War Machine
Where others spend their time training and studying to improve themselves, you opted to make use of your technological know-how to construct armaments to aid you in your quests. You start small, building gloves and boots, but, as you advance along this path, you continue to add components until, by the end, you have constructed an armored battle suit. The suit might have components made from machinery, though it could also incorporate vegetable matter, stone plating, or other pieces in accordance with your nature.
Level 7 War Machine
Attributes: Increase three attributes by 1 each.
Health: +12, Bonus Damage: +1d6
Battle Gauntlets: You construct a pair of gauntlets. If you lose them, you can replace them after you rest. Only you can benefit from these items. While you wear the gauntlets, you make Strength rolls with 1 boon, or 2 boons at level 8. You can use the gauntlets as off-hand melee weapons that deal 2d6 damage. At level 8, they gain the Bludgeoning and Brutal traits.
Battle Boots: You construct a pair of boots. If you lose them, you can replace them after you rest. Only you can benefit from wearing them. While you wear the boots, you increase your Speed by 3 and you have the Strider trait. However, you fail rolls to sneak.
Level 8 War Machine
Health: +12
Mechanized Armor: You construct a mechanical suit of armor, incorporating your Battle Gauntlets and Boots into the design. Only you can benefit from wearing the suit. While you wear it, your Defense becomes 18 and it counts as light armor.
Level 10 War Machine
Health: +12
Armored Battle Suit: You upgrade and incorporate the components you have constructed already into an Armored Battle Suit. It has a humanoid shape, but you decide its appearance. If the suit is destroyed, it is lost forever.
When not worn, the suit counts as a Size 3 object with Defense 0 and Health 100.
A creature that has a tool kit can spend 1 minute working on the suit and expend a set of spare parts to remove 1d6 damage from it.
You can power on or off the suit at the start of your turn. If powered on, the battle suit moves when you move to stay within 5 yards of you. You can expend 2 yards of movement to open the suit and step inside it. You pilot the suit from inside.
While inside the device, you use the following rules in place of your own.
DEFENSE: 20, HEALTH: 120
ATTRIBUTES: Strength 18 (+8), Agility 8 (–2)
SIZE: 3, SPEED: 6
SENSES: Keen Hearing, Keen Vision
PROTECTION: You are immune to the effects of exposure, infection, suffocation, and being poisoned.
SUDDEN EXPLOSION: If the suit’s damage total equals its Health while you are inside the suit, make a luck roll. On a success, the suit powers down and becomes an ordinary object. On a failure, its power source explodes, destroying the suit. Each creature and object within 10 yards takes 10d6 damage. A creature makes a luck roll and, on a failure, takes an extra 10d6 damage. You, however, eject and land safely in an empty space of your choice within 15 yards.
NATURAL WEAPON: The suit comes equipped with a blade-shaped natural weapon. You roll to attack with the blade with 1 boon and your attacks with it deal 5d6 damage.