MECHANO-MARAUDER ARMORS[]
Fabian Stankowicz is an inventive genius, specializing in the fields of robotics and cybernetics. His first Mechano-Marauder armor granted him superhuman strength and protection from injury. His second suit of Mechano-Marauder armor was actually two armors in one: the exterior armor had tank tread feet that enable it to charge opponents, the interior armor had powerful clamp-like appendages on its gauntlets. As the Mechanaut, his armor could fire energy blasts, had elongating arms and legs, and could release its exhaust as a smoke-based attack.
MECHO-MARAUDER[]
POWERED ARMOR
Cybernetic Senses D6, Energy Blast D8, Enhanced Strength D8, Superhuman Durability D10
SFX: Area Attack. Against multiple targets, for each additional target add a D6 and keep an additional effect die.
SFX: Heavily Reinforced. Spend a doom die to ignore physical stress or trauma unless caused by anti-technology-, electromagnetic- or mystic-based attacks.
SFX: Sealed System. Spend a doom die to ignore stress, trauma or complications from toxins, extreme temperature or lack of breathable air.
Limit: Haywire. Change a Powered Armor power into a complication to add a doom die equal to the power to the doom pool. Remove the complication or spend a doom die equal to the power to recover.
Limit: Power Surge. Shutdown highest rated Powered Armor power and gain 1 PP/step up the lowest doom die, or add a D6 to the doom pool. Activate an opportunity to recover.
MECHANO-MARAUDER[]
EXTERIOR ARMOR
Energy Blast D8, Enhanced Durability D8, Enhanced Speed D8
SFX: Area Attack. Against multiple targets, for each additional target add a D6 and keep an additional effect die.
SFX: Charge. Include Enhanced Speed in an attack action at no extra cost. If the attack succeeds, step up your effect die. If the roll fails, add a die equal to your Enhanced Speed power to the doom pool/remove a die equal to the Enhanced Speed power or higher from the doom pool.
SFX: System Allocations. Shutdown one Exterior Armor power to step up another Exterior Armor power. Spend a doom die to recover that power.
Limit: Haywire. Change an Exterior Armor power into a complication to add a doom die equal to the power to the doom pool. Remove the complication or spend a doom die equal to the power to recover.
Limit: Power Surge. Shutdown highest rated Exterior Armor power and gain 1 PP/step up the lowest doom die, or add a D6 to the doom pool. Activate an opportunity to recover.
INTERIOR ARMOR
Cybernetic Senses D6, Enhanced Strength D8, Superhuman Durability D10, Weapon D8
SFX: Clamps. When creating grapple-based complications on a target, add a D6 and step up your effect die.
SFX: Heavily Reinforced. Spend a doom die to ignore physical stress or trauma unless caused by anti-technology-, electromagnetic- or mystic-based attacks.
SFX: Sealed System. Spend a doom die to ignore stress, trauma or complications from toxins, extreme temperature or lack of breathable air.
Limit: Haywire. Change an Interior Armor power into a complication to add a doom die equal to the power to the doom pool. Remove the complication or spend a doom die equal to the power to recover.
Limit: Power Surge. Shutdown highest rated Interior Armor power and gain 1 PP/step up the lowest doom die, or add a D6 to the doom pool. Activate an opportunity to recover.
MECHANAUT[]
POWERED ARMOR
Cybernetic Senses D6, Energy Blast D8, Enhanced Strength D8, Stretching D8, Superhuman Durability D10
SFX: Area Attack. Against multiple targets, for each additional target add a D6 and keep an additional effect die.
SFX: Gas Vents. When creating stunning, or vision-impairing complications on a target, add a D6 and step up your effect die.
SFX: Heavily Reinforced. Spend a doom die to ignore physical stress or trauma unless caused by anti-technology-, electromagnetic- or mystic-based attacks.
SFX: Sealed System. Spend a doom die to ignore stress, trauma or complications from toxins, extreme temperature or lack of breathable air.
SFX: System Allocations. Shutdown one Powered Armor power to step up another Powered Armor power. Spend a doom die to recover that power.
Limit: Haywire. Change a Powered Armor power into a complication to add a doom die equal to the power to the doom pool. Remove the complication or spend a doom die equal to the power to recover.
Limit: Power Surge. Shutdown highest rated Powered Armor power and gain 1 PP/step up the lowest doom die, or add a D6 to the doom pool. Activate an opportunity to recover.