which of the armor's systems are damaged when an attack exceeds the suit's Body Armor (or applicable Force Fields, etc) by more than +1CS, as noted later. The numbers should be arranged so as they can be rolled on a simple die: 1d8, 1d10, 1d12, etc. Optionally, assign two or more numbers on such a table to a power that would have a greater chance of being damaged., like Body Armor or Flight, depending on your vision of the character's armored suit and the placement of his weaponry and equipment. We now get to the raison d'etre for this expanded system: armored suit combat. Every time the character is in combat and receives a blow that inflicts more damage than his Body Armor rank, the character takes damage minus the amount absorbed by his body armor. For example, if a hero has Remarkable (30) Body Armor and is hit by an Incredible (40) rank Force Bolt, the hero takes 10 points of damage (40 - 30 = 10). This is per normal rules. If the damage is 2CS or more than the Body Armor rank, the character takes the appropriate damage, and percentile dice are then rolled on the rank of the attack -4CS to determine if the character's armor was damaged by the attack. For example, if the hero as above with Remarkable (30) Body Armor was punched by a villain possessing Amazing (50) Strength, the hero would roll 1d100 on the Good (10) column (50 - 4CS = 10). If the result is red, then roll on Table 3. Energy attacks are a special case, as Body Armor is 20 points less effective against energy attacks than against physical ones. When a hero is hit by an Energy attack capable of breaching the armor's reduced rank vs. Energy attacks, the character must follow the procedure for determining armor damage from physical attacks as before. Armored heroes can take Resistance to Energy Attacks to cover this weakness.


Repairing Damage

Fixing damaged armor is relatively simple. The hero must make a Reason FEAT roll to make the proper repairs correctly. A Resources FEAT roll might be called for as well, to see if the hero can afford to make the repairs. Other strictures can be applied to the roll at the Judge's whim. It is often a good idea for the Judge to make the Reason FEAT roll for the hero in secret. That way, if the roll is a failure by a narrow margin--say, within five points of the number needed for success--the hero may mistakenly believe that his armor is repaired when it actually might fail at an important moment. This is a nasty thing to do, but I leave the decision whether or not to use this up to each Judge.


Armored Advancement

The player may, at some point in his hero's career, attempt to modify the hero's armor by adding new powers. Armor powers can be added, up to the maximum number that was determined at creation, by spending 3,000 Karma for each, plus 10 times the starting rank number for that power (this is also the formula by which robots can add powers). Power advancement is done normally, by spending 10 points times the current rank number plus 500 points for cresting from one rank to the another. A Reason FEAT roll should be called for, with the difficulty equal to the new rank, if an old power is being advanced to a new, higher rank or if a new power is set at its starting level. A Resource FEAT roll might also be needed to see if the hero has the cash to perform the modifications. The Judge should make his own rulings on how to do the "total makeover" that's so popular with armored heroes, including such things as resetting Popularity to zero, upping appropriate powers and FASE abilities one rank, or adding new things. This should cost a great deal; about 10,000 Karma points, a high Resource FEAT roll (Amazing or better), and access to high-tech equipment or a high (Incredible or better) Reason FEAT roll (this is of course up to the individual Judge). All other forms of advancement are performed normally.



  






          Table 1   
  Armor Modifiers For FASE
          Abilities
  
  Die Roll   Result
  
  01-10      Unchanged

  11-20      +1CS

  21-45      +2CS

  46-75      +3CS

  76-95      +4CS

  96-00      +5CS









  
          Table 2   
    Power Rank Generation
           Table
  1d100         Power Rank


  01-05         Feeble (2)
 
  06-10         Poor (4)

  11-20         Typical (6)

  21-40         Good (10)

  41-55         Excellent (20)

  56-80         Remarkable (30)

  81-95         Incredible (40)

  96-00         Amazing (50)





  
                 Table 3   
           Armor Damage Table


  1d100               Damage Results

  01-20               One Power is at -2CS

  21-40               One FASE ability modifier is at -2CS

  41-65               One power is inoperative

  66-90               All powers are at -1CS

  91-94               All FASE ability modifiers are -1CS

  95-98               All FASE ability modifiers and powers are at -2CS

  99-00               Massive systems overload.  All FASE ability
                      modifiers are at-2CS, and all powers, with the 
                      exception of one (of the player's  choice) are inoperative