Powered Armor

Light Powered Armor

The lightest and only commonly produced variants of powered armor are created entirely through Elethian Enchantment. They begin with a bespoke suit of heavy plate armor, tailored and enchanted to minimize weight while maintaining the highest levels of protection. The suits are further enchanted to provide extraordinary strength and agility to their wearers through a combination of Elethian enchantments and machinery. Unfortunately, enchantments require significant amounts of Material Eleth to function without draining their wearer, and large canisters of concentrated Eleth are required to power the armor.   When worn, light powered armor provides Lifting and Striking ST 2, +2 Basic Move, and Super Jump 1. While the helmet is equipped, it provides either Filter Lungs or Doesn't Breathe, with an internal oxygen supply lasting 1 hour; this supply recharges passively over the course of a day. In addition to the DR represented in the table below, light powered armor provides 4 DR to the eyes. If an attack is not stopped by this DR, the lenses are enchanted to explode outwards, providing 12 DR against the attack; the lenses must be replaced after this process, at a cost of $5,000 per lens.   Light powered armor requires an external Eleth power source to function correctly, typically placed at the rear of the armor. A canister of Eleth costs $2,500, weights 15lbs, and will power the armor for one hour. An internal emergency power source can power the armor for five minutes, but requires two weeks to recharge after it is activated. Without a power supply, the armor loses its bonuses to Lifting and Striking ST, Basic Move, and Super Jump.  

Medium Powered Armor

Unlike its lighter variants, medium powered armor uses a combination of Elethian enchantments and Faerstone circuitry to provide unparelled protection without requiring an external power supply. Additionally, Biofaerics implants built into the armor provide significant enhancements to the user's sensory capabilities, and secondary protective enchantments provide significant enhancements to user survivability. This combination of Faerstone circuitry does not allow Elethian mages to cast from inside the suit; there is simply not enough Eleth. These sets of armor cannot be normally purchased; the design of each suit is unique, and requires decades to craft to an artificer's specifications.   When worn, medium powered armor provides Lifting and Striking ST 3, +2 Basic Move, and Super Jump 1. When the helmet is equipped, the armor is sealed and provides Doesn't Breathe, Temperature Tolerance (-50 - 150°C) and Pressure Support 1. Biofaric implants provide Infravision, Night Vision 8, and Protected Sense (Hearing, Vision the user must have anchor points and the ability to take at least 13 points of Biofaerics. These suits are designed to be particularly effective against non-physical attacks; if a non-physical attack or large-area injury would typically bypass or reduce the suit's effective DR, it only does so if the suit fails an HT check (HT 14). Any spell that attempts to directly attack the user must also win a Quick Contest against the suit's HT.   In the case that the suit fails and the user is wounded, emergency enchantments in the suit will activate to minimize the impact. When rolling against death or unconsciousness, the user uses the higher of his HT or 16, and any bleeding is staunched after five seconds. Furthermore, if a user's limbs are crippled but still attached and clad in armor, the user can continue to use these limbs at no penalty. Operating these emergency enchantments is extraordinarily costly; the suit internal energy reserves will deplete after five minutes of operating in this mode, and require one hour to recharge.  

Heavy Powered Armor

The heaviest variants of powered armor are constructions of pure steel made to encase their user entirely without chinks or gaps. These suits are functionally impossible to produce, and the dozen or so existent examples were granted to some of the most powerful Divinomancers of ages long past. Their method of productions, power source, and even exact powers are unknown, and each suit remains a singular force of nature rarely exposed from the armories of kings.   In general, heavy powered armor grants Enhanced Move 0.5 (Land), Lifting and Striking ST 5, +2 Basic Move, Magic Resistance 5, and Super Jump 2. While the helmet is equipped, it provides Discriminatory Hearing, Doesn't Breathe, Hyperspectral Vision, Protected Sense (All), Temperature Tolerance (-150 - 500°C), and Pressure Support 2. Furthermore, the armor's DR cannot be reduced or bypassed in any way. Each suit has further bespoke features, such as emergency medical responses, communication enhancers, integrated weaponry, and even magical abilities tied to the suit, but there is no further standardized set of features.


Light Powered Armor Round






Powered Armor

[1] The second, lower DR protects only the eyes.


ArmorLocationDRCostDonWeightNotes
Light Powered ArmorAll15/4$450,00030084[1]
Medium Powered ArmorAll18/8$5M+300100[1]
Heavy Powered ArmorAll20-300110