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SUPERMAN ARMOR
/Str/ 12 /Bod/ 08
Powers: Density Increase: 02, Detect (Energy): 04, Sealed Systems: 11, Skin Armor: 02
Bonuses and Limitations:
- Density Increase is Always On; Base Physical RV with DI is 10 (12 with DI and Skin Armor factored in) (-1FC)
- Density Increase subtracts 1 AP from DEX for each AP of Density Increase (-1FC)
- Skin Armor only provides Partial Cover and can be bypassed with a +3CS Trick Shot (-1FC)
Advantages: Miscellaneous (RAPs of Physical Damage are applied to the armor, not the wearer)
Drawbacks: Miscellaneous (No more than 03 APs of DEX and DEX-related Skills can be used while wearing the the armor (calculated after subtracting DI from the wearer’s DEX); the armor is very noisy when walking, so attempts by others to auditorily detect the armor while moving (Powers like Directional Hearing or Perception Checks such as detecting Thief (Stealth) attempts) get a bonus -3CS to OV/RV)
Breaking the Man of Steel
If the armor takes any RAPs of damage, the suit’s explosive bolts are
automatically triggered. These shaped charges cause the armor to
completely break away from the wearer, leaving him exposed but
unharmed. In game terms, this is simply a cosmetic effect of the armor
lacking Hardened Defenses and thus falling under the standard Gadget
Damage rules, which means that even a single RAP is enough to knock a
hole in the armor “large enough to walk or climb through(.)”
