Explorers!/Artifact Mecha

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Each character will receive their own personal Artifact Mecha.
An artifact mecha is treated like a normal person, with double the normal maxima.

Stats Starting Value Notes
Strength 5 Frame and Motive Power. Adds to Martial Arts Damage. Required for Weapon Systems.
Maneuver 0 Control Interface. Adds to Action rolls.
Structure 5 Structural Integrity. Provides Soak and a Structure Pool, that functions as normal-scale Wounds.
Movement 5 Movement Allowance
Mecha Actions Zero Directional Control Power. Costs 3 points per Action. Adds to the Shot Pool.
Perception 5 Targeting System and Sensors. Adds EV to Perception rolls. Replaces Perception for Guns Damage if wanted.
ECM Zero Electronic Counter Measures. Adds to any Stealth or Detection rolls.
Presence Zero Paint Job. Adds to EV for any Presence Attribute roll and to the Presence Pool.

Artifact Mecha have 12 Attribute points to distribute, gain their Basic Schticks, Fu Enabler, Powers Enabler and 4 Booster points for any installed Schticks.
Artifact Mecha have MechaMax equal to the Pilot's Max.

Characters will have to pay to be able to link schticks to the pilot (The Schtick cost). The schticks can be boosted up to the [SchtickMax]. The Attributes can be raised up to [AttributeMax+Link]. You may mount up to [Link] Schticks on the Mecha. Mounted Schticks may be replaced (this takes about 1 hour, as per Marvel Mecha Schticks).

New Mecha Schticks cost 2 Experience points in this campaign but 1 Experience point provides 2 Mecha Stat points. Artifact Mecha may also mount Creature Powers, Guns, Sorcery, Attribute, Proficiency, Kung Fu and many more types of schticks.