Announcement

Collapse
No announcement yet.

Steampunk power-armor feedback

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Steampunk power-armor feedback

    now i don't have a lot in terms of fluff for the design here, but the basis is simple...

    In my Age of Alchemy, i have stated that the Empire resides to the far west of Albion and out of the reach of normal society, but they still linger. my idea is that they come back and have new armors that make any man in them almost invulnerable. now the armor will act like normal armor but with a few new game mechanics. and that is where i need help.

    My idea is simple; Power Armor has 4 base Stats:
    Abilities; Abilities that are improved while wearing the armor, like STR or CON
    Focuses; if any Focuses are granted, they are placed here
    AR; like standard AR
    Structure; the amount of damage it can take before needing repair. (Once Structure is gone, then it goes off of wearers Health)

    Some may have cool powers or stunts based on design and those can be mimicked with Monster Powers or even new ones i create.

    EXAMPLE: Trooper Armor
    Abilities: Str +1
    Focuses: Strength (intimidation)
    AR: 3
    Structure: 20
    Powers:
    Power Pack: The Armor is hooked to a separate power unit on its back that gives weapons hooked to it an additional 25 charges to use.
    Surge: by spending 3 Charges of the Power Pack, the Armor can emit a surge of energy that sends all enemies who fail a TN 11 DEX (Acrobatics) test prone and all within a 3 yard radius takes 1d6penetrating damage. Once Surge is used it has to recharge for one minute before this power can be used again

    ideas?
    [URL="https://drive.google.com/open?id=0ByE2hNokDtpAR0pWWHBadjJQdkU"]Age of Alchemy[/URL]
    [URL="https://drive.google.com/open?id=0ByE2hNokDtpAY1JteV9mQjhxamc"]Battlemap Rules based on HeroScape[/URL]
    [URL="https://drive.google.com/open?id=0ByE2hNokDtpAVzNDRUtWT0pjSnM"]Kingdom Hearts/Final Fantasy - Playtest version[/URL]
    [URL="https://drive.google.com/open?id=0ByE2hNokDtpATDZrZUhXaHBJd00"]Magic Items Repository Volume 1[/URL]
    [URL="https://drive.google.com/open?id=0ByE2hNokDtpAcHVOdVUtajJnV1k"]Magic Items Repository Volume 2[/URL]
    [URL="https://drive.google.com/open?id=0ByE2hNokDtpAcWM5VWFhcXVZUEU"]FAGE-TitansGrave Random Character Generator[/URL]
    [URL="https://drive.google.com/open?id=0ByE2hNokDtpANUxzNHo2aDYxejA"]20 races for FAGE...enjoy[/URL]
    [URL="https://vladgenx.wordpress.com/"]https://vladgenx.wordpress.com/[/URL] This is my new log Site i just created. it is going to have fantasy short story snippets for you guys. Enjoy

  • #2
    Re: Steampunk power-armor feedback

    Sure, here is what I did for my AGE of Fallout 4 rules (that I really should post here on the forums...)

    Power Armor
    -AR 10
    -200kg*. Weight only to carry around, no weight for wearer.
    --2 to stealth, acrobatics, climbing and hearing.
    -+2 to resist being moved, to jumping and feats of strenght and might.
    -Full AR against Energy and Radiation damage.
    -Unarmed attacks count as if wearing knuckle dusters.

    then we have the possible enhancements. Anyone can use a power armor with any enhancements with no additional training needed. They are listed as novice, journeyman and master because their creation, repair and installing is tied to a talent.

    Novice
    MK1 structure: +1 AR (may only have a single Structure mod)
    Acclimatized: Ignores climate penalties, like cold or hot weather.
    Pneumatic legs: +10m move
    Rebreather: Fully sealed. has air for hours.

    Journeyman
    MK2 structure: +2 AR (may only have a single Structure mod)
    Auto-Doc: Injects Stimpak or Med-X as a minor action.
    Advanced HUD: Ignores enviroment-based penalties to perception tests.
    Night-vision: Enables user to see in the dark.

    Master
    MK3 structure: +3 AR (may only have a single Structure mod)
    Lead Plating: immune to radiation damage
    Jetpack: Flight speed at 1/2 land speed. uses a separate Fusion Core.
    Titanic: +2 STR.

    Of course there are other kinds of mods, but those were the basic pre-war army-issued ones, so they are the most common and the ones most power armorsmiths of the wasteland know (a.k.a. players may find on stores). Other mods were experiments, black-ops, or cutting-edge technology, and are quite rare to find.

    Hope it gives you some inspiration.
    DiBastet's Homebrew - My own homebrew. Use them, mine them for ideas, change them, as you see fit.
    AGE of Darkness - Converting World of Darkness to Fantasy Age.
    AGE of Wacraft - Playing AGE in Azeroth.

    Age of Homebrew - Links to other homebrew. Feel free to add more.

    Comment


    • #3
      Re: Steampunk power-armor feedback

      I like DiBastet's version.

      Though i don't quite get the enhancement. Are there 3 EH per degree and any armor can only have any one EH of equal or lower degree?

      Anyhow, I wouldn't use Structure AND AR. They both represent the same idea, so using two mechanics for the same thing is no good.
      Either use the Structure mechanic instead of AR for ALL armors OR just give your Power Armor AR and call it a day.
      Fantasy AGE Homebrew Wiki: Take me to the wiki!

      Free-Form Fantasy AGE System: Essentials - Version 2.5

      DracoDruid's Fantasy AGE: The Thread | Version 2.4

      Fantasy AGE - Revised Alchemy Rules: The Thread | Version 2.0

      Free-Form Dragon Age System: The Thread | Essentials

      Comment


      • #4
        Re: Steampunk power-armor feedback

        Well, this all seems viable. My only concern is to mot make them too OP. I want something unique and tough but not too overly strong for the players. Players will not be allowed to have this type of armor but it is still a cool concept.

        Anyway, i will keep working on it. In fact, my Age of Alchemy is now in production of the Second Edition with more background and text fluff as well as completing the rules in their entirety. The Armored Knight of the Empire are one of these rules. thanks for the feedback, it is going to help my in the end.
        [URL="https://drive.google.com/open?id=0ByE2hNokDtpAR0pWWHBadjJQdkU"]Age of Alchemy[/URL]
        [URL="https://drive.google.com/open?id=0ByE2hNokDtpAY1JteV9mQjhxamc"]Battlemap Rules based on HeroScape[/URL]
        [URL="https://drive.google.com/open?id=0ByE2hNokDtpAVzNDRUtWT0pjSnM"]Kingdom Hearts/Final Fantasy - Playtest version[/URL]
        [URL="https://drive.google.com/open?id=0ByE2hNokDtpATDZrZUhXaHBJd00"]Magic Items Repository Volume 1[/URL]
        [URL="https://drive.google.com/open?id=0ByE2hNokDtpAcHVOdVUtajJnV1k"]Magic Items Repository Volume 2[/URL]
        [URL="https://drive.google.com/open?id=0ByE2hNokDtpAcWM5VWFhcXVZUEU"]FAGE-TitansGrave Random Character Generator[/URL]
        [URL="https://drive.google.com/open?id=0ByE2hNokDtpANUxzNHo2aDYxejA"]20 races for FAGE...enjoy[/URL]
        [URL="https://vladgenx.wordpress.com/"]https://vladgenx.wordpress.com/[/URL] This is my new log Site i just created. it is going to have fantasy short story snippets for you guys. Enjoy

        Comment


        • #5
          Re: Steampunk power-armor feedback


          Imperial Shock Trooper
          The Imperial Shock Trooper is a well designed and cheaply made armor that not only protects from most forms of damage, but also looks scary as shit as well. it was designed for the foot-soldiers to maintain order from their subjects. It holds an internal battery unit and come with many different sets of equipment from flight wings to flamethrowers and grenade launchers to EMP cannons. the technology of the Empire outshines that of Albion it its current form but there is one fatal flaw, no freewill. The Shock Troopers are brainwashed to follow orders and while that means a more effective army, it also means they are easily out-witted.

          STATS:
          The base stats for the Shock Trooper armor are as follows:
          STRUCTURE (AR): 5; due to the type of metal used. this also means that the Trooper has a penalty of 3 and a Casting Strain of 3
          ABILITIES: The Troopers gain a +1 bonus to Strength when dealing melee and unarmed damage, but they receive a -2 to Intelligence and have a Communication of 1. They also have a base speed of 12+Dex due to the hydrolics built into the suit
          FOCUSES: The Trooper has the Strength (Might) focus along with Willpower (Morale)
          FRIGHTFUL: Since they look like mechanical monsters, Troopers have a +3 bonus when using any Intimidation or Communication Test.
          POWERS: They will always deal a full 1D6+STR when using unarmed combat due to the metal of the armor
          SEALED SYSTEMS: the suit has a built-in respiration unit that prevents suffocation
          BATTERY UNIT: the main battery pack of the suit has 30 charges worth of power to use on any Powered Weapon they have in addition to 12 smaller batteri3es carried with them at all times.
          POWER WEAPON: They always have one Power Weapon of any design on them and those follow the same Power Weapon Rules as in TitansGrave.

          OTHER POWERS: There are a variety of equipment that can be put onto the Trooper Armor...Only 2 of these other Options may be equipped at a time, as to not OP the
          WINGS: Some have Wings that fold and grant Flying Speed of 10 yards and allow the Flying Actions to be used.
          HEAVY UNIT: the Heavy Unit has a Structure of 7; Penalty of 5 and Strain of 5 as well. it also increases the Strength bonus to +3.
          LIGHT UNIT: The Light Unit has no Strength Bonus; except the 1d6 for unarmed damage; and instead grants a Dexterity Bonus of +2; including Speed and Defense. also, reduce the Structure to 3; Penalty of 1 and Strain of 1.
          FLAME UNIT: the Flame Unit holds 10 units of combustible fluid that is injected into a flamethrower that does 3D6 damage in a 1 yard by 5 yard ling line. anyone caught in the line has to roll a TN 13 Dexterity (Acrobatics) Test or be caught in the flame and takes the damage. Each shot of the Flamethrower will use one Unit of Fluid per round active; they run out pretty fast, but still...
          CLAWS: Some units have built-in claws for melee combat. these deal an extra 1d6 of melee damage and have the Piercing Feature; ignores half of AR.


          Most users have the Armor Training Talent at a minimum of Novice Level but higher ranked Troopers get it at higher levels to reduce Penalty.

          WHAT IS IT EXACTLY? well, the Shock Trooper Armor was designed after the First Rebellion that led to the formation of Albion 100 years ago. by brainwashing their subjects and instilling fear with this armor, the Empire is able to control the lower class of people with fear and intimidation. no one has dared speak out against the empire when the troopers are soul-less beings without emotion or empathy.

          The armor is built with a steel base but enhanced with new smithing techniques that make it stronger than usual.

          Command troopers have similar armor to this but are stronger and they keep a sense of intelligence in order to lead these monsters into battle. Defeating the Command units will not hamper the troopers ability to fight like most though, since they only have one major idea; to kill.
          [URL="https://drive.google.com/open?id=0ByE2hNokDtpAR0pWWHBadjJQdkU"]Age of Alchemy[/URL]
          [URL="https://drive.google.com/open?id=0ByE2hNokDtpAY1JteV9mQjhxamc"]Battlemap Rules based on HeroScape[/URL]
          [URL="https://drive.google.com/open?id=0ByE2hNokDtpAVzNDRUtWT0pjSnM"]Kingdom Hearts/Final Fantasy - Playtest version[/URL]
          [URL="https://drive.google.com/open?id=0ByE2hNokDtpATDZrZUhXaHBJd00"]Magic Items Repository Volume 1[/URL]
          [URL="https://drive.google.com/open?id=0ByE2hNokDtpAcHVOdVUtajJnV1k"]Magic Items Repository Volume 2[/URL]
          [URL="https://drive.google.com/open?id=0ByE2hNokDtpAcWM5VWFhcXVZUEU"]FAGE-TitansGrave Random Character Generator[/URL]
          [URL="https://drive.google.com/open?id=0ByE2hNokDtpANUxzNHo2aDYxejA"]20 races for FAGE...enjoy[/URL]
          [URL="https://vladgenx.wordpress.com/"]https://vladgenx.wordpress.com/[/URL] This is my new log Site i just created. it is going to have fantasy short story snippets for you guys. Enjoy

          Comment


          • #6
            Re: Steampunk power-armor feedback

            Originally posted by DracoDruid View Post
            Are there 3 EH per degree and any armor can only have any one EH of equal or lower degree?
            Any power armor can have any number of enhancements applied to it (well, except structure mods that don't stack). In theory a power armor could have them all. The limitation is that you usually won't have all these mods.

            Also in my AGE of Fallout there's another limitation: Anyone can use any power armor with any mods, however you need a certain talent to create, repair, install and uninstall mods. So suppose you have that talent at novice, you can wear a power armor with a Master mod that you find in the wasteland, however you can't fix the mod, install it on another frame nor anything besides using. Fits the theme of the setting that lots of knowledge were lost after the great war.
            DiBastet's Homebrew - My own homebrew. Use them, mine them for ideas, change them, as you see fit.
            AGE of Darkness - Converting World of Darkness to Fantasy Age.
            AGE of Wacraft - Playing AGE in Azeroth.

            Age of Homebrew - Links to other homebrew. Feel free to add more.

            Comment

            Working...
            X