Thoth Industries “Zembahk Jim” Power Armor:

Zembahk, in spite of being powerful psychically, are one of the more abused creatures. Among the worst is the minions of the Splugorth use them as components when creating bio-wizard magic item. Of course not all feel that they should be treated that way including some that fight to protect the Zembahk.

One of these is a techno-wizard named Asyribis. Rumored to be the child of a god, she has a Zembahk companion who she is very protective of. There were a number of goals that she had. A humanoid design makes it easier for humans to see them as people, the rumor gives the Zembahk better mobility, and also the armor greatly increased the creatures fighting ability.

Her companion got the first suit she designed, the prototype. Afterwards though, she decided that she would produce the armor for minimal cost. The cost she sells the armor for is mainly to recoup the costs of manufacture. Zembahks are relatively rare in the Three Galaxies and there are not huge profits to be made in the production of the armor. One might consider it something of a niche market.

The armor appears much like the Earthworm Jim suit with some relatively minor changes in appearance. Chief among these is that the armor has a dome over the pilot’s head to protect from both attacks and against the effects of vacuum.

Unlike many techno-wizard designs, Asyribis uses more advanced technology in her designs. Most of the weapon systems are technological instead of magical. Being that the Zembahk does not have hands and feet as a human, the suit is controlled psychically. It also shares features with the Warlock Marine power armor and must be attuned to the operator.

Technology of the armor comes from multiple sources. Initially the armor was protected by a Naruni force field to give it greater ability to withstand damage although later changed to a magical force field. Also has Naruni micro-missile launchers built into the left arm. As far as other technology, there are a pair of particle beams mounted into the right forearm. Hand held is a GR-45HP Jackhammer gravity heavy pistol. There are special high density discarding sabot rounds for greater damage.

Sensors are in common with most standard power armors in the Three Galaxies. Also has the full life support and communication systems of most power armors. There is a contra-grav flight system which allows the armor much greater mobility and can operate in space but is not a true space power armor such as the Silverhawk.

There is also a number of magical augmentation to the armor. It is designed so the Zembahk can use all of its psychic and magical abilities from inside of the power armor. It is laced with psylite crystals and effectively the expenditure of psychic energies is halved when using psychic abilities. Magical abilities are a bit more restricted with magic abilities at half normal range. This does not include magical abilities built into the armor itself.

In addition, there are several magical sensor systems including the ability to see auras, see the invisibility, and detect ambush. The armor itself has the enchantments of invisibility, shadow meld, and become impervious to energy weapons. All of these enchantments require magical energy from the Zembahk in order to be activated. Later versions of the armor replace the original Naruni force field with a magical “Invincible Armor.” Gives similar protection but can be activated immediately if knocked down. There is also a “light blade” swords carried on the left side of the armor.

Model Type: ZBPA-002.

Class: Zembahk Power Armor.

Crew: One Zembahk (No other race can use it).

M.D.C. by Location:


Hands (2):

50 each.


Arms (2):

100 each.


Feet (2):

75 each.


Legs (2):

150 each.


[1] Rear Contra-Grav Pack (1):



[2] Head:



[3] Main Body:



[4] Optional: N-50A Super Heavy Naruni Force Field:



[5] Optional: “Invincible Armor” Forcefield:



[1] Destroying the jet pack will make power jumps and flight impossible.

[2] Destroying the head/helmet has a 1-70% chance of knocking the pilot unconscious. If conscious, the pilot has two problems, one: no power armor combat bonuses to strike, parry, and dodge, and two: the Zembahk head is now vulnerable to attack. Note: The head is a small and difficult target to hit. Thus, it can only be hit when a character makes a called shot and even then the attacker is -3 to strike.

[3] Depleting the M.D.C. of the main body will shut the armor down completely, making it useless. Note: Destroying the contra-grav pack will make Flight and power jumps/leaps impossible.

[4] Optional: The force field will stop energy attacks and fast moving objects. Slow moving objects can pass through. The force field regenerates one (1) M.D.C. per melee round unless overloaded and then cannot be activated for twelve (12) hours if overloaded. The force field pulls its power off of the power plant.

[5] Optional: “Invincible Armor” Force Field costs 30 P.P.E. (Or 30 I.S.P.) per activation and has a duration of 18 minutes (72 melee rounds) per activation. The armor regenerates damage at the rate of 1D6 M.D.C. per melee round. The armor also offers complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc. and, provides the wearer with an independent oxygen supply. Furthermore, all energy attacks, magic or mundane, inflict only half their usual damage to the armor! Should the armor be destroyed, it absorbs all the extra damage and disappears in a flash of light. No damage is carried over to the wearer.


Running: 80 mph (129 kmph) maximum, Running does not tire out pilot.

Leaping: Powerful legs can leap 20 feet (6.1 m) up or across, with a running start add 40 ft (12.2 m)

Flying: Fitted with a Contra-Grav system allows up to 400 mph (640 kmph) in an atmosphere. The contra-grav system makes the armor trans- atmospheric and armor can accelerate at up to 1.0 Gs of acceleration. Due to the Contra-Grav there is no altitude limit and armor can fly into space.

Underwater: The armor can travel up to a maximum speed of 40 mph (64 kmph) to a maximum depth of 500 ft (152 m).

Range: The armors range is effectively unlimited. The Contra-Grav system does not overheat. The only limit is the pilots endurance.

Statistical Data:

Height:                6 foot 4 inches (1.93 meters).

Width:                 4 foot 3 inches (1.30 meters).

Length:                3 foot 4 inches (1.02 meters).

Mass/Weight:      440 pounds (199.8 kilograms).

Physical Attributes: Equal to a P.S. of Supernatural 35.

Power System: Magical and Nuclear, average life is 10 years.

Cargo: None.

Market/Black Market Cost: 4.5 million credits. Suit is attuned to one being so the wearer will be the only being that can use it.

Weapon Systems:

  1. One (1) Twin Particle Beams: One the right forearm are twin particle beams. The particle beams pull power from the power armor’s main reactor. These give the armor relatively long range firepower as well as acting as backup if the “Jackhammer” is lost or out of ammunition.

    Maximum Effective Range: 1,200 feet (365 m) in an atmosphere. Range is eight times normal when used in space.

    Mega-Damage: 5D6+5 for one barrel or 1D6x10+10 for both barrels (Usually both are fired together.)

    Rate of Fire: Equal to number of combined hand to hand attacks of the Zembahk.

    Payload: Effectively Unlimited.

  2. One (1) GR-45HP “Jackhammer” Heavy Pistol: Carried on its right side of the Zembahk Jim power armor. Has heavy penetration and damage capability. Often loaded with special high density discarding sabot rounds. This weapon can be replaced by most handheld energy weapons or rail guns.

    Maximum Effective Range: 800 feet (244 meters) in an atmosphere. Range is eight times normal when used in space.

    Mega Damage: 3D4 for single shot, 5D6 for three round bursts. With special discarding sabot rounds inflicts 3D6 M.D. for one round and a three round burst does 1D4x10 M.D.

    Rate of Fire: Equal to number of combined hand to hand attacks of the Zembahk, single shot or three round bursts.

    Payload: 27 shots per magazine [Carries two (2) additional magazines standard.]

  3. One (1) T.W. “Lightblade” Sabre: Carried on the left hand side of the power armor is a light blade sabre that resembles a Bastard sword in size (3.75 feet long and 2.5 inches wide / 1.1 meters long and 6.4 cm wide.) Magical energy to charge the blades comes from the magical P.P.E. battery of the power armor. Each activation costs 20 P.P.E. (Or 20 I.S.P.) and has a duration of six minutes per activation. The Light Blades have +1 to strike and can be used to parry energy blades with no special bonuses to parry (gets normal hand to hand bonuses.)

    Maximum Effective Range: Close Combat Only.

    Mega-Damage: 1D4x10+8 M.D. per swing. Against Vampires, Shadow Beasts, and other creatures vulnerable to light, the light blade inflicts double damage (double damage to hit points on vampires.)

    Rate of Fire: Equal to number of combined hand to hand attacks of the Zembahk.

    Payload: Six minutes (24 melee rounds) per Activation (Cost 20 P.P.E. or 20 I.S.P. per activation.)

  4. One (1) NE-28 Micro-Missiles Launchers: On the left forearm, the Zembahk Jim power armor mounts micro-missile launchers. Launcher can launch up to two micro-missiles as a volley. Both smart guided and unguided micro-missiles are available and there are several special micro-missile warheads available. Smart guided missiles have +4 to strike and +4 to dodge. Missiles are stored in a dimensional pocket which allows a much greater payload to be carried than would be otherwise possible.

    Maximum Effective Range: As per micro-missile type (1 mile [1.6 km] for unguided micro-missiles or 2 miles [3.2 km] for guided micro-missiles). Using modified rules, multiply micro-missile ranges by 8 times in space.

    Mega Damage: 6D6 per K-Hex micro-missile.

    Rate of Fire: One at a time or in volleys of two (2) micro-missiles.

    Payload: Thirty (30) micro missiles in forearm launcher.

    5 Armor bonuses & Hand to Hand: Gives the Zembahk +1 to strike, parry, and dodge and one extra hand to hand attack and also gives an additional +1 to parry and +2 to dodge while in flight. Supernatural strength gives a restrained punch of 5D6+20 S.D.C., a full strength punch or Kick of 4D6 M.D.C., and a power punch or kick of 1D4x10 M.D.C. (Costs two attacks.)

  5. Techno-Wizard Modifications: The armor has the following Techno-Wizard Modifications built into the armor. Note: Psylite crystal means that all psychic abilities or activating magical abilities require half normal I.S.P. (Already accounted for in special features.)

      Magic Optics System: Abilities: Gives character the ability of See Aura, See The Invisible, and Detect Concealment same as the spell except as noted below. Duration: 15 minutes, recharges with Energy bolt spell (5 P.P.E.) or spend 10 I.S.P.

      Special Features: 

      Invisibility Superior (6th Level)

      20 P.P.E. or 20 I.S.P.


      Shadow Meld (6th Level)

      10 P.P.E. or 10 I.S.P.


      Impervious to Energy (6th level)

      20 P.P.E. or 40 I.S.P.

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Writeup by Kitsune (E-Mail Kitsune).

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