<Cybercore>

Vehicles - Exoskeleton

Vehicles - Exoskeleton is the skill that enables you to drive and control human exo-skeletons and power armor in order to augment your own physical abilities. With the help of your exo-suit, you can lift heavy objects, move at incredible speeds, and traverse difficult terrain with ease.

With the exo-skeleton, you are a one-man army, equipped to handle any situation and take on any opponent. Your movements are precise and powerful, and you can maneuver through tight spaces and cover long distances in seconds.

In addition to combat applications, exo-suits and power armor are also used in various industrial settings, such as cargo handling and construction. With your knowledge and proficiency in driving these machines, you are a valuable asset in any industry.

The vehicles - exoskeleton skill allows you to interface with and control these machines, as well as maintain them when necessary. You know how to customize and upgrade your exo-skeleton to best suit your needs, making you an even more formidable opponent on the battlefield.

Using Exoskeleton

Each exoskeleton operation will have a difficulty rating based on maneuver complexity, environmental conditions, suit power levels, and physical demands. The more demanding the task and harsher the conditions, the higher the difficulty.

When you attempt to operate powered armor, perform enhanced feats of strength, execute combat maneuvers in an exosuit, navigate difficult terrain, or push your exoskeleton's capabilities, you will make a Vehicles - Exoskeleton skill check against the task's difficulty rating. The GM may apply Boons or Banes based on factors such as suit condition, power reserves, hydraulics functionality, or environmental hazards.

  • A Critical Success means you achieve perfect human-machine synergy. Your exosuit responds like an extension of your body - you perform feats of strength beyond the suit's rated capacity (lift 50% more than specs), execute combat maneuvers with incredible grace, move faster than should be possible, or push damaged suits to function at near-full capability. You and your exoskeleton are one.
  • A Regular Success allows you to operate your exoskeleton effectively. You perform enhanced strength tasks properly, move adequately in the suit, execute combat actions successfully, or navigate terrain. You accomplish your objectives using the suit's capabilities.
  • A Failure means your exosuit operation is clumsy or inefficient. Movements are sluggish or awkward, you misjudge the suit's strength (potentially breaking objects), waste power through inefficient operation, struggle with fine motor control, or move slower than expected. The suit works but you're fighting it.
  • A Critical Failure results in exoskeleton disaster: catastrophic servo failure that leaves you immobilized, you fall/crash causing damage to yourself and the suit (2d6 to both), power system overload shuts down the suit entirely, hydraulic rupture sprays fluid making terrain hazardous, or your poor control causes you to accidentally harm allies or damage critical equipment. The suit becomes a liability.

Exoskeleton Tricks

Rather than spending skill points to move up skill levels, you may instead spend skill points to purchase any of the following tricks.

Special: Due to your intimate knowledge of your own gear, if you have Engineering - Repair (Mech), you can roll that skill as well and take the higher result when attempting to repair your own Exoskeleton.

Power Surge:

Cost: 2 Skill points
Requires: Tactical Training
Frequency: Once per Lockdown
Effect: You can overclock your exosuit's servos for enhanced performance. Once per operation, for 3 rounds, you gain +50% to strength-based actions (lifting, melee damage, breaking objects). Your hydraulics operate beyond safe limits, allowing superhuman feats. After the surge, servos need to cool (no penalty, just normal operation resumes).

Jump Jets:

Cost: 2 Skill points
Requires: Tactical Training
Frequency: Once per Lockdown
Effect: You can use your exosuit's thrusters for powerful jumps. Once per operation, you can jump 3x normal height/distance, allowing you to reach elevated positions, leap over obstacles, or close distance rapidly. The jump is controlled - you land safely and ready for action. Perfect for urban combat or vertical terrain.

Battering Ram:

Cost: 2 Skill points
Requires: Tactical Training
Frequency: Once per Lockdown
Effect: You can use your exosuit as a battering ram. Once per operation, you gain a +1d6 Boon to charge through obstacles (doors, walls, barricades) or enemies. Your suit's mass and power lets you smash through barriers that would stop unarmored troops. Enemies hit by your charge take 2d6 damage and are knocked prone.

Stabilized Platform:

Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: You can lock your exosuit into a stable firing platform. Once per rest, for 5 rounds, you plant your suit and gain perfect stability. You gain a +1d8 Boon to ranged attacks, can fire heavy weapons without penalty, and your suit absorbs all recoil. You're immobile but become a stationary gun emplacement.

Power Fist:

Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: You can deliver devastating powered melee strikes. Once per rest, your melee attacks with the exosuit gain a +1d8 Boon and deal an additional 2d6 damage. Your hydraulically-enhanced punches can dent armor, shatter walls, and send enemies flying. You're a one-person wrecking crew.

Emergency Systems:

Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: You can activate emergency protocols when your suit is damaged. Once per rest, when your exosuit takes critical damage or systems fail, you gain a +1d8 Boon to keep it functional. Emergency power routing, backup servos, and damage bypass keep the suit operational when it should be dead. You limp along but you keep fighting.

Exosuit Mastery:

Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: You achieve perfect synchronization with your exosuit. For one combat encounter, the suit responds to your thoughts instantly - no lag, no clumsiness. You move with full human agility plus mechanical strength. You gain +1d12 Boon to all exosuit actions. The suit is an extension of your body, not a machine you wear.

Titanfall:

Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: You can deploy from orbit in your exosuit. Once per mission, you orbital drop directly into combat, arriving exactly where needed. The drop pod impact deals 4d6 damage to all enemies in Close range and creates a crater. You emerge from the pod ready for immediate action. This spectacular entrance demoralizes enemies and rallies allies.

Unstoppable:

Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: You become an unstoppable force in your exosuit. For one operation, you cannot be knocked down, cannot be stopped by obstacles, shrug off damage that should destroy the suit, and keep fighting through injuries that would kill others. Your exosuit and your will make you invincible. Nothing stops you. Nothing. You are an army of one.

Crafting

Two-Stage Creation Process

Stage 1: Design Configuration (Blueprint)

  • Requires: Vehicles - Exoskeleton check (DC varies by specialization)
    • Basic Config (DC Easy): Simple loadout (strength focus, speed focus, armor focus)
    • Advanced Config (DC Medium): Balanced multi-role setup with equipment integration
    • Elite Config (DC Hard): Specialized configuration for unique mission requirements
  • Time: 1-2 weeks of testing and calibration per configuration
  • Resources: Exosuit access, testing facility, equipment to integrate

Stage 2: Build and Test (Crafting)

  • Requires: Parts installation + servo calibration + field testing
  • Time: 3-7 days of assembly and testing
  • Materials:
    • Components: Modular parts, weapon mounts, equipment racks (Moderate)
    • Calibration: Servo tuning and power balancing (Cheap)
    • Testing: Field trials to verify performance (Time investment)
  • Workshop: Exosuit maintenance bay or well-equipped garage

Benefits: Stacking Boons

Each exosuit configuration grants a stacking Boon when used for its designed purpose:

  • 1 Configuration: +1d4 Boon
  • 2 Configurations: +1d6 Boon
  • 3 Configurations: +1d8 Boon
  • 4 Configurations: +1d10 Boon
  • 5+ Configurations: +1d12 Boon (then +1d4 for each additional)

Boons apply when:

  • Using configuration for its designed mission type
  • Performing tasks the loadout was optimized for
  • Operating in environments the config was built for
  • Quick-swapping between saved configurations

GM Notes

  • Limit to 5 configurations per operator
  • Swap Time: Changing configs takes 10-30 minutes depending on complexity
  • Mission Specific: Each config optimized for specific role or environment
  • Sharing: Configs can be adapted to similar exosuit models