You wear armor of your own construction. It provides 2 armor and has one built-in weapon of your design (up to 3 harm). Work with your GM on the details. When the suit takes significant damage, roll +Smarts to assess repairs needed.
When you spend time between scenes modifying a weapon, yours or a teammate's, roll +Smarts.
When you analyze an enemy's tech, armor, or powers by observation, roll +Smarts.
When you know what you're up against, you can build something specifically to counter it. Requires at least one scene of prep time. Roll +Smarts.
When you build something on the fly from available materials, roll +Smarts.
You carry a pulse device that disrupts electronics in a 30ft radius. Drones go down, cameras cut out, powered armor locks up, communications drop. Roll +Smarts to control the radius and duration precisely. Has 2 charges. Track:
When you touch a person or object and focus, you leave a mental connection. Roll +Strange.
When you spend time between scenes upgrading a teammate's gear or building them a new piece of kit, they gain +1 armor or +1 harm to a specific weapon for the next mission. Choose which. No roll required, this is what you do.
Your gear is designed to work together. When you use two or more pieces of your own equipment in the same action, take +1 forward on the roll.
(1/session)
Push your suit or a major piece of equipment to its absolute limit. Roll +Smarts.
When you repair equipment mid-mission, roll +Smarts.
Once per mission you can produce a gadget you've been working on, describe it and what it does. It should be roughly equivalent to one Expertise Action in effect. Roll +Smarts to see how well it performs under field conditions. (1/mission)
Your suit has a close-range energy blast. Roll +Smarts.
Your suit has flight capability. Reach any point within a building or several stories high without a roll. For extreme distances or evasive maneuvers in combat, roll +Agility.
Your suit's sensors analyze an enemy. Roll +Smarts.
When your suit's propulsion lets you close distance instantly in combat, roll +Agility.
When you interpose your suit between an ally and incoming harm, roll +Tough.
When you connect your suit's systems to the team's comms, everyone gains your scanner data in real time. For the scene, all teammates can ask one Read the Room question without rolling before they act.
When you contact an enemy's powered armor or tech, roll +Smarts to siphon their power.
(1/mission)
Deploy an experimental weapon system you've been developing. Describe what it does, it should be significantly beyond your standard loadout. Roll +Smarts to see how field conditions affect its performance. On 10+ it works perfectly. On 7–9 it works but has one significant malfunction the GM describes.
### Improvements, At 5 XP, Choose One
### Advanced Improvements, After 5 Improvements, Choose One
Your suit is your primary piece of gear. Everything else supplements it.
Your suit provides 2 armor and one built-in weapon of your design (up to 3 harm). Work with the GM on specifics.
Choose two additional items:
Your primary stat is SMARTS: +2
Distribute the following among your remaining 9 stats: