Armours list

Sorcerer

AP 60 EP 80 FF 14 Gen. 4

Described in: Add-on 2038

Initial testing on the new Sorcerer meta-armour began in early 2037; its success lent weight to the idea that Knight and armour could one day become one. Knights ‘wearing’ this fourth generation armour undergo a radical transformation: their consciousness is transferred into a formless meta-armour composed entirely of polymorphic nanomachines. These nanobots swarm together to mimic metal or flesh, modifying their shape and density as required by their surroundings. The Knight‘s inert body is maintained in a closely guarded stasis capsule in one of Avalon‘s facilities. The aim is to have their consciousness return once the world is saved.

A latest generation AI called ‘Flagship’ is installed to interface with the ‘wearer‘s’ mind. Its special design helps filter out many of the thoughts of existential dread that come with such a radical transhumanist evolution, thus aiding the Knight in their transition. As a result, the suit‘s polymorphic nanomachines assume a human form in most circumstances, maintaining the user‘s physical appearance, believed to be a necessary precaution to keep the Knight from going insane. A mental command is all it takes to make the ‘body’ become as hard as steel, to produce melee weapons almost out of thin air, or to spread out into a cloud of mobile nanomachines. Each change takes its toll on the wearer‘s mind, but the Flagship AI grants them the strength to endure. Now that they are entirely made of nanomachines, the wearer has no physical needs, and do not sleep, eat, or drink. Damage they sustain is repaired by replicating machines, and they are naturally immune to poison and diseases. Furthermore, as the nanomachine clouds can fly from place to place, the character enjoys heightened mobility including being able to fit into tight spaces or through air vents. The drawbacks are that they are highly susceptible to EMP effects, and each of their transformations drains a degree of hope. In addition to this, modules and weapons have to be modified to be broken down and reassembled, increasing their GP cost.

Applications for a Sorcerer on the battlefield are many and varied. Its ability to mould its form into what amounts to a fine mist or dense matter lets it slip through the smallest of cracks, take the worst beatings, hide, fly, elongate its limbs, and produce advanced weapons from its own body. There are limitations, however. In order to preserve the Knight‘s mental balance and sense of self, the suit‘s AI prevents any attempts to assume the guise of someone else. This is despite the fact that they theoretically could, switching from metal to imitation flesh as easily as the Sorcerer can. Since the Knight is their armour, they also never need to unfold it, and their stowed weapons and modules are extensions of their body. A Knight in Sorcerer meta-armour looks much as they did before they entered the stasis chamber. When entering combat mode, they can transform to become a being of solid metal surrounded by a powerful force field. Their skin hardens and takes on a metallic hue, and their features blur into a smooth mask. Installed modules and weapons appear at predetermined locations on their body. Little else changes, and most people who have seen a Sorcerer in action do not realise they are dealing with one of Avalon‘s Knights.

These meta-armours do not have a single energy core, but do spend a great deal of power. Each individual nanomachine has a miniaturised alpha element reactor, strong enough to power them and provide enough energy for the suit, but unlike regular reactors they are not self-sustaining and do not recharge on their own. Sorcerer meta-armours therefore tend to have huge demands on their energy nodes. They can also lessen this drawback by drawing on the energy reserves of other meta-armours, with their user‘s permission. This makes them a very poor choice for solo missions and Knights-errant. Avalon‘s Giant division is hard at work, however, trying to come up with a nanomachine design that can handle self-recharging energy reactors, but have had little success so far.

Available slots
7
8
8
10
6
6
Notes

4th generation meta-armour particuliarities

Fourth generation meta-armour has the following particular mechanics:

  1. Knights in fourth generation meta-armour no longer have any HP, and they ignore any losses to HP. Attacks with the ignore armour or armour piercing X effects instead inflict damage to their AP. If they reach 0 AP they are considered at death‘s door, but they do not have to roll on the grievous wounds table nor do they have access to the usual means of healing grievous wounds. Instead, when they reach 0 AP they must make a Composure combo Aggression check against a tricky (4) difficulty. If they fail the test, the character is treated as having been killed. If they succeed, the character loses 1D6 hope points from their maximum hope score.
  2. Knights in fourth generation meta-armour are immune to poison, toxins, illnesses, and damage from falling (no matter the height).
  3. Knights in fourth generation meta-armour do not sleep, do not eat, and have no base needs of any sort.
  4. Knights in fourth generation meta-armour cannot be healed by any conventional mean or via healing nodes. They can, of course, recover AP from normal repairs, from armour nodes, and from Knights in Priest meta-armour.

EMP Sensitive

Effect: Characters in fourth generation meta-armour targeted by any interference X effect (weapons or EMP grenades) always suffer at least interference 4.

Living Armor

Effect: The character never needs to unfold their meta-armour or get their weapons out of their rack module in order to use their modules, ODs, force field value, meta-armour abilities, or their weapons. They are always considered to be wearing their meta-armour. Any weapon or module they use appears in their hands or on their body, forming from the nanomachines that compose it.

Power Deficiency

A Knight in Sorcerer meta-armour does not regain energy through rest and lack of use like other meta-armours. Instead, it must restore its energy with energy nodes and by draining that of allied meta-armours (with their permission).

In order to draw energy from an ally‘s meta-armour, the Sorcerer must touch them and spend a move action. They can then choose to roll 1 to 3D6, transferring the result from the target armour‘s energy supply to their own. They cannot exceed their maximum energy level in this manner. They also cannot drain more energy points than the target meta-armour currently possesses.

Prototype

Knights in Sorcerer armour have to pay additional costs for their equipment and modules, due to the complexity involved in installing them on a polymorphic prototype. All standard modules cost an additional 5 GP, all advanced modules cost an additional 10 GP, and all rare modules cost an additional 15 GP. This only affects modules.

Morph Mode

Upon activation of Morph mode, the suit enters its battle configuration. Except when flying or phasing, their body becomes metal and more noticeably made of nanomachines.

Special – Hope drain: The armour‘s shifting, unnatural physiology causes the wearer‘s soul to ache and cry out in pain. Each Morph mode activation drains the Knight of 1 hope point. This loss cannot be prevented or reduced byany means, module, or ability.

Effect: When Morph mode is activated, the character gains three of the following abilities. To change configuration, they must activate Morph mode again and pay the associated energy cost.

Energy 10
Activation None
Duration One scene or one conflict phase
Variants

The character becomes a cloud of nanomachines capable of flight. They obtain all the advantages and effects of a level 1 flight module, but do not need to pay any of a flight module‘s energy costs. While flying, the character cannotuse any other modules or weapons. They can spend a move action to activate their flight mode, and deactivate it freely.

When this mode is activated, the character can pass through solid matter. They obtain all the advantages and effects of a level 1 phase module, but unlike flight, they do have to pay a phase module‘s usual energy costs. They can spend a move action to activate their phasing mode, and can deactivate it freely.

The character can use its nanomachine makeup to stretch their limbs to unnatural lengths. Outside of combat, they can stretch up to 30 feet. In combat, their melee attacks can be performed up to short range. If they try to grapple anything human-sized or smaller, they add three automatic successes to their rolls.

Upon activation, the character adds 2 points to their Force Field (giving them a base Force Field of 16).

The nanomachines forming the character‘s body are always moving. Ammunition passes through them and blows have a harder time landing. The character adds 2 points to their_defence_ score and 2 points to their reaction score while this mode is active.

Each turn, the character can create one of the following modules for free, and can create them in both hands at the same time, using them in Akimbo or Ambidextrous style:

Weapon effects usually chosen when these modules are purchased must be selected during character creation and cannot be changed.

GP Description
150

Some Morph mode abilities change:

  • Swarm flight now replicates the effects of a level 2 flight module.
  • Phase now replicates the effects of a level 2 phase module.
  • Stretch allows the Knight to extend their limbs up to medium range.
  • Metal body increases the Knight‘s FF by 4 points instead of 2.
  • Liquid metal increases the Knight‘s defence and reaction scores by 3 points each instead of 2.
  • Modules created with Battle morphing are now level 2 modules. Additional effects normally selected when purchasing the second level of these modules must be chosen when the Knight reaches 150 GP.
250

EWhen they activate their Morph mode, the Knight gains the effects of all 6 abilities at the same time.

How does EMP sensitive work?
Q&A > Meta-armour questions > Sorcerer - Jan. 17, 2025, 12:31 p.m.

All meta-armours are vulnerable to EMP attacks.

Example: An EMP grenade with an interference 2 effect affects all Knights regardless of meta-armour. fourth generation meta-armours, however, have the added EMP Sensitive trait and behave differently.
When any EMP effect affects them, they suffer “at least” interference 4.

As a reminder, if the initial EMP effect is stronger than interference 4, then the higher value should be used.

Are Sorcerer meta-armours subject to the same restrictions on energy node usage as other armours, given its unique energy recovery limitations? – 2038 – page 18
Q&A > Meta-armour questions > Sorcerer - Jan. 17, 2025, 12:31 p.m.

Yes.

How do arm blades and other modules a Sorcerer can create/copy with its abilities function at high level? – 2038 – page 18
Q&A > Meta-armour questions > Sorcerer - Jan. 17, 2025, 12:31 p.m.

“Weapon effects usually chosen when these modules are purchased must be selected on character creation and cannot be changed.” Module effects are chosen and locked in at character creation and meta-armour selection, and do not change on activation.

How does the Sorcerer’s battle morphing ability work? Does the player have to choose one of the modules from the list at character creation and stick with it, or can they choose from the list each time they use the ability? – 2038 – page 18
Q&A > Meta-armour questions > Sorcerer - Jan. 17, 2025, 12:31 p.m.

They can choose one of the modules from the list each time they activate the ability. The module’s effects are chosen and locked in at character creation.

The Sorcerer’s prototype handicap increases the cost of all modules (5 GP more for standard modules, 10 GP more for advanced modules, and 15 GP more for rare modules). Does this price increase apply to each module upgrade level, or only when the module is “installed” at first level, with subsequent levels not costing more? – 2038 – page 18
Q&A > Meta-armour questions > Sorcerer - Jan. 17, 2025, 12:31 p.m.

The increased cost applies to each individual module level.