[SPC2] Armor Suits and Generic Modifiers

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DoctorBoson
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[SPC2] Armor Suits and Generic Modifiers

#1 Postby DoctorBoson » Mon Apr 24, 2017 2:39 am

This has come up with one of my players and it feels a bit like fishing for Power Points.

He has a super genius character with Invent and suit of power armor with super strength, super vigor, and flight, built as such:
Armor +4 (3): Heavy Armor. Device (–1), Requires Activation, Slow to Activate.
Flight (2): Pace 12. Contingent on armor, Device (–1).
Super Attribute (4): Strength +2, Vigor +2. Contingent on armor (each), Device (–1 for each).

His reasoning for armor is that one example listed under Slow to Activate is "a suit," so the power remains on until he removes the suit, and he needs Requires Activation to take that modifer... does that work with a suit of power armor since as a Device it needs to be put on anyways, and the armor is "always on" once the suit is on?

What if rather than a suit, it was a mystical bracelet that required the user to switch it on before it worked? Would that warrant Requires Activation and/or Slow to Activate?

As for the other two powers, since they are provided by the suit in question, is Contingent warranted? If that one Device is taken away then the flight and super attributes no longer function either. If they aren't contingent (or otherwise allow some point value back), then why not make them separate devices altogether, since that means multiple devices have to be stolen away rather than one to disable the whole power set?
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Re: [SPC2] Armor Suits and Generic Modifiers

#2 Postby Clint » Tue Apr 25, 2017 11:21 am

DoctorBoson wrote:This has come up with one of my players and it feels a bit like fishing for Power Points.

He has a super genius character with Invent and suit of power armor with super strength, super vigor, and flight, built as such:
Armor +4 (3): Heavy Armor. Device (–1), Requires Activation, Slow to Activate.
Flight (2): Pace 12. Contingent on armor, Device (–1).
Super Attribute (4): Strength +2, Vigor +2. Contingent on armor (each), Device (–1 for each).

His reasoning for armor is that one example listed under Slow to Activate is "a suit," so the power remains on until he removes the suit, and he needs Requires Activation to take that modifer... does that work with a suit of power armor since as a Device it needs to be put on anyways, and the armor is "always on" once the suit is on?


If it's a Device at -1, then yeah, it does kind of fall under "If the powers are derived from a wearable item that’s hard for a foe to remove, such as a suit of armor, mask, helm, or mystical wristband, reduce the cost by 1."

The main issue with this build actually comes from Requires Activation which states, "The power also deactivates if the character is Incapacitated, knocked unconscious, or otherwise cannot consciously maintain it."

So unless the player sees their power armor disappearing if they get knocked unconscious or fall asleep, then it doesn't really work.

DoctorBoson wrote:What if rather than a suit, it was a mystical bracelet that required the user to switch it on before it worked? Would that warrant Requires Activation and/or Slow to Activate?


It might. Again, it would depend on the above where the powers of the bracelet would cease if Incapacitated, unconscious, etc.

DoctorBoson wrote:As for the other two powers, since they are provided by the suit in question, is Contingent warranted? If that one Device is taken away then the flight and super attributes no longer function either.


It'd definitely be the easiest way to handle it since Device does make the power "non-permanent" in a way. Could also be defined as a Limitation, but Contingent works. Does mean removing the armor, damaging/destroying the armor, negating the Armor power, etc. all affect the other powers as well. And with those Modifiers in place, it will happen to the character often enough to make up for the PPs saved.
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