Tuesday, March 15, 2016

New Artifact: Armor of Lamain dHall (Numenera)

Level: d4+6
Form: This massive synth "suit" blurs the line between the wearing of armor and piloting of a light ship. It can be "worn" by any creature of roughly human size and shape, but slightly more than doubles their size in all dimensions, towering more than 10 feet (3 meters) tall. In addition to its bulk, the materials from which it is made are far hardier than Ninth World smithing techniques could ever manage with steel. For all of that, it would be virtually impossible to wear and carry alone. Instead it requires complex systems to move and counterbalance its weight and mass. However, with only a slight charge to energize these systems the slightest movements of the wearer are translated into titanic movements.

Effect: The suit is treated as heavy armor but grants an additional +4 to Armor in addition to the 3 points that heavy armor usually provides. Further, it is entirely sealed and has its own eternally renewed internal atmosphere, which completely protects against poison gases and allows the wearer to operate in an airless environment. The suit’s Armor rating also applies to damage that often isn’t reduced by typical armor, such as heat or cold damage (but not Intellect damage).
In addition, the character gains a +2 Might Edge and +1 to their maximum effort for might tasks. However, they suffer a Weakness in Speed.
Additionally, there are a number of secondary systems integrated into the suit. These systems draw power from its main power at much higher rates than its normal functioning, and thus risk depleting this power source. Only one function from an individual secondary system may be activated per turn, and each function from may be used only once in that turn. Functions from multiple subsystems may be used simultaneously, however.
-Servomotors: by directly engaging the systems which move the armor in response to the wearer's actions the wearer can direct greater power or coax more agility from the suit.
* Drive: +2 Might Edge until the beginning of your next turn. Risks depletion at the beginning of your next turn on a 1 in d10
* Overdrive: +3 Might Edge until the beginning of your next turn. Risks depletion at the beginning of your next turn on a 1 in d6.
* Lock: +4 Might Edge until the beginning of your next turn. Risks depletion at the beginning of your next turn on a 1 in d4.
* Engagement: +1 maximum Effort on Might tasks until the beginning of your next turn. Risks depletion at the beginning of your next turn on a 1 in d20.
Tuning: Remove Speed weakness until the beginning of your next turn. Risks depletion at the beginning of your next turn on a 1 in 1d100.
- Thrusters: A set of directed energy projection systems are integrated to provide mobility and additional firepower.
* Jump jets: The character can move up to a short distance in any direction as a difficulty 0 action. Risks immediate depletion on 1 in d20.
* Rocket charge: The character can move up to a long distance horizontally as a difficulty 0 action. Risks immediate depletion on 1 in d20.
* Propulsion: You can fly through the air for one hour. In terms of overland movement, you move about 20 miles (32 km) per hour and are not affected by terrain. Risks immediate depletion on 1 in d20.
Dart: make an attack with a light weapon up to short range. Risks immediate depletion on 1 in d100.
Bolt: make an attack with a medium weapon at up to short range or light weapon at long range. Risks immediate depletion on 1 in d20
Ray: make an attack with a heavy weapon at up to short range or medium weapon at long range. Risks immediate depletion on 1 in d10.
Beam: make an attack with a heavy weapon at up long range. Risks immediate depletion on 1 in d6.
Flare: make two attacks on one target with a heavy weapon at up long range. Risks immediate depletion on 1 in d4
-Coherent light generator: a complex set of force manipulation systems allow the suit to generate coherent energy fields in a variety of manners.
* Sword: You produce a medium weapon with which you reduce the difficulty of attacks by one until the beginning your next turn. You cannot be disarmed of this weapon or give it to another. Risks depletion at the beginning of your next turn on a 1 in 100. You may also use the Buckler effect of this subsystem during this turn and doing so does not require an additional depletion roll.
* Glave: You produce a heavy weapon with which you reduce the difficulty of attacks by one until the beginning your next turn. You cannot be disarmed of this weapon or give it to another. Risks depletion at the beginning of your next turn on a 1 in 100
Buckler: You gain an asset to Speed defense tasks until the beginning your next turn. Risks depletion at the beginning of your next turn on a 1 in d100
* Shield: You gain an asset to Might defense tasks until the beginning of your next turn. Risks depletion at the beginning of your next turn on a 1 in d20
* Deflector: All characters and objects within Immediate range gain +10 Armor against attacks originating outside that area until the beginning of your next turn. Risks depletion at the beginning of your next turn on a 1 in d6
Shell: A bubble-like barrier is placed at the edge of Immediate range around your current location. Until the beginning of your next turn, or that barrier is breached (a Might task) no physical attacks may target or effect individuals on opposite sides of that barrier. Risks depletion at the beginning of your next turn on a 1 in d4.

Depletion: 1d100 when first activated in a day. Secondary systems impose additional depletion rolls on the turn after their activation. If depletion is rolled on a secondary system none of the functions of that secondary system can be used any longer even if the depletion is successfully rerolled.

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Every now and again you just have to go a little crazy. This is pretty obviously inspired by the fallout power armor, iron man, and a variety of other sorts of big mechs and mecha from anime and comics. Some of the base is ripped directly from the battle armor and battlesuit in the core book. In fact, before the madness of the secondary systems, it's pretty much 1:1 for the battlesuit- upgraded in thumpiness but with some downgrades to offset. Playing that way would be entirely legit. But the secondary systems are where this goes from being a toy to being a hotrod. However, while there are a violently large number of bells, whistles, and options in terms of things that it can do- I'm pretty sure I've balanced it out through the combination of how many things can be done at once and risk/reward.
But, as the Numenera core book says, even if you get an overpowered piece of equipment into the game eventually it will deplete out. And it's not like you get experience for killing things... so... if your Glave (or jack, or nano) gets to be the Numenator for a while chalk it up to learning curve and (hopefully) fun without too much long term damage to the character's inherent balance.
And let me know! 

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