Amaki psi Power Armors

Created by X.M.
Amaki stone men have developped a unique blend of psionics, techno-wizardry and science, an art they call Gizmoteering. With time and effort, Gizmoteers can mix psionics and science in a way similar to the Techno-wizards.
Though psionics are not as efficient as pure science for combat, they can bring an edge so that a few Power Armor designs were created to take advantage of that.
The following power armor has been specially designed for the Duelists of the House of the Sword to be used when fighting opponents with a big numeric, technological, or supernatural edge. It is typically used in time of war or for very tough assassinations. There is also a variant destined to Mind melters from the House of Arms and to some adventuring Gizmoteers.

PSI-Duelist Power Armor

This power armor is designed for speed to close quickly on opponents and engage them in hand to hand combat where Duelists can give their best with their dreaded psi-sword. This effect is enhanced by an advanced telepathic control which gives the power armor an uncommon grace and fluidity. The power armor is designed with the proportions and looks of a standard Amaki Combat Armor of a large Amaki. The only features sticking out are the propulsion system integrated in the lower back, two dragons coiling on the forearms with their mouths opening at the wrists (the blast and plasma rifles), and a scabbard with a blast sword integrated in the left leg. As a result, a casual observer can be fooled into believing the power armor is just a normal body armor (only as long as the power armor features are not in use of course). Psionic features include a force field, a psi-shield, a fear/despair ray, a levitation system to lighten the PA and some extra sensory systems.
The main weaknesses of this power armor are limited long range weaponry (and no kinetic weapons among them) and that all the I.S.P. must be provided by the wearer, which can be quickly draining. A non psionic can pilot this armor but will be unable to activate any of the special psionic features. Even a psionic must have psi-sword, psi-shield and a personal psionic force field to be able to use this armor to its best.

Crew: One duelist.
M.D.C.tm by Location:

* Head -120
Arms (2) - 120
Legs (2) - 200
**Main Body - 320
Psionic force field - special***

* Destroying the head will eliminate all forms of optical enhancements, sensory systems (psionic included) and the empathic ray. The telepathic connection remains but all power armor combat bonuses are lost. Hitting the head requires a called shot at -3.
**Depleting the M.D.C. of the main body will shut the armor down completely, making it useless.
***The armor will transfer the psionic force field of the Duelist to the armor surface. The field strength, duration and I.S.P. cost are as normal for a duelist. For other wearers, this system can be replaced by a TK field generated by the armor with 100 M.D.C. (lasts 100 minutes and costs 20 I.S.P.).

Speed:

Running: 60mph (100mph when partially levitated). Note that the act of running does tire the operator, but at 10% the usual fatigue rate (5% when partially levitated).
Flying: 400mph (640kmph) maximum.
Range: Can fly for up to 24 hours without overheating. Maximum altitude is 20,000 feet (6096m).

Statistical Data:

Height: 7 feet or wearer's height+1 feet, whichever is larger.
Width: 4 feet (1.2m)
Length: 3 feet (0.9m)
Weight: 400 lbs. (226.5 kg), half that when partially levitated.
Physical Strength: Equal to a P.S. 35
Cargo: None
Power System: Nuclear (average energy life is 15 years) and pilot's I.S.P.
Cost: 10 million credits. This armor is normally available only to the House of the Sword.

Weapon Systems

Plasma Projector: hidden the dragon coiling around the left forearm, and firing at the wrist through the dragon mouth. Alternatively the plasma stream can be channeled through the palm to power the blast sword (see below) but in that case the plasma projector cannot be used. The plasma projector and the blast sword can not be used one after the other: an action must pass (can be used to do something else) while the plasma stream is diverted from one to the other. The plasma projector can not be used while the psi-shield is in use either.
Primary Purpose: Anti-armor
Secondary Purpose: Defense.
Damage: 1d4x10+10 M.D. per blast
Rate of fire: Equal to the combined number of hand to hand attacks of the pilot.
Effective Range: 2000ft (610m)
Payload: Effectively unliomited.
Blast Rifle: hidden in the right forearm and sticking out at the wrist. This weapon fires a ``packet'' of charged particles, exploding on impact. It is similar in design to the standard issue military rifle of the New Babylonian army but slightly more powerful.
Primary Purpose: Assault
Secondary Purpose: Defense.
Damage: 1d4x10 M.D. per blast
Rate of fire: Equal to the combined number of hand to hand attacks of the pilot. Single shot only.
Effective Range: 2500ft (610m)
Payload: Effectively unlimited.
TW Psi-Blade: the psi-blade enables the wearer to create his psi-sword in the power armor right hand and also enhances it. It is certainly the most fearsome weapon of the armor. To use this feature, the power armor's pilot must be able to create a psi-sword himself. This is why this armor is reserved to Duelists, Mind Melters and Gizmoteers.
Primary Purpose: Close combat assault
Secondary Purpose: None
Damage: Varies; the psi-blade adds 2D6 M.D. to the damage caused by a psi-sword.
Effective Range: Melee
Payload: normal I.S.P. cost and duration for the wearer's psi-sword.
Blast Sword: a large blast sword is slipped in a scabbard integrated to the power armor left leg. When the handle is secured on a port in the palm of the left hand (takes one action to draw the blast sword and connect it to the port), plasma from the plasma projector can be diverted to power the blast sword giving the Duelist a second sword to pair with the psi-blade. This weapon is similar to an Amaki Blast sword only larger and the plasma stream is stronger. When using the blast sword, the plasma projector can not be used. The plasma projector and the blast sword can not be used one after the other either: an action must pass (can be used to do something else) while the plasma stream is diverted from one to the other. The plasma blade can not be used while the psi-shield is raised, but the plasma discharge can, with a -2 to strike.
Primary Purpose: Close combat assault
Secondary Purpose: Short range defense
Damage: Plasma blade: 1D4x10. Plasma discharge: 1d4x10+10.
Rate of fire: Equal to the combined number of hand to hand attacks of the pilot. Single shot only.
Effective Range: Melee for the plasma blade or 500 feet (152m) for a plasma discharge.
Payload: Effectively unlimited.
TW Psi-Shield: this feature hidden on the back of the left hand enables the wearer to create a slightly enhanced form of the psi-shield super-psionic power. This shield is larger, stronger and can be used to parry energy blasts and projectiles. This feature is just an enhancement of the psi-shield psionic power, the power itself must be known by the pilot (not a problem for a duelist) to be used. The psi-shield will prevent the use of the plasma projector or of the plasma blade. The plasma discharge from the blast sword can be used but then the shield can not parry for that action and there is a -2 to strike.
Primary Purpose: Defense
Secondary Purpose: None
Effect: can parry all kind of melee and rangeds attacks, including magic. The shield has 100 M.D.C.
Duration: 5 minutes per level of the pilot. The pilot must know the psi-shield psionic power. The psi-shield can be collapsed by the wearer prematurely as needed.
I.S.P. cost: 30
Fear/Despair beam: the head can generate a special form of the empathic transmission super-psionic power. The visor will start to glow a greenish light when this power is activated. The empathic attack itself looks like a small flash of green light in the visor. It is also very useful to demoralize ennemy troops by striking the leaders.
Primary Purpose: Anti-personnel
Secondary Purpose: Psychological warfare.
Effect: Either Fear (-3 to strike, parry and dodge, plus a 66% chance of the victim fleeing) or Despair (-2 to parry and dodge plus a 50% chance of the victim surrendering or leaving without a battle).
Rate of fire: Equal to the combined number of hand to hand attacks of the pilot.
Duration: 2D6 minutes
Effective Range: 60 feet (18.2m)
I.S.P. cost: 6
Energy Rifles, rail guns, grenades and other normal weapons can also be used by the pilot. However, this will prevent the use of all the weaponry attached to the hand(s) used to hold it. Also belts, sacks, and containers (for rail guns or grenades for instance) are subject to flying off when flying at speeds beyond 100mph. In general the duelist will not carry any additional weaponry except if he knows in advance his opponent is resistant to energy or fire.

Special Features: This suit has all the standard sensors found in most powered armor (see Rifts, page 211), plus: See the Invisible and See Aura equal to the sensitive psionic powers at 10th level. These powers must be activated with the wearer's own I.S.P. Presence Sense can also be used normally by the Duelist through the armor.
The wearer can also link himself to the power armor (and the power armor only) via a Telemechanics gizmo. This gives the wearer all the standard bonuses of Telemechanics but with the armor only. The armor computer can be used as an interface to other computers via a connector (not included) effectively giving the pilot normal Telemechanics bonuses with the other computer. Duration is 30 minutes and it costs the wearer 5 I.S.P. A special anti-intrusion system will also prevent anybody or anything to link with the armor in any other way. Any such attempt will cost the offender a nasty jolt (save versus psionic or receive 2D6 S.D.C. or M.D. if a M.D. creature).
A special Levitation feature costing 20 I.S.P. and lasting 20 minutes can also be activated on the armor. The effect is to halve the power armor weight, almost double its running speed and give it extra maneuverability (an extra +1 to parry, dodge and roll with punch, fall or impact).

Hand to Hand Combat: Rather than use a weapon, the pilot can engage in M.D. hand to hand combat. Use the bonuses listed under the Robot and Power Armor Combat skills, with the following modifiers to damage:

Punch - 1d6 M.D.
Power Punch - 3d4 M.D. (counts as two attacks)
Kick - 2d6 M.D.
Body Block/Tackle - same as a kick
Bonuses: Hand to hand combat bonuses are gained from Power Armor Combat: Elite or Basic (whichever the pilot has), the Telemechanic feature (upgrade PA Combat one step or see Telemechanics bonuses for optional rules), and the Levitation feature (+1 to parry, dodge and roll with punch, fall or impact). Do not forget the Duelist's special bonuses when he is using a sword.

PSI-D2 Power Armor

This is a variant of the Duelist power armor destined to Mind Melters and Gizmoteers in the Army. To be used properly, the psychic must know the psi-power of psi-sword. This armor could also be used by Cyber-knights if any could get his hands on one.
The difference with the Duelist power armor are that the psionic force field and the psi-shield are generated by the armor itself, there is no scabbard and blast sword in the left leg and the dragon on the left arm is a rail gun which covers the left hand, entirely and provides adequate long range weaponry. This armor is larger than its Duelist equivalent due to the Rail Gun, psi-shield and psionic force field gizmos and extra armor and can not pass even passingly for a body armor.

Crew: One psionic with the psi-sword super psionic power.
M.D.C.tm by Location: M.D.C.tm by Location:

* Head -150
Arms (2) - 150
Legs (2) - 200
**Main Body - 350
Psionic force field - 100 M.D.C.

* Destroying the head will eliminate all forms of optical enhancements, sensory systems (psionic included) and the empathic ray. The telepathic connection remains but all power armor combat bonuses are lost. Hitting the head requires a called shot at -3.
**Depleting the M.D.C. of the main body will shut the armor down completely, making it useless.
*** This is a a TK field generated by the armor. It last 100 minutes and costs 20 I.S.P. to the pilot to create.

Speed:

Same as the PSI-D power armor

Statistical Data:

Height: 7 feet or wearer's height+1 feet, whichever is larger.
Width: 4 feet (1.2m)
Length: 3 feet (0.9m)
Weight: 500 lbs. (226.5 kg), half that when partially levitated.
Physical Strength: Equal to a P.S. 35
Cargo: None
Power System: Nuclear (average energy life is 15 years) and pilot's I.S.P.
Cost: 12 million credits. This armor is normally available only to the House of Arms (for Mind Melters) and a few adventuring gizmoteers.

Weapon Systems

Arm Mounted Rail Gun: hidden in the dragon coiling around the left forearm and hand and finishing with the dragon's open mouth through which the rounds are ejected. The left hand is completely hidden by this design. The rounds are fed from a disintegrating belt that is coiled inside the arm and torso. Reloading the gun is a cumbersome process if not done at a military base where they have the right tools for the job, and requires taking off the suit. The rail gun can be used while the psi-shield is raised but then the psi-shield can not parry that action and there is a -1 to strike with the plasma projector.
Primary Purpose: Assault
Secondary Purpose: Defense
Damage: A burst is 80 rounds and does 1d6x10 M.D. Can only fire bursts. No simultaneous double blasts.
Rate of fire: Equal to the combined number of hand to hand attacks of the pilot.
Effective Range: 4000 feet
Payload: 12, 6 per launcher.
Blast Rifle: same as the PSI-D power armor.

TW Psi-Blade: same as the PSI-D power armor.

Blast Sword: not available on this design.

TW Psi-Shield: this feature hidden on the back of the left forearm where the hand is hidden by the plasma projector enables the wearer to create a slightly enhanced form of the psi-shield super-psionic power. This shield is larger, stronger and can be used to parry energy blasts and projectiles. Contrary to the the PSI-D power armor, this power comes from the armor and does not have to be known by the wearer to be used. The plasma projector can be used but then the shield can not parry for that action and there is a -1 to strike.

Primary Purpose: Defense
Secondary Purpose: None
Effect: can parry all kind of melee and rangeds attacks, including magic. The shield has 100 M.D.C.
Duration: 50 minutes.
I.S.P. cost: 30
Fear/Despair beam: same as the PSI-D power armor.

Energy Rifles, rail guns, grenades and other normal weapons can also be used by the pilot. However, the pilot has only one hand to manipulate it and this prevents the use of all the weaponry attached to the right hand (Blast Rifle and Psi-Sword). Also belts, sacks, and containers (for rail guns or grenades for instance) are subject to flying off when flying at speeds beyond 100mph. Generally only some grenades will be carried in a sack attached to a belt at the waist.

Special Features: same as the PSI-D power armor except that the Levitation Feature costs 25 I.S.P. The psionic can also use normally any other sensitive power which does not rely on vision or touch such as Presence sense, Sense Evil, Sense Magic, Sixth Sense...

Hand to Hand Combat: same as the PSI-D power armor.

Bonuses: same as the PSI-D power armor.