Wearable: This is an armor that can be worn by any medium sized creature. The armor can only be opened by the wearer if it is powered, otherwise it is automatically opened. In order to use any ability of this armor, it must be powered. It consumes 38 MJ / hour (witch is roughly equal to 1 liter of diesel fuel). The fuel tank can only hold liquids. You can only enter the armor if you are not wearing any other armor.
Powered Abelites: While the armor is powered you can use it's specific abilities from this sheet. You gain the armor's DEX (this is guaranteed), and it's STR and CON, if the armor's value is higher. You can only be attacked by Psychic damage, all the other attacks damage the armor. If the armor's HP is reduced to 0 it is destroyed, if it was worn by someone when this happened, they knocked prone and get 6d6 force damage. You can't be faster any way then this armor's speed, unless you start falling. You have disadvantage on Stealth checks. You can use weapons as regular (calculate with your new STR). You won't gain disadvantage for attack rolls if you don't have proficency with this armor, but you can't cast spells that require Somatic component. You can't have higher perception then the armor's while you are wearing it.
Mechanical muscles: While the armor is powered you have advantage on Shove, and Grab attacks, and your jump distance is increased by 50%.
Minor sturdiness: If the armor would take less dmg form a source then 5, it won't take any damage. (For example the magic missile shoots 3 projectiles that deal a maximum of 5 damage each. This means it is immune to those)
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d6+6) bludgeoning damage.
Description
This is a crude power armor. Powered by burning fuel, it can give unholy STR to the wearer and protect them from most harm. Great war machines designed to protect the wearer. The armor's weight is about 650 lb.
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