Guardian
This is Age of Steel content.
(see Machinist) HP
(see Machinist) DR
Size (see Machinist) units
(equal to master) TS
[V] 14, [Q] 12, [I] 10, [U] 10, [A] 9
This creature does not need to Breathe, Eat, Drink, or Sleep.
+1 to weapon attacks for each level this creature's master has in the Machinist boon.
can equip weapons
Claw Strike: Brawling. 1d4 damage for each level its master has in the Machinist boon, reach 1 unit. +4 to hit.
Tags: Construct
Modifications:
Each modification may only be taken once. Modifications are assigned when a guardian is created, and can be reassigned whenever a guardian takes a 5-hour rest. A guardian has a number of modification points or MDP, as its master's Machinist boon states. A guardian may only have 1 greater modification.
Modifications:
Armored Shell, 1 MDP: The guardian has +2 DR.
Combat Lens, 1 MDP: The guardian has +2 to hit on all weapon attacks.
Striking Surfaces, 1 MDP: The guardian has +2 damage on all attacks.
Enhanced Durability, 1 MDP: The guardian has +10 maximum HP.
Vitality Drive, 1 MDP: The guardian has +1 [V].
Quickness Drive, 1 MDP: The guardian has +1 [Q].
Nimble Motors, 1 MDP: The guardian has +2 dodge.
Laser Gun, 2 MDP: The guardian gains the following attack:
Laser Gun: Ranged. 1d8 damage, range 6. +2 to hit.
Concussive Strike, 2 MDP: The guardian gains the following attack:
Concussive Strike: Brawling. 2d6 damage, range 1. +4 to hit. A creature hit by this attack is moved 2 units away from the guardian.
Greater Modifications:
Pilot Compartment, 3 MDP: The guardian gains the following action:
Open Compartment: (3 TS) The guardian opens a compartment in its body that allows for a creature to enter inside. Any creature may spend 2 TS to enter the guardian. Once a creature is inside, the compartment closes, and can be opened again if the guardian takes this action with a creature inside. If a creature does not enter the compartment by the end of the round, the compartment automatically closes. A creature inside the guardian can see and hear the outside and controls the guardian. A creature inside the guardian is on the in the same space as the guardian and cannot move, but may spend TS to take other maneuvers. Maneuvers that effect the creature inside the guardian do not effect the guardian itself, and the creature inside the guardian cannot be targeted by effects on the outside. If the guardian dies with a creature inside, the creature inside may climb out of the damaged guardian for 2 TS.
Special Modifications, 5 MDP: The guardian gains 6 BP and may spend it immediately to purchase new boons.
Master: (terminology) If a spell or boon ability denotes a creature as a familiar, the user is that creature's master.