The Chocolatey Infinity Jr.

 

As a Moff, Moff Neomen was always fascinated with high-tech gadgetry and weapons of mass destruction. Also possessed of the maniacal and paranoid disposition of an evil mastermind, he considered it necessary to combine these two obsessions into the ultimate self-defense (for a supervillain, anyway): a powered armor suit, packed to the gills with weapons and armor. The Chocolatey Infinity is what resulted. He used it only once, in his battle with the Rameseum Crew, where it was destroyed after falling off a sheer cliff. When he resurfaced under Vigo Lonay's command, he managed to funnel enough money away from Lonay's business to finance the construction of a successor, the Chocolatey Infinity Jr., which he utilized in the takeover of Lonay's Mandalorian Dungeon ship before its destruction. The CI Jr. survived the dentonation, and is still under Neomen's control. He uses it when he considers it his duty to personally involve himself in the rougher aspects of his Vigodom. He has still not explained the meaning of its name.

The CI Jr. is a huge powered exoskeleton, standing over 3 meters tall. The user seals himself inside the cockpit, with only a plasteel viewport for contact with the outside (coincidentally, the suit's only weak spot). The suit follows the user's every move, becoming a giant, metal extension of their body. The left arm is taken up entirely by a huge slugthrowing chaingun, and the right is armed with a grenade launcher and blaster rifle. In addition, the right hand can detach explosively from the body, attached to a line. While not powerful enough to actually lift the suit itself, it is more than enough to grab or knock off-balance opponents. The suit's armament is rounded out by powerful jump jets in its legs. It is a deep blue color, with the name inscribed in garish lettering on the torso.

The armor is extermely large and heavy, weighing over a ton. This makes the user very slow and clunky, and his footsteps can be heard from a long way off. His weight also comes with problems when with an unsteady floor. However, the weight gives the user a great advantage in some cases; he hits hard with his metal fists, and using his jumpjet, can come crashing down with lethal force in a death from above manuver.

Note: This weapon is meant EXCLUSIVELY for use by villain NPCs, and no reasonable GM should EVER allow one to be used by players in their campaign. If they do manage to get ahold of one, play off its weaknesses: its size, speed, and weak point. If you have to, fudge rolls: "Oops, ANOTHER critical hit..."

The Chocolatey Infinity Jr. (D6 Stats)

Model: Chocolatey Infinity Ubersuit
Type: Power Armour
Scale: Character
Skill: Powersuit Operation
Cost: Only in the hands of Evil Nasties
Availibility: 4, X or Unique (depends on your campaign)
Game Notes: Provides +3D Physical and Energy Resistance.  -3D Dexterity and related skills.  +2D Strength when lifting 
or Brawling.  +2D Perception for low-light situations.  Slugthrower Chaingun (6D), Grenade Launcher (5D), Blaster Rifle
(5D), Extendable Hand (2D damage; target makes Dexterity check; if fails, is knocked prone, if fails by 5+, target is 
subject of Brawling roll), Jumpjets (4 charges).
Weakness: If a called shot succeeds (faceplate is about 1 foot long), then armor only provides +2D Energy and Physical
from then on.

D20 Stats

Defense Bonus: +6
Maximum Dexterity Bonus: +0
Armor Check Penalty: -7
Speed: 5 meters (suit does not fit small characters)
Weight: Actual: Approximately 1 ton.  Effective due to power enhancements: 25 kg
Specials: 
-The suit provides a Damage Reduction of 7.
-The suit provides powered strength enhancements that give the user a +2 bonus to Strength, and allows 
the character to move in the armor in the first place (due to its high weight).
-The character, while wearing the suit, is considered Large for game purposes.
-The suit has 20 foot darkvision, allowing the character to see in black and white despite darkness.
-The suit has an advanced communications system that allows them to tap into comm frequencies (Computer Use DC 15)
-The suit is equipped with a slugthrower chaingun on the left arm (4D8, crit 19-20, Autofire and Multifire),
a grenade launcher on the right arm (4D6/2D6), and a blaster rifle on the right arm (3D8, crit 19-20).
-The right hand of the suit can be launched on a line as an attack (damage 1D4).  The user makes a ranged attack roll, 
and if it succeeds, the target must make a Reflex check against DC 15 (modified by situation).  If they fail,
they are knocked back by the hand and are prone; if they fail by 5 or more, the character is considered grappled and 
prone.  The hand can not be used to lift the suit, however, as the suit is too heavy. 
-The suit is equipped with a jump jet system; the character may fly a max distance of 30 feet in one round, and must 
end on land by the end of the round or expend another jumpjet charge.  If not, the character suffers normal falling 
damage.  The suit holds 4 jumpjet charges.  
Weaknesses:
-A character who performs a successful called shot against the faceplate of the suit (DC 22) automatically breaks the 
faceplate; from then on, any critical threats against the suit automatically count as critical hits.

 

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Page design copyright 2001 Sean O'Hara, not like that means anything. Don't steal, okey-day?