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Training Suits

Jewel Knight training suits are form fitting psychically controlled battlesuits designed to allow the candidates an approximation of the more basic functions of a Jewel Knight armour. Each year’s class of candidates has a different set of training suits, both due to advances in suit development and a desire to establish their uniqueness. One year’s suits may be very simple and functional and look like diving gear, while the next year’s suits may be highly stylized and have a weird theme like maids or military uniforms. As there is effort made to make each class uniform unique, but there is a new class every few years, they have gone through a lot of designs already and are always trying new things. This is also because the suits are custom made for a single individual, and will not be used again in the future for anyone else. (Although candidates who don’t become full Jewel Knights are not allowed to keep their Training Suits.)

In general, Training Suits will have the following functions: they act as armour capable of withstanding low-caliber kinetic and energy weapons, they allow the wearer to fly, they allow the wearer to project non-lethal energy beams, and they allow the wearer to generate a wall of force. They are fairly low powered overall, compared with even what a Rover or member of the Queen’s Own Guard can do in their battlesuits. Their purpose is not to do anything more than allow the wearer to get a feel for what Jewel Knight combat is like.


HERO Training Suit:

One aspect of the training suits which comes up when using them in HERO is that their offense system is based on the user’s will (EGO), just as the Jewel Knight armours strength comes from the wills of their users. To simulate this the suit’s Energy Blast uses the character’s EOCV as it’s attack value, but the target can dodge normally. This means that characters who are physically capable are not always necessarily the masters of combat. As a general rule, most Jewel Knight candidates already have very strong wills (high EGOs) beyond normal. Also, the slots in the multipower are purposely not Ultra slots, the character will normally be balancing use of flight and other powers each turn when in combat, this is part of the combat skills they are being taught.

Training Suit: Armor (6 PD/6 ED) (18 Active Points); OIF (Amoured Battlesuit; -1/2)  END:0    (Real Cost:12)

Training Suit Power Cell: Endurance Reserve (50 END, 5 REC) Reserve: (10 Active Points); OIF (Training Suit Power Cell; -1/2)  END:0 (Real Cost:8)

Training Suit Powers: Multipower, 30-point reserve, (30 Active Points); all slots OIF (Battlesuit; -1/2) (Real Cost:20)
4m   1) Flight 15" (30 Active Points); OIF (Battlesuit; -1/2)  END:3
3m   2) Energy Blast 6d6 (30 Active Points); OIF (Battlesuit; -1/2), Based on EOCV (User uses ECV to attack, but defender still uses normal CV to defend.; -1/4)  END: 3 
4m 3) Force Wall (6 PD/6 ED) (30 Active Points); OIF (Battlesuit; -1/2)  END:3

DC/MEGS Training Suit:

The DC Training Suit is generally the same as the HERO one, having a
BODY of 5, Flight:5, Energy Blast:5, and Force Shield:5. The Energy Blast should use AURA as it’s Action Attribute and not DEX. The only significant difference is that unlike the HERO version, the DC version doesn’t need to balance out which powers are being used unless the GM wants to create a 5 AP pool which the Flight, Energy Blast and Force Shield all draw from.

Mekton Training Suit:

The Mekton training suit has SP:12 and a 20 point Weapon Pool with 3 Slots:
Slot 1 has Flight MA of 1-20, Slot 2 can Generate Blasts of 1-6D6 of damage (1D6 per 3 points), Slot 3 can generate a wall of Force selectable from SP:1 to SP:20. (Which loses 2 SP for every 1 extra hex it covers.) This suit uses EMP as it's base offensive attribute and not REF for it's Energy Blast attack.