Armortech

Armortech is a Power Skill that describes the use of engineering skill to create powerful armor.

Core Abilities

  • Gain an attribute called Power, whose value is your SP spent in Armortech + Int.
    • This attribute is used to do cool shit with your power suit.
    • It recharges in about half an hour with access to an external power source.
  • Gain +1 Armor Proficiency per level.
  • Gain +1 DR per 2 skill ranks while wearing power suit.
  • Each rank, gain +1 weapon slots (each is one-handed).

Feats

  • Self-Contained: Immune to toxins transmitted by air, touch, bodily fluid, etc. Works both ways. Provides breathing apparatus with 24 hour air supply.
  • Expanded Spectrum: Gain the ability to toggle between normal vision, nightvision (no color, extra light-sensitive), infravision (see in IR), ultravision (UV and higher).

Powers

To take a power, you must meet the prerequisites and spend one Power Point.

Mobility

Power Prerequisites Description
Enhanced Speed

Armortech rank 1+

Gain +1 Dex while in power suit. Stackable, max once/rank.

Rocket Assist

Armortech rank 1

Spend 1 power to augment movement by +100% for one move action. Adds +50% damage to a charge. Stackable on one move action once/rank.

Stealth Mode

Armortech rank 1

0, gain +5 per rank to Stealth. Lost if you fire a weapon.

Speed Boost

Armortech rank 1

0, gain +1/rank to movement speed.

Rocket Dodge

Armortech rank 1

Recharge 33%, power 2, immediate; move up to half movement speed immediately to avoid an attack.

Hover Jets

Armortech rank 2

Spend 2 power/rd to gain levitate movement (max height change +6 or -12 per round). Also slow fall as immediate action.

Ideas:

  • Speed Boost
  • Flight

Power

Power Prerequisites Description
Enhanced Power

Armortech rank 1+

Gain +1 Str while in power suit. Stackable, max once/rank.

Power Boost

Armortech rank 1

Spend 1 power to augment an energy weapon attack by +100%. Stackable. Alternate use: spend 1 power point to add +5 to a Strength check.

Energy Weapon

Armortech rank 1

Gain one energy weapon of your choice (see Energy Weapon below). An energy weapon is bonded to your armor, and takes up one of its bonus weapon slots. You may select more Energy Weapons than you have bonus slots, though you need to swap them out to use both (2-3 swift actions).

Slam

Armortech rank 1

Each of your arms may be used as a slam attack, inflicting medium kinetic damage. Can be power boosted.

Supercharge

Armortech rank 1

Your energy weapon has an overcharge mode. At-will, free; energy weapon enters overcharge mode, becoming unavailable for 1 round. Thereafter, the next time it fires, it gains additional effectiveness. Each round you hold the charge (including the first one) costs 1 Power. See Energy Weapon specifics for details.

Energy Weapon

Rank 1
  • Flamethrower: Shoots flames! Medium thermal damage in cone 5 or heavy damage in line 10x1. Power Boost can add +100% range (or width).
  • Freeze Ray: Line 10x1 or 5x2, medium cold plus rooted (Fort ends).
    • Supercharged: Double damage plus frozen (fort ends, targets gain absorb 50% all, limit 50% max hp, when limit breaks, they are free; while frozen, they gain Vulnerable 200% (explosive)).
  • Mazer: Direct damage, medium EM plus wracked 1rd (Fort partial: nauseated) on bio, double dmg with 50% ArP vs droids, etc.
    • Direct damage, chain 3, 1 jump/rank; double damage plus wracked (Fort ends) to bio or stunned (Fort ends) to droids (who remain 100% vulnerable in the first place).
Rank 2
  • Repulsor Beam: push/pull, like the Half Life gravity gun?
  • gravity something?
Rank 3
  • super-flamethrower
  • super-freeze ray
  • etc

Damage chart for weapons:

  • Light damage: 1d4 per rank
  • Medium damage: 1d8 per rank
  • Heavy damage: 1d12 per rank
  • Ranged attacks use Ranged to hit and damage, Melee uses Melee, etc.
  • When a DC is needed, use Armortech+Int.

Feats

  • Heavy Weapon: You build a heavy weapon into your suit. Your suit acts as a generator while Power > 0. One standard heavy weapon is included with this feat (enhancements extra). Not compatible with Zero Suit.

Toughness

Gain Con and DR while wearing power suit (see chart).

Power Prereqs Description
Enhanced Resilience

Armortech rank 1+

Gain +1 Con while in power suit. Stackable, max once/rank.

Shield

Armortech rank 1

0, gain Absorb 50% (all), limit 100% max hp. Recharges at 20% per round at a cost of 1 Power per round.

Armortech rank 2, Shield

At-will, free; you optimize your shield against a chosen damage type; gain DR 50% against that type, but the shield absorbs half as much from other types. Alternatively, do the same thing for one side of your body or the other, for all types.

Armortech rank 2, Shield

Tally all damage your shield absorbs. Each time that number reaches your max hp, subtract your max hp and recharge 1 Power.

Ablative Armor

Armortech rank 1

At-will, free, toggle; when active, you gain Damage Limit 10% max hp. Each charge causes your power suit to lose 5 DR and 1 max Power (can be repaired).

Endure Critical

Armortech rank 1

When you suffer a critical hit, you can roll opposed Armortech+Int; if you win, the attack does not deal critical damage.

Feats

  • Retribution: Requires Energy Weapon. When someone strikes you in melee or touches you (toggleable), you immediately retribute targeted damage equal to your normal energy weapon attack. Each energy weapon can retribute once/rd. You can break this limit by spending 1 Power per retributive attack.

Feats

  • Bonus Resist: Gain +100% DR effectiveness for one energy type (kinetic, thermal, EM, slashing, bio).
  • Zero Suit: You maintain a second, lighter suit, which gains all the benefits of Powertech as if you were one rank lower in all paths (except for setting DCs). The suit's max power is half that of your main suit.
files
  • (up)
  • (cur)
  • 7.1 Overview
  • 7.1
  • 7.2.1
  • 7.2.1a
  • 7.2
  • 7.3.1
  • 7.3.2
  • 7.3.3
  • 7.3
  • 7.4.1
  • 7.4.2
  • 7.4.2b
  • 7.4.3
  • 7.4
  • 7.5
  • 7.6 Advancement
  • 7.6 Feats
  • 7.6 Gating
  • 7.6
  • 7.8 in 5e style
  • 7.8
  • 8.0
  • Ability Scores
  • Absorb
  • Action Points
  • Action
  • Actions
  • Adventuring Gear
  • Affinity
  • Affliction
  • Agility
  • Air
  • Alchemy
  • Alertness
  • All Powers alphabetically
  • All Powers by Category
  • Angel
  • Animal Companion
  • Animal Empathy
  • Arcane Magic
  • Armor Penetration
  • Armor
  • Armortech
  • Arms
  • Aspirations
  • Attributes
  • Aura
  • Avoidance
  • Awareness
  • Ball Lightning
  • Binding
  • Biology
  • Biotech
  • Blacksmithing
  • Block Rating
  • Block
  • Blood Calls to Blood
  • Blood
  • Blue Steel
  • Build Points
  • Call Animals
  • Call Lightning
  • Challenges
  • Change Log
  • Change Notes
  • Channeling
  • Charge
  • Classes
  • Clothing
  • Cold Iron
  • Combat Encounters
  • Combat Insight
  • Combat Skills
  • Combat Styles
  • Combat
  • Command Plants
  • Commune with Nature
  • Concentration
  • Consecrate
  • Control Air
  • Control Weather
  • Cooldown
  • Courage
  • Create Phylactery
  • Creating Encounters
  • Custom Powers Test
  • Custom Powers
  • Cybernetics
  • DM Tips
  • DM Tools
  • Damage Threshold
  • Damage Type
  • Damage Types
  • Darksteel
  • Dazed
  • Dazzled
  • Death
  • Defenses
  • Descriptors
  • Detect Magic
  • Difficulty Class
  • Dlarun
  • Dodge
  • Dominance
  • Dragon
  • Druid
  • Duration
  • Dwarf
  • Earth
  • Effects
  • Electric Loop
  • Elemental Control
  • Elemental
  • Elf
  • Empathy
  • Enchanting
  • Endurance
  • Energy
  • Enervation
  • Equipment
  • Evocation
  • Extraplanar Minion
  • Factions
  • Faerie
  • Fairy
  • Falling Damage
  • Fatigue
  • Feats (pre 7.5)
  • Feats (pre-7.3)
  • Feats
  • Fighter
  • Fire (Scratch Space)
  • Fire
  • Fooble
  • Force (pre-7.5)
  • Force (scratch space)
  • Force
  • Fortitude
  • Frost Armor
  • Frost
  • Fury
  • Futuristic Weapons
  • Gear
  • General Skills
  • Grab
  • Gravity
  • Grip
  • Hardness
  • Harry Dresden
  • Healing
  • Hedgecraft
  • Hero Points
  • Heroic Traits
  • Hit Points
  • Holy (old)
  • Holy Light
  • Holy Word
  • Holy
  • Human Potential
  • Idea Bin
  • Ideas
  • Illusion
  • Implements
  • Infighting
  • Initiative
  • Injuries
  • Inscription
  • Invocation
  • Jewelcrafting
  • Jewelry
  • Judgment
  • Junction
  • Knowledge Skills
  • Legacy
  • Let Blood
  • Light
  • Lightning Rod
  • Lightning Shield
  • Lightning
  • Luck
  • Magic Circle
  • Magic-User
  • Magic
  • Meditation
  • Melee Weapons
  • Melee
  • Mentalism
  • Mercy
  • Minor Creation
  • Mist Form
  • Mithral
  • Mobility
  • Modern Weapons
  • Monster Rules
  • Movement
  • Nauseated
  • Necromancer
  • New List
  • New RP
  • Object Defenses
  • Old Custom Powers
  • Old Invocation
  • Opposed Skill Checks
  • Pact Magic
  • Pact
  • Parry
  • Perception
  • Persuasion
  • Pin
  • Plant Growth
  • Power Skill
  • Power Skills
  • Power Source
  • Power Sources
  • Power
  • Powers (7.4.2b)
  • Priest
  • Primal Magic
  • Protection
  • Psionics
  • Purity
  • Push (Power)
  • Push
  • Pyrite
  • Race Points
  • Race
  • Races
  • Range Increment
  • Range
  • Ranged Weapons
  • Ranged
  • Reflex
  • Reserve
  • Resilience
  • Resource Points
  • Rewards
  • Rewind Time
  • Ritual Casting
  • Ritual of Summoning
  • Rogue
  • Scale
  • Security
  • Senses
  • Shadow (Power Source)
  • Shadow (old)
  • Shadow
  • Shields
  • Shifter
  • Silver
  • Size
  • Skill Challenges
  • Skill
  • Skills (old 7.1)
  • Skills
  • Sleep
  • Sorcerer
  • Sorcery
  • Soul
  • Space
  • Special Attacks
  • Special:Menu
  • Special:Style
  • Spell Penetration
  • Spellcraft
  • Spront
  • Starting Equipment
  • Static Charge
  • Stealth
  • Summon
  • Summoning
  • Sunder
  • System
  • Table Test
  • Targeting
  • Technomancy
  • Telepathy (pre-7.5)
  • Telepathy
  • Temp
  • Terrain
  • Test Page
  • Test
  • Thaumaturgy
  • The Fifth Element
  • The Sight
  • The Unifying Force
  • Time
  • To-Do
  • Totem
  • Trade Skills
  • Transmutation
  • Trinkets
  • Trip
  • Truesilver
  • Type
  • Unarmed
  • Vampire
  • Vehicles
  • Version History
  • Vessels
  • Vigilance
  • Wall of Blood
  • Warg
  • Warlock
  • Water
  • Weapons
  • Wielding
  • Wild Aspect
  • Willpower
  • Wind Shaping
  • Windrider
  • Witch
  • Wizard
  • World
  • Wound Points
  • Wounds and Injuries
  • _badge
  • _home
  • _menu
  • _style
  • img
  • nominal
  • powers
  • sys_ui_related_list_entry_67d125c6a3d0121078c78b48b51e61c4
  • tempfeats