[FOCI]

Wears Power Armor

Cypher System Rulebook 1e

Tier 1

Powered Armor Enabler

You have a suit of powered armor. It is effectively medium armor (+2 to Armor); however, you suffer no Speed penalties for wearing it. Also, your suit grants other benefits: it provides breathable air for up to eight hours and a comfortable environment even in bitter heat, cold, vacuum, or underwater to a depth of 4 miles (6 km); and it allows you to see in the dark up to a short distance. Getting into the suit requires an action (and, of course, access to your suit).

Enhanced Might Enabler

You gain 3 points to your Might Pool.

Tier 2

Heads-Up Display (2+ Intellect points) Enabler

Your Powered Armor ability comes with systems that help you make sense of, analyze, and use your weapons in your environment. When you trigger this ability, you gain an asset on one attack roll as the suit perfectly outlines foes and steadies your aim, regardless of whether you're making a melee or ranged attack.

Alternatively, you can use the heads-up display to magnify your vision, increasing your vision range to 5 miles (8 km) for two rounds. If you apply one level of Effort, you can also see through mundane materials (such as wood, concrete, plastic, and stone) to a short distance in false color images. If you apply two levels of Effort, you can see through special materials (such as solid lead or other substances) to an immediate distance in false color images; however, the GM might require you to succeed at an Intellect-based task first, depending on the material blocking your armor's sensors.

Tier 3

Fusion Armor Enabler

A procedure gives you biometal implants in major portions of your body, you grow metal-hard skin, the blessings of an angel protect you, or something similar happens. These changes give you +1 to Armor even when you're not wearing physical armor.

Incredible Health Enabler

Thanks to a dip in a magical pool, an injection of artificial antibodies and immune defense nanobots into your bloodstream, exposure to strange radiation, or something else, you are now immune to diseases, viruses, and mutations of any kind.

Tier 4

Force Blast Action

You figure out how to project blasts of pure force from the gauntlets of the power armor from your Powered Armor ability. This allows you to fire a blast of force that inflicts 5 points of damage with a range of 200 feet (60 m).

Tier 5

Field-Reinforced Armor Enabler

You gain +1 to Armor while wearing the power armor from your Powered Armor ability.

Tier 6

Jet-Assisted Flight (3+ Might points) Action

You modify your power armor to allow you to blast off the ground and fly for one minute at a time. For each level of Effort applied, you can increase the duration by an additional minute.

Cypher Pod Enabler

The power armor provides an insulated pod in which you can carry one additional manifest cypher beyond what your cypher limit normally allows.

GM Intrusions: The armor won't come off. The armor acts under its own power. The armor suffers a momentary power loss. NPCs are scared by the power armor.