Hey!

Hey!

Hey! I’ve been creating a character for a game of Uncharted Worlds and had a quick question. I’ve been looking to create someone with a set of power armor that is somewhat similar to the suit from Vanquish. I was wondering if there was any advice/experience/rules regarding an asset with a dual purpose. In this case it would be Attire and Vehicle, switching between the two depending on the situation. In enclosed spaces I think of it as attire, in an open area I see it as a vehicle. So if anyone has any advice I’d really appreciate it!

15 thoughts on “Hey!”

  1. Mark Durrheim Jump jets lack the speed and type of movement I’m thinking of. Jump Jets would work if I was just aiming for Vanquish, but I’ve had an image of this suit as something phenomenally mobile. Like, top of the line motorcycle fast but not because of the jets. It doesn’t fly, it’s more like it has incredibly long and fast jumps because of stockpiled energy. Improved jump jets could work for part of it, but still doesn’t feel quite right. The main purpose of the suit is to amplify the user’s natural strength and to rebound impacts. The speed comes from feet hitting the ground, and then that force rebounding time and time again until eventually it allows for the user to launch themselves forward. My original plan for the Vehicle was “Agile, Boosters, Sealed” and the attire as “Jump Jets, Armored” but that’s still one asset acting as two things.

  2. So, first question is if you have Far Beyond Humanity or not, because that will have a whole bunch more options for you to play with.

    That said, you may want to consider Jump Jets as an upgrade to represent the boosting/speed/jumps out in the open. Perhaps leverage the Weightless Skill from the Starfarer career (or Galactic origin) to be able to pull off mid-air acrobatics/combat.

  3. Sean Gomes Since this is my first time playing and I’m really low on cash right now I’ve been kinda anxious about getting Far Beyond Humanity. It looks really really interesting. I’m really interested in the additional options provided by something like that so I may scrounge around for some extra cash.

  4. So In FBH, there’s a new upgrade called “Summoned” (can be summoned into existence, and dismissed).

    I’d put that on your cycle (Agile, Boosters, Summoned) and always have your suit. You just summon the bike vehicle “over’ your suit.

  5. I toyed with a very Anime idea of having a pilot-style character who had a Summoned Walker suit. And the Walker suit would have a Summoned heavy weapon and a Summoned giant blade.

    It was silly, and entirely do-able.

  6. Here’s a follow-on question I have about power armor. I’m reading Jay Posey’s Outriders series right now, and the soldiers in that book have power armor suits that (1) let them communicate with one another, (2) mark targets, (3) deflect attacks, (4) survive and maneuver in space, (5) camouflage themselves. I.e., Comms, Sensor/Visor, Armored, Sealed, Stealthy. That would make each suit a Class 5 Asset, which seems extreme. The obvious solution (dropping them to Class 3 Assets by getting rid of comms and sensors) just feels weird because linked comm systems and battle HUDs are so pro forma in MilSF. Or are upgrades like Comms, Sensor, and Visor much much more powerful that such genre norms?

  7. If something seems to be a basic feature of power armour, then you could just put it in by default (class 0 included). The suits should be awesome, don’t let rules hold you back!

  8. Thanks. It may just be that I’m not sure what Comms, Sensor, and Visor are supposed to represent. Are they the bare basics? (I.e., Comms or you can’t communicate remotely?) Or are they superlative instances of functionality? (Comms lets you communicate between systems)

  9. Part of it may be that Armor is included with Attire. So an armored business suit with comms capability and life sensors is unusual but a suit of power armor with those abilities isn’t.

  10. So, a few things:

    – Comms is “receive and broadcast over great distances”. It’s more than inter-personal communications. At best, one person in a squad would have this, especially if they had the Technocrat career skill “Network”.

    – The rule of thumb for all upgrades is that “it’s important/pivotal if it’s written down”. Basically, an upgrade means it’s a key component of the Attire. Having a built-in cellphone or extra pockets is not worth an upgrade.

    – And now for a little secret tech:

    You can design lesser pieces of Attire to work together.

    Power Armor Class 2 Attire

    > Armored

    > Stealth

    EVA Backpack Class 2 Attire

    > Sealed

    > Jump Jets

    Tactics Helmet Class 1 Attire

    > Visor

    Command Helmet Class 2 Attire

    > Visor

    > Comms

    Note how each piece can function separately. You can just wear the pressurized undersuit, breather mask and oxygen tanks of the EVA Backpack. Or you could walk around in just the power armor sans helmet. Etc.

    Note also the choice of helmets, one for commanders and one for troops.

    Obviously this is super expensive for characters to pick up, that’s three Class 2 assets right there, not including weapons and grenades and kits. But a Faction’s elite soldiers would definitely be kitted out like this.

    This also plays in deliciously with MilSF in general, since the best armors have lots of components… and they invariably fail or are damaged at different points in the story.

  11. Thanks, Sean. What’s interesting about the Outriders is that their recon armor is their top asset, really Class 3 stuff that most of the United American Federation troops don’t even get. Their weapons are nothing special.

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