Armor Jockey

You have a big ol' suit of armor that does cool shit.

First Level

At first level, you receive:

At each level, including first, you receive:

Attributes

You have one set of attributes in your Power Suit, and another outside.

Without power suit:

With power suit:

Power Suit

Your Power Suit is a seperate piece of equipment from you. It has its own AC, HP, etc. When it reaches 0 HP, it is no longer usable, and you must exit it. It can be repaired, but it does not heal as organic beings do.

Power Suit proficiency

Power Suit is a tool proficiency that represents your ability to use a power suit. A Power Suit check is equal to 1d20 + Int + proficiency bonus.

Power

Your active Power Suit has a certain amount of Power available. This Power determines which modules you can use, and may be drained by use of said modules.

Enhanced Abilities

For each level of Armor Jockey, add +1 to Str, Dex, or Con while in your power suit (no one bonus may be greater than half your Armor Jockey level). These bonuses can be changed with 24 hours of effort.

Instead of a point of Str, Dex, or Con, you can add +2 to AC (max 1/4 of Armor Jockey level, rounded up).

Advanced Frames

Some Frame types become available with certain Talent selections at later levels.

Frame Type Prerequisites Description Stats
Heavy Frame Level ? Hulk Buster Large size, +4 Str and Con, -2 Dex, +2 HP/level, +4 AC
Nano Suit Level ? Starcraft: Ghost Identical to standard frame, but can wear inside other suits. Cannot fit modules, but you can wield a module as a held item.
Flight Suit Level 11+ Optimized for flight Requires Jump Jets and Rocketeer. Suit has a fly speed of 100 ft in combat, and 100 mph overland.

Modules

Each level, you may select two new Modules, or two upgrades to existing Modules, or one upgrade and one new module…you get the idea.

Level Type Name Prerequisites Description
1 Module Plasma Cannon At-will, requires 1+ Power, range 20; medium thermal damage
1 Upgrade Overdrive Plasma Cannon By spending 1 Power, your Plasma Cannon inflicts heavy thermal damage, plus half in a burst 2.
1 Module Shield Projector At-will, bonus, reserves 1 Power; you activate a shield, which covers a 180-degree arc of your choice, granting Absorb 100% (limit 10/level). Recharges 10 HP per round.
1 Upgrade Bulwark Shield Projector Optionally, you may reserve 2 additional Power to turn your Shield into a wall 15'x15' (adjacent to you).
1 Module Maser At-will, costs 1 Power, range 20; organic or electronic subject is incapacitated for 1 rd (Con negates).
1 Module Drone Bay At-will, bonus; you launch one, some, or all of your stored drones (capacity 3). Drones are tiny, flying robots that can act as you direct within 1 km. Drones can spy, access wireless networks, and can even self-destruct (burst 2, medium explosive damage).
1 Module Plasma Blade At-will, free; you produce a bladed weapon (between dagger and longsword sized, your choice). It can be wielded as a heavy or light melee weapon, inflicting medium thermal damage. It can be used to parry electrically-charged attacks.
3 Module Dark Matter Attractor At-will, bonus action, costs 2 Power, range 50 ft; a tiny probe attaches to the target, and begins attracting dark matter. Immediately, the subject is rooted (Str reduces to 50% movement reduction each round). In subsequent rounds, subject remains rooted and suffers medium crushing damage on turn start. Lasts for 3 rounds, or until removed (Dex ends) or destroyed (AC 20, 10 HP, the attack also damages the subject).
3 Module Freeze Ray At-will, requires 2+ Power, range 10; medium cold damage, plus subject is chilled (Con ends). If already chilled, subject is rooted instead (Con reduces to chilled).
3 Module Rocket Launcher At-will, std; you fire 1-3 rockets, each targeted individually (can link multiple rockets to the same target if desired), flying up to 300-ft and exploding in a burst 3 for light explosive damage. Each round, 1 rocket is reloaded.
3 Module Jump Jets While Power is 1 or greater, you take no falling damage, and can opt to hover in place when unsupported. By spending 1 Power as a move action, you can ascend 10-30 feet.
3 Module Cloaking Device At-will, reserves 2 Power; you become invisible in the spectra of visible light, near-infrared, and near-UV. You cannot move faster than half walking speed, nor use any special movement forms (e.g. jump jets); if you do, the effect does not end, but your position is obvious until you reduce speed. If you take any hostile action, or suffer any damage, the cloak is disrupted and the effect ends.
5 Module Auto-Repair System While your Power is 1 or greater, your Power Suit regains 1 lost HP per minute. By spending 1 or more Power as a free action (max once/rd), you can cause a burst of healing equal to 1d10 per Power spent.
5 Module EMP Launcher At-will, range 30 ft, burst 2; electronic devices and creatures are stunned for 1 rd (Con ends).
5 Module Kinetic Beam At-will, reserves 3 Power; a gravitic beam allows you to seize telekinetic control of a single object or creature within 30-ft that the suit could otherwise lift (Str escapes). You can use the control to move the subject up to 30-ft/rd, grapple them, inflict unarmed attacks (medium bludgeoning damage), or throw them up to 60-ft, inflicting heavy bludgeoning damage when they impact a hard surface (that last use costs 1 Power).
5 Upgrade Plasma Beam Plasma Cannon Costs 3 Power, std, line 120'x5' or 60'x10'; medium thermal damage.
5 Upgrade Icy Blast Freeze Ray Costs 2 Power, cone 30-ft; same effect as Freeze Ray.
5 Upgrade Rocket Expansion Rocket Launcher Increases your rocket magazine by 1. Can take multiple times, but no more than once/level.
5 Upgrade Barrier Shield Projector Optionally, you may reserve 4 additional Power to turn your Shield into a dome between 10 and 30 feet in diameter.
7 Module Ablative Armor Any time you suffer damage, you may choose to instead suffer 10% of your suit's Max HP instead. This may be used 3 times before the ablative plates must be re-fit (with a long rest).
7 Upgrade Backbiters Drone Bay Your drones have the ability to latch on to a creature or vehicle (Str or Dex ends, but only by spending an action to remove; can also inflict damage on the drone, but also inflicts damage on the subject). If the subject is electronic, the drone can attempt to hack into it: on round 1, subject is confused (Wis negates). On round 2, if subject is still confused, it advances to stunned (Wis negates). On round 3, if subject is still stunned, it is now under the drone's control (Wis ends). Organic creatures cannot be controlled, but can be confused, then stunned, and finally paralyzed (Con saves all around). Drone only has enough power for 10 rounds of active control, after which they must fully recharge before they are usable again (long rest).
7 Upgrade Crush Zone Dark Matter Attractor For 4 Power, you can fire a more powerful Dark Matter Attractor at a point on the ground, whereupon it will have the usual effect, but for all targets within 20 ft, lasting 5 rounds. The device has an AC of 22, 50 HP, and a Stealth DC set by your skill check.
7 Upgrade Deep Freeze Freeze Ray When you strike a rooted enemy with your Freeze Ray, they are frozen (Con reduces to rooted). If you spend 1 Power when attacking (or if you critically hit), you can move them two steps toward frozen instead of 1 (only applies to single targets, not Icy Blast).
7 Upgrade Rocket Barrage Rocket Launcher Recharge 25%, cone 100-ft; you fire a multitude of rockets, arranged randomly within the area. Those within 30-ft suffer heavy explosive damage; within 60-ft, medium damage, and outside that, light damage.
7 Upgrade Rocketeer Jump Jets You gain a Fly speed of 50 ft (reserves 4 Power). When you spend 1 Power to ascend as a move action, you can fly up to 300 ft high.
7 Upgrade Nullification Field Shield Projector At-will, immediate, costs 4 Power; for 1 round, your shield becomes a Nullification Field. Anything that touches it suffers light disintegration damage; if that is enough to destroy it, the attack inflicts no damage against the shield or those behind it. The vast majority of projectiles are nullified by the shield; in game terms, only creatures and siege attacks should use the light damage mechanic, the rest are nullified.
9 Upgrade Ultimate Barrier Shield Projector By spending 5 Power, you can use your Shield Projector to create a barrier of absolute force nullification, blocking line of effect for all creatures and attacks. It takes the form of any barrier you can normally project, but remains immobile once conjured, remaining in place for 5 rounds, during which you cannot use the Shield Projector again.
11 Module Quantum Disassembler At-will, costs 6 Power, range 30-ft; a sparkling, black beam causes all baryonic matter to spontaneously decay, shunting dangerous radiation into hyperspace, and scattering the remainder into harmless neutrinos. This has the effect of virtually annihilating all matter on contact, in a controlled manner. (rules TBD, basically Disintegrate)

Talents

At level 1, 5, 9, 13, and 17, you may choose one Talent for which you qualify.

Talent Prerequisites Description
Extra Frame Level 1+ You maintain a second frame, which can have different abilities than your primary. It may be an Advanced Frame depending on your level.
Quantum Storage Level 9+ You have a device the size of a credit card, which, as a bonus action, can open a quantum rift, revealing a stored Power Suit. If the device is destroyed, the stored Power Suit appears in its place.
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