Clockwork Armor
Posted: Mon Jun 08, 2009 6:15 am
I was going to polish this a bit further before I posted it, but I've been busier than I expected, and won't be refining it any further for a while. This idea is unfinished, and I could use some opinions on what I have so far and/or suggestions for changes or additions.
Fantasy Powered Armor in D&D
Objectives:
1. Allow for the creation of customizable suits of armor at least vaguely reminiscent of what you'd see in a mech game such as Armored Core 3 or Cyberstorm.
2. Make characters spend resources other than just character wealth in order to fully utilize their armor / use better types of armor.
3. Avoid creating something that dramatically changes the way the rest of the world acts (i.e. by making powered armor something everyone will want to use) or adds consistently undesirable levels of complexity.
4. Require that some downtime be spent on maintenance, tweaking, and repairs, similar to a caster's spell recharge time.
5. Make the system fairly easy to port to Tome magic item rules or from Tome magic item rules to normal ones.
6. Create a number of weaknesses that the armor can be given to partially offset its strengths.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Conceptual potential tradeoffs
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Potential Advantages:
Physical ability score boosts
Increased speed
Additional weapons (possibly using the rules for secondary natural weapons)
New or upgraded movement modes
Resistance to certain attack types
Hardness / damage reduction
Extra HP
Reduced armor weight/encumbrance
Potential Disadvantages:
Reduced speed
Reduced initiative
Extra damage from certain attack types
Status effects in response to certain attack types
Extra armor weight/encumbrance
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
New Medium Tome Armor: Clockwork Armor
Clockwork Armor counts as a Magic Item (if not using Tome magic item rules, it has a base cost of 5000 GP)
At its most basic, Clockwork Armor provides an Armor Bonus of +5, a max DEX bonus of +3, an Armor Check penalty of -5, and an Armor Stealth Penalty of -5. An addition -3 nonproficiency penalty is applied to its Armor Check Penalty if the wearer doesn't have the Clockwork Armor User feat. The thing that sets Clockwork apart from other armors is its extreme customizability. Clockwork armor has a number of augment slots equal to the creator's ranks in Craft at the time it was made (With the Clockwork Armor User feat, someone can set themselves as the armor's creator with an hour of work and access to appropriate tools. This can be done even if they were the ones who originally made it, and it resets the augment slots to equal the new creators ranks in Craft). Augments can be things such as built-in weapons, enhanced physical capabilities, or magical items. Different augments require different numbers of slots. Some require other augments in the armor already, and others require the creator to have a certain number of ranks in Craft to make and install them.
Clockwork Armor User
You have trained with and studied clockwork armor.
This is a skill feat that scales to your ranks in craft
Craft Skill Ranks:
0: You are proficient with Clockwork Armor
4: You may customize Clockwork Armor, allowing you to add and remove items from from its augment slots.
9: You may treat weapons attached your armor as Secondary Natural Weapons, allowing you to use them all in a full attack. You may still use them as regular weapons, and there are no restrictions on how frequently you can use them in either role..
14: You may upgrade Clockwork Armor with twice the normal amount of augments.
19: Whenever you use Clockwork Armor, it gains the Magical Shields augment for free. The shields have Fast Healing equal to your character level and only stay down for 1d4 rounds once breached.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Basic Augments (4 or more ranks in craft):
Spear Gun (0.5 augment slots): treat as a built-in repeating heavy crossbow with 10 bolts to a clip that does not need to be held to be shot. Up to 4 may be added to a suit of clockwork armor.
Leg Extensions (1 augment slot): Add +10 feet to base speed. You may wade through shallow pools without touching the water with your real legs.
Arm Extensions (1 augment slot): Add +5 feet to reach. You gain a natural slam attack that does normal damage for your size.
Minor Energy Resistance (0.5 augment slots): Gain 5 points of resistance to a standard energy type. Stacks, may be picked up to 4 times.
Fire Thrower (0.5 augment slots): Treat as an Extraordinary Burning Hands SLA that ignores Spell Resistance and uses Character Level to determine Caster Level. Activating it is an Attack Action. Up to 2 may be added to a suit of clockwork armor. Reloading is a full-round action.
Spring-loaded legs. (1 augment slot): Treat as an Extraordinary Jump SLA. Activating it is a Swift Action.
Heavy Plating (1 augment slot): Increase the clockwork armor's Armor Bonus from +5 to +8
User-Friendly (0.5 augment slots): Reduce the clockwork armor's Armor Check Penalty by 2. May be picked a second time to set the ACP to 0.
Fantasy Powered Armor in D&D
Objectives:
1. Allow for the creation of customizable suits of armor at least vaguely reminiscent of what you'd see in a mech game such as Armored Core 3 or Cyberstorm.
2. Make characters spend resources other than just character wealth in order to fully utilize their armor / use better types of armor.
3. Avoid creating something that dramatically changes the way the rest of the world acts (i.e. by making powered armor something everyone will want to use) or adds consistently undesirable levels of complexity.
4. Require that some downtime be spent on maintenance, tweaking, and repairs, similar to a caster's spell recharge time.
5. Make the system fairly easy to port to Tome magic item rules or from Tome magic item rules to normal ones.
6. Create a number of weaknesses that the armor can be given to partially offset its strengths.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Conceptual potential tradeoffs
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Potential Advantages:
Physical ability score boosts
Increased speed
Additional weapons (possibly using the rules for secondary natural weapons)
New or upgraded movement modes
Resistance to certain attack types
Hardness / damage reduction
Extra HP
Reduced armor weight/encumbrance
Potential Disadvantages:
Reduced speed
Reduced initiative
Extra damage from certain attack types
Status effects in response to certain attack types
Extra armor weight/encumbrance
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
New Medium Tome Armor: Clockwork Armor
Clockwork Armor counts as a Magic Item (if not using Tome magic item rules, it has a base cost of 5000 GP)
At its most basic, Clockwork Armor provides an Armor Bonus of +5, a max DEX bonus of +3, an Armor Check penalty of -5, and an Armor Stealth Penalty of -5. An addition -3 nonproficiency penalty is applied to its Armor Check Penalty if the wearer doesn't have the Clockwork Armor User feat. The thing that sets Clockwork apart from other armors is its extreme customizability. Clockwork armor has a number of augment slots equal to the creator's ranks in Craft at the time it was made (With the Clockwork Armor User feat, someone can set themselves as the armor's creator with an hour of work and access to appropriate tools. This can be done even if they were the ones who originally made it, and it resets the augment slots to equal the new creators ranks in Craft). Augments can be things such as built-in weapons, enhanced physical capabilities, or magical items. Different augments require different numbers of slots. Some require other augments in the armor already, and others require the creator to have a certain number of ranks in Craft to make and install them.
Clockwork Armor User
You have trained with and studied clockwork armor.
This is a skill feat that scales to your ranks in craft
Craft Skill Ranks:
0: You are proficient with Clockwork Armor
4: You may customize Clockwork Armor, allowing you to add and remove items from from its augment slots.
9: You may treat weapons attached your armor as Secondary Natural Weapons, allowing you to use them all in a full attack. You may still use them as regular weapons, and there are no restrictions on how frequently you can use them in either role..
14: You may upgrade Clockwork Armor with twice the normal amount of augments.
19: Whenever you use Clockwork Armor, it gains the Magical Shields augment for free. The shields have Fast Healing equal to your character level and only stay down for 1d4 rounds once breached.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Basic Augments (4 or more ranks in craft):
Spear Gun (0.5 augment slots): treat as a built-in repeating heavy crossbow with 10 bolts to a clip that does not need to be held to be shot. Up to 4 may be added to a suit of clockwork armor.
Leg Extensions (1 augment slot): Add +10 feet to base speed. You may wade through shallow pools without touching the water with your real legs.
Arm Extensions (1 augment slot): Add +5 feet to reach. You gain a natural slam attack that does normal damage for your size.
Minor Energy Resistance (0.5 augment slots): Gain 5 points of resistance to a standard energy type. Stacks, may be picked up to 4 times.
Fire Thrower (0.5 augment slots): Treat as an Extraordinary Burning Hands SLA that ignores Spell Resistance and uses Character Level to determine Caster Level. Activating it is an Attack Action. Up to 2 may be added to a suit of clockwork armor. Reloading is a full-round action.
Spring-loaded legs. (1 augment slot): Treat as an Extraordinary Jump SLA. Activating it is a Swift Action.
Heavy Plating (1 augment slot): Increase the clockwork armor's Armor Bonus from +5 to +8
User-Friendly (0.5 augment slots): Reduce the clockwork armor's Armor Check Penalty by 2. May be picked a second time to set the ACP to 0.