What do Claws, Dual Blades, Katana, Spines, Titan Weapons and Stalkers have in common? They can't have Shield Defense. No shields for them, not theirs. But what if instead of carrying the shield with one arm, the shield was carried by the entire body with the aid of a power generator and mobility enhancements? Well that would be Powered Armor!
Have you ever wished you could Shield Charge into a mass of NPCs and unleash a Spine Burst? Or chain combos with Dual Blades while running Against All Odds? With Powered Armor you could!
My suggestion is essentially a copy-paste of Shield Defense, maybe with a bit of SFX work to make it stand out. Stalkers would lose Against All Odds for Hide, though a moderate +Dmg buff could replace the AoE Def in Battle Agility.
So here goes:
1) Reinforced Alloy Panels: +Def(M), +Res(S,L) aka Deflection
- Advanced alloys reinforced with a crystallized carbon filament mesh provide basic protection from most impacts.
2) Amplified Reverse Feedback: +Def(R,A), +Res(DefDb) [Stalkers: +Def(R), +Dmg, +Res(DefDB) aka Battle Agility
- Pressure sensitive transducers combined with an integrated neural sensor matrix amplify the wearor's reflexes ten-fold, rendering them incredibly hard to hit.
3) Ablative Armor Plating: +Res(C,E,F,NE,T), +MaxHP aka True Grit
- Layered composite plating infused with inert gas micro-bubbles insulate the wearor from the elements and provide an extra layer of protection against high-energy impacts.
4) Inertial Dampers: +Res(Mez,DefDb) aka Active Defense
- An adaptive resonant field is transmitted through the suit's chassis, preventing external forces from impairing mobility and affecting weapon systems.
5) Reactive Energy Field: +Dmg, Foe -Dmg aka Against All Odds
- Energy absorbant dampers convert incoming impact energy into useable power which is then directly transferred to weapons systems for an immediate increase in damage output.
6) Tactical Deflector Shield: +Def(M,R,A) aka Phalanx Fighting
- Field emitters coupled to polarity reversers tap directly into the suit's power core to generate an energy shield capable of deflecting all incoming damage. A sensor matrix calibrates the field to compensate for nearby allies, increasing efficiency.
7) Shield Power Amplifier: Team +Def, +Res(DefDB,RechDb) aka Grant Cover
- Amplifiers installed on the suit's field emitters allow it to generate a much larger deflector shield, allowing nearby allies to benefit from its protection.
8) Assault Teleporter: PBAoE Sup Dmg, TP, KD aka Shield Charge
- By dumping reserve power into a parallel sub-space field matrix the suit can teleport to a nearby location, unleashing excess energy in a concussive blast on arrival.
9) Power Up: +Res(Mez, All Dmg), +Rec, +MaxHP aka One with the Shield
- Safety systems are bypassed allowing the power core to generate at over 150% capacity for a short amount of time, improving the suit's ability to absorb incoming damage while energy transfer rate to weapons systems is substantially increased. However once the generator overheats it will shut-down briefly before powering back up and resuming operation.
Posted
I don't see anything off the bat to object too! This could be interesting.
What do Claws, Dual Blades, Katana, Spines, Titan Weapons and Stalkers have in common? They can't have Shield Defense. No shields for them, not theirs. But what if instead of carrying the shield with one arm, the shield was carried by the entire body with the aid of a power generator and mobility enhancements? Well that would be Powered Armor!
Have you ever wished you could Shield Charge into a mass of NPCs and unleash a Spine Burst? Or chain combos with Dual Blades while running Against All Odds? With Powered Armor you could!
My suggestion is essentially a copy-paste of Shield Defense, maybe with a bit of SFX work to make it stand out. Stalkers would lose Against All Odds for Hide, though a moderate +Dmg buff could replace the AoE Def in Battle Agility.
So here goes:
1) Reinforced Alloy Panels: +Def(M), +Res(S,L)
aka Deflection
- Advanced alloys reinforced with a crystallized carbon filament mesh provide basic protection from most impacts.
2) Amplified Reverse Feedback: +Def(R,A), +Res(DefDb) [Stalkers: +Def(R), +Dmg, +Res(DefDB)
aka Battle Agility
- Pressure sensitive transducers combined with an integrated neural sensor matrix amplify the wearor's reflexes ten-fold, rendering them incredibly hard to hit.
3) Ablative Armor Plating: +Res(C,E,F,NE,T), +MaxHP
aka True Grit
- Layered composite plating infused with inert gas micro-bubbles insulate the wearor from the elements and provide an extra layer of protection against high-energy impacts.
4) Inertial Dampers: +Res(Mez,DefDb)
aka Active Defense
- An adaptive resonant field is transmitted through the suit's chassis, preventing external forces from impairing mobility and affecting weapon systems.
5) Reactive Energy Field: +Dmg, Foe -Dmg
aka Against All Odds
- Energy absorbant dampers convert incoming impact energy into useable power which is then directly transferred to weapons systems for an immediate increase in damage output.
6) Tactical Deflector Shield: +Def(M,R,A)
aka Phalanx Fighting
- Field emitters coupled to polarity reversers tap directly into the suit's power core to generate an energy shield capable of deflecting all incoming damage. A sensor matrix calibrates the field to compensate for nearby allies, increasing efficiency.
7) Shield Power Amplifier: Team +Def, +Res(DefDB,RechDb)
aka Grant Cover
- Amplifiers installed on the suit's field emitters allow it to generate a much larger deflector shield, allowing nearby allies to benefit from its protection.
8) Assault Teleporter: PBAoE Sup Dmg, TP, KD
aka Shield Charge
- By dumping reserve power into a parallel sub-space field matrix the suit can teleport to a nearby location, unleashing excess energy in a concussive blast on arrival.
9) Power Up: +Res(Mez, All Dmg), +Rec, +MaxHP
aka One with the Shield
- Safety systems are bypassed allowing the power core to generate at over 150% capacity for a short amount of time, improving the suit's ability to absorb incoming damage while energy transfer rate to weapons systems is substantially increased. However once the generator overheats it will shut-down briefly before powering back up and resuming operation.