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Fedifensor
Jan 14th, '09, 07:57 PM
So, one of my players has submitted multiple character concepts. The one I like the most is a powersuit character - a small woman in a large (roughly 8" tall) powersuit. This isn't the Iron Man suit that folds up into a briefcase - it's heavy armor, weapon launchers...definitely not portable.

This presents two problems. First, how does she cart the suit around so she has it nearby when trouble occurs? Second, how does she quickly change into the suit without endangering her Secret ID?

So far, what I've come up with is a custom van that has the suit stored in the back. She'll also take some sort of disadvantage that reflects the extra time and effort needed to change into her heroic identity. Finally, I suggested having one of the slots in the suit's weapon multipower be Invisibility, so she could get out of the van in the armor without people noticing where she came from. Thoughts?

Querysphinx
Jan 14th, '09, 08:24 PM
From a build perspective I would say, make sure the character is highly proficient out of armor, so when she gets caught out, she can still make a difference. Then I would let the player figure out an in game solution to the rest. That's what role-playing is for.

Also, you might want to make some of the more portable in parts of the suit detachable.

Give her an inner suit to go with the outer suit.
Say the suit provides massive armor protection, but say one of it's component systems is a-bullet resistant bodystocking (armor IIF) that she can wear when she's out of armor. Fun with compound powers!

GoldenAge
Jan 14th, '09, 09:14 PM
Why not give the suit an AI (or perhaps a highly intelligent onboard computer)? That way the suit can move and act autonomously and meet her at trouble spots.

For fun, you could give it a slightly antagonistic personality (or perhaps an over-the-top love for the PC - There's nothing more fun than a giant suit filled with jealousy instead of its operator). Just because it's a big suit it doesn't mean it can't add to role-playing.

If getting in and out is a problem you could always adapt a similar adaptation to Alpha Flight's Roger Bochs and his BOX construct where the user of the armor "phases" or teleports into the armor.

Greywind
Jan 14th, '09, 09:25 PM
Failing that, go with a Flash/Trans suit that just appears around via Instant Change...

Hyper-Man
Jan 14th, '09, 09:32 PM
To go along with the power armor not being briefcase portable like Iron Man's you could build it as a vehicle instead.

Here's a comic character that is more like that: S.T.R.I.P.E. (http://en.wikipedia.org/wiki/Stars_and_S.T.R.I.P.E.)

Killer Shrike has created a vehicle based Iron Man like character called Mr. Goodspeed that takes this idea to the extreme:

Mr Goodspeed (http://www.killershrike.com/MillennialMen/CharacterFiles/Goodspeed/Mr%20Goodspeed.HTML)
Mr Goodspeed Flying Base (http://www.killershrike.com/MillennialMen/CharacterFiles/Goodspeed/Mr%20Goodspeed%20Flying%20Base.HTML)
Mr Goodspeed Mecha (http://www.killershrike.com/MillennialMen/CharacterFiles/Goodspeed/Mr%20Goodspeed%20Mecha.HTML)
Mr Goodspeed Mecha Hoverjet (http://www.killershrike.com/MillennialMen/CharacterFiles/Goodspeed/Mr%20Goodspeed%20Mecha%20Hoverjet.HTML)
Mr Goodspeed Mecha Tank (http://www.killershrike.com/MillennialMen/CharacterFiles/Goodspeed/Mr%20Goodspeed%20Mecha%20Tank.HTML)
Mr Goodspeed Powered Armor Suit (http://www.killershrike.com/MillennialMen/CharacterFiles/Goodspeed/Mr%20Goodspeed%20Powered%20Armor%20Suit.HTML)
Mr Goodspeed Powered Armor Suit (Sunbuster) (http://www.killershrike.com/MillennialMen/CharacterFiles/Goodspeed/Mr%20Goodspeed%20Powered%20Armor%20Suit%20%28Sunbu ster%29.HTML)
Mr Goodspeed Space Fighter (http://www.killershrike.com/MillennialMen/CharacterFiles/Goodspeed/Mr%20Goodspeed%20Space%20Fighter.HTML)
Mr Goodspeed Spacecraft (http://www.killershrike.com/MillennialMen/CharacterFiles/Goodspeed/Mr%20Goodspeed%20Spacecraft.HTML)
Mr Goodspeed Supercar (http://www.killershrike.com/MillennialMen/CharacterFiles/Goodspeed/Mr%20Goodspeed%20Supercar.HTML)

:cool:
HM

Hagadorn
Jan 14th, '09, 09:33 PM
Yeh, Perhaps she has limited Teleport technology?

Its easy to do, just take Dr D, as a hunted and buy it as the instant change (Does not work in limited circumstance, whenever teleport wouldn't work)

CoreBrute
Jan 14th, '09, 10:12 PM
Maybe the powered armour is the vehicle. Think about it.

Disaster happens and the heroes are outnumbered, when all of a sudden an armoured mini tank arrives, using automated sensors to target the bad guys with heavy blasts, until the coast is clear.

The tank has a back door hatch that allows the PC to climb into it and activate it from inside. Once activated the tank turns into a suit of powered armour (It changes power rangers style, if you watched the original series, but on a much smaller scale). The suit of armour is now in control of the PC and she can join the fun.

She can call the tank with a special remote, and maybe she can control it from afar using the remote, until she gets close enough to turn it into a suit of armour.

jkwleisemann
Jan 15th, '09, 02:29 AM
I lean towards either the 'she's highly competent outside the suit, so she isn't useless' option (90% of my power armor jocks have a sidearm they can use in a pinch - check out Smith for a recent example), or towards the 'Centurions' option where her armor can be beamed onto her body.

steamteck
Jan 15th, '09, 03:27 AM
I'll go with useful outside the suit but when trouble is expected she goes and "launches" the suit. That's what we do in our game since our group pretty much thinks all powered armor should have to be carried around in special vehicles.

"Time to go into launch procedure for Power Knight".

irchris5000
Jan 15th, '09, 05:17 AM
She drives an Ice Cream truck

Tech
Jan 15th, '09, 05:23 AM
Suggestion 1:

- she could have a remote control button she pushes when she needs it. The suit activates and travels at maximum speed to her location. Of course, this means she'll have to wait awhile so she'd need to do it before combat starts
- she has more than 1 suit in the area for the above and the one closest to her gets to her the fastest
- the above suits are hidden and cloaked so they are extremely difficult to find

Suggestion 2:

- Buy Instant Change, with a time delay, to represent her getting into her suit. As to how her suit happens to be nearby, have her buy 1d6 Luck representing her suit almost always physically being nearby and don't worry about why it's nearby. She's lucky that way.

Suggestion 3:

- She has a device that teleports the suit to her. Very similar to above, just changing the special effect. The suit teleports to her and she has to get into it: Instant Change, with a time delay, etc etc.

Shaft
Jan 15th, '09, 05:38 AM
Maybe the powered armour is the vehicle. Think about it... She can call the tank with a special remote, and maybe she can control it from afar using the remote, until she gets close enough to turn it into a suit of armour.

Having her power armour be a transformer style compact is another cool idea. She can jump into a small car like a Volkswagon Beetle (or if you prefer, the latest style of Camaro), give the command to "Transform!", and she is in a 10 ft or so bulky suit of armor. In vehicle mode, she can carry 3 passengers, but in power armor mode, the passenger space is probably used for components, so it only carries her.

Grimble
Jan 15th, '09, 06:16 AM
I'd build a special van that has an armorer lab(specifically for the power armor suit. It is open and lying in the back of the van. All she has to do is get top the van, climb in, lay down in the suit. It shuts and seals onto her and either the roof or back door open and the van positions the suit for easy egress.

Sure, she still has to get to the van, but it does make a huge armored suit portable.

Zac
Jan 15th, '09, 06:33 AM
Fedifensor is taking about one of my concept toons - American Steel. The actually "suit" looks like a 8' to 9' tall man (one or two levels of growth) but is piloted by a 5'3", female, ex-army chopper pilot named Jessica Holt (you can call her Jess). I was pondering the suit as something smaller than a mini-mech but larger than your traditional powersuit. It comes equiped with all the standard party favors: blaster on one arm, point-to-point multi-weapon pod in the other arm (gatling laser, flamer, cryo spray), mortar on one shoulder (indirect attacks but with the dis-ad requires a parabolic arc) and an SRM rack on the other shoulder. The suit would have some sort of movement power like a jump jet that would allow for long distance movement or low end flight for taking advantage of cover/concealment/firing position. Combat tactics would be more like Army Calavary where helicopters use the terrain to mask their position until they can get into the best possible firing position. Pop up, blast away, and then drop back down. Rise, lather and repeat.

Some of the ideas that have been bounced around I have thought of... and others are quite new.

1. I was actually pondering the idea of Jess having a small catering company with a trailer (containing said suit). I got the idea last night after watching Bobby Flay in his Throwdown show go against some New Yorker's and their Choc Bread Puddin. Yum. So, kudos to the Catering idea. However, having someone go from Chopper Pilot to Chef, sounds like a let down if you are into thrills. Well, unless you think waiting for the Souffle to get golden and delicious is thrilling ;)

2. Having a "flight" suit that offered some protection I had thought about. Like a beefed up nomex flight suit/fighter pilot suit. I had not given any thought to a side arm. Thx.

3. I had given some thought to the suit having some sort of AI (Hello Dave, ahem Jess) but I did not know how that would work within the confines of the game. I mean, having a 4 or 5 speed player with a 2 speed suit?! Do we both get to go? I had not thought about how far the AI personality would go because I did not really give any serious thought to the game mechanics behind it. The RP potential behind an AI and the character is a great idea. Kudos!

4. I was trying to stay away from the "teleporting" armor. I mean, Instant Change is a low cost/minimal brainpower solution to a real problem. However, the idea of putting a dis-ad for time delay on Instant Change would have never crossed my mind. Ok, you can change in an Instant, but just not right now :rolleyes: Nice.

5. I had given some thought to having the suit pose as a car and then transform into a suit. A la Ice Cream truck transformer with with battle cry, "And I give you a Triple Scoop of Justice!" or "Nothing says America like Vanilla!" [tries to sound like The Tick]. But, the entire Transformer idea is getting to be pretty old hat and I wanted to try something different. Hence, a 5'3" lady in an 8' tall powersuit.

I could buy the suit and then a transformation/other form/whatever that contained the suit and the pilot... or something along those lines. So, I could be a character that may have an AI suit in one "form" with the power suit being the other "form". I have not looked into the mechanics of this at all.

My real worry in a Play by Post game is getting caught with my skirt down (ie out of my suit) where I may be out of combat for a LONG time (in the Real World). Since the suit is a dis-ad I do expect it to come up. In a person to person game it comes up, you deal with it for the session and move on. Its a big deal but not a HUGE deal. The though about having a more combat efficient character being able to do "something" while trying to suit up is a very nice idea. Maybe having at least agent level abilities can keep me in the game while the opportunity for suiting up arises. However, if I get caught in a Villian/Major Villain event out of my suit I am a gonner (and I should be).:eek: :help:

greenbriar
Jan 15th, '09, 06:50 AM
the Mobile Police PATLABOR approach. highly trained cop in large battlesuit. they had a support team to haul the mech around

GoldenAge
Jan 15th, '09, 07:00 AM
3. I had given some thought to the suit having some sort of AI (Hello Dave, ahem Jess) but I did not know how that would work within the confines of the game. I mean, having a 4 or 5 speed player with a 2 speed suit?! Do we both get to go? I had not thought about how far the AI personality would go because I did not really give any serious thought to the game mechanics behind it. The RP potential behind an AI and the character is a great idea. Kudos!
Build the AI with the limitation: Only available out of combat or when unoccupied (-?).
This would reflect the the pilot's neural-interface override of tactical operations of the suit in times of duress.

Such a construct keeps the suit a suit (not a vehicle). It also allows the suit some modicum of independent motivation (and "too the rescue" moments) that would solve your "hero in distress" dilemma.

Zac
Jan 15th, '09, 08:00 AM
the Mobile Police PATLABOR approach. highly trained cop in large battlesuit. they had a support team to haul the mech around

That would definately work but I don't want a support team following me around, just in case The Mutant Master of Mars attacks the city.

That said, Jess did not build the suit... she is just piloting the thing. Now, she is learning how to maintain the suit but the brains behind the outfit is someone else (DNPC with mad science skills). The original American Steel was used in WWII but the pilot was hurt pretty bad near the end of the war. They mothballed the suit when they could not find someone with the skills to pilot it. It has recently re-emerged and is a modernized version of the original. All of the people who where involved in the original project have died through the years, except one: Jess's great uncle. The records on the project have long since gone the way of the dodo but the old, original unit is "probably" still sitting in a crate, in a government warehouse. Waiting for Fedifensor to activate it as an enemy/plot device/etc.

Gunstar
Jan 15th, '09, 08:02 AM
Having her power armour be a transformer style compact is another cool idea. She can jump into a small car like a Volkswagon Beetle (or if you prefer, the latest style of Camaro), give the command to "Transform!", and she is in a 10 ft or so bulky suit of armor. In vehicle mode, she can carry 3 passengers, but in power armor mode, the passenger space is probably used for components, so it only carries her.
http://www.pbfcomics.com/?cid=PBF156-Disassemble.gif

Zac
Jan 15th, '09, 08:03 AM
Build the AI with the limitation: Only available out of combat or when unoccupied (-?).
This would reflect the the pilot's neural-interface override of tactical operations of the suit in times of duress.

Such a construct keeps the suit a suit (not a vehicle). It also allows the suit some modicum of independent motivation (and "too the rescue" moments) that would solve your "hero in distress" dilemma.

That is a nice way to roll the dice on the AI. If that is the case, how would you go about purchasing the stats? For instance, I want my total speed to be a 3. Would I purchase 3 for Jess and 2 for the suit? If the suit is solo, its a 2 speed but when Jess climbs in she is bumped to 5.

CoreBrute
Jan 15th, '09, 08:32 AM
In that case, you should buy 2 speed for the AI. If you buy less speed for the vehicle, then you can't access all the speed. If either the pilot or the machine is lower then the other, the total speed is the lower one.

Killer Shrike
Jan 15th, '09, 08:54 AM
Maybe the powered armor is just one of many vehicles.

From Killershrike.com:
Mr. Goodspeed (http://www.killershrike.com/MillennialMen/CharacterFiles/Goodspeed/Mr%20Goodspeed.HTML) and his many vehicles (http://www.killershrike.com/MillennialMen/CharacterFiles/Goodspeed/).

Here's an even easier link: Goodspeed (http://www.killershrike.com/MillennialMen/CharacterFiles/Goodspeed/GoodspeedTmp.html)

Fedifensor
Jan 15th, '09, 09:11 AM
Well, I think I should chime in as the GM. This will be brief, as I'm posting via my G1 phone, but I'll post in more detail tonight.

Suit as vehicle - Makes sense, but I really don't want to deal with the vehicle rules in this game.

AI to control suit without pilot - Very interesting idea. However, what do you use for STUN and BODY when the pilot isn't in the suit?

I really like Grimble's take on the van. Anyway, I'll have more to add later.

Vulcan
Jan 15th, '09, 09:27 AM
1. I was actually pondering the idea of Jess having a small catering company with a trailer (containing said suit). I got the idea last night after watching Bobby Flay in his Throwdown show go against some New Yorker's and their Choc Bread Puddin. Yum. So, kudos to the Catering idea. However, having someone go from Chopper Pilot to Chef, sounds like a let down if you are into thrills. Well, unless you think waiting for the Souffle to get golden and delicious is thrilling ;)

Try managing a 'supers' combat to keep said souffle from falling....:D

Vulcan
Jan 15th, '09, 09:28 AM
the Mobile Police PATLABOR approach. highly trained cop in large battlesuit. they had a support team to haul the mech around

So much for Secret ID! :rolleyes:

Hyper-Man
Jan 15th, '09, 09:58 AM
Here's an even easier link: Goodspeed (http://www.killershrike.com/MillennialMen/CharacterFiles/Goodspeed/GoodspeedTmp.html)

I figured you had such a link hidden somewhere but I couldn't find it. :D

Matt the Bruins
Jan 15th, '09, 10:23 AM
It probably wouldn't work for this particular character concept, but what about the powersuit actually being in electronic plan form stored on a fairly compact computer device that builds the armor around the character, with nannites sucking in metal from the surrounding environment via a Transform? Say that you have to grab cover and wait until the Transform builds up enough points of effect to equal double the suit's BODY.

Kenn
Jan 15th, '09, 11:08 AM
Well, why not store it in an attache case, despite that not making any sense.

It didn't make sense for Tony either.

Zac
Jan 15th, '09, 01:08 PM
Try managing a 'supers' combat to keep said souffle from falling....:D

Oh! That sounds exciting AND tasty :p

Arkham
Jan 15th, '09, 02:54 PM
Well, I think I should chime in as the GM. This will be brief, as I'm posting via my G1 phone, but I'll post in more detail tonight.

Suit as vehicle - Makes sense, but I really don't want to deal with the vehicle rules in this game.

AI to control suit without pilot - Very interesting idea. However, what do you use for STUN and BODY when the pilot isn't in the suit?

I really like Grimble's take on the van. Anyway, I'll have more to add later.

The vehicle rules can be a little headachey, I can understand not wanting to deal with them.

With the AI control, the suit would have no STUN, just the same BODY as it would have as a focus based on active points. But it shouldn't really involve itself in the fight, it should be a pure 'get to the pilot', and 'get unconscious pilot a safe distance away' procedure. Perhaps add on a smoke cloud to mask the character getting into the suit. But I wouldn't recommend having the AI have access to the weapon systems.

CrosshairCollie
Jan 15th, '09, 03:10 PM
So, one of my players has submitted multiple character concepts. The one I like the most is a powersuit character - a small woman in a large (roughly 8" tall) powersuit. This isn't the Iron Man suit that folds up into a briefcase - it's heavy armor, weapon launchers...definitely not portable.

This presents two problems. First, how does she cart the suit around so she has it nearby when trouble occurs? Second, how does she quickly change into the suit without endangering her Secret ID?

So far, what I've come up with is a custom van that has the suit stored in the back. She'll also take some sort of disadvantage that reflects the extra time and effort needed to change into her heroic identity. Finally, I suggested having one of the slots in the suit's weapon multipower be Invisibility, so she could get out of the van in the armor without people noticing where she came from. Thoughts?

I would buy the armor as a vehicle; if it's THAT much bigger than the occupant, I'd call it a vehicle.

steamteck
Jan 15th, '09, 03:12 PM
Well, why not store it in an attache case, despite that not making any sense.

It didn't make sense for Tony either.


Man, I really really hated that.

GoldenAge
Jan 15th, '09, 04:47 PM
With the AI control, the suit would have no STUN, just the same BODY as it would have as a focus based on active points. But it shouldn't really involve itself in the fight, it should be a pure 'get to the pilot', and 'get unconscious pilot a safe distance away' procedure. Perhaps add on a smoke cloud to mask the character getting into the suit. But I wouldn't recommend having the AI have access to the weapon systems.

Agreed... You could add a limitation to the AI that restricts it from such things (or just play it that way). It would make sense considering the suit has a mind of it's own but little wisdom.

Just imagine if it was the jealous AI mentioned above. Allowing that AI/Suit access to the weapons systems could lead to a terrible first date for the pilot. Bloodshed on a date is usually a deal-breaker. :)

Fedifensor
Jan 15th, '09, 08:11 PM
Okay, time to reply in more detail.


To go along with the power armor not being briefcase portable like Iron Man's you could build it as a vehicle instead.
As mentioned earlier, I'm not a big fan of the vehicle rules. Making the armor a vehicle causes point-balance problems with the other characters, allows teleporting villains to teleport the character out of the armor...it's just not a good fit.


Why not give the suit an AI (or perhaps a highly intelligent onboard computer)? That way the suit can move and act autonomously and meet her at trouble spots.

If getting in and out is a problem you could always adapt a similar adaptation to Alpha Flight's Roger Bochs and his BOX construct where the user of the armor "phases" or teleports into the armor.I looked at both of these options (along with the related suggestion of using Instant Change), then realized the problem is a matter of special effects. According to the rules, it takes at least a Full Phase to change into a hero ID (based on the Only in Heroic Identity limitation). Older editions stated anywhere between a phase to a turn to change. So, I suggested a slight physical limitation to reflect the difficulty changing, and I'll handwave the suit arriving within a turn or so without requiring a point expenditure. Of course, the character will still have to find a way to get into the armor without blowing her Secret ID...


Yeh, Perhaps she has limited Teleport technology?
Not in the first version of the suit. I picture an evolution of the suit over time, getting more streamlined and utilizing new technologies.


It probably wouldn't work for this particular character concept, but what about the powersuit actually being in electronic plan form stored on a fairly compact computer device that builds the armor around the character, with nannites sucking in metal from the surrounding environment via a Transform?
Again, not for the first version of the suit.


With the AI control, the suit would have no STUN, just the same BODY as it would have as a focus based on active points.
Hmm. That's going to be pretty tough, as most of the character's defenses are bought through the suit. I think the current draft is 17 PD/15 ED Armor, with +3 BODY bought through the suit as well. Then again, as long as it's not able to use the weapon systems, that will work. If it could use the weapon systems, I'd be tempted to use the Automaton rules (which means the DEF would be divided by 3).

The AI may not be in the first version, with the suit's arrival already handwaved. But it's definitely something to add for future versions.

Highwayman
Jan 15th, '09, 08:39 PM
That said, Jess did not build the suit... she is just piloting the thing. Now, she is learning how to maintain the suit but the brains behind the outfit is someone else (DNPC with mad science skills).

Simple solution: The armor has a remote control unit. It's no good for fine control or combat (in fact, the relevant circuits get locked down in combat to prevent an enemy from seizing control), but it's good enough for the for the DNPC to fly it to the character's location.

Kenn
Jan 16th, '09, 09:04 AM
How about, build the character with Multiform?

Form 1: Character in power armour suit.

Form 2: Normal human form with a computer built into either an automaton or a vehicle; representing that suit IS capable of self locomotion, but without dealing with all of the hassles of making the suit ALWAYS be a vehicle.

Hyper-Man
Jan 16th, '09, 09:57 AM
How about, build the character with Multiform?

Form 1: Character in power armour suit.

Form 2: Normal human form with a computer built into either an automaton or a vehicle; representing that suit IS capable of self locomotion, but without dealing with all of the hassles of making the suit ALWAYS be a vehicle.

Killer Shrike's War-Man (http://killershrike.com/MillennialMen/MillennialMen_WarMan.aspx) model could probably be modified with the addition of an AI to accomplish this.

Kestrel
Jan 20th, '09, 07:06 AM
I've designed a heroine with a suit of powered armor that's more like Iron Man's (from the movie). However, the same solution would work for this.

She modified her car so there's a concealed compartment. The armor is stored inside this when she's on the go. When she needs to get in the armor, she parks (if she isn't already), hits a switch to open the compartment, then slides into the armor. Then it's a matter of sitting up and getting out. Although with a suit as big as the one you're talking about, it'd probably make more sense for it to exit through the trunk.

Conversely, you could go the route they used in the anime, Maddox. The armor looks like a crate. Hit a switch and it does an origami trick to unfold. Then it's a matter of stepping into it.

The reason the comic book Iron Man got away with the whole briefcase gig was because the armor was really a type of chainmail (on the nanotech scale). When he generated power into it, the links polarized into a solid suit of armor. Cut the power and the suit became flexible again. (Although there was STILL a lot of gm hand-waving going on there. :) )

Fedifensor
Jan 20th, '09, 04:22 PM
The armor being hidden in a car is a good idea...though I think you'd need at least an SUV to hold this suit.

Based on conversations with the player, here's the latest version of American Steel:

American Steel

VAL...CHA...Cost...Total...Roll......Notes
15....STR.....5....15/40...12-/17-...HTH Damage 3d6/8d6 END [1/3]
20....DEX....30.....20......13-......OCV 7 DCV 7
19....CON....18.....19......13-
13....BODY....6....13/17....12-
13....INT.....3.....13......12-......PER Roll 12-
14....EGO.....8.....14......12-......ECV: 5
15....PRE.....5.....15......12-......PRE Attack: 3d6
16....COM.....3.....16......12-
13....PD......3....13/30.............13/30 PD (7/24 rPD)
13....ED......2....13/28.............13/28 ED (7/22 rED)
4....SPD....10......4...............Phases: 3, 6, 9, 12
8....REC.....2......8
32....END.....-3....32
32....STUN....1....32/37
7....RUN.....2.....7"...............END [1]
2....SWIM....0.....2"...............END [1]
3....LEAP....0....3"/18"............3"/18" forward, 1 1/2"/9" upward

CHA Cost: 95

Cost...POWERS
American Steel armor, all slots OIF (-1/2)
12.....1) Servomotors: +25 STR (25 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) (uses END Reserve) - END=2
3.....2) Protective Shell: +5 STUN (5 Active Points); OIF (-1/2)
4.....3) Suit Reinforcement: +4 BODY (8 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
32.....4) Composite Plating: Armor (17 PD/15 ED) (48 Active Points); OIF (-1/2)
5.....5) Stabilizers: Knockback Resistance -4" (8 Active Points); OIF (-1/2)
17.....6) Fusion Plant: Endurance Reserve (60 END, 20 REC) (26 Active Points); OIF (-1/2)
5.....7) Combat Computer: +1 with All Combat (8 Active Points); OIF (-1/2)
6.....8) Rangefinder: (Total: 9 Active Cost, 6 Real Cost) Absolute Range Sense (3 Active Points); OIF (-1/2) (Real Cost: 2) plus Penalty Skill Levels: +2 vs. Range Modifier with All Attacks (6 Active Points); OIF (-1/2) (Real Cost: 4)
7.....9) Radar: Radar (Radio Group) (15 Active Points); Costs Endurance (-1/2), OIF (-1/2) (uses END Reserve) - END=1
3....10) Polarized Visor: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)
7....11) Jump Jets: Leaping +10" (3"/18" forward, 1 1/2"/9" upward) (10 Active Points); OIF (-1/2) (uses END Reserve) [Notes: 3 END from reserve and 1 personal END with full leap (includes END for STR)] - END=1

45.....Weapons Platform: Multipower, 67-point reserve, (67 Active Points); all slots OIF (-1/2)
9m.....1) Blaster Cannon: Energy Blast 13d6 (vs. ED) (65 Active Points); OIF (-1/2) (uses END Reserve) - END=6
4u.....2) Gatling Laser: Killing Attack - Ranged 2d6 (vs. ED), Autofire (3 shots; +1/4), Armor Piercing (+1/2), Reduced Endurance (1/2 END; +1/2) (67 Active Points); OIF (-1/2) (uses END Reserve) [Notes: 6 END for 3-shot burst] - END=2
3u.....3) Concussion Rockets: Energy Blast 9d6 (vs. PD), Explosion (+1/2) (67 Active Points); 8 Charges (-1/2), OIF (-1/2)
3u.....4) Flashbang Mortar: Sight Group Flash 6d6, Indirect (Parabolic Arc; +1/4), Area Of Effect (4" Radius; +1) (67 Active Points); 8 Charges (-1/2), OIF (-1/2)
1u.....5) Cloaking Field: Invisibility to Sight Group (20 Active Points); OIF (-1/2) (uses END Reserve) - END=2
6m.....6) Flight Mode: Flight 21", x4 Noncombat (47 Active Points); OIF (-1/2) (uses END Reserve) - END=5

17.....Combat Bodysuit: Armor (7 PD/7 ED) (21 Active Points); IIF (-1/4) [Notes: Worn under clothing]
7.....Earbud Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); Affected as both Radio and Hearing sense groups (-1/4), IIF (-1/4)
5.....Lucky: Luck 1d6

POWERS Cost: 201

Cost...MARTIAL ARTS
Kung Fu
5......1) Flying Kick: 1/2 Phase, +1 OCV, -2 DCV, 7d6 / 12d6 Strike
3......2) Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 / 8d6 +v/5, Target Falls
4......3) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4......4) Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 30 STR / 55 STR vs. Grabs

MARTIAL ARTS Cost: 16

Cost...SKILLS
3......Breakfall 13-
3......Combat Piloting 13-
3......Computer Programming 12-
1......Demolitions 8-
3......Electronics 12-
1......Inventor 8-
3......Mechanics 12-
3......Systems Operation 12-
3......KS: Aviation (INT-based) 12-
1......KS: Kung-Fu 8-
3......PS: Military Pilot (DEX-based) 13-
2......SS: Computer-Aided Design (CAD) 11-
3......TF: Combat Aircraft, Helicopters, Large Planes, Small Planes
4......WF: Small Arms, Vehicle Weapons (group)

SKILLS Cost: 36

Cost...PERKS
2......Fringe Benefit: Pilot License, U.S. Military Veteran

PERKS Cost: 2

Value..DISADVANTAGES
20.....Normal Characteristic Maxima
15.....Social Limitation: Secret Identity Frequently (11-), Major
10.....Dependent NPC: Grandfather 8- (Incompetent; Useful Noncombat Position or Skills)
5.....Distinctive Features: Large, bulky battlesuit (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10.....Physical Limitation: Extra effort to change into Hero ID (Frequently, Slightly Impairing)
5.....Physical Limitation: Big and heavy in Hero ID (8" tall, 500 lbs) (Infrequently, Slightly Impairing)
15.....Hunted: Rising Sun 8- (Mo Pow, Harshly Punish)
10.....Hunted: DDI 8- (As Pow, Harshly Punish)
10.....Hunted: Mystery Supervillain 8- (As Pow, Harshly Punish)
15.....Psychological Limitation: Patriotic (Common, Strong)
15.....Psychological Limitation: Protects Innocents (Common, Strong)
10.....Psychological Limitation: Losing faith in "the system" (Common, Moderate)
10.....Psychological Limitation: Must prove herself the equal of "superpowered" beings (Uncommon, Strong)

DISADVANTAGES Points: 150

Base Pts: 200
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 350

Ice9
Jan 22nd, '09, 07:54 PM
While the question seems solved, if you did want to build the suit as a vehicle, a solution to the speed issue would be to make all/most of the suits powers Usable Simultaneously - armor, weapons, movement, etc. Then your effective speed is the sum of your speeds, rather than the lower.

GoldenAge
Jan 22nd, '09, 10:10 PM
Kung Fu while in the suit?

Fedifensor
Jan 23rd, '09, 04:53 AM
Kung Fu while in the suit?
Haven't you seen Robotech? :D

Singingcrow
Jan 23rd, '09, 05:51 AM
We have a character in our group who is able to store his suit in another unoccupied dimension when not wearing it.

Vulcan
Jan 23rd, '09, 10:41 AM
Kung Fu while in the suit?


Haven't you seen Robotech? :D

Or Patlabor?

One of the pilots does a neat judo throw with her mecha! :eek: :D

Greywind
Jan 23rd, '09, 07:33 PM
We have a character in our group who is able to store his suit in another unoccupied dimension when not wearing it.Which opens up some interesting ideas for unwelcome visitors passing though and/or borrowing it.

Vulcan
Jan 23rd, '09, 07:53 PM
The last Power Armor guy I played (Teleporting/streching brick, using the power of a controlled point singularity - rubber science at it's finest! :D) had a 'speedial' set up on his cellphone. When he hit it, the phone called the armor, which would then teleport 'onto' him. Really just a special effect for Instant Change... and OIHID rather than OIF. :smoke:

Greywind
Jan 23rd, '09, 08:00 PM
Yeah. Had one of those, too. Did a science skill/power stunt using the teleport mechanic of the delivery system, trying to get in some place. Flubbed the roll.

The suit made the jump. She didn't...

bubba smith
Jan 27th, '09, 02:14 AM
The last Power Armor guy I played (Teleporting/streching brick, using the power of a controlled point singularity - rubber science at it's finest! :D) had a 'speedial' set up on his cellphone. When he hit it, the phone called the armor, which would then teleport 'onto' him. Really just a special effect for Instant Change... and OIHID rather than OIF. :smoke:
ilike the idea of that

Vulcan
Jan 27th, '09, 01:32 PM
ilike the idea of that

Michel Roche, 6 generations descended from the famous French phyiscist Édouard Roche, had a slight mishap while using a large particle accellerator for research, and accidentally collasped several tons of the machinery and the surrounding rock into a point singularity - which was held in place by the other surviving magnets of the accllerator...

You get the picture form there... :D

Zac
Feb 18th, '09, 09:09 AM
I wanted to give a nod of thanks to everyone who gave their two cents for my suit character. Here is the completed character for your reading pleasure:

American Steel

Player: Zac

Val Char Cost
15/40 STR 5
20 DEX 30
19 CON 18
13/17 BODY 6
13 INT 3
14 EGO 8
15 PRE 5
16 COM 3

12/29 PD 2
13/28 ED 2
4 SPD 10
8 REC 2
32 END -3
31/36 STUN 0

6" RUN 0
2" SWIM 0
3"/19" LEAP 0
Characteristics Cost: 91

Cost Power
Resolve Mk III Combat Chasse, all slots OIF (-1/2)
12 1) Servomotors: +25 STR (25 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
3 2) Protective Shell: +5 STUN (5 Active Points); OIF (-1/2)
4 3) Suit Reinforcement: +4 BODY (8 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
32 4) Composite Plating: Armor (17 PD/15 ED) (48 Active Points); OIF (-1/2)
5 5) Stabilizers: Knockback Resistance -4" (8 Active Points); OIF (-1/2)
17 6) Fusion Plant: Endurance Reserve (65 END, 20 REC) (26 Active Points); OIF (-1/2)
5 7) Targeting Computer: +1 with All Combat (8 Active Points); OIF (-1/2)
6 8) Rangefinder: (Total: 9 Active Cost, 6 Real Cost) Absolute Range Sense (3 Active Points); OIF (-1/2) (Real Cost: 2) plus Penalty Skill Levels: +2 vs. Range Modifier with All Attacks (6 Active Points); OIF (-1/2) (Real Cost: 4)
7 9) Radar: Radar (Radio Group) (15 Active Points); Costs Endurance (-1/2), OIF (-1/2)
3 10) Polarized Visor: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)
6 11) Sealed Systems: Life Support (Safe in High Pressure; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (13 Active Points); Costs Endurance (-1/2), OIF (-1/2)
7 12) Jump Jets: Leaping +11" (3"/19" forward, 1 1/2"/9 1/2" upward) (11 Active Points); OIF (-1/2) [Notes: 3 END from reserve and 1 personal END with full leap (includes END for STR)]

45 Weapons Platform: Multipower, 67-point reserve, (67 Active Points); all slots OIF (-1/2)
9m 1) Blaster Cannon: Energy Blast 13d6 (65 Active Points); OIF (-1/2)
4u 2) Gatling Laser: Killing Attack - Ranged 2d6, Autofire (3 shots; +1/4), Armor Piercing (+1/2), Reduced Endurance (1/2 END; +1/2) (67 Active Points); OIF (-1/2) [Notes: 6 END for 3-shot burst]
3u 3) Concussion Rockets: Energy Blast 9d6, Explosion (+1/2) (67 Active Points); 8 Charges (-1/2), OIF (-1/2)
3u 4) Vertigo Mortar: Energy Blast 4d6, Indirect (Parabolic Arc; +1/4), No Normal Defense (Hearing Flash Defense, Life Support-Safe in High Pressure; +1), Area Of Effect (5" Radius; +1) (65 Active Points); 8 Charges (-1/2), OIF (-1/2)
2u 5) Phalanx CIWS: (Total: 51 Active Cost, 25 Real Cost) Missile Deflection (Bullets & Shrapnel), Full Range (+1) (30 Active Points); OIF (-1/2), Costs Endurance (-1/2) (Real Cost: 15) plus Penalty Skill Levels: +2 vs. Range Modifier with All Attacks (6 Active Points); OIF (-1/2), Costs Endurance (-1/2) (Real Cost: 3) plus Penalty Skill Levels: +5 vs. Penalities vs Multilple Deflections with All Attacks (15 Active Points); OIF (-1/2), Costs Endurance (-1/2) (Real Cost: 7)
1u 6) Cloaking Field: Invisibility to Sight Group (20 Active Points); OIF (-1/2)
6m 7) Combat Manuverability: Flight 21", x4 Noncombat (47 Active Points); OIF (-1/2)

Combat Body Suit, all slots IIF (-1/4)
17 1) Composite Weave Armor: Armor (7 PD/7 ED) (21 Active Points); IIF (-1/4) [Notes: Worn under clothing]
7 2) Earbud Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); Affected as both Radio and Hearing sense groups (-1/4), IIF (-1/4)

5 Lucky: Luck 1d6
Powers Cost: 209

Cost Martial Arts Maneuver
Kung Fu
5 1) Flying Kick: 1/2 Phase, +1 OCV, -2 DCV, 7d6 / 12d6 Strike
3 2) Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 / 8d6 +v/5, Target Falls
4 3) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 4) Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 30 STR / 55 STR vs. Grabs
Martial Arts Cost: 16

Cost Skill
3 Breakfall 13-
3 Combat Piloting 13-
3 Computer Programming 12-
1 Demolitions 8-
3 Electronics 12-
1 Inventor 8-
3 Mechanics 12-
3 Systems Operation 12-
3 KS: Aviation 12-
1 KS: Kung-Fu 8-
3 PS: Military Pilot 13-
3 SS: Computer-Aided Design (CAD) 12-
3 TF: Combat Aircraft, Helicopters, Large Planes, Small Planes
4 WF: Small Arms, Vehicle Weapons (group)
Skills Cost: 37

Cost Perk
2 Fringe Benefit: Pilot License, U.S. Military Veteran
Perks Cost: 2


Total Character Cost: 355

Pts. Disadvantage
20 Normal Characteristic Maxima
15 Social Limitation: Secret Identity Frequently (11-), Major

10 Dependent NPC: Grandfather 8- (Incompetent; Useful Noncombat Position or Skills)

5 Distinctive Features: Large, bulky battlesuit (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Physical Limitation: Extra effort to change into Hero ID (Frequently, Slightly Impairing)
5 Physical Limitation: Big and heavy in Hero ID (8" tall, 500 lbs) (Infrequently, Slightly Impairing)

15 Hunted: Rising Sun 8- (Mo Pow, Harshly Punish)
10 Hunted: DDI 8- (As Pow, Harshly Punish)
10 Hunted: Blitzkreig 8- (As Pow, Harshly Punish)

15 Psychological Limitation: Patriotic (Common, Strong)
15 Psychological Limitation: Protects Innocents (Common, Strong)
10 Psychological Limitation: Losing faith in "the system" (Common, Moderate)
10 Psychological Limitation: Must prove herself the equal of "superpowered" beings (Uncommon, Strong)
Disadvantage Points: 150
Base Points: 200
Experience Required: 5
Total Experience Available: 5
Experience Unspent: 0