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Fox Armory: Iconic Equipment: Flying Fox Armor


JmOz

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As some of those who may remember a long lost poster will remember I have been slowly working on three books to publish about Low Powered Heroes.  I thought I would give an example from Fox Armory, in this case the Experimental Flying Fox armor.  Please note the first page does include some notes about "Centurion Earth" rules
 

Description:  An Experimental suit of Power Armor

 

Physical Description: A skin tight suit of armor, various secret compartments hold equipment.  Under the arms are extendable glider wings, 

Fox’s notes: It is a sad truth that crime fighting is hard on the body, I have been working on this design as a supplement for the weakness of the body.  

Game Rules:

Flying Fox Armor, all slots OIF (-1/2) - END=
20 1)  Resistant Protection (10 PD/10 ED) (30 Active Points); OIF (-1/2) - END=0
10 2)  +10 STR, Reduced Endurance (0 END; +1/2) (15 Active Points); OIF (-1/2) - END=
10 3)  Flight 20m, x4 Noncombat (25 Active Points); Gliding (-1), OIF (-1/2) - END=0
4 4)  Mind Link , One Specific Mind, Number of Minds (x2) (10 Active Points); Only With Others Who Have Mind Link (-1), OIF (-1/2) - END=0
7 5)  Clinging (normal STR) (10 Active Points); OIF (-1/2) - END=0
2 6)  Absolute Range Sense (3 Active Points); OIF (-1/2) - END=
2 7)  Absolute Time Sense (3 Active Points); OIF (-1/2) - END=
2 8)  Lightning Calculator (3 Active Points); OIF (-1/2) - END=
2 9)  Bump Of Direction (3 Active Points); OIF (-1/2) - END=
3 10) Nightvision (5 Active Points); OIF (-1/2) - END=0
3 11) Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) - END=0
5 12) Penetrative with Normal Hearing (10 Active Points); Must touch object (-1/2), OIF (-1/2) - END=0
6 13) High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As More Than One Sense [very common Sense] (-1/2), OIF (-1/2) - END=0
3 14) Life Support  (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat) (5 Active Points); OIF (-1/2) - END=0
6 15) Life Support  (Self-Contained Breathing) (10 Active Points); OIF (-1/2), 1 Continuing Fuel Charge lasting 20 Minutes (-1/4) - END=[1 cc]
4 16) Camera: +5 with INT Roll (10 Active Points); Only to recall Data (-1), OIF (-1/2), Custom Modifier (Visual and audio Information Only; -1/4) - END=
 
24 Flying Fox Utility Items: Multipower, 30-point reserve,  (30 Active Points); all slots IIF (-1/4) - END=
1f 1)  Cloak: Invisibility to Radio Group and Normal Sight , Reduced Endurance (0 END; +1/2) (22 Active Points); Only When Not Attacking (-1/2), IIF (-1/4) - END=0
2f 2)  Jet Boots: Flight 25m, x4 Noncombat (30 Active Points); OIF (-1/2), 1 Continuing Fuel Charge lasting 1 Hour (-0) - END=[1 cc]
1f 3)  Collapsible Rapier: (Total: 30 Active Cost, 15 Real Cost) Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Armor Piercing (+1/4), Reduced Endurance (0 END; +1/2) (26 Active Points); OAF (-1) (Real Cost: 13) plus Stretching 1m, Reduced Endurance (0 END; +1/2); Reach (-1), OAF (-1) (Real Cost: 1) plus +1 with Blades (3 Active Points); OAF (-1) (Real Cost: 1) - END=0
1f 4)  Combat Discs: Blast 6d6 (30 Active Points); 6 Recoverable Charges (-1/4), Beam (-1/4), Range Based On Strength (-1/4), IIF (-1/4) - END=[6 rc]
1f 5)  Explosives: Blast 4d6, Area Of Effect (4m Radius; +1/4), Armor Piercing (+1/4) (30 Active Points); 12 Charges (-1/4), Range Based On Strength (-1/4), Can Be Deflected (-1/4), IIF (-1/4) - END=[12]
1f 6)  Flash Bangs: Sight and Hearing Groups Flash 3d6, Area Of Effect (8m Radius Explosion; +1/4), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +1/4) (30 Active Points); 12 Charges (-1/4), Range Based On Strength (-1/4), Can Be Deflected (-1/4), IIF (-1/4) - END=[12]
1f 7)  Smoke Bombs: Darkness to Sight Group 6m radius (30 Active Points); 12 Charges (-1/4), Can Be Deflected (-1/4), Range Based On Strength (-1/4), IIF (-1/4) - END=[12]
1f 8)  Swinglines: (Total: 27 Active Cost, 15 Real Cost) Swinging 15m, Reduced Endurance (0 END; +1/2) (12 Active Points); OIF (-1/2) (Real Cost: 8) plus Stretching 10m, Reduced Endurance (0 END; +1/2) (15 Active Points); OIF (-1/2), Limited Body Parts (-1/4), Always Direct (-1/4) (Real Cost: 7) - END=0
2f 9)  Skill Kits: +3 with all Non-Combat Skills (30 Active Points); IIF (-1/4) - END=
1f 10) Handcuffs: Entangle 2d6, 4 PD/4 ED (30 Active Points); Set Effect (Hands Only) (-1), Does Not Prevent The Use Of Accessible Foci (-1), Only after Grab (-1/2), No Range (-1/2), Negated by a -3 Lockpicking or -3 Contortionist roll (-1/2), 6 Recoverable Charges (-1/4), IIF (-1/4) - END=[6 rc]
 
Powers Total: 125
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5 12) Penetrative with Normal Hearing (10 Active Points); Must touch object (-1/2), OIF (-1/2) - END=0

 

 

A built in stethoscope? I've never seen this before. Very cool.

 

I like how powers are part of the suit rather than items on a utility belt.

 

Reminds me of Batman Beyond.

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I know not what this Batman Beyond is, nor have I ever even heard of a Batman for it to be beyond of...(J/K).  Seriously, it was a large influence, as was Zorro and Phantom 2040

 

Not a stethoscope, It is intended to be used as an evesdropping device through walls

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I know not what this Batman Beyond is, nor have I ever even heard of a Batman for it to be beyond of...(J/K).

I always thought people were talking about a baseball player.

 

Seriously, it was a large influence, as was Zorro and Phantom 2040

Hence the collapsible rapier!

 

I need to see Phantom 2040. From what I've gleaned it must be good.

 

Not a stethoscope, It is intended to be used as an evesdropping device through walls

Lovely. I want one.

 

Make my Voice Penetrative too please.

 

Heh heh heh...

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