A Mech Suit is a 12-foot tall suit of robotic powered armor, and as an attuned operational machine can be piloted by a creature of Medium or Small size with an INT score of at least 10. It is powered by a miniaturised fusion power source, providing power for up to 25 years of operation. Strange plates, tubing, and large metal bosses adorn the armor in seemingly random fashion. On the back of the armor’s left gauntlet is a rectangular metal box, from which projects a short rod tipped with a cone-shaped red crystal.
When you are attuned to and operating the Mech Suit, the armor provides a set of base benefits alongside further capabilities which require expended charges from a max total of 20. The charges reset after a new dawn once the armor has powered down and you have unattuned. It takes an action to climb into or climb out of the armor.
The Mech Suit has a total of 95 Hit Points and takes all damage until the point that it reaches 0, after which the armor is deemed damaged and loses all benefits and capabilities until a full recharge is complete. If the Mech Suit takes damage totalling 140 HP, the suit suffers fatal damage and explodes, dealing 10d6 fire damage to any creature wearing the suit on a failed DEX save, and 5d6 fire damage to any creature within 30ft on a failed DEX save, both of which have a DC of 17 and also knock the creature prone. A creature that saves takes half damage and is not knocked prone.
Base Benefits:
- Extra Defence: You increase to your strength score to 18 unless it is already 18 or higher.
- Powered Movement: Your walking speed changes to 60 feet if it is not already higher, and you gain a jumping speed of 60 feet.
- Life Support: The mech suit has a 96-hour self-contained air supply. The suit has resistance to bludgeoning, piercing and slashing from non-magical weapons, fire and cold damage, and is unaffected by high air pressure, deep water or by the vacuum of space, and you are immune to radiation. It is also immune to harmful gases and vapors.
- Enhanced Senses: While you are wearing the mech suit, you can see in dim light or darkness within 60 feet of you as if it were bright light, and you are aware of the location of any creature or object of Large size or larger within that range.
Further Capabilities:
- Thunder Gauntlets: Spend 1 charge to attack with an enhanced unarmed strike, dealing 2d8 damage.
- Simple Flight: Spend 3 charges to activate feet-based boosters to gain a flying speed of 15ft for 1 minute.
- Lighting Attack: Spend 5 charges to unleash electrical energy from the suit in an area of radius 15ft around you. Any creature within the area must roll a DEX save, and must succeed a DC17. If a fail, the creature takes 3d6 lighting damage; if a save, the creature takes half damage.
- Fusion Attack: Spend 10 charges to expel a ranged weapon attack for a single targeted creature within 120ft. With a +8 to hit, if hit, the creature takes 6d6 fire damage.
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Notes: creature with Intelligence 14 or higher, Outerwear, Str. 15 Required, Stealth Disadvantage







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