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Skins of Steel:

Point Buy Rules for: Genesis Tech, Magitech, Helltech, and more!
Vehicles, Grafts, Artifact Tattoos, Essence Capacitors, Powered Armor, Warstriders, Prosthetics, Automota, AIs, and more! If you can name it, these rules should be able to build it (And if they cant, then damnit, I need to put it in)

(Draft 13)
The Thread Credit to Revlid for his awesome mutation system which helped balance the powers and provided inspiration, and to Mercucio for doing his own work on it. I am directly ripping his Chassis idea because it was pure win and I wish I'd thought of it first. Additionally, Credit to Kyeudo for the awesome Warstrider Fix that I've derived some of my own things from. This system assumes the usage of Plague of Hats custom Feat of Strength rules found here. This document is meant to be viewed in Compact view rather than Paginated view. Table of Contents: Foreword

Basic Construction Rules


Keywords Kinds of Tech Magitech Repair Revision Biotech Helltech Necrotech References Chassis Frame Statblocks Powered Armor Maintenance Mechanized Armor (Mecha/Warstriders) The Might of Mechanized Armor

Things To Build

Augs Cogs Cost and Maintenance How Big is the Mighty? Unworn Magitech Vehicles Automata Automaton Physiology Construction Rules AI is Not a Crapshoot Material Intelligence (MIs) Infused Ghosts / Servitor Ghost (SGs) ReShaped Spirits (RSS) Creating an Awakened Armor Ally AI Stats AI Charms Grafts (Magitech Cyborgs)

Systems
Specialty Systems AI Capability System: Living Armor Chassis Systems Piloting Systems Maintenance Basic Traits Spiritual Misc. Enhancement Systems Movement Systems Survival Systems Offensive Systems Defense Systems Stealth Systems Calculative and Creative Systems Sensors and Communication Miscellaneous Bits and Pieces Artifacts Spells References and Revised Rules Weapons of the Mighty Weapons and their Size Categories (WIP) Revised Craft (Vitrol) WIP

Foreword
Skins of Steel is a rule-system designed to allow players and STs to build the more advanced technologies of the First Age. Whether they use them in First Age games, in vanilla Exalted to recreate the glory long lost or in more technologically advanced alternate worlds like Gunstar Autochthonia, these rules are intended to allow people to build what they want. While originally written as construction rules for Powered Armor and Warstriders, it has expanded massively since then and (should) encompass all forms of Magitech, Biotech, and Helltech. If this system cannot build some form of tech, then I need to get to work to adding it. If you think of something the system does not cover, please add a comment to this paragraph somewhere or the document in general about whats missing so I can get to work on it. An artifacts' base Attunement is (Artifact Rating x 2)m. All of these artifacts are considered Obvious unless stated otherwise.

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Build-a-Deathmachine
Basic Construction Rules
All things made with this system are made with Artifact Points (hereafter referred to as "AP"). Artifacts have a number of AP based on their type of construction and rating, detailed further in the specific types of items. By default, an artifact has the following amounts of AP for a given rating: Artifact Rating Artifact 1 Artifact 2 AP 6 12

Artifact 3 Artifact 4 Artifact 5

18 26 36

These AP are used to purchase powers, special traits, and special abilities, hereafter referred to with the catchall term of Systems. These AP are spent during the design of the artifact, any AP leftover after construction are lost. Some systems dont cost AP, instead adding to the total which the armor may spend. Unless otherwise stated, all systems and subsystems may only be stacked up to (Artifact Rating) times. Systems will be shown using the following format: Power Name: Cost: # pts.; Keywords: Whatev's Description of system

Systems with a cost in parenthesis add the 'cost' to the available AP of the suit. A system without the Hardy tag may be disabled by a lack of maintenance or by Mechanized armor's Low Power Stance. A system with the Stackable (1) keyword can only be purchased once. If there is a power you desire for the armor that is not already covered by the powers listed, use the mutation system to create it. The conversion rate is 1 AP = 2 M.

Keywords:
Helltech Systems with this trait are exclusive to Helltech. Spiritbound (XXX) - Systems with this trait may only be added to Helltech if the Core Spirit had the listed Attribute rated 4+ Chassis (XXX) The system requires a chassis. XXX+ means it requires that chassis or heavier, while XXX- means that chassis or lighter. Stackable (#) The system may be purchased # times. This overrides the usual (Artifact Rating) limit. Subsystems This system has optional subsystems which may increase or decrease its cost.

Hardy (#) - Systems with this tag cannot be deactivated by a lack of maintenance. A number in parentheses means that the system is not automatically hardy and requires that number of AP expended to be so. Graft Only systems with this keyword may be used as part of a Graft Walker Systems with this keyword may only be installed on Power Armor. Mechanized Systems with this keyword may only be installed on Frame artifacts. Frame (XXX) Systems with this keyword may only be installed onto an artifact of the indicated frame size or larger (if followed by a +), or smaller (if followed by a -). Systems with this keyword are assumed to have the Mechanized keyword. Mod Systems with this keyword modify the chassis of the unit significantly, resulting in a different body-type. Unless the pilot is a Lunar or otherwise able to mimic the body type, units with this system installed are normally Cogs, rather than Augs. Systems with this keyword are assumed to have the Frame (Warstrider+) and Hardy keywords. Aug Systems with this keyword may only be applied to Aug Mechanized Armors. Cog Systems with this keyword may only be applied to Cog Mechanized Armors. AI (#) - Systems with this keyword require an AI to function. A number in the parentheses indicates a required rating of AI. Living - Systems with this keyword require the armor to have the Living Armor system. As a counterpoint, Systems with Non-Living cannot be installed on an armor with the Living Armor system. Worn - Systems with this keyword may not be placed in Unworn Magitech. Non-Auto - Systems with this keyword may not be placed on Automatons. Necrotech - Systems with this keyword have special interactions with Necrotech. Unless stated otherwise, necrotech reduces the base cost of the system by 1 AP. TL #- Systems with this keyword may not be placed on purely technological items in a setting with a Tech Level lower than #, remembering that Creation is TL 1. Weaponized - Systems with this keyword may be applied directly to weapons.

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Magitech
Works of clockwork elegance, machinery and runes, pistons and gears, pulleys and chains, in the minds of many magitech is the ultimate culmination of artifact construction. Magitech, or technology based on the principles and workings of magic, technically includes all forms of artifacts, but the term has consistently been used to refer to the delicate and complicated works of gears and pistons, of crystalline harmonics, of circuitry of prayer and essence and similar systems. Artifacts built from the magical materials are imperishable and indestructible without magic specifically for the purpose of destroying them, but this is not soley because of the magical materials. Part of the enchantments upon simpler or Solid State artifacts are those that make them indestructible, magitech however, does not share in this power. Magitech artifacts give up a portion of their indestructibility and imperishable nature to apply that power to a much wider array of abilities and powers.

However, because of this, magitech is not indestructible and often requires maintenance. While the exact form of this maintenance varies, it often involves the regular application of special prayers, rare oils and reagents, and the replacement of perishable pieces. However, it can include things such as the reinscription of special runes or even more esoteric things such as baptism in magma, or to be danced with by a redheaded concubine. Regardless of the specifics, magitech requires maintenance, and this maintenance is represented by the items Repair Rating. Magitech is the assumed default of these rules, and the type of item the others deviate from. The default Repair Rating of Magitech is based on its Artifact Rating as shown in the following table: Artifact Rating Artifact 1 Artifact 2 Artifact 3 Artifact 4 Artifact 5 AP 6 12 18 26 36 Default Repair Rating 1 1 2 2 3

A character builds Magitech as per any other Artifact, though these artifacts require Craft (Magitech). A character cannot build magitech that they are unable to perform maintenance on as per the artifacts Repair Rating.

Repair Revision
Credit to Sanctaphrax for the initial concept of this portion. Credit to Segev for the concept of Tuning. Most magitech items have a listed Repair Rating, this is, in truth, merely a shorthand to give the reader the following information: Interval: How often you must perform maintenance. Skills: The Traits you need to perform maintenance. Tools: The reusable resources you need to perform maintenance or repair the item. Materials/Cost: The resources you must consume to perform maintenance. Time: How long it takes to perform maintenance. Consequences: What happens if you don't perform maintenance. Repair: How to undo the consequences of missing maintenance. Tuning: The available ways the artifact may be tuned. Specific items can, and often do, vary wildly from the standards given, and designers can tweak them as they desire (remembering the limit of (Artifact Rating) purchases).

While these are not hard and fast rules (and many designers modified their creations heavily or found that their designs failed with strange quirks), they are the norm for a given Repair Rating. Required Skills: The Required Skills are equal to its Repair Rating for Occult and Craft, +1 for Lore. 1 AP to move up or down this track. Applicable Specialties in the requisite Abilities count for the purposes of these requirements. Cost: Each maintenance costs Resources (Repair Rating), while repairs cost Resources (Repair Rating + 1). 1 AP to move up or down this track. Tools: While artifacts do not require special tools to be maintained, repairing them requires Tools of a quality (Repair Rating / 2). Artifacts made almost entirely or entirely from magical materials require Artifact 1 tools capable of working on magical materials to repair, this supersedes all previous requirements. Artifacts with a Size Category require a Repair Team with a Magnitude equal to their Size Category to perform maintenance or repairs. Interval: Above Ages is the Permanence category, these items do not require maintenance, but can still be damaged or broken by certain systems or magics. Below Temporary is the Single Use category. Weapons and other items with clear uses may only be used once before requiring maintenance. Vehicles, armor, or other artifacts which do not have a clear One Use instead only get a single scene of use, at the end of which they are treated as having missed 5 maintenance intervals, getting attacked also counts as a maintenance interval immediately. Heavy use for more than a quarter of the day makes that day count as heavy use. Combat always counts as Heavy use, and more than 20 minutes of it counts as a day of heavy use. A day is defined as 10 hours. Ages: After a year of Heavy use, or five years of Light use Long Lasting: After a season of Heavy use or a year of Light use Lasting: After a month of Heavy use, or a season of Light use Long: After a week of Heavy use, or a month of Light use Medium: After a day of Heavy use or a week of Light use Brief: After a scene of Heavy use or a day of Light use Short: After a scene of Light use, Heavy use counts as 3 maintenance intervals Temporary: After every X Minutes of use or (Artifact Rating x 2) attacks/uses

Repair: Performing maintenance or repairing the item is an extended Dramatic action. A character with the required skills, tools, and time can perform maintenance on an item unrolled and normally can be assumed to do so during downtime. A character needs to have the amount of time listed in the Unrolled Time column to take advantage of this.

Maintenance has a Difficulty equal to the Repair Rating of the item, and a cumulative difficulty equal to (Repair Rating x Artifact Rating x Size Category). Repairs increase the Difficulty by 1. Each missed maintenance interval increases the number of cumulative successes required by (Repair Rating x Artifact Rating). The length of time each roll takes is the Time category of the artifact. Repair Rating 0 1 2 3 4 5 6 Tools Basic Basic ??? ??? ??? ??? ??? Roll Interval One hour One Hour Three Hours Three Hours One Day Three Days One Week Interval Long Long Long Long Medium Medium Medium Unrolled Time One Day One Day Three Days Three Days One Week Three Weeks One Month

Modern Technology has an Interval one shorter than magitech at a given Repair Rating. However, should a character be short of the requirements, either Magnitude of workers to maintain larger artifacts, dots of abilities, quality of tools, or simply time, they must roll to perform maintenance as detailed in the Repair category above. For every point of Tools, Ability Requirements, or Magnitude of workers required, increase the Difficulty of the maintenance by one. Repairs must always be rolled. A character may reduce the Difficulty of repairs or maintenance by discussing things with the artifacts least god (-1 Difficulty, requires a successful prayer roll) or taking extra time doing the work (-1 Difficulty, double the time interval of the rolls). Alternatively, a character may accept an increased Difficulty to work even faster, for every additional 2 points of Difficulty they accept, a character may cut the time between rolls in half. Tuning: One of the greatest strengths of Magitech is its ability to be tuned. While this ability is not available by default, all of the tunings of the systems in the magitech may be made available with the expenditure of 1 AP. A character may only apply tuning if they meet the requirements for normal maintenance of the item. Normally, a character may only apply one Tuning to an item. But for each point of Repair Rating requirements a character meets above what the item requires allows that character to apply an additional tuning. However, every Tuning applied to an item reduces its Maintenance Interval by 1 step. This may If it is not maintained before the end of that interval, it loses all of its Tunings.

Consequences: For every maintenance interval missed, one of the items positive subsystems (And all of its repurchases) fails. After an item runs out of positive subsystems, its Systems begin to fail in the same manner. These may be restored with a successful Repair roll each. Alternatively, an item gets a negative System or Subsystem which reduces the capabilities of the artifact. These should be meaningful reductions in capability (So the Soak of a weapon being reduced wouldnt be valid).

Most Artifacts (and items) that require maintenance and may need repairs simply have a listed Repair Rating, and will note any deviations from the norm. However, the maintenence/repair block looks like so:

Additional Notes
The Solar charm Art of Permanence does not remove an items Repair rating, but rather increases the Interval by (Essence + Relevant Craft) categories, to a maximum of Permanence. An item crafted with this benefit may not take advantage of AP-granting systems which would reduce the Interval. While Solars are not the only Exalted or beings with a charm to do this, theirs is the easiest to get and by far the most powerful.

Biotech
The art of Genesis, of creating and manipulating life, was difficult and complicated even in the First Age. Biotech is built as per Magitech, having the same amount of default AP for a given Artifact Rating. Biotech, unlike most artifacts, has a lifespan of (Artifact Rating x 10) years. Reducing this to (Artifact Rating) years provides 2 AP, but multiplying it by 5 costs 1 AP. Each additional AP spent increases the multiplier by 5. Alternatively, biotech may be made ageless with 6 AP. All biotech artifacts have a Stamina rating equal to their Artifact Rating + Size Category and are vulnerable to disease and poisons. Artifacts without a Frame have (Artifact Rating x 2) -0 and Incapacitated Health Levels. For armor, these do not take damage before the wearer. By default, biotech heals at the same rate as a mortal, but resists infection as per an Exalt. Biotech Artifacts do not have an Essence score, and are more object (or in the case of those large enough, Structure) than creature. When in doubt, treat it as such for the purposes of magic.

Biotech artifacts have base attunement ratings equal to their Artifact Rating. Removing the final mote of attunement requires 3 AP and enables the item to be used by any who interact with it. Any Essence user who utilizes an artifact with no attunement cost reduces their respiration rate by 1m for (Artifact Rating) days afterwards. Living Artifacts with essence capacity respire Essence as per an Essence user.

Feeding
While Biotech does not have a Repair rating or normally require maintenance, it does need to be fed. Biotech items normally respire ambient energy of some form, such as Sunlight, Moonlight, the light of Liger, Fire, or Electricity. However, some have other, more exotic requirements such as a gallon of fresh water or seawater, amounts of blood or flesh, or even prayer. An item requires 8 hours of exposure to the specific kind of energy such a thing to count as nourishment for the day. Particularly intense energy, such as sunlight at noon upon a mountaintop, being held within flames almost hot enough to hurt the item, or similar things may count as 2 or even 3 hours for the purposes of nourishment requirements at the STs discretion. Items that require sunlight or Ligers light treat Solar animas enhanced by Rising Sun Soul ( Charm that makes Solar Anima count as Natural Sunlight) or the default Green Sun Prince anima flare respectively as intense energy (2 hours of nourishment for every hour spent within). If biotech is not fed, it begins to starve. If it gets less than its required amount of nourishment but more than half it, it adds 1 to its starvation, getting less than half its required amount of nourishment instead adds 2. Every time this counter reaches (Artifact Rating x 2), one of the biotechs non-hardy systems fail as a Crippling effect that does not naturally heal. These Starvation points are removed at a rate of 1 per day of proper nourishment. Additionally, while starving, halve the items healing rate. Once all of the biotechs non-hardy systems fail, it begins to die. Once it accrues (Artifact Rating x 3) additional starvation, it dies and begins to decay, the magic leaving the item. Biotech Creatures, Automata, Mechanized Armors, and Vehicles also starve as per normal for a character. If the designer pays 1 AP, the Biotech may enter a Dormant state, similar to the Low Power state of Magitech armors. The item does not function in this state, but counts the time as a fifth for the purposes of aging and requiring sustenance. An item active for a scene counts as active for the day and requires sustenance. Switching an items states is a Miscellaneous action. The following are examples of more extreme feeding requirements which may provide AP for the item: Bloodthirsty (1 AP): For every purchase of this System, the biotech requires a Lethal Health Levels worth of blood per day.

Prayer (2 AP): The item requires a Cult rating or access to that amount of prayer to survive. An attuned being with a Cult may willingly give up the power of the prayers directed at them to the item to feed it. Each purchase means that the item requires an additional dot of Cult to feed it for a day. 1 Purchase = Requires Cult 1 Soul Eater (3 AP): The item requires 1 Virtue Channel per day (per purchase) as sustenance. Once an item has fed on all of its wielders Virtue Channels, it begins to feed upon their Virtues directly at a rate of 1 per day. Reduced Virtues come back slowly at a rate of 1 per month. Should a character lose all of their Virtues to an item, it consumes their soul, reducing them to a mindless husk puppeted by the biotech until it can find a new host. Essence (1 AP): The item reduces its hosts Essence Respiration by (Attunement Requirement +3)m per hour. It must feed for 8 hours to gain sustenance for a day. Motes (1 AP): The item must be fed (Artifact Rating x 5)m per day.

Note that this AP is granted only if the feeding is the only way to feed the biotech, otherwise, additional options to feed the biotech cost AP. Additional requirements however, grant additional AP.

Design
Including the above, Biotech may be altered in the following ways: Organic Nature 2 AP: The artifact does not qualify as an artifact for the purposes of detection, for example: It does not appear as an artifact to Essence sight. Biolink 1 AP: ??? Separated Musculature 1 AP: The Biomech does not enhance its wearers strength, instead having its own musculature and systems. The Living Mechanized Armor is treated entirely as a Cog rather than a strange Aug. This is the only way to get a Size Category 1 'Cog'. Biosynch 4 AP: Any bonuses to Attributes that the armor grants are considered natural bonuses rather than Equipment bonuses, these never affect dice caps.

The following two systems, while normally applied to Biotech directly, may also be grafted into a character or applied to a Genesis creature.

Enhanced Healing Suite


Cost: N/A ; Keywords: Graft, Subsystems This is actually a group of lesser systems, which are normally applied to Biotech. Subsystems

Augmented Healing 2 AP: The creature closes bleeding wounds, ignores re-opened wounds, recovers from disabling wounds, and heals from health levels of damage as though it were a supernatural being, like a spirit or one of the Chosen. Exalted and supernatural beings do not benefit from this system. Augmented Tolerance 2 AP: The creature resists disease, poison, and infection as though it were a supernatural being. Biotech automatically has this system applied to itself and may sell it for 1 AP. Exalted and other supernatural beings get a +1 Circumstance bonus to resist said things. Accelerated Healing 2 AP: The creatures base healing rate doubles. Biotech may apply this to itself for 1 AP. Limb Regeneration 2 AP: The creature can heal entirely amputated body-parts without any medical care, as though each amputation was a single -4 health level filled with Lethal Damage. Biotech may purchase this system and apply it to itself. Weak Healing (1 AP): Any attempt to close or treat any of the creatures wounds suffers a -1 External Penalty and the amount of time necessary to heal its wounds doubles. No Healing (2 AP) (Requires Weak Healing): For whatever reason, the biotech or creature has been rendered unable to heal or restore itself. The item/entity cannot heal naturally at all. Any attempt at healing it or closing its wounds requires direct medical attention, which suffers the Weak Healing penalty as normal. Even if it does receive direct and constant medical care, the base amount of time it takes to heal is tripled rather than doubled.

Nutrient Extraction System


Cost: 1 AP ; Keywords: Graft, Subystems, Tuning This System may convert (Artifact Rating) lbs. of normally inedible material into a palatable paste over the course of (5 - Artifact Rating) hours, Artifact 5 items convert the material over the course of a minute. It may not taste good, but it provides all of the nutrients a living being needs. Artifacts with a Size Category multiply the amount of material they can convert by their Size Category. When grafted into a creature or made a part of it, it instead allows that being to consume the material directly. This system works on one of the following categories, chosen upon creation: Rocks Metals Wood Plastic Glass

Dirt Bone/Hair

If grafted into a being normally incapable of eating meat or plants, it may allow them to consume that type of material. Tuning: A character may tweak the system to give it a flavor, more palatable or unique flavors requiring a higher Difficulty Craft (Water) Roll. Subsystems Advanced System 1 AP: Increase the Artifact Rating of the Artifact by 1 for the purposes of this System and all of its repurchases. Energy Diet 2 AP: The System instead allows the consumption of some kind of energy, such as Sunlight, Moonlight, Noise, Heat, or Electricity. The System (or entity) must be exposed to the substance for 3 hours to produce enough consumable material for a single meal for a single, human sized being. Artifacts with a Size Category instead provide enough material for a unit with a Magnitude equal to its Size Category. (Element) Metabolism 1 AP: Within the boundaries of a demense, manse, or other location with an equivalent amount of mote saturation of the appropriate aspect, the system may produce (Rating) lbs. of paste every 3 hours. In addition to the classic elements, the system may select Solar, Lunar, Sidereal, or Abyssal as elements, or even a Primordial. If the number of creatures regularly leeching off a given demesne or manse is greater than Magnitude (rating), it suffers Essence Buildup or Power Failure every (4 -excess Magnitude) weeks, to a minimum of one day. Note that supremely powerful concentrations of Essence, such as Elemental Poles, the Daystar, or Primordial jouten, are treated as being level 5 manses for this purpose. They cannot be exhausted by any number of creature, and span a far greater area than mere dragon-knots. Specified System (1 AP): The system only operates on a narrower type of material such as only hair, or only gems or only glass. If applied to Energy Diet, only a specific source of that energy applies. Sunlight at dawn and dusk, the heat of magma, lightning strikes, or cries of fear. Extremely specific diets may grant 2 AP instead of 1 at the STs discretion. Limited Diet (2 AP): This subsystem may only be applied to Grafts or when installed into biotech creations. The creature is unable to gain sustenance from any other form but this system. To represent a carnivore or herbivore rather than an omnivore provides 1 AP. Blood Feast 1 AP: The system may convert 1 lethal health levels worth of damage in flesh or blood into a meal for a living being.

Helltech (Once again WIP)


An art thought lost to time, it was the first art of craftsmanship to exist, and will likely be the last. This is the art of crafting spirits into shapes usable by others, the art of Spirit Crafting is the purview of the Primordials. The overarching skill, that of crafting and working spirits in general, was what the Primordials used to craft the gods, elementals, Spirit Armors are made from a Spirit, such as a God, Demon, or Elemental. Helltech, or Spirittech, is for mortals, a function of Craft (Vitrol) and are crafted using that Ability. Spirit-Armors are a subset of this craftsmanship. All Spirit Armors are Living Armors and get this system for free. Helltech Powered Armor is, ideally, made from the Chalcanth or Azoth of a single spirit. The solution of Vitrol and Essence is stretched and molded across the frame in occult patterns, weaved around it before plating, also hardened by Vitrol, is placed over it. The systems of Helltech Powered Armor are almost more Charm than artifact. Non-Sapient Helltech gives its user/wearer an Intimacy based on its original demons Motivation. This Intimacy acts almost like a Virtue rated at the Artifacts Rating, but the user

must roll or spend willpower to suppress this Intimacy to act against it for a scene even if its rated below 3. Characters with a Limit Track must roll for Limit as if they had suppressed their Primary Virtue when suppressing this Intimacy. Even with the will of the artifact suppressed, characters suffer an internal penalty equal to the artifacts rating. Should a character not suppress the will of the artifact, the action suffers an External Penalty equal to the rating of the Artifact. Sapient Helltech, or Hellforged Wonders, those whose intelligence and coherence has been maintained enough to retain who they were before the crafting, instead give their user an Urge. This Urge is the Motivation of the Hellforged Wonder and functions like non-sapient Helltechs Intimacy except as detailed here. The Sapience of one of these Hellforged Wonders is measured using the same scale as AIs. In order to act counter to the artifacts Motivation, a user must spend a number of Temporary Willpower equal to the artifacts AI rating, characters must still roll for Limit as necessary. Should a character not spend the willpower, any actions with the artifact automatically botch regardless of charms or other effects which would guarantee success. Even with the Artifacts will suppressed, the character still suffers an internal penalty exactly as per non-sapient helltech. This is particularly dangerous with Hellforged suits of armor, which apply their penalty to all physical rolls while the armor is worn. As terrible as this is, Sapient wonders may be bargained with. As a Reflexive action, a character may offer the item a bargain, something to satisfy it in order to gain its cooperation in the current goal. A character may only have (Essence) bargains with Hellforged Wonders, in order to make more, they must either fullfill or break one of their existing bargains. Breaking a bargain causes the character to suffer as if they had broken an Eclipse pact. Helltech made from Gods, Elementals, or First Circle Demons may not be used against any Primordial. Those made from Second or Third Circle Demons may not be used against their Parent Yozi.

Design Helltech artifacts are created the same way as other Artifacts and have the same requirements as detailed in Oadenols Codex except as detailed here or otherwise by (the revised) Craft (Vitrol). Helltech powered armor has AP based on the Essence of the primary spirit. Spirits provide (Essence x 5) AP. Some Systems may only be purchased if the spirit had the appropriate attribute rated 3+. These systems will be noted with the Spiritbound (XXX) keyword, with the requisite Attribute in parentheses. An armor requires (Size Category x 2) + 1 spirits in its construction, remembering that humansized power armor is Size Category 0. Of these spirits, choose one as the Core Spirit, the other required spirits do not contribute anything to the armor other than acting as the essence conducting mass of the armor. All demons must be within 3 Essence of one another.

Helltech only uses spirits as its Exotic Ingredients, and a spirit may act as the sole exotic ingredient of an artifact with a rating of (Essence / 2 + 1), rounded down. This is also the lowest Artifact Rating the spirit may be used for. In order to use a spirit in an artifact, the craftsman must have Occult and Craft (Vitrol) of (Spirits Essence + 4), applicable specialties count for the purposes of this requirement. Green Sun Princes, due to their Primordial power, have an easier time working spirits and their essence and reduce this requirement by 1. Additionally, while most Exalted charms that affect Crafting requirements do not affect these Requirements, Green Sun Princes charms do. Spirits Essence 1 2-3 4-5 6-7 8-9 10 Artifact Rating 1 2 3 4 5 N/A

Spirits of lesser power may be used to form an artifact of greater power, but doing so requires that one spirit be of sufficient strength to act as the single exotic ingredient. By using multiple spirits to enhance one, this may be achieved. Select one spirit as the primary spirit, for every two spirits of the same Essence added to the artifact, increase the core spirits Essence by 1 for the purposes of AP and exotic ingredients. It takes 3 spirits of (Essence - 1), 4 of (Essence 2), and 5 of (Essene - 3) to achieve the same effect. Spirits beyond this number may be added to a limited effect to enhance the power of the artifact. Each spirit added with this in mind provides (Essence) AP to the artifact, but increases the penalties of resisting the artifacts will by 1 as well as the artifacts effective virtue rating for the purposes of gaining limit and rolling to ignore the desire. However, for every additional spirit, regardless of their purpose in the artifact, increase the artifacts Attunement cost by 1. Required spirits based on Size Category do not count for this purpose. Back to Table of Contents

Necrotech (WIP)
Necrotech is mechanically similar to Magitech with the following differences: Necrotech requires Craft (Necrotech) instead of Craft (Magitech) and requires 2 points less Lore than an equivalent rating of Magitech. Necrotech requires Maintenance as per Magitech, though different types. Necrotech reduces its Interval by 2 steps for a given Repair Rating. Rolls to resist infection after contact with a Necrotech item suffer a -2 External penalty for the rest of the day. Wounds inflicted by Necrotech suffer this penalty until they heal. Being too close to necrotech forces characters to make a (Stamina + Resistance) roll, Difficulty 2 or suffer a -2 Internal Penalty due to the stench. After succeeding, a character does not need to make more rolls in a scene. Should a character get 3+ threshold successes on the roll, a character never needs to roll for standard Necrotech smells again. Enhancing this stench takes 1 AP per increase. Each AP spent increases the Difficulty to resist the roll by 1 and the required threshold successes by 2. Alternatively, the stench may be reduced, in which case the smell may still be noticed with a successful (Awareness + Perception) roll. Things such as perfume may increase the difficulty of noticing the smell, and further AP spent on this increases the Difficulty by 2 per AP spent. Necrotech is disturbing and frightening. Untrained animals flee its presence or otherwise react with distress. Sentients suffer a -2 External Penalty to all rolls to resist being frightened or unsettled by the Necrotech or its user. Removing this effect takes 3 AP. Noticing the necrotechs nature takes a Difficulty 3 (Perception + [Awareness or Medicine]) roll. Necrotech counts as soulsteel for the purposes of attuning to it, and may take systems that are soulsteel exclusive Firing essence weapons with Necrotech does not cause maintenance degredation.

Advanced Mundane Tech

Chassis:
Exoskeletal Chassis:
Power Armor Traits

Soak: 2B/2L Hardness: 0B/0L Mobility: 1 Fatigue: 0 Attune: +0 Maintenance Requirement: Every 250 hours. Every missed 50 hours causes one of the armors systems to fail. Note: This chassis is little more than a magical frame to attach Systems onto, and even then, ST's should feel free to rule that a system cannot be installed onto just a framework (such as the Aquatics System, which cannot be installed on a suit without a proper seal). This chassis is inexpensive and innocuous, powered armor with this chassis costs 1 fewer exotic ingredient and 1 fewer dot of Resources to construct. Additionally, clothing or armor may be worn over the chassis. Armor worn over the chassis adds the fatigue and mobility penalties of both armors and then increases them by 3.

Mechanized Armor Health Levels: x(Artifact Rating) -0, x1 -1, x1 -2, x1 -4, x(Artifact Rating x 2) Nonfunctioning Aug-Striders: Strength Boost: 0 Strength Requirement: 0 Cog-Striders: Strength: 6 Dexterity: 5

Light (Scout) Chassis:


Power Armor Traits Soak: 4B/4L Hardness: 2B/2L Mobility: 1 Fatigue: 0 Attune: +0 Maintenance Requirement: Every 250 hours. Every missed 50 hours causes one of the armors systems to fail.

Mechanized Armor Health Levels: x(Artifact Rating) -0, x2 -1, x2 -2, x(Artifact Rating) -4, x(Artifact Rating x 2) Nonfunctioning Aug-Striders:

Strength Boost: 2 Strength Requirement: 0 Cog-Striders: Strength: 8 Dexterity: 4

Medium (Standard) Chassis:


Power Armor Traits Soak: 7B/7L Hardness: 3B/3L Mobility: 2 Fatigue: 1 Attune: +1 Maintenance Requirement: Every 250 hours. Every missed 50 hours causes one of the armors systems to fail.

Mechanized Armor Health Levels: x(Artifact Rating) -0, x3 -1, x2 -2, x(Artifact Rating) -4, x(Artifact Rating x 2) Nonfunctioning Aug-Striders: Strength Boost: 4 Strength Requirement: 1 Cog-Striders: Strength: 10 Dexterity: 3

Heavy (Behemoth) Chassis:


Power Armor Traits Soak: 9B/9L Hardness: 5B/5L Mobility: 3 Fatigue: 2 Attune: +2 Maintenance Requirement: Every 200 hours. Every missed 40 hours causes one of the armors systems to fail.

Mechanized Armor

Health Levels: x(Artifact Rating) -0, x3 -1, x3 -2, x(Artifact Rating) -4, x(Artifact Rating x 2) Nonfunctioning Aug-Striders: Strength Boost: 6 Strength Requirement: 2 Cog-Striders: Strength: 12 Dexterity: 2

Super Heavy (Colossus) Chassis:


Power Armor Traits Soak: 12B/12L Hardness: 6B/6L Mobility: 4 Fatigue: 3 Attune: +3 Maintenance Requirement: Every 200 hours. Every missed 40 hours causes one of the armors systems to fail.

Mechanized Armor Health Levels: x(Artifact Rating) -0, x4 -1, x3 -2, x(Artifact Rating) -4, x(Artifact Rating x 2) Nonfunctioning Aug-Striders: Strength Boost: 8 Strength Requirement: 2 Cog-Striders: Strength: 15 Dexterity: 1

Back to Table of Contents

Frame
Mobile Suit Frame (Size Category 1)
Standard Traits Soak: +2B/+2L Hardness: +0B/+0L Attune: +2 Hearthstone Requirement: 1 Striders Speed: +2 yards per tick Move, +4 yards per tick Dash Perception Penalty: 0 Human-Scale Interaction Penalty: 0 Human Scale Attack Penalty: 0

Lifting/Breaking Multiplier: x2 Attack Bonuses: None Defense Penalties: N/A Reduce Damage: None Aug-Striders: Strength Requirement: +3 Mobility: 0 Fatigue: 1

Small (Warstrider) Frame (Size Category 2)


Standard Traits Soak: +8/+8 Hardness: +4B/+4L Attune: +4 Hearthstone Requirement: 2 Striders Speed: +6 yards per tick Move, +12 yards per tick Dash Perception Penalty: -1 Internal Penalty Human-Scale Interaction Penalty: -1 Internal Human Scale Attack Penalty: -1 External Lifting/Breaking Multiplier: x6 Attack Bonuses: N/A Defense Penalties: N/A Reduce Damage: None Aug-Striders: Strength Requirement: +3 Mobility: 1 Fatigue: 2

Medium (Battlefield King) Frame (Size Category 3)


Standard Traits Soak: +15B/+15L Hardness: +8B/+8L Attune: +6 Hearthstone Requirement: 3 Striders Speed: +10 yards per tick Move, +20 yards per tick Dash Perception Penalty: -1 External Penalty

Human-Scale Interaction Penalty: -1 External Human Scale Attack Penalty: -1 External Lifting/Breaking Multiplier: x15 Attack Bonuses: Auto-Knockdown Defense Penalties: -2 External Penalty Reduce Damage: Halve human-scale enemies Str for the purposes of raw damage

Aug-Striders: Strength Requirement: +4 Mobility: 2 Fatigue: 3

Large (City Crusher) Frame (Size Category 4)


Standard Traits Soak: +20B/+20L Hardness: +10B/+10L Attune: +8 Hearthstone Requirement: 4 Striders Speed: +14 yards per tick Move, +28 yards per tick Dash Perception Penalty: -1 External Human-Scale Interaction Penalty: -2 External Human Scale Attack Penalty: -2 External Lifting/Breaking Multiplier: x20 Attack Bonuses: Unblockable, Auto-Knockdown Defense Penalties: Halve DVs against human sized enemies Reduce Damage: Halve final damage from human sized enemies

Aug-Striders: Strength Requirement: +5 Mobility: 3 Fatigue: 4

Titanic (Behemoth Slayer) Frame (Size Category 5)


Standard Traits Soak: +25B/+25L Hardness: +15B/+15L Attune: +10 Hearthstone Requirement: 5

Striders Speed: +18 yards per tick Move, +36 yards per tick Dash Perception Penalty: -2 External Human-Scale Interaction Penalty: Without systems or charms otherwise, the fingers on this Frame are simply too large to interact on a human scale. Human Scale Attack Penalty: -2 External Lifting/Breaking Multiplier: x40 Attack Bonuses: Unblockable, Auto-Knockdown, Double Str for the purposes of Raw Damage Defense Penalties: Unable to dodge human scale attacks, and Parry DV is halved Reduce Damage: Reduce damage to minimum damage unless it encompasses more than a tenth of the unit

Aug-Striders: Strength Requirement: +6 Mobility: 5 Fatigue: 6 Back to Table of Contents

Statblocks:
Powered Armor has the following statblock: Name (Artifact Rating) Epitaphs Chassis Repair: # Soak: ##B/##L Hardness: #B/#L Mobility: # Fatigue: # Attune: ## Maintenance Requirement: Health Levels (If Applicable): Description

Systems: System Name: Description of specific effects.

Under the Hood AP Granting 'Systems': Art # = +## AP

Total AP: ## Basic Trait Changes:

AP Remaining: ## Systems: System Name [Subsystems] (# AP) AP Used: ##

Mechanized Armor has the following statblock: Name (Artifact Rating) Size Category: # Epitaphs

Chassis + Frame Repair: # Soak: ##B/##L Hardness: #B/#L Attune: ## Maintenance Requirement: Hearthstone Requirement: # Health Levels: x# -0, x# -1, x# -2, x# -4, x# Nonfunctioning If a Cog Armor: Strength: ## Dexterity: # Operator Requirements: Sail #, Lore #, (Ride or Drive) #

If Aug Armor: Mobility: # Fatigue: # Strength Boost: # Strength Requirement: # Speed: ## yards per tick Move Speed Perception Penalty: ??? Human-Scale Interaction Penalty: -??? Human Scale Attack Penalty: -??? Lifting/Breaking Multiplier: x## Attack Bonuses: ??? Defense Penalties: ??? Reduce Damage: ??? Description

Systems: System Name: Description of specific effects.

Under the Hood AP Granting 'Systems': Art # = +## AP

Total AP: ## Basic Trait Changes:

AP Remaining: ## Systems: System Name [Subsystems] (# AP) AP Used: ## Back to Table of Contents

-------------------

Things You Can Build:


Powered Armor
Powered armor has, by far, the greatest utility of the systems detailed here and is the core of these rules. Powered armor fits snugly against its wearer, expanding and enhancing their capabilities. Powered armor comes in five major categories. Exoskeletal, Light, Medium, Heavy, and Superheavy. Exoskeletons are literally nothing more than a frame of magical material that fits about the wearer upon which systems may be attached. Light armors have little solid plating, placing the focus on maneuverability and mobility over protection. Medium armors strike a balance between protection and mobility, while Heavy armors cover most of the wearer in thick plates of magical material from head to toe. Superheavy armors leave almost nothing of the wearer exposed beneath articulated plates of magical material, forgoing mobility in favor of ultimate protection. As a general rule, powered armor is a full body suit of armor, covering its wearer from head to toe in armor. The Exoskeletal chassis is the exception to this rule. The differences between chassis is in the amount of hard plating covering the armor as well as the bulk of the plating. All powered armors are assumed to come with a helmet. All armor is considered Obvious when worn and is impossible to hide, armor or clothing may not be worn over the armor.

Maintenance
Light use is defined as using less than half of an armors AP worth of systems. Heavy use is defined as using more than half of an armors AP in a system. As always, combat counts as Heavy use. A Scene of Light or Heavy use counts as at least 1 hour of Light or Heavy use respectively. Powered Armor may be powered down, deactivating all of its Systems and increasing its Mobility Penalty by 1. Time spent while powered down does not count as operational time for the purposes of maintenance. Switching states is a (Speed 10, DV -2) miscellaneous action. Back to Table of Contents

Mechanized Armor (Warstriders and Mecha)


It is not much of a stretch to say that Mechanized Armor is Powered Armor writ large. The purpose of Mechanized Armor is to allow a wearer to fight on a larger scale than they would be able to otherwise, fielding larger, more dangerous weapons, and applying the mighty magic of the Exalted on more equal terms with massive behemoths. While the term Mechanized implies magitech,in truth, the artifacts may be of any make. Magitech: Mechanized Armor has a Repair Rating 1 higher than normal for for Magitech. Biotech: Mechanized Armor multiplies the amount of sustenance it requires by its Size Category. Necrotech: TBA Helltech: TBA There are three major forms of Mechanized Armors, Augs, Cogs, and Living. Augs are units which use pulleys, gears, and amplifiers to augment the pilots strength. Cogs are ones that the pilot manipulates controls and levers and joysticks to cause artificial muscles and machinery to act, requiring fuel to operate. Living units are a strange middle ground between the two, augmenting the users strength, but requiring little from them other than care and feeding.

The Might of Mechanized Armor


Mechanized Armor occupies a strange area between vehicles and armor. While worn like armor, and allow the Exalted to channel their charms through them, they are sizable constructs that are piloted as well. One of the greatest benefits of Mechanized Armor is that despite its great size, charms that that refer to armor also affect these mighty suits unless specifically noted otherwise. A Mechanized Armor's strength is indefatigable. While piloting an Aug armor is itself exhausting for the pilot, the armor can hold any pose it assumes indefinitely, even if holding up its maximum load. Additionally, when piloted, the pilot uses the armors strength score or their augmented strength score for all purposes except determining dice caps for Attribute or Attribute+Ability based charms.

Mechanized Armor has health levels of its own that are damaged before the pilots health levels. The 'wound penalties' reduce traits used through the Mechanized Armor as if they were Wound Penalties applied to a living beings traits. Instead of Dying levels, the armor has 'Nonfunctioning' levels. All armors are assumed to have (Artifact Rating x 2) Nonfunctioning levels. A Mechanized Armor reduced to its Nonfunctioning levels ceases to function, acting as nothing more than immobile layers of armor around its pilot. An armor that has lost all of its Nonfunctioning levels is completely destroyed, reduced to nothing more than pieces and parts that may no longer be repaired. These health levels may be restored as per normal for a vehicle with the armors Repair rating and cost an amount of reagents and magical material pieces worth Resources 2 + the Size Category of the Frame. Every time the armor moves down the wound-penalty track (from -0 to -1, from -1 to -2 and so on) one of the armors systems randomly deactivates. Hardy Systems may not be deactivated by this effect. These systems may be reactiv

Augs
These Mechanized Armors are in many ways, simply giant armor. An Aug Armor requires a certain threshold of Strength to operate it, based on its Chassis and Frame, however, aside from this requirement, they require little from their pilot, and often augment their strength by considerable amounts. They are difficult to move in and very fatiguing to use, indicated by their high Mobility and Fatigue penalties, but in most ways, act as normal armor. If the pilot does not meet the Strength requirement of the Aug, they suffer an unavoidable -1 External Penalty to all physical actions for every point of strength which they are short of the requirement. Additionally, double the fatigue penalty of the armor.

Cogs
Far more complex to build and operate, Cogs come with a number of advantages, but several disadvantages over the Augmenting counterparts. Cog armors have their own Strength and Dexterity scores which the pilot uses in place of their own, though the Cogs Dexterity is capped by the Piloting skill of the user. The primary piloting skill of an armor is either Sail or Drive depending on the armor, applicable specialties increase this effective number. However, only a maximum of 3 Specialty dice may be added to any one roll, thus two +3 Specialties, one in Piloting Armors and one in Swords would not stack in swinging a blade in a Cog armor. A Cog Armor requires Sail, (Ride or Drive), and Lore of (Artifact Rating 1), again, applicable specialties count as points of the appropriate Ability for the purposes of determining minimums. For every point the pilot is short of these requirements, they suffer a -1 internal penalty on all rolls to use the armor. The pilot uses their own Ability scores through the Cog, capped by their Piloting skill. The pilot uses their Piloting skill in place of the units Athletics. When it matters, the armor has an effective Stamina rating equal to twice its Artifact rating. Unlike Augs, Cog armors run on fuel and due to their internal complexity require far more maintenance than most Magitech armor. Divide the time they may operate without Maintenance

and the time between system failures by 10 (An hour counts as a full day of activity). Additionally, the armor must be refueled at a Resources cost of its Size Category, this may be done as part of its normal maintenance though the Resources cost of the fuel is separate from the normal cost of maintenance. The armor may be refueled separately from maintenance as an (DV -2) action that takes a number of minutes equal to the armors Size Category. The exact fuel of a Cog varies considerably, some use special crystals, other liquid silver or specially thaumaturgically treated water, but most Cog Armors leftover from the First Age use a special oil infused with Red and White Jade shavings, armors from the Shogunate use a similar oil, but mixed with specially blessed fat and firedust. A Cog Armor may operate for 3 times the time it may go without Maintenance on a single fueling. Additionally, increase a Cog Armors Maintenance Category by (Size Category -1) at no benefit to the armor.

Cost and Maintenance Light and Heavy use for Mechanized armors are defined as the same as for Powered Armors. Firing Essence weaponry counts as an hour of heavy use for the purposes of maintenance.
All mechanized armors require a certain level of Hearthstone in order to operate, the exact level depending on the Frame of the armor. As such, all mechanized armors have a two free hearthstone slots in addition to those provided by their Artifact Rating. These hearthstone(s) dont provide any other benefit other than allowing the unit to function. The pilot may use their essence to move the armor anyways, but doing so is costly, requiring three times the armors Size Category in motes per action to operate. Additionally, the sheer scale of these units increases the number of exotic components and successes required in their construction. Increase the number of exotic components required by the frame's Size Category. Mechanized Armor may be deactivated the same way Powered Armor may, but may not move in such a state, remaining as immobile as a statue. It may also be switched to a Low-Power Stance. In this stance, none of the armors ancillary systems operate. Every three hours of time spent in this operation counts as a single hour for the purposes of maintenance. Cog Armors halve their Strength and Dexterity scores while in Low-Power Stance, and use their fuel at only 1/5th its normal rate. A Mechanized armors Health Levels may be restored as per normal for a vehicle of their Repair rating. Firing essence weaponry counts as 1 hour of operating time for the purposes of Maintenance unless the armor has the Complete Magical Construction system.

How Big is the Mighty?


In addition to these two styles, Mechanized Armor comes in five sizes based on the scale of the Frame used: Mechanized Suit, Warstrider, Battlefield King, City Crusher, and Behemoth Slayer. Mechanized Suits (Size Category: 1) Mechanized Suits are not much larger than a man and blur the line between Powered and Mechanized Armors. While their exact size varies, these armors are defined by the way the pilot resides within. The pilots arms and legs reach into the upper-arms and legs of the suit itself to operate them. Because of this limited size, there is no place for the delicate systems of a Cog and as such, there are only Aug versions of this Frame. These suits are resource intensive, requiring anywhere from a quarter Talent to a full Talent of magical material to make. Warstriders (Size Category: 2) Warstriders range from 12 to 25 feet tall and are the most commonly fielded Mechanized Armors, filling a wide variety of combat roles based on the Chassis of the armor. As the name implies, Warstrider frames are used in most fielded warstriders, from Scout to Colossus, the difference being both the Chassis and the Artifact Rating. These armors require anywhere from a full talent of magical material, to as many as two depending on the Chassis of the armor. Battlefield Kings (Size Category: 3) Battlefield Kings are the largest Mechanized Armors to ever be fielded in any significant numbers. Ranging from 25 to 60 feet tall, these massive weapons are reserved almost exclusively for massed combat and due to their considerable cost in resources (2 5 Talents worth of magical materials), these were normally reserved for the Solar Exalted in the First Age. While they can fill many of the roles of a Warstrider frame, their greatest asset is in controlling or influencing a battlefield, their speed, strength, and resilience allowing them to bring considerable firepower to bear at any point on the field they so desire. What are normally called Royal Warstriders in common parlance are almost always Battlefield King frames. City Crushers (Size Category: 4) City Crushers are the largest Mechanized Armors to ever be fielded as part of an army. Ranging from 60 to 140 feet tall, these enormous weapons of war were used as the mightiest of siege weapons. Able to go toe to toe with massive behemoths, their versatility and sheer power makes them ideal for dealing with emplacements, able to simply tear down artillery or other powerful weapons, shrugging off any attacks directed at its bulk. However, their enormous bulk makes them unwieldy for attacking individual targets, and the considerable cost to create and field them makes them a rare sight on the battlefield. Few targets are worth the effort required to field this massive weapon, and even fewer will stay there upon approach of such a war weapon that shakes the earth as it approaches. Cities (or mostly immobile space stations) are normally the only valid targets for this frame, as well as holding key chokepoints. These armors require anywhere from 8 to 20 talents of material to create. Behemoth Slayers (Size Category: 5) Behemoth Slayers are the some of the largest weapons of war the First Age ever created, and certainly some of the most fearsome in appearance. A Behemoth Slayer is a Mechanized Armor in excess of 150 feet tall. The absolutely prodigious cost in the creation of such a weapon of war

means few were made, but they were made, and for one reason: To allow the Exalted to apply their mighty charms against the truly massive behemoths such as Mount Monsta on a more even level. While a Behemoth Slayer frame may not bring as much raw firepower to bear as say, a Directional Titan, these mighty weapons allowed their Exalted pilot to wrestle directly with the largest of behemoths and strike them directly. Their cost is astronomical, requiring in excess of 20 talents worth of material to create. Back to Table of Contents

Unworn Tech
While this rule-set assumes that the designer is attempting to make an armor, the system also encompasses other designs. This system represents designs that are not meant to be worn or grafted into a character and are simply not armor, but rather, carried or moved pieces of tech. Do not select a chassis or Frame. The artifact is considered an object and has a Soak of (Artifact Rating x 5). Artifacts with Dedicated Construction instead have Soak (Artifact Rating x 10). The artifact may repurchase a system up to (Artifact Rating x 3) times unless specified otherwise. These artifacts are considered to have Armless and Legless and gain 10 AP for this.

Unworn Magitech is assumed to be about the size and volume of a human, but due to its construction, many times heavier. It requires two men to carry, and is bulky and unwieldy. To miniaturize it down to a more usable size, AP must be expended. Moving down one step on the size category list below costs 2 AP to achieve: The The The The The The item item item item item item is is is is is is reduced in size and mass to about that of a Grand Goremaul reduced in size to about a Daiklave or two handed mundane sword reduced in size to about that of a Short Daiklave or a mundane longsword reduced to the size of an average mans head, though significantly heavier reduced to being handheld, the size of a large apple or hearthstone the size of a mans eye

The item is assumed to to require Lore (Artifact Rating) to use. Reducing this requirement costs 1 AP per point. A designer may sell requirements to use an Artifact for 1 AP per 2 points of Ability Requirement. Back to Table of Contents

Vehicles
These rules may be used to build the great vehicles of the First Age. While these mighty vehicles were not constrained by the human form and the essence pathways to emulate a humans, they were unable to retain the magics of many charms. Vehicles may purchase systems many more times than Armor as a result, but charms that do not specifically work through or on vehicles may no longer be applied to or through them. These are a form of Unworn Tech by definition and may not take systems with the Worn keyword. To represent designs that are simply not armor or are more vehicle than armor, do the following: Choose a Chassis as if it were an armor. Most vehicles also choose a Frame. Vehicles without a Frame are about the size of a human. In order of Size Categories: Size of a Horse, Size of a Tyrant Lizard, Size of a Whale, Size of a Blue Whale, Size of a Castle, Size of a Colliseum. Vehicles without a Frame have a Lore and Ride requirement equal to their Artifact Rating -1, but are unable to move unless a Chassis-Mod such as Platform Chassis or other

movement systems are installed. Movement Chassis-Mods are purchased for 5 AP, the artifact uses its Cog Dexterity score for the purposes of determining movement speeds. The Simplified Controls system reduces these requirements as normal. Vehicles with the Mobile Suit Frame may use either Ride or Sail. All other Frames have piloting requirements identical to a Cog Armor -1. All vehicles use the Cog Armor piloting rules unless specified otherwise. The artifact increases its Soak/Hardness from its Chassis and Frame by half before all other effects. The artifact also has an additional (Artifact Rating x Size Category) -1 Health Levels. The artifact may repurchase a system up to (Artifact Rating x 3) times unless specified otherwise. These artifacts are considered to have Armless and Platform Chassis systems by default, gaining the appropriate amount of AP from the Armless Chassis system. The user does not benefit from the Soak/Hardness of the artifact. Artifacts with a Frame may purchase Cover for the pilot at 1 AP per cover category increase. Attacks aimed at the pilot that miss due to the Cover instead strike the artifact. Charms that do not explicitly work through or on vehicles may no longer be used with the artifact. Augs may not take this System.

Back to Table of Contents

Grafts
Design:

(Cyborgs)

It is possible to implant systems into a person, these are referred to as Grafts.

A Graft is built and installed as a package of systems. They are built entirely from AP and systems, they do not have Chassis or Frames. The system(s) must be able to be installed on a Walker and have the Graft keyword. Magitech Grafts use the Artifact Rating AP table for Powered Armor. Magitech Grafts do not require maintenance, but have a Repair Rating as appropriate for their Artifact Rating. Necrotech grafts however, do require maintenance as per normal. Any unused AP are lost. Additionally, unlike powered armor, Grafts may purchase a system or subsystem (Artifact Rating x 2) times. Systems which provide AP or otherwise affect the traits of the Graft itself (Such as Attunement Reduction) must be a part of a package of other systems. Only one iteration of a positive system may be grafted into a character at a time, no matter its source. Bonuses from Grafts are Equipment bonuses unless they specifically state otherwise. All Grafts are treated as Obvious Tech of the appropriate kind. A designer may spend 1 AP to change the appearance of a Graft from one type of Tech to another. The designer may spend 1 AP to make the Graft non-Obvious while not in use, but careful observation may still reveal its existence, Grafts which are always on simply are not Obvious, while those that are activated become Obvious while in use unless the designer spends an

additional 2 AP. Non-Obvious Grafts may be noticed with a Difficulty 2 (Perception + Occult) roll. Living Grafts (or those made to look like them) increase this Difficulty by 2. A character must be able to see the grafted region in order to make this roll, Grafts covered by clothing are normally inapplicable for this roll, though beings with supernatural senses may be able to make their rolls at an increased Difficulty at the STs discretion. The Graft is still obvious to Essence Sight as appropriate for an Artifact of its Rating unless a designer spends an additional 2 AP to ensure otherwise. Tattoo Grafts visibility is unique. They must be made of Moonsilver, Vitrol, Chalcanth, or other Liquid Magical Material. They may not look like anything but what they are, but may be hidden with clothing over the area. The roll to realize that they are not for mere decoration is a Diff 2 (Int + Occult) roll. To determine their exact purpose requires a Difficulty 4 roll. They are still obviously Artifacts to Essence sight unless the designer spends 2 AP.

Installation:
Attaching a Graft involves a lengthy surgical procedure as an extended action. A graft takes (5 + (Artifact Rating x 5)) cumulative successes, with (Artifact Rating) hours between each roll. The Difficulty of each individual roll is normally (Artifact Rating), but particularly noninvasive systems might reduce the Difficulty by 1, or rather invasive surgeries might increase it by 1 at the STs discretion. The surgeon must have Lore, Medicine and Occult of at least (Artifact Rating), minimum 2, in order to perform the surgery. The procedure also requires a fully supplied surgical facility (Resources 4). Each surgery roll uses (Intelligence + the lowest of the three Abilities), with a failed roll inflicting one unsoakable lethal health level of damage. A botch inflicts five levels of lethal damage instead and requires that the process be started over from scratch.The player of a conscious patient must make a Temperance roll at difficulty 3. On a failure, the patients spasms of pain result in a botch. As a rule, attaching a graft requires its recipient to commit Essence to it as part of the surgery. Committed motes cannot be uncommitted without removing the graft (which requires a surgery roll with a difficulty of one less than was required to attach it). Grafts have attunement costs as per normal for Powered Armor of their artifact rating. If the artifact is ever de-attuned in some fashion, the Graft ceases to function, inflicting a crippling penalty on the character as below. After installation, the recipient has a -(Artifact Rating) wound penalty. At the start of every (Week for Mortals, day for those with supernatural healing), the character rolls (Stamina + Resistance) roll at Difficulty (4 + Artifact Rating) to ensure that the Artifact 'takes' and their body does not reject it. Success reduces the Wound Penalty by 1. Matching the Difficulty or missing it by 1 success does nothing but prolong the healing time, however failing the roll by more than 1 success causes the characters body to Reject the artifact. Other characters trained in medicine may assist the character using a (Int + Medicine) roll. For every 3 successes, reduce the Difficulty of the Rejection check by 1, to a minimum of 1. Once all of the wound

penalty is gone, the artifact is integrated properly and no more checks need to be made. Rejection inflicts a Crippling penalty upon the character. If the Graft is replacing an organ, they cease to be able to use that organ (A graft replacing the characters eye renders them blind in that eye). Grafts that do not stand in for any organ or limb instead inflict a Wound Penalty of -3 while still installed (Venom Injector Systems). Additionally, the character has (Artifact Rating)L levels of damage which cannot be healed until the artifact is surgically removed as a Difficulty 2 Surgery action. A rejected Graft runs the risk of infection as per open wounds, even for the supernaturally resistant Exalted. While it is possible for a characters body to accept an artifact after initially rejecting it, it is very rare. Double the Difficulty of the Rejection roll before any modifiers.

Automata (WIP)
There are three major types of created beings, Automata, Genesis Creatures, and Undead Constructs. Each is fundamentally different from the others, but use many of the same rules. Magitech Automata Golems, clockwork soldiers, thousand-forged dragons, Automata come in many shapes and forms, these great wonders of the First Age. All automata have a special core of magical materials inscribed with miniscule, delicate runes in Old Realm, a sorcerous core which functions as its brain. Commands are etched into the core, oftentimes simplistic ones with little guesswork in their meaning. These commands, etched into this thought-core form the automaton's programming. The limits of what it can and cannot do. If something is not written into these commands, the automaton is unable to react properly, trying to filter it through its coding. Automata are not truly alive or even properly sentient. They are unable to learn, they are bodies guided by the principles etched into their core, the ideal of She Who Lives in Her Name for all life. Automata are unable to learn past their initial programming and as such, do not gain experience, Abilities, or otherwise grow on their own.

Genesis Creatures: Biotech may create creatures, these creatures are automatically sentient and, provided they have an Intelligence score over 1, sapient as well. Biotech creatures are not automatically capable of reproduction, but may be made capable with 2 AP, the exact method of which is determined by the designer, but requires at least two beings and places the burden of conception upon one of them. Asexual reproduction (given the appropriate feeding and materials) requires an additional 2 AP. Genesis creatures, by default, require regular feeding of semi-exotic materials to maintain their strength. While the exact nature of which is defined upon creation, this amounts to a Resources (Artifact Rating) purchase per week. Increasing or decreasing this cost requires 1 AP per point of Resources. Reducing this cost to 0 does not mean the creature does not need to eat, merely that it does not have any exotic or expensive dietary requirements.

Extremely specialized diets are represented by the following system:

There are also Necrotech and Biotech automota, but they are not as common. Necrotech Automota are zombies or skeletal warriors or other such beings, it has begun to see a recent surge of use due to the Deathlords armies pushing the limits of the art. Biotech Automota are extrodinarily rare, Genesis is often instead used to create races, not perishable automota. Biotech Automota do not play to the strengths of Biotech. Automata may be miniaturized the same way that Unworn Magitech can. However, each miniaturization reduces its Strength by 1. An automata must have a Strength of 1 to physically affect the world in a meaningful fashion, otherwise it is barely able to lift a piece of paper more than its own weight.

Automaton Physiology
As mechanical beings, automata are completely immune to all forms of disease and poison, natural or supernatural. They do not require sleep (or equivalent passive rest) and cannot become fatigued as a result of exertion unless noted. They do not need air, food, water or any other form of sustenance, unless stated otherwise (such as those that require refueling of some sort). Most automata cannot heal naturally, but must instead be repaired with appropriate tools, labor and raw materials. An automaton with no health levels is not dead (not being alive in the first place), and may be repaired normally. Total structural failure is tantamount to death, however, inasmuch as it requires that the automaton be created anew (perhaps with difficulty or cost breaks for salvaged parts). Each lethal health level restored to an automaton requires a single maintenance (according to its Repair rating). Its Repair rating is considered +1 for mending aggravated damage (maximum 6) and -1 for bashing damage (minimum 1). Fixing an automaton uses Craft (Magitech). Unless otherwise noted, automata are not considered inanimate objects for the purposes of soaking damage, but are treated like living beings. As a final guideline, Storytellers should use common sense when determining whether a particular effect not listed here can target an automaton. Magic does not bypass such limitations: A Charm that induces suffocation is no more effective than holding the machine underwater.

Construction Rules
They have AP as appropriate for their Artifact Rating. Do not choose a chassis. Automata may use the Tactical Armament Response system to purchase mundane armor and the Integrated Artifact System to purchase Artifact Armor.

The only limit on the number of times a System may be repurchased is the Automatons available AP. Automatons all have a battery of (Artifact Rating x 10) motes from which they use (Artifact Rating) motes per hour of operation. Automatons may apply a Frame. If so, they use an additional (Size Category x 2) motes per hour. Increase the automatas Strength as if it were an Aug, but reduce its Dexterity by its Size Category. Automatons must have Dexterity 1 to move. Attributes: An automatons Attributes start at 1 or zero if the designer wishes. An automata designates its Primary, Secondary, and Tertiary Attributes between Physical, Mental, and Social. An automata has (Artifact Rating x 2) dots to distribute in its Primary Attributes, (Artifact Rating) for its Secondary, and (Artifact Rating/2) for its Tertiary. Dots of Attributes may be bought or sold for 1 AP (or 2 for Dexterity). An automatas attributes may be bought to a maximum of 5. Systems which increase Attributes explicitly may increase the automatons Attributes above 5. Abilities: An automatons Abilities start at 0, but they may distribute (Artifact Rating x 5) dots as it pleases. None may be raised higher than its Artfact rating. A designer may not raise these Abilities above what they themselves have or at least have a trainer for. Attacks: Automatons have the usual three natural attacks Health Levels: Each automaton starts with the normal seven health levels: -0/-1/-1/-2/-2/-4/ Incap. These health levels are reduced, as normal, if they are used as extras. Automatons use the Mechanized Resilience system no matter their size. Virtues: Automatons do not have Virtues as per [b]Wonders of the Lost Age[/b]. They never make Virtue rolls, and instead automatically succeed or fail based on their programming. Willpower: Automata have no will, and thus, no Willpower points to spend. They are treated as Willpower 10 (Integrity 5) for the purposes of resisting efforts to make them violate their programming (They regain Willpower at one point per hour) Social attacks can function against automata provided they penetrate the inherent defenses provided by programming, though some inflexible constructs cannot be reasoned with or negotiated with in any way and thus have perfect immunity to such effects. Systems: An automaton may be designed with whatever systems the designer wishes and has the AP to spend on provided they do not have the Non-Auto keyword.

Additional Weapons: Provides the automota with another upgradable natural weapon with (Artifact rating * X) AP to upgrade with. Automotan-Specific Flaws: Climate Sensitivity (Each purchase imposes an Internal Penalty on a certain environment)

Fragile (2 or 3 AP): The automatan or creature is surprisingly fragile. Whenever it suffers levels of bashing damage in Step 10, half of those levels (rounded down) are instead converted directly into levels of lethal damage (this can lead to disabling injuries as normal). The three-point version of this System instead converts all bashing damage suffered into lethal damage. Anti-Specialty (1 AP): Every purchase of this system gives the automotan or creature two -2 internal penalties in tasks approximately as broad as a Specialty.

Biotech Specific: Allergy (1 AP): The creature has a dreadful allergy to an otherwise harmless substance, such as fungus, thick pollen, certain drugs, dairy products, sunlight, or salted peanuts. If it consumes or directly inhales that substance, it treats it as poison, with traits of (AP x2)B/action, Toxicity (AP), Tolerance , Penalty -(AP). If it is simply exposed to a concentration of that substance, it treats it as a hazard with traits of (M)B/minute, Trauma (M). Hunger Frenzy (1 AP): The creature applies starvation penalties to any Temperance roll it makes to avoid taking food or drink. If it fails such a penalized roll, it must gorge itself until completely satiated, attacking anyone who gets in its way like a partially-controlled Berserk Anger (Exalted, pp.105). Air Drowner (2 - 4 AP): The creature cannot breathe air. Attempting to do so results in suffocation, just as in water, except that all intervals are at one hour rather than 30 seconds. The three and four point versions of this system decrease the length of the interval to five minutes and 30 seconds respectively.

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AI is Not a Crapshoot
Though superficially similar to automatons, Animating Intelligences are worlds different. Though they come in several forms, the basic concept of these systems as well as the mechanics involved are very similar: A spirit of some kind is eternally and symbiotically bound to the armor, residing within special circuits throughout the armor designed to hold an intelligence. Whether it is an awakened least god of the armor, a ghost bound and infused, or a spirit shaped and poured into these circuits, the mechanical effects are much the same. Players wishing to begin play with an artifact or armor with an awakened AI must first possess the appropriate Artifact background. They can then purchase the AI as an Ally (per the Background). Powered Armor is only able to house a three dot Awakened Ally, only Warstriders can hold more powerful spirits. There have been no known Powered Armor capable of housing more powerful AI's, but it is theorized that the most bleeding edge of technology and motonic compression may make it possible. A dedicated artifact to contain an AI using the Unworn Magitech rules may hold an AI with a rating of (Artifact Rating + 1). AIs are differentiated from Automota in that they are spirits unto themselves and are capable of learning and growing. While their Attrbutes, Essence, and Charms are set by their construction, their Motivation, Intimacies, Virtues, and Abilities may change and grow as per any sentient being. Back to Table of Contents

Material Intelligence (MIs)


During the First Age, the Solars continued to push the boundaries of what magitech could accomplish and with it the power of magitech armor. The single greatest advance in the utility of these suits of battle was the Essence-powered systems that raised the armor's least god from a quiescent entity without name or ability into an active, guiding force, a companion and ally for the user. Known as Material Intelligences, or MIs, these awakened gods are not as puissant as those that sometimes survive within manses or the more massive artifact vessels, but they are nonetheless a potent asset upon the battlefield. Even the least among them can provide power to Essence

weapons and alert the pilot to danger, while the greatest can take physical form and fight beside their pilots. The basic traits of an MI, and of all AIs unless stated otherwise, are as follows: An AI is a separate, free-willed entity from the armor itself. The AI is naturally immaterial and invisible, but may manifest visually by spending one mote. An AI has one free dot in each Attribute and receives a number of additional Attribute dots to distribute between them based on its rating. Any AI can have no more than five dots in any Attribute or Ability. The AI has one free dot in each Virtue and an initial Willpower score of 5. An AI receives a number of additional dots to distribute based on its rating. The AI can also add any number of these dots to its Willpower instead of to its Virtues, but cannot have a Willpower greater than (AI's highest Virtue + 5). An AI has an Essence pool equal to its [(Essence x 10) + Willpower x 5)]. The pilot can use the AI's Essence pool to power any Essence weapons or ancillary systems the armor has mounted. An AI regains Essence as normal for a supernatural being. Additionally, the AI recovers a number of motes per hour equal to the number of levels of hearthstones socketed in the armor. The AI can perceive anything taking place in or around the armor as though present, regardless of the spirit's actual location. The AI can speak from the armor's mouth and may extend the same ability to its pilot. An AI's native tongue is Old Realm. The AI may speak with any creature currently occupying the armor An AI cannot naturally travel more than 30 yards from the armor A newly awakened AI has the Motivation "Serve my pilot loyally." Older AIs often develop more varied Motivations, usually during their first decade of service. An AI has a number of health levels equal to its (Willpower + Essence), not counting the Incapacitated health level. It has one -0 health level, one -4 health level, and therest are evenly split between -1 and -2 health levels (resolve odd numbers of health levels in favor of the -1 health levels). If the AI is destroyed in some way, it reforms after one lunar month within the armor. If the armor is destroyed, the AI is destroyed with it, gone forever.

Ratings and What They Provide: One Dot: The AI is barely self-aware. It has an Essence score of 1, no Abilities, and no Charms. It has 5 additional dots of Attributes and 3 additional dots of Virtues. It can have an Intelligence of no more than 1. Two Dots: The AI is a fully functioning little god, fully aware but still relatively weak. It has an Essence score of 1, 10 dots of Abilities, and 8 additional dots of Attributes. It may have an Intelligence of no more than 3. It has 5 additional dots of Virtues and two AI Charms.

Three Dots: The AI was well-made, allowing it a greater state of enlightenment than a common least god. The AI has an Essence score of 2, 20 dots of Abilities, and 12 additional dots of Attributes. It has 7 additional dots of Virtues and four AI Charms. Four Dots: The AI is one of surpassing excellence. The AI has an Essence score of 2, 20 dots of Abilities, and 16 additional dots of Attributes. The AI may buy a sixth Attribute dot for 2 points. It has 10 additional dots of Virtues and six AI Charms. The AI also has a one dot Sanctum in which to rest, which can be entered by appropriate means using the entry to the warstrider's fuselage. Five Dots: The AI is extremely powerful for one of its kind. It has an Essence score of 3, 30 dots of Abilities, and 20 additional dots of Attributes. It has 14 additional dots of Virtues and eight AI Charms. The AI may buy a sixth Attribute dot for 2 points. The AI also has a two dot Sanctum in which to rest, which can be entered by appropriate means using the entry to the warstrider's fuselage. Back to Table of Contents

Infused Ghosts / Servitor Ghost (SGs)


A more recent innovation and one with a more sinister bent, is the creation of ghostly servitors to act in place of a armor's AI. Because the creation of an AI requires the consent of Heaven, the Deathlords are unable to create AIs to empower their greatest armor and so have turned to new avenues of experimentation in order to fill their needs. The result was the birth of the first ghost servitor A ghost servitor was once a free-willed ghost, captured and then stripped of much of what gave it form, distilled down to just an intelligent pattern of Essence before being infused into the circuitry of a armor. Needless to say, this process is not pleasant for the ghost in question. Many are rendered near catatonic by the procedure. The resulting SG functions like an AI. The process cannot be performed on ghosts with Essence 4+, only the younger ghosts need worry about suffering this particular torment. A ghostly servitor functions like an MI with the following exceptions: The armor is the servitors only Fetter, rated at 5 dots. As a ghost, a servitor regains Essence only while the armor is in the Underworld or inside a shadowland. However, in addition to whatever Essence it may naturally respire, the servitor recovers a number of motes equal to the number of levels of hearthstones socketed in the armor, regardless of the armor's location. The servitor's natural state is that of being merged with the armor. Charms can remove the servitor from within the armor, but as soon as the Charm's duration ends, the servitor is instantly drawn back within the armor. While merged with the armor, the servitor cannot be attacked or damaged. When residing within the armor, the servitor can perceive anything taking place in or around the armor as though present

The servitor is under a compulsion to serve its current pilot loyally. Taking any action against the last person to attune to the armor or disobeying their orders requires the servitor to spend one Willpower per action. Destroying the armor destroys the servitor. The servitor may reform after a lunar month as a normal ghost if its succeeds on a Willpower roll against difficulty 3. If it fails, it passes into Lethe. If it botches, it passes into Oblivion instead. If the servitor is slain separately from the armor, it reforms after (Essence) days automatically.

Ratings and What They Provide: One Dot: The binding left the servitor mentally traumatized, with little memory of its former life. It has 3 dots to assign to its Primary Attributes, 3 dots to assign to its Secondary Attributes, and 2 dots to assign to its Tertiary Attributes. It has an Essence score of 1, 3 dots of Virtues, no Charms, and no Abilities. Two Dots: The binding has weakened the servitor greatly, but has not stripped it completely of useful skills. It has 4 dots to assign to its Primary Attributes, 3 dots to assign to its Secondary Attributes, and 3 dots to assign to its Tertiary Attributes. The servitor has an Essence score of 1, 5 dots of Virtues, three Servitor Arcanoi, and 15 dots of Abilities. Three Dots: The ghost within the armor managed to survive the binding process relatively unscathed. It has 6 dots to assign to its Primary Attributes, 4 dots to assign to its Secondary Attributes, and 3 dots to assign to its Tertiary Attributes. The servitor has an Essence score of 2, 7 dots of Virtues, six Servitor Arcanoi, and 25 dots of Abilities. Four Dots: An experienced ghost inhabits the armor. It has 8 dots to assign to its PrimaryAttributes, 6 dots to assign to its Secondary Attributes, and 4 dots to assign to its Tertiary Attributes. The servitor has an Essence score of 2, 10 dots of Virtues, nine Servitor Arcanoi, and 30 dots of Abilities. Five Dots: The ghost bound to the armor is one of the most potent ghosts still possible to bind to an armor. It has 10 dots to assign to its Primary Attributes, 8 dots to assign to its Secondary Attributes, and 6 dots to assign to its Tertiary Attributes. The servitor has an Essence score of 3, 14 dots of Virtues, twelve Servitor Arcanoi, and 35 dots of Abilities. Back to Table of Contents

ReShaped Spirits (RSS)


The Primordials have known how to reshape spirits since time immemorial, but recently they and their souls have started to use this skill to convert spirits into forms that resemble MI's for their Chosen of Hell. Normally, each RSS is a reshaped god, elemental, or demon, boiled in vitrol and molded like clay before being heated and melted and poured into the circuitry of the armor.

However, this is not the defining attribute of an RSS. The reshaping referred to in the name of this type of MI is in truth, the forcing of a spirit to assume a compressed state which straddles the lines of both the immaterial and the material, entrapped in the armors circuitry. A ReShaped Spirit is identical to a standard AI except in the following ways: A merged spirit is physically a part of the armor, its form eternally bound in the liquid circuitry. It may never be separated from its circuitry nor may it materialize. An RSS made from an existing spirit has an Attribute, Virtue and Willpower spread identical to normal for its kind unless otherwise specified here. Alternatively, one is created from scratch as per a Material Intelligence. An RSS created from an existing spirit retains traits in excess of 5 unless noted otherwise here. An RSS does not have Strength, Dexterity, or Stamina scores, as it lacks a physical form. If these traits are ever required, the spirit instead uses (Willpower/3), rounded down. An RSS created from an existing spirit has an Essence pool and health levels per normal for one of its kind. Otherwise, they are created normally for MI's. An RSS created from an existing spirit repurchases its Abilities using the Ability points granted by its Rating. The servitor's natural state is that of being merged with the armor, residing in a Sanctuary created from the special circuitry housed within its plating. This sanctuary is not accessible in Powered Armor, but may be accessed in Mechanized armor through the hatch to the Pilots Cradle. The spirit an freely move around within its sanctuary and may be interacted with normally. Charms can remove the servitor from within the armor automatically fail. The servitor is under a compulsion to serve its current pilot loyally. Taking any action against the last person to attune to the armor or disobeying their orders requires the servitor to spend one Willpower each action. Ratings and What They Provide: One Dot: The bound spirit is barely self-aware, it's mind and will broken by its torturous infusion. It has an Essence score of 1, no Abilities, and one AI Charm. Those created from scratch have 6 Attribute dots and 2 dots of Virtues. It can have an Intelligence of no more than 2 and its Willpower is capped at 6. The spirit is interred in a 0-dot Sanctuary. Two Dots: The bound spirit is a safely integrated weak Spirit. It was originally a spirit with a Essence of no more than 2. A created RSS may buy its Essence up to 2 with 3 Attribute dots. It has 6 dots of Abilities and three AI Charms. Those created from scratch have 10 Attribute dots and 4 dots of Virtues. It can have an Intelligence as high as 4 and a Willpower of 7. The spirit is interred in a 0-dot Sanctuary. Three Dots: The AI was well infused, it may have been a Spirit with an Essence of as much as 3. Created RSS'es start with Essence 1 and may buy each dot of Essence with 3 Attribute dots up to 3. It has 12 dots of Abilities and five AI Charms. Those created from scratch have 14 Attribute dots and 6 dots of Virtues. It may have an Intelligence of as much as 5, but otherwise may buy a sixth Attribute dote for 2 Attribute points. The spirit is interred in a 1-dot Sanctuary.

Four Dots: The AI was not only infused perfectly, it was a spirit of noticeable power, preexisting spirits may have an Essence score as high as 4. Created RSS'es start with Essence 1 and may buy each dot of Essence with 3 Attribute dots up to 4. It has 18 dots of Abilities and seven AI Charms. Those created from scratch have 18 Attribute dots and 8 dots of Virtues. It may buy Attributes up to 7, the sixth and seventh dots costing 2 dots each. The spirit is interred in a 2-dot Sanctuary. Five Dots: Only the mightest, best infused and well crafted spirits or the longest lived RSS qualify for this rating. Pre-existing spirits may have an Essence score as high as 5. Created RSS'es start with Essence 2 and may buy each dot of Essence with 3 Attribute dots up to 5. It has 24 dots of Abilities and nine AI Charms. Those created from scratch have 22 Attribute dots and 10 dots of Virtues. It may buy Attributes up to 7, the sixth and seventh dots costing 2 dots each. The spirit is interred in a 2-dot Sanctuary. Back to Table of Contents

Creating an Awakened Armor Ally


While the actual process involved in the creation of an AI is vastly different from that used to bind a ghost into a servitor, and that is very different from the process of physically infusing a spirit into the armor, the mechanical requirements for them to succeed are largely the same. First and most obvious is that a character attempting to create one of these magitech marvels must have access to an armor with the appropriate system installed. To properly ready the armor to receive the spirit requires the character have at least Craft 5, Lore 5, and Occult 5 and posses at least a set of tools suitable for making fine repairs on the magical materials (themselves worth Artifact 3). The actual process of readying the armor involves the character accumulating 100 successes on an extended Craft[Magitech] roll, difficulty 4. A single botch on this roll destroys all of the character's progress and he must begin again. Each roll represents one day of work. Finally, an appropriate prayer must be made to perform the actual awakening or binding. In the First Age, Zenith Caste Solars or one of the Chosen of Mars would typically perform this duty. The priest must offer a prayer to either the Unconquered Sun, Oblivion, or the spirit itself. If the prayer roll is successful, the AI awakens or the servitor congeals or the spirit properly sets within the armor. The degree of success determines the rating of the AI or servitor. 9 - 11 = 1-Dot 12 - 14 = 2-Dot 15 - 17 = 3-Dot 18 - 20 = 4-Dot 21+ = 5-Dot

A ghost sacrificed to become a servitor must have an Essence score of at least 3 to become a five dot servitor. Back to Table of Contents

AI Stats
Name: Type: Essence: Motivation: Willpower: Mote Pool: Str / Dex / Sta : Cha / Man / App : Int / Wits / Per : Charms:

AI Charms
TITAN'S PUISIANCE
Cost: 4m; Mins: Essence 1; Type: Reflexive Keywords: Combo-OK, Stackable Duration: Indefinite This Charm allows the AI to temporarily raise one of the Armor's traits. A version of this Charm exists for Strength, Mobility, Fatigue, and Soak. While the appropriate version is active, the Armor's Strength is increased by 2, its Mobility penalty is reduced by 2, its Fatigue rating is reduced by 2, or its Soak is increased by 4. This Charm can be taken more than once and their effects stack with each other. The AI may not activate this Charm for a particular trait more times than he has copies of the Charm to boost that particular trait. For example, an AI with the version of this Charm for Strength twice could spend 8 motes to raise the Armor's Strength by 4, but an AI with a version for Strength and one for Fatigue could only spend 4 motes to raise Strength by 2.

BARRING THE THRONE


Cost: -; Mins: Essence 3; Type: Permanent Keywords: Combo-OK Duration: One day Exceptionally powerful AIs sometimes have the ability to choose who can and cannot pilot them. Whenever anyone attempts to attune to the Armor, the AI may reflexively activate this Charm. The would-be pilot and the AI make opposed Willpower rolls, adding their Essence in automatic successes. If the AI is successful, the would-be pilot becomes incapable of piloting the Armor for one day. If the would-be pilot is successful, the AI fails to prevent his attunement. This Charm does not work on the current pilot. Should the current pilot be a Celestial Exalt, this Charm will also not work on his next incarnation, provided no others successfully

attune to the warstrider in the intervening time.

MENDING THE WOUNDS OF WAR


Cost: 3m per hour of maintenance; Mins: Essence 2; Type: Simple Keywords: Combo-OK Duration: Instant An Armor unable to move due to lack of maintenance serves no one well, but an AI with this Charm ensures that its Armor will never fall into disrepair. By spending 3 motes per hour of maintenance required, the AI can instantly bring the Armor back to a full state of repair. The only catch with this Charm is that the AI cannot choose to partially repair the Armor (for example leaving three hours of maintenance to be completed by others) and so must pay to fully repair the Armor whenever this Charm is activated.

WALKING THE WORLD


Cost: 5m; Mins: Essence 2; Type: Reflexive Keywords: Combo-OK Duration: Indefinite Some AIs can throw off the ties that hold them tightly to their charge. While this Charm is active, the AI need not stay within 30 yards of the Armor. It can travel the world as it sees fit so long as the Essence remains committed to this Charm. Uncommiting the Essence causes the AI to be immediately transported back to the Armor. ReShaped Spirits cannot take this charm.

MEASURE THE WIND


Cost: 1m; Mins: Essence 1; Type: Reflexive Keywords: Combo-OK Duration: Instant This Charm determines the Essence trait of all living creatures within (Willpower) yards of the Armor. This Charm also allows the AI to make a (Wits + Awareness) roll to find hidden creatures within this range and adds its Essence in automatic successes to the roll. The AI immediately recognizes which type of being each creature detected by this Charm is - Exalt, spirit, ghost, etc. Finally, this Charm detects whether any creature the AI examines is capable of killing a god permanently, as with Ghost-Eating Technique.

ESSENCE PLETHORA
Cost: -; Mins: Essence 1; Type: Permanent Keywords: None Duration: Permanent The AI's Essence Pool increases by 10 motes. An AI can take this Charm multiple times, once for each dot of Essence it possesses.

RESERVE OF WILL
Cost: -; Mins: Essence 1; Type: Permanent Keywords: None Duration: Permanent The AI's maximum temporary Willpower increases by one point. This has no effect on the value of its actual Willpower trait. An AI can take this Charm multiple times, once for each dot of Essence it possesses.

SPIRIT-CUTTING
Cost: 2m; Mins: Essence 2; Type: Supplemental Keywords: Combo-OK, Obvious Duration: Instant This Charm can be used to supplement any attack made by the AI or the Armor. Such attacks affect the immaterial as easily as the material.

ESSENCE BITE
Cost: 3m; Mins: Essence 2; Type: Supplemental Keywords: Combo-OK Duration: Instant The fire of courage adds force to the Armor's blows. This Charm adds the AI's Valor to the raw damage of any attack made by the Armor or the AI.

DIVINE AEGIS
Cost: 1m per die; Mins: Essence 2; Type: Reflexive (Step 8) Keywords: Combo-OK Duration: Instant Through discipline, the Armor is protected from harm. Whenever the Armor or the AI is struck in combat, the AI may spend up to (Temperance) motes. Each mote spent on this Charm reduces the post-soak damage of the attack by one die. This Charm can reduce the damage of the attack to zero.

BANE
Cost: 5m; Mins: Essence 2; Type: Supplemental Keywords: Combo-OK, Obvious Duration: Instant The AI was made to fight one of Creation's many enemies. When attacking such enemies, the AI can channel its purpose and hate into a blazing fire with which to burn them from the face of the world. When selecting this Charm, choose one of the following groups: Natives of Malfeas, Creatures of the Wyld, or Creatures of Death. Attacks supplemented by this Charm deal aggravated damage to creatures belonging to the chosen group.

STRIKE OF SURETY
Cost: 2m per die; Mins: Essence 2; Type: Supplemental Keywords: Combo-OK Duration: Instant Those that are foolish enough to stand between a titan and its goal deserve their fate. The AI can use this Charm to add dice to any attack roll made by it or by the Armor. The AI can purchase up to (Conviction) dice at a cost of two motes per die.

GUARDIAN'S DEFENSE
Cost: 3m; Mins: Essence 2; Type: Reflexive (Step 2) Keywords: Combo-OK Duration: Instant Those that a colossus desires to protect are shielded from the greatest storm. The AI can use this Charm in response to an attack upon itself, the Armor, or upon any target that it or the Armor is currently defending. When activated, it increases the AI's or the Armor's Parry DV by the AI's Compassion.

ACKNOWLEDGING THE WORTHY ADVERSARY


Cost: 5m; Mins: Essence 1; Type: Reflexive Keywords: Combo-OK Duration: One scene. Even across great battlefields, a titan knows its worthy foes. This Charm makes the AI instantly aware of all warstriders, hellstriders, bonestriders, behemoths, and other similarly large foes that are within (Essence) miles and not hidden by magic of some kind.

MATERIALIZE
Cost: Varies; Mins: Essence 3; Type: Simple Keywords: Obvious Duration: One scene With this Charm, the AI temporarily becomes a material being. Materializing costs (Essence x 5) motes.

ESSENCE HARMONY
Cost: - (2m); Mins: Essence 2; Type: Permanent Keywords: None Duration: Permanent Those that fight side by side must trust one another if they are to prevail. An AI with this Charm can draw upon the pilot's Essence pool to power its own Charms. The pilot must be within the Armor and willing to cooperate or any attempt to tap the pilot's Essence fails. The process, however, is inefficient. The pilot pays a two mote surcharge whenever the AI uses his Essence to power its Charms. Alternatively, the AI can donate motes to the pilot. By paying a two mote surcharge, the AI can transfer (Essence x 3) mote to the pilot as a reflexive action once per action. The pilot must be in contact with the armor to receive this donation of essence.

SPIRIT HAND
Cost: 3m; Mins: Essence 2; Type: Simple Keywords: Combo-OK Duration: Instant While spiritually weak, some AI can muster the strength to reach across the Chasm of the Immaterial and touch the physical world for a moment. This Charm allows the AI to take only one physical action per activation, though that action can include any necessary and minor preliminary effect, such as picking up a quill before writing a quick sentence on a page or picking up a dagger before hurling it at an enemy. The AI must still succeed on any required rolls to accomplish the action and the AI must be present wherever he wishes the action to take place.

BOND OF THE TRUSTED COMPANION


Cost: -; Mins: Essence 1; Type: Permanent Keywords: None Duration: Permanent The bonds of friendship can extend any distance. An AI with this Charm is always aware of the direction and distance to the pilot. The AI is also aware of the greatest wound penalty the pilot suffers and whether the pilot is poisoned or afflicted with disease.

TRACKING
Cost: 5m; Mins: Essence 2; Type: Reflexive Keywords: Combo-OK Duration: Instant No one can escape the vengeance of a wrathful titan. This Charm allows the AI to instantly know the distance and direction to one creature that the Armor has attacked within the past month. If the creature is hidden by some form of supernatural stealth, the AI rolls (Perception + Awareness) for the opposed roll and adds its Essence in automatic successes to the roll.

CAMOFLAGE
Cost: 10m; Mins: Essence 2; Type: Simple Keywords: Combo-OK Duration: One scene This Charm allows the AI to hide itself or the Armor from view. This Charm adds (Essence) successes to any Stealth roll made by the AI or the Armor for the duration of the scene and allows both to conceal themselves without need for any sort of cover.

CALL

Cost: 1m; Mins: Essence 1; Type: Simple Keywords: Combo-OK Duration: Instant This Charm allows the AI to send a short message (no more than a few sentences) to its current pilot, the pilot of another Armor, or to another Armor's AI. The AI can send this message no more than (Essence) miles.

SUMMONING THE HERALD OF WAR


Cost: 20m, 2wp; Mins: Essence 3; Type: Simple Keywords: Combo-OK Duration: Instant Consecrated to endless battle, the AI shall always heed the call to war and with it the Amor. Upon activating this Charm, the AI causes the Armor to teleport instantly to either its own location or the location of the pilot. If the location is not large enough to contain the Armor, it makes room. Extensive property damage usually results.

INDOMITABLE BULWARK
Cost: 5m, 1wp; Mins: Essence 3; Type: Reflexive (Step 7) Keywords: Combo-OK Duration: One action Prerequisite: Orichalcum Warstrider Drawing upon the superlative resilience of orichalcum, the AI causes the Armor to become all but invulnerable. For one action, the warstrider's soak is infinite. This means that regardless of how much raw damage an attack has, it only deals minimum damage to the Armor or its pilot.

QUICKSILVER MOTION
Cost: 5m, 1wp; Mins: Essence 3; Type: Reflexive (Step 1) Keywords: Combo-OK Duration: One action Prerequisite: Moonsilver Warstrider Channeling the protean fluidity of raw moonsilver into the motions of the Armor, the AI turns the warstrider into an extension of the pilot's thoughts. For one action, the armor reduces multiple action penalties by the AI's Essence and also reduces DV penalties caused by the Armor's own actions by the AI's Essence.

CRYSTALINE PURITY
Cost: 5m, 1wp; Mins: Essence 3; Type: Reflexive (Step 2) Keywords: Combo-OK Duration: One action Prerequisite: Adamant Warstrider Bestowing the pristine and changeless nature of crystal upon the Armor , the AI renders the Armor immune to the treachery of its enemies. For one action, the armor and its pilot are immune to Shaping, Crippling, Poison, and Sickness effects.

REAPER'S SCYTHE
Cost: 5m, 1wp; Mins: Essence 3; Type: Reflexive (Step 10) Keywords: Combo-OK Duration: One action Prerequisite: Soulsteel Warstrider Infusing the pain and agony of tortured souls into the Armor, the AI makes the Armor into the specter of death. For one action, the Armor converts (Essence) dice of damage into automatic successes in Step 10 of damage resolution with all attacks.

BEND FATE
Cost: 5m, 1wp; Mins: Essence 3; Type: Reflexive (Step 2)

Keywords: Combo-OK Duration: One action Prerequisite: Starmetal Warstrider Drawing upon the sheer force of potential destinies represented by the starmetal that makes up its armor, the AI spins a future of victory for itself and its pilot. For one action, all attacks that target the armor have their target number raised by 1. This usually means that only a result of 8 or better counts as a success for attacking opponents.

RELENTLESS DEFENSE
Cost: 5m, 1wp; Mins: Essence 3; Type: Reflexive (Step 2) Keywords: Combo-OK Duration: One action Prerequisite: Jade Warstrider Jade, at its heart, is elemental energy bound into solid form. Harnessing the boundless life of Wood, the endless endurance of Earth, the raging fury of Fire, the tireless grace of Water, or the dauntless hurricane-force of Air, the AI pushes the armor to its limits, reacting to every blow without tiring or slowing. For one action, the warstrider adds (Essence) to its Dodge and Parry DVs and ignores up to (Essence) in onslaught or coordination penalties.

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Systems
Specialty Systems
AI Capability System:
Cost: 5 pt; Keywords: Hardy, Mechanized, Tuning, TL 5 The artifact has had special circuitry constructed of some meld of magical materials to house an animating spirit. While the varieties of circuitry used to house Awakened Intelligences vary wildly, Servitors require specially refined Labyrinthine Ore to house its animating spirit and ReShaped Spirits require special tubes of Starmetal and Cecelian glass to house the semi-liquid spirit and form the mandala that creates its Sanctuary. This system merely enables an AI of one of the three types, the AI must be created separately. Helltech reduces the cost of RSS systems by 1, and Necrotech reduces the cost of Subsidiary Ghosts by 1. The system may be tuned to increase one of the mental Attributes of its resident AI by 1. Subsystems: Compact System 2 AP: This removes the Mechanized tag from the System. Limited Capacity (1 AP): The artifact can only support a certain level of AI. For every purchase of this subsystem, reduce the maximum AI the armor can hold by 1. System Control 2 AP: The AI may control the armor and its systems freely. While this can be a boon, a reticent AI can make an armor utterly unusable. Limited Control 4 AP: The wearer may selectively allow the AI access to the artifacts Systems. The user may reflexively choose which of the armors systems the AI may control. Subsidiary Ghosts 2 AP: This subsystem may only be installed for Servitor AIs. One of the armors systems has its own, semi seperate AI containment matrix in which a servitor ghost can reside. This subservitor only cares for that one system. Increase the number of successes required to make any AI for the armor by 2 for every subservitor the armor has. These subservitors may not be rated higher than 3. Awakened Tech (1 AP): This subsystem may only be installed on Helltech. Instead of a special system to hold a separate spirit, the armor itself has been awakened and split into multiple forms. A mandola of integrated soulsteel, starmetal, and other magical materials shape a small sanctuary for the armor as well as allow it to retain its consciousness and shape said consciousness into a form more appropriate for an AI.

Hardpoint Construction:
Cost: 3 pt; Keywords: Hardy, Subsystems, Stackable (1), Weaponized Instead of having all of its systems permanently integrated with its systems, the armor has a certain number of hardpoints, open slots, and specially constructed integration points that allow specially constructed systems to be swapped in and out easily. An armor with this system designates a certain amount of its AP. This designated AP may not be used in its normal construction. However, the armor may instead swap out systems as a Repair action that costs no Resources. These systems must be designed and built separately and designed to fit the armor. Normally, alternate systems only slot into a single armor, but designers may intentionally make their armors and systems cross-compatible with others. A system, all of its repurchases and its subsystems are created as a single unit which is installed/uninstalled at once. Building a system has the same minimums as creating an Artifact 1, but are built at Difficulty 4 and require (System AP) successes, minimum 1. Systems which provide AP must be linked to ones that cost AP. Subsystems: Quick Swapping Systems 1 AP: The armor has been specially designed to have its systems swapped out quickly. A dedicated team of technicians capable of performing a normal Repair roll on the armor may swap out Systems for the armor within two minutes. Alternatively, a special Artifact 1 designed to perform the process can do so in a minute. Performing a system swap on a Mechanized armor multiplies the time it takes for a dedicated team to swap out systems by its Size Category. An Artifact dedicated to the task can still do so in a minute, but this requires an Artifact 2 for Warstrider or Battlefield King units, and an Artifact 3 for City Crusher or Behemoth Slayer units. Remember that an artifact capable of operating on such units would inherently be massive and require equally massive resources to create.

OverDrawn Systems:
Cost: 1 pt; Keywords: Hardy, Subsystems, Weaponized Normally, the essence flows of an armor can only hold so much power before it begins to damage the armor. This is the cause of the limit of (Artifact Rating) purchases of a system. However, by ignoring these limits, more power may be pushed into the system to the detriment of the armor. Every purchase of this system allows the designer of the armor to purchase the system an additional time past its normal (Artifact Rating) limit. This system may not effect Systems with the Stackable keyword unless they fall under Enhancement or Movement Systems. The wearer/pilot of the armor must deliberately choose to take advantage of these systems. Treat a scene in which these excess traits are used as Heavy Use. In a scene that would otherwise count as Heavy Use, the time counts as double.every use of a repurchased system as an hour of missed maintenance.

For example: A 2-dot armor that has used this system to purchase Exomuscular Fibers a third time could freely use the first two purchases of the system. However, during any action which it made use of its third dot would count as an hour of missed maintenance. Subsystems: Careful Overdrawn: 3 AP: The armor instead gains three hours of missed maintenance for every repurchased system used in a scene.

Overclocking Systems:
Cost: 2 pt; Keywords: Hardy, Nonliving, Subsystems, Stackable (1), Weaponized By pushing the armors systems to their limits, more power may be pulled from them at the cost of terrible wear and tear on the system or its pilot. Powered Armor / Aug Armor: WIP. Open to suggestions. Cog Armor: The armor may increase it Strength or Dexterity by 1 for the scene as a Miscellaneous (Speed 4, DV -1) action. For every point that armor increases its traits, the scene counts as an hour of missed maintenance. An armor may only increase its Strength by (Artifact Rating) and its Dexterity by (Artifact Rating/2) rounded down. Subsystems: Pain of the Pilot: 1 AP: Instead of the armor having missed maintenance, the user suffers 1 Unsoakble level of Bashing Damage for every hour of maintenance the armor would have missed. These are inflicted immediately upon use of the Overclocking rather than at the end of the scene.

Power Redistribution:
Cost: 0 pt; Keywords: Hardy, Nonliving, Subsystems, Stackable (2), Weaponized The armor gains (Artifact Rating) AP. These AP may only be spent on non-Hardy systems or subsystems. Additionally, designate the same amount of the armors normally spent AP on the same kind of systems. Only (Artifact Rating / 2) of these AP (Both those granted and designated) may be active at any one time, rounded up. The wearer/pilot may switch which of these AP are active as a Miscellaneous (Speed 3, DV -1) action. For Example: An Artifact 5 Armor with this system would gain an additional 5 AP to use in its creation to use on Non-Hardy systems. However, 10 AP worth of its Non-hardy Systems would be designated before final creation. Of these 10 AP, only 3 of them may be active at any one

moment. Subsystems: AI Integration 0 AP: Requires an AI. Increase the number of AP the armor gains by an additional (Artifact Rating). Increase the number of AP the armor may have active at one time by (AIs Intelligence/2).

Combining Mecha:
Cost: 1 pt; Keywords: Hardy, TL 5 This System must be applied to a set of artifacts (Warstriders are normally Cogs). This system requires both Transforming Systems with an alternate form worth 0 AP. This system must be installed on all of the artifacts in the set. This set of artifacts may transform and combine into a single, larger artifact. This larger artifact has the Artifact rating of the highest rating of the artifacts that combine to make it. This combined artifact has additional AP equal to the Artifact ratings of all of the artifacts that combine to make it. Generally, this System is only applied to vehicles or Warstriders, as the Linking Systems cover most other requirements of combining artifacts. This combining takes a special Coordinated Attack (Speed 12, DV -3) action from all participants. Separating is a Miscellaneous (Speed 3, DV -0) action that may be initiated by any of the pilots/participants. All of the artifacts must be able to reach one another within the given amount of time. If any of the artifacts suffers knockdown or knockback during this action, the combination is interrupted. The size of the resulting artifact depends on the size differences between the combining artifacts. If all of the artifacts are the same size category, then the resulting artifact is that size category + 1. Should one of the artifacts be a size category larger than the all of the other artifacts combining, the resulting artifact is that size category. Normally, when an unworn artifact and worn artifact combine, the resulting artifact is a worn artifact such as Powered Armor or Mechanized Armor, but this is not a hard, fast rule and is in truth, at the discretion of the designer. The combined artifact is designed separately from its component artifacts. The combined artifact must have the Additional Pilots system enough times to support all of its pilots as necessary. Other than this, the only hard rule is that the combined artifact may not have Integrated Artifacts if none of its component artifacts has that artifact. Armors should be built from General Systems, Enhancement Systems, and the Systems of its component armors.

Some general rules of thumb for the creation of the larger artifact: If you add systems that the component artfacts do not have, try to stick to the ones that have the Hardy tag, as they are the easiest to justify. Try to decide why the artifacts should be split, why they should be combined, and design the artifacts involved with that in mind. The combined artifacts can have multiple pilots and all the advantages that come with, take advantage of this! Subsystems: Variable Combiner 1 AP: The artifact has been designed so that it may combine with any other artifact designed for the set, even ones added after its initial design. Primary Piloting 3 AP: The combined artifact can be piloted by one fewer pilots. However, for every pilot the artifact is short of its normal number, all rolls to use the artifact suffer a -1 External Penalty. Essence/Elsewhere Interlinking 0 AP: The combined artifactsfold their parts into Elsewhere and interlink across folds of space. The combined armor is the same size category as the rest of the armors. Remember the limit on the number of pilots an artifact may have. Unified Exalted Host (Dragons unto Gaia) 4 AP: A mighty system, this allows armors smaller than Size Category 2 to combine with each other. The armors dissolve and fuse together upon the wearer of the "core" armor, removing the armor from the other wearer(s). The combined armor gains number of AP equal to the Artifact Rating of all the armors combined as per normal. The primary armor may initiate the combination against the will of the others or prevent them from separating the armors back apart, but doing so involves winning an Essence roll off with all of the characters attempting to resist. The armors must be within (Artifact Rating x 3) yards of one another to combine. Pilot-To-AI 2 AP: One of the pilots of the armors is, as part of the combining process, turned immaterial and fused into the circuitry of the combined armor. This requires that the combined armor have AI Capability systems. The character retains all of their normal traits aside from being immaterial while the armors are combined, and otherwise acts as though they were an MI for the armor. This system need only be installed on the component armors that convert their pilots (or in the case of Unified Exalted Host walkers: wearers) into AIs. This system normally means that the armors separate at the end of the scene. Quick Combine 1 AP: The artifacts may combine as a Speed 5, DV -2 action, and separate reflexively. Modular Combiners 1 AP: Each purchase of this subsystem enables the artifacts to combine in another, different form based on how they combine. Which of the available forms the artifacts combine into is decided at the moment of combing. Long Distance Combination 1 AP: The artifacts may initiate (and successfully complete) a combination from as far away as (Artifact Rating x 50) yards. This combination cannot be interrupted. Every additional purchase of this subsystem increases the multiplier by another 50.

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Chassis Systems
Legless Chassis:
Cost: (5 pt); Keywords: Mod The armor does not have any legs. Why doesnt your armor have any legs? This system removes the armors normal Move speed, if the armor has arms, it may use those to move as a Micellaneous (Speed 3, DV -4) action, moving at a speed of (Str/2) yards per tick.

Missing Hand:
Cost: (2 pt); Keywords: Stackable (2), Mod The armor doesnt have a hand. Missing both hands only gives 3 AP rather than 4. This Mod system may be applied to Mobile Armor Frames. Paws, hooves or guns make a poor substitute for fingers. The effects of missing one hand are detailed in the Exalted Core. But if missing both hands, the unit cannot engage in fine manipulation of any kind; it cannot use its hands to pick objects up, wield weapons, turn doorknobs, etc. It can use its mouth (if it has one) to do this, but suffers a -4 internal penalty to do anything more complex than holding a suitably sized object (and is rendered vulnerable to any poisons on such an object).

Armless Chassis:
Cost: (5 pt); Keywords: Mod The armor doesnt have arms. Why doesnt your armor have arms? Seriously, whose bright idea was this? This automatically assumes that the armor doesnt have either hand.

Platform Chassis:

Cost: 0 pt; Keywords: Mod The armors legs have been replaced with wheels, treads, or numerous small legs. This makes the armor far more stable, but also slows it down, limits its ability to maneuver over rough terrain, and increases the difficulty of standing once again. This chassis mod provides the following benefits: The armor has (Artifact Rating) automatic successes to resist any attempt to knock it over or otherwise make it stumble or lose its balance. The armor may mount ranged weapons one category larger than normal. The armor triples its carrying capacity. Halve the armors Move and Dash speeds. Triple the penalties of Difficult Terrain and double the mote cost of any charm that completely cancels the effects of Difficult Terrain. Rising from Prone takes three times as long for the armor. If the armor does not have arms, rising from prone is impossible on its own. An alternative version of this chassis uses essence repulsors to hover. These armors have no difficulty moving over difficult terrain and may travel over water as if it were land, but may not go up too steep of an incline [(Artifact Rating x 5) + 20 degrees as a guideline] and treat rough seas as normal Difficult terrain as per a normal Platform Chassis. Increase the Attunement cost of the armor by 3.

Multi-Leg Chassis:
Cost: 0 pt; Keywords: Mod The armor has more than two legs, normally four or six. Alternatively, the armor has wheels and shocks intended for speed over traction and stability. This makes the armor faster and more stable, but reduces its mobility. This chassis mod provides the following benefits: The armor has (Artifact Rating) bonus dice to resist any attempt to knock it over or otherwise make it stumble or lose its balance. The armor may mount ranged weapons one category larger than normal. The armor doubles its carrying capacity. Double the armor's movement bonus on the ground. Reduce the armor's Dexterity or increase it's Mobility penalty by 1. Rising from Prone takes twice as long for the armor. If the armor does not have arms, rising from prone instead takes 4 times as long.

Transforming Chassis:
Cost: 4 pt; Keywords: Mod, Subsystems

Designed in emulation of the lunars, this armor is able to transform into an alternate form. This involves swapping a number of Systems out with others. Designate some of the suits systems and which form they belong to, these systems halve their AP cost. The AP between the two systems should be equal. Switching forms is an unflurryable Miscellaneous (Speed 10, DV -4) action that costs 4m. This system is extremely complicated, and as such, increases the Repair Rating of the armor by 1 for no benefit to the armor. Subsystems: Vehicle Form 0 AP: The armor has a vehicle form, such as an air-fighter, ship, submersible, or landborne tank. The following pre-designed forms are offered: Air-Superiority Fighter: The armor is able to transform into an air-superiority fighter, this form has no arms or legs, but is capable of flight at (Artifact Rating x 15) yards per tick in combat or fly overland at a speed of XXX. Artillery Platform Mode: The alternate form is that of a tank. This form has either treads or multiple legs and lacks arms, instead carrying heavy artillery. Reduce the armors speed by 4 yards per tick in addition to the normal Platform Chassis effects. The armor has either (Artifact Rating) mundane siege weapons installed, capable of generating ammunition at a cost of 2m per shot, or a single Artifact 3 artillery piece. Naval Dominance Platform: The alternate form of the armor is that of a submersible. The armor uses its full movement speeds underwater, does not run out of air, and is immune to the crushing depths of the oceans. This system has two alternate designs, one which has arms but no legs, known as the merstrider design, or the one that has neither legs or arms and instead has two dots of integrated Artifact weaponry in this form. And This is my Drill: The designs of this alternate form vary, but the purpose is simple. To dominate in the deep underground. This form has neither arms or legs, but has the full suite of Burrowing Systems and is immune to the crushing heat and pressure of lava, providing its own air as necessary. The armor movement speed is reduced by 4 yards per tick underground or in lava, but by 8 yards per tick overland. Fast Transform 2 AP: Switching forms is now a Miscellaneous (Speed 4, DV -1) action. A repurchase of this subsystem reduces the switch to a reflexive action which may be done only once per DV refresh. Essence Efficiency System 1 AP: Reduce the mote cost of the shift by 1 per AP spent. Additional Forms 1 AP: The armor has an additional form to switch between.

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Piloting Systems
Additional Pilots:
Cost: 0 pt; Keywords: Hardy, Cog, Non-Auto By requiring additional pilots, the attunement costs of the armor may be split among them, the requirements may be reduced as each pilot takes up some of the slack, and more advanced systems may be added. An armor may require up to (Size Category) pilots with no problem, but an armor may increase the number of required pilots all the way to (Size Category + Artifact Rating) by paying 1 AP per additonal pilot required. The attunement cost of the armor may be split among the pilots desired. For each additional pilot, reduce one of the piloting requirements of the armor by 1. Additionally, for every additional pilot, increase the number of times one system, and only one system per additional pilot, may be repurchased by (Artifact Rating) times. The tasks for the armor may be separated among the pilots. The pilot in charge of the movement forms the armors DDV, while the pilot in charge of the close combat weapon(s) provides the PDV. In armors with more than 2 pilots, one of the pilots may be the Captain, Commander, or as strider-junkies refer to them, the Head. This Commander may take a special Command action, which uses either Intelligence or Charisma and War. By making this roll at a Difficulty of (# of Pilots + Armor Wound Penalty - 2), they ensure that all actions of the pilots of the armor are coordinated without the other pilots making rolls. Otherwise, the characters must collectively make a Coordinated Attack roll to ensure that the armor functions properly. When successful, all pilots of the armor act on the same tick, taking as long as the longest action among them.

Alternative Piloting:
Cost: 0 pt; Keywords: Hardy, Cog, Non-Auto This is not a single system, but rather the oversystem of several variations on it. Instead of having levers and pullies and switches and buttons inside of the cockpit, the armor is piloted in some other fashion. Normally one of those listed below. Soul Synch: The armor has Virtue requirements instead of Ability based ones. The armor requires (Artifact Rating -1) * 3 Virtue Dots in a specific spread to pilot. For every dot the pilot is off in either direction, they suffer a -1 External Penalty to piloting the armor. Abilities used through the armor are capped by the pilots Willpower rather than a piloting skill. Voice Command: The armor operates entirely by vocal command. Replace (Drive or Ride) with Linguistics for the Requirements.

Thaumic Control: The armor can only be piloted by someone with an Essence score of at least (Artifact Rating). The armor also requires (Artifact Rating - 1) Occult, this is its primary piloting skill. Mental Control: A special alternative control. The armor is controlled entirely by the pilots mind. Use the Strength Augmentation/Requirement as well as Mobility and Fatigue values for an Aug armor. Use the pilots Intelligence in place of Strength and Wits in place of Dexterity for the purposes of piloting the armor as if it were an Aug armor. It still needs maintenance and refueling as per a Cog armor.

Eternally Bound:
Cost: (6 pt); Keywords: Hardy, Non-Auto, Necrotech The pilot is grafted into the armor, eternally bound to it. The wearer or pilot is surgically grafted into the armor identical to the process for grafting a system into a person. If the user is ever removed from the armor, their health track is filled with Aggravated damage and they are in their Dying levels and must be saved accordingly. Additionally, anyone removed from the armor is considered to have (Artifact Rating) Crippling effects upon them, normally amputations or removals of major organs that the armor replaced. A wearer may be surgically removed from the armor with the same difficulty as they were placed within it, in which case they are "merely" severely crippled. The wearers health track is filled with Lethal damage instead of Aggravated and they are not dying.

Life Support:
Cost: 1 pt; Keywords: Non-Auto The artifact negates (AP) of the following "needs" or failings of its wearer or pilot while they reside in the armor. Additionally, while affected by this system, the character is actually unable to perform any of the actions that the system obliviates the need for. Characters not wishing (or unable) to leave the armor may still have these needs filled as a maintenance action on the artifact. The wearer still suffers penalties for not performing the action, but these penalties max out at (5 - Artifact Rating) and may never kill the character. AP may be spent to increase the systems effective Artifact Rating at a rate of 1 per point. The wearer does not age The wearer does not need to eat and produces no waste The wearer does not need to breath The wearer does not need to sleep

Advanced Systems:
Cost: (2 pt); Keywords: Hardy, Cog, Non-Auto

By increasing the complexity of the control scheme, the actual systems of the mechanized armor may be simplified and streamlined, making more space for other systems. Increase the Lore and Piloting requirement of the artifact by 1 each.

Simplified Controls:
Cost: 2 pt; Keywords: Hardy, Cog, Non-Auto The armor requires less skill to pilot, the controls being designed to be more intuitive and natural. How this manifests varies, but it always requires more complicated internal systems and more space within the unit. Reduce the armors Lore/Sail/(Drive or Ride) requirement by 1 each.

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Maintenance
Delicate Mechanisms:
Cost: (2 pt); Keywords: Hardy, Graft Increasing delicacy and complication of the armors systems makes it more difficult to maintain and repair, but allows for greater compacting of systems. Every purchase of this power increases the Repair rating of the armor by 1 to a maximum of 6.

Essence Mechanisms:
Cost: 1 pt.; Keywords: Hardy, Graft The opposite of Delicate Mechanisms. Essence channeling and recursive regenerative algorithms make the armor hardier. Reduce the armors Repair rating by 1. Mechanized Armors have a minimum Repair rating of 1.

Art of Permanence:

Cost: 1 AP; Keywords: Hardy, Graft Moving a magitech or necrotech artifact up or down the Maintenance Interval track costs or provides 1 AP per step. This has no effect on Cog Armors refueling needs.

Maintenance Requirements:
Cost: (1 AP); Keywords: Hardy, Graft By increasing the maintenance requirements of the armor, more room and essence can be made for other systems. For every increase in maintenance requirements, the armor gains a single AP. Alternatively, an armor may purchase its way towards less maintenance at the same cost. Category Category Category Category Category Category Category 1 2 3 4 5 6 7 : : : : : : : 250 hour operating time, loses one power per 50 hours without maintenance 200 hour operating time, loses one power per 40 hours without maintenance 150 hour operating time, loses one power per 30 hours without maintenance 100 hour operating time, loses one power per 20 hours without maintenance 50 hour operating time, loses one power per 10 hours without maintenance 10 hour operating time, loses one power per 2 hours without maintenance 1 hour operating time, loses one power per 20 minutes without maintenance

Resilient Systems:
Cost: 2 AP; Keywords: Hardy Through special lubriants, careful design, and advanced materials, the armors systems are far more robust. Multiply the armors operating time and the number of hours it may go without maintenance before a system fails by 2 for every purchase of this system.

Cheap Fuel:
Cost: 2 AP; Keywords: Cog, Hardy Reduce the cost to refuel the Cog by 1 per purchase.

Advanced Fuel:
Cost: 2 AP; Keywords: Cog, Hardy Multiply the amount of time the armor may go without refueling by 10, but increase the Resources cost of its required fuel by 1.

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Basic Traits
Attunement Reduction:
Cost: 1 pt; Keywords: Hardy, Graft Reduce the artifacts required Attunement cost by 1m to a minimum of 1m.

Power Hungry:
Cost: (1 pt); Keywords: Hardy, Graft The artifact requires a greater saturation of external motes to operate properly. Increase the Attunement cost by 1m.

Bulky Armor:
Cost: (1 pt); Keywords: Hardy, Stackable (Special) With less concern for mobility, flexibility and speed in its construction, more plating and systems may be installed. Increase the Mobility Penalty by 1 or reduce its Dexterity by 1. Powered Armor may not have a Mobility Penalty greater than -5.

Reflex Integration:
Cost: 2 pt; Keywords: Hardy, Stackable (Special) By focusing on the flexibility of its joints and articulation of its plating, the armor is easier to move around in. Decrease the Mobility Penalty by 1 to a minimum of 0.

Improved Power Assist:


Cost: 1 pt; Keywords: Hardy, Worn This system is mutually exclusive with Reduced Power Assist and No Power Assist. The armor moves more easily at the wearers commands, the systems working with the wearer. Reduce the Fatigue penalty of the armor by 1.

Reduced Power Assist:


Cost: (1 pt); Keywords: Hardy, Stackable (2), Chassis (Medium+) or Frame (Mobile Armor+), Worn This system is mutually exclusive with No Power Assist and Improved Power Assist. By removing the power assist of the armor, more room may be made for plating and energy spared for systems. Increase the Fatigue Penalty of the armor by 1.

No Power Assist:
Cost: (3 pt); Keywords: Hardy, Stackable (1), Chassis (Heavy+), Walker, Worn This system is mutually exclusive with Reduced Power Assist and Improved Power Assist. Take this power rather than a third puchase of Reduced Power Assist for Heavy or Superheavy Powered Armors or Mechanized armor. In addition to increasing the Fatigue Penalty by 2, powered armor now requires a Strength Minimum of 4. Wearers who do not meet this requirement must take an External Penalty equal to the number of points they are short on all physical actions while wearing the armor, additionally, they double the armors Fatigue score. The Strength Minimum to operate the armor may be increased. For every additional point of strength required past 4, increase the AP this system grants by 1. Strength bonuses the armor gives do not apply to any minimums or rolls involved in this power.

Reduced Mechanical Advantage:


Cost: (3 pt); Keywords: Hardy, Aug, Worn Increase the strength requirement of the armor by 1.

Power Requirements:
Cost: (3 - 15 pts); Keywords: Hardy, Graft By using an external power source, more systems may be installed. For level of a Hearthstone the suit requires to function, the armor gains 3 AP. If a suit would normally not have a hearthstone slot, they gain one as part of purchasing this system.

Hearthstone Slots:
Cost: 1 AP; Keywords: Hardy, Graft The armor gains a(n additional) hearthstone slot.

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Spiritual
Spiritual Advisor:
Cost: 2 pts.; Keywords: Hardy (1), Graft, Helltech The mind of the Spiritwalker is less quiet and broken than normal, and may actually assist its wearer. Each purchase of this system mimics a dot in the Unwoven Coadjutor Background. Heavenly or Elemental Spiritwalkers may have this system, but are focused either on elements, spirit courts, or Yu-shan instead of hell.

Purview of Domain:
Cost: 3 pts.; Keywords: Helltech (Gods), Graft By paying 10m 1wp, a Spiritstrider made from a god may access any information of the gods Domain that would be within Fate. Even if another god has taken over their position, the automatic systems of Fate recognize the Spiritwalkers access and sends the information.

Remnants of Skill:
Cost: 1 pt; Keywords: Helltech, Graft The mind of the Spiritwalker may be broken and bound, but the heights of skill may still be preserved. Each purchase of this power selects an Ability the spirit had rated 3 or higher. At any point, the wearer may reflexively allow the spirit control of the armors actions pertaining to that Ability. Doing so allows the wearer to use the original spirits Ability in place of their own. The Spiritwalker will not use a trait to act against their Motivation. Once control is given, it may not be regained until the end of the scene. Using this power causes the armor to gain a point of Limit.

Temple Armor:
Cost: 2 pt; Keywords: Subsystems, Stackable (1), Tuning This system converts the entire armor into a temple for a chosen deity, spirit, or person, the armor provides (Artifact Rating) automatic successes when its wearer leads a Prayer to the armor's chosen entity. Tuning this system may increase its dice bonus by 1. Subsystems: Sacrifice of Blood: 2 AP: The wearer may choose to sacrifice a portion of their flesh to their god, taking Aggravated Damage in the process. The wearer is considered to have sacrificed an offering worth Resources (Levels of Aggravated Damage the wearer accepted). Temple to the Self 2 AP: The armor is dedicated not to a specific entity, but rather to the wearer in general. The wearer may hear prayers directed to them as a brush of murmurs at the base of their skull. When actively listening to the prayers directed at them, the difficulty of the (Perception + Awareness) roll to hear individual prayers is (10 + Cult Rating - Successes on the Prayer Roll). Grand Battle Temple 2 AP (Frame (Battlefield King)): The armor is a temple of battle, one of grand and terrible beauty. Priests of, or dedicated members of the cult dedicated the chosen entity of the armor (and carrying an intimacy of reverence or similar context to the entity) automatically succeed on any Valor rolls to perform actions at the direction of the entity or forces of authority for the entity so long as they can see or otherwise percieve the armor. Increase the Drill of any mass combat unit composed of a unit of the entities followers by 1 while within sight of the armor. Each repurchase of this system reduces the size requirement of the armor by 1. Glorious Resonant Temple-Form 2 AP: The armor is specifically designed to draw greater strength from the essence of prayers. The wearer/pilot must be the entity the armor is focused upon. They double the mote and willpower granted by the Cult background.

Glory to the Wearer 3 AP: The armor itself is inscribed with prayers to the wearer, praises to them, micro-pyres burning throughout the armor, burning essence eternally as an offering to its pilot. The armor increases the characters Cult Rating for the purposes of mote respiration and willpower while worn by (Size Category -2). Every repurchase of this subsystem increases this number by 1.

Battle-Song Chorus Enhancement System:


Cost: 5 pts.; Keywords: Subsystems, Stackable (1) The entire armor is a prayer to the Maiden of Battle. The armor thrives in battle, the drums of sword against steel, the song of screams, the whistles of wind as blades pass through the air, the armor is merely a part of the chorus of the song of battle and as it fights, the armors power increases as it sings louder to dominate the battle-song. Yeah, it's a Super Mode. The armor gains an Overdrive Pool of (Artifact Rating x 5)m. This pool gains a mote every time one of the following conditions is met: The wearer or pilots DV refreshes. The pilot or armor loses a health level. The pilot or wearer makes an attack The wearer or pilot uses temporary willpower or channels a virtue (2m) The wearer successfully performs a stunted action An armor may only gain Overdrive motes from (Artifact Rating) different methods, chosen upon the armors creation. These motes may be spent on any of the armors systems or carried weapons or may be used to pay for a Cog Armors movement cost. Subsystems: Activation Required (2 AP): The pilot or wearer must activate the Battle-Song by paying 5m and 2 wp as a Miscellaneous (Speed 4, DV -2) action. Integration of Battle-Song 3 AP: The wearer or pilot may use the armors Overdrive pool to power their own offensive charms as if it were their own Overdrive pool. Bane Armor 2 AP: The armor is built specifically to fight a type of enemy such as Creatures of Death or Natives of Malfeas. Creatures of Darkness is too broad of a category for this system, as are "Exalted" or "Humans", though "Solars" or specific varients of Humans are specific enough. Double the armors mote drip when fighting those that fall within the selected category.

Virtue to Motonic Conversion System:


Cost: 3 pts.; Keywords: Subsystems, Stackable Emulating the power of the glorious Unconquered Sun, the armor is able to convert the power of its pilots Virtue into power in battle. Mighty passions allowing the armor to achieve unimaginable heights of power. The pilot may channel a specific one of their Virtues into the armor, doing so applies one of the following enhancements: Increase the armors Strength or strength boost by 1 Increase the armors Dexterity by 1 or reduce its Mobility Penalty by 1 Increase the armors Soak by 2 Increase the armors Hardness by 1 Restore (Virtue Rating x 2) motes to the armors battery Increase the damage of one of the armors attacks by (Virtue Rating). Increase the armors Movement Speeds by (Virtue Rating) yards per tick These enhancements last for the duration of the scene. An armor may only apply one of (Artifact Rating) enhancements, chosen at creation of the armor, the specific enhancement chosen at the time of channeling. These effects may be stacked as many times as the wearer is willing to channel their Virtues. An armor only allows its pilot or wearer to channel one of the four Virtues, chosen at its creation. Subsystems: Self Empowering Virtue 2 AP:When the wearer or pilot channels a Virtue into the armor, they may choose another of its available enhancement to apply. For example: With one purchase of this subsystem, a pilot may choose two enhancements to apply after a single Virtue Channel. The wearer may not choose the same enhancement twice with a single Virtue Channel Resonant Virtue 3 AP: The pilot or wearer does not need to channel their Virtue into the armor. The simple act of channeling a Virtue engages the system Locked Systems 1 AP: The armor has a System that can only be unlocked when wearer channels Virtue into it. Such a System has its AP cost reduced by half and must be ok'd by the ST. Breadth of Enhancements 1 AP: The armor is not limited to (Artifact Rating) enhancements to choose from and may instead choose from the entire list. Breadth of Passion 2 AP: The armor allows its wearer to channel an additional Virtue to gain its enhancements. For example: An armor would otherwise only allow the pilot to channel Valor to gain enhancements, but with one purchase of this system the armor also allows its pilot to channel Conviction

Internal Essence Capacitors:


Cost: 3 pts.; Keywords: Stackable (1), Graft, Subsystems, Tuning The armor has an essence capacitor capable of holding (Artifact Rating x 5) motes. This capacitor may be charged as a miscellaneous (Speed 8, DV -2) action, taking 2m for every 1m added to the capacitor. Armors with hearthstone slots may instead draw power from the installed hearthstone at the same rate. Hearthstones required to power the suit due to Power Hungry may not be used in this fashion while the armor is in use. The motes in the capacitor may only be spent on the systems and integrated artifacts of the armor. When grafted into a character, these systems may only apply to the systems of that particular Graft or other, linked Grafts. Properly tuned, a few more motes may be eeked out of this system. The system has an additional (Artifact Rating)m. Subsystems: Increased Capacity 1 AP: Every purchase of this subsystem adds (Artifact Rating) motes to the battery's capacity. Essence Collectors 1 AP: The armor's capacitor slowly fills at a rate of 2m per day while not in use or in standby mode. Every additional purchase increases the respiration rate by 2m. Essence Injectors 3 AP: The armor may inject its stored motes into its wearer as a Miscellaneous (Speed 4, DV -4) action. It costs 3m from the capacitor for every mote of the wearers pools restored. Doing so is very painful. Essence Uplink 1 AP: The armor may transfer its stored motes or have transferred to it from other "First Age" systems capable of storing them at a 1-1 ratio. Matter-to-Essence Reactor 6 AP: This system is mutually exclusive with Essence Injectors. Packed into the backpack of the armor is one of the most advanced, and dangerous, pieces of technology in existence. Created by a mad genius Twilight at the very end of the First Age, this advanced piece of equipment converts matter into pure, volaitile, but usable essence. While engaged, this system generates 1m per minute. However, should this system fail while engaged or otherwise be damaged while functioning, the armor is consumed in a violent explosion as all matter within (Artifact Rating) yards of the armor is violently and haphazardly converted down into volatile essence. This is an unblockable attack against everything within the blast radius using (Artifact Rating x 3) successes. This attack has a damage of (Artifact Rating x 4)L. As the wearer is both at the center of the blast and trapped within the 'bomb', the wearer treats this attack as both unblockable and undodgeable and considers the attack to have (Artifact Rating x 5) successes and the blast inflicts (Artifact Rating x 10) levels of Aggravated damage. This system has a Repair rating of 6, and must be maintained once every 100 hours of operation or when the armor is maintained. Every 10 hours of operation after that, roll a die. If the die is a success, the system detonates as above.

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Misc.
Exclusive Construction:
Cost: 0 pt; Keywords: Hardy, Graft The armor can only be attuned to by a specific Exalt type or type of being.

Dedicated Construction:
Cost: 2 pts; Keywords: Hardy, Graft, Non-Living, Stackable (1), Walker Through dedication and careful construction, the armor is built almost entirely from a single Magical Material and thus, it and all of its systems gain the bonus of the appropriate MM. For balance reasons, Moonsilver and Jade MM bonuses only apply to the Armor's base stats, any penalties added by Systems are still applied.

Complete Magical Construction:


Cost: 4 pts; Keywords: Hardy, Non-Living, Stackable (1), Mechanized Not only is the armor and exoskeleton of the Mechanized armor made of magical material, but all of its internal workings are as well. Increase the armors strength by 1 and its Soak and Hardness ratings by 2. The armor may fire Essence weaponry without a maintenance cost. This is in addition to the normal effects of the MM, though the Moonsilver and Jade MM bonuses only apply to the Chasses stats for balance reasons.

Mutable Armor
Cost: 2 AP Keywords: Hardy, Graft, Stackable (1), Subsystems, Walker Normally, powered armor would be destroyed or fall off of a shapeshifting Lunar, but moonsilver armor may instead shift with them. The armor loses access to its subsystems while in a form it was not built for, but the Lunar still enjoys the full benefits of its Soak and

Hardness provided they do not shift into something bigger than a Yeddim, or smaller than a toddler. While in theory, this system may be taken by any armor, it is oftentimes only useful to Lunars and their Moonsilver armors. Living Armors reduce the cost of this system by 2. Subsystems: Transformative Systems 2 AP: The armor retains its systems while transformed. Expansive Systems 1 AP: The armor is specifically designed to flow and shift to accomadate sizes larger than a Yeddim. Liquid Compaction 1 AP: The armor is specifically designed to compact down to sizes smaller than a toddler, to as small as a housecat. Another purchase of this system allows the armor to compact down to as small as a mouse. There have been no known armors capable of being compacted down to the size of a grasshopper.

Mighty Exaltin' Sidereal Ranger


Cost: 1 AP Keywords: Hardy, Stackable (1) Prerequisites: Mobility Penalty -0, Fatigue Penalty -0 Careful removal of armored plating, choice articulation plating, and delicate planning of the essence flows of the armor, the armor may be used with Martial Arts techniques. Halve the armors base Soak and Hardness (rounded up). The armor is now specifically compatible with Martial Arts Charms that require the martial artist to not wear armor.

Artifact Integration:
Cost: 2 - 10 pts.; Keywords: Hardy Artifacts may be integrated into the armor at a cost of 2 AP per Artifact Dot. Integrated Artifacts cannot exceed the rating of the armor itself. Increase the armors attunement rating by half the artifacts normal attunement cost.

Specialized Systems:
Cost: 1+ pts.; Keywords: Hardy (1), Graft The armor provides an equipment bonus to a task or activity no broader than a Specialty. This bonus provides (AP x 2) die which may be spread out amongst as many different tasks or specialties as the creator desires, set at creation. These systems must be defined with a general sense of how they improve the selected action(s). ST's are advised to avoid systems

that specialize in weapons to avoid confusion about bonus stacking.

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Enhancement Systems
ExoMuscular System (Upper Body):
Cost: 2 pt; Keywords: Hardy (2), Graft, Stackable (3), Walker, Spiritbound (Strength) The system increases the wearers effective strength for the purposes of jumping, climbing, damage, and feats of strength by 1. By paying 1 AP, this may count for Weapon Requirements as well.

Reinforced Musculature:
Cost: 3 pt; Keywords: Hardy, Graft, Mechanized, Spiritbound (Strength) Increase the armors strength boost or strength score by 1.

Enhanced Joints:
Cost: 4 pt; Keywords: Hardy, Cog, Spiritbound (Dexterity) Increase the armors Dexterity score by 1. Walkers with Living Armor and Biosynch may take this system, in which case it has the Stackable (3) keyword.

Exo-Adrenal Glands:
Cost: 2 pts.; Keywords: Walker, Graft, Subsystems, Stackable (1) Whether through actual glands or minaiturized production factories built into the armor, it is capable of producing chemicals to inject into its wearer.

The armor may, as a Miscellaneous (Speed 3, DV -0) action at the wearers choice, inject a dose of one of the following chemical concotions into the wearer. An armor may have (Artifact Rating) different chemicals from the following list. Biotech reduces the cost of this System by 1. Adrenal Enhancers: For every dose, increase the wearers Strength and Valor by 1 and reduce Wound Penalties by 1. After every dose, the wearer must make a Temperance roll at a Difficulty of (Number of Doses Injected in the scene). Failure means that the character enters a berserk state as per the Solar Limit Break. Delimiters: There are limits that every being imposes on its on muscles to keep them from tearing themselves apart. The chemicals injected break down these limitations, allowing the characters body to reach considerable heights, but at the cost of tearing themselves apart. Every dose of this chemical increases the characters Physical traits by 1 for the scene, at the end of the scene, the character suffers 3 Bashing damage for every dose injected. This damage may not be soaked or prevented in any way. Clarity Enhancers: Increase the characters Perception and Wits by 1 for the duration of the scene. At the end of the scene, the character suffers an internal penalty to all Perception and Wits rolls equal to the number of doses injected. This effect fades at a speed of one per week for mortals or one per day for creatures with supernatural healing, doses during this time add to the total penalty. Battle-Focus: For every dose the character is injected with, they treat all attacks as having spent a tick prior aiming. At the end of the scene, increase the Speed of all of the characters actions by the number of doses injected in the scene. This effect fades at a speed of one per week for mortals or one per day for creatures with supernatural healing, doses during this time add to the total penalty. Emotional Suppressants: Reduce the characters Compassion and Valor by 1 per dose. These return at a rate of 1 per day. Any attempt to channel these virtues in their suppressed state costs an additional temporary willpower and causes the character to gain a point of Limit. Characters with one of these Virtues as their Primary Virtue gain a point of Limit if they suppress the virtue below 3. Medical Cocktail: Reduce the characters Wound Penalties by 1 per dose for the scene. Additionally, for every dose, the character gains 1 dice to resist poison and disease which lasts for the day. Every dose increases the characters healing times by half. From taking 1.5 times as long, to 2, to 2.5 and so on and so forth.

A character may only receive (Stamina) doses of drugs before their body begins to break down. Each additional dose after that inflicts 1 Lethal damage on the character. Additionally, at the end of a scene in which a character has injected doses, they must make a Temperance roll at a difficulty of (# of Doses/2) rounded down, increasing the Difficulty by 1 for every time they've used the system in the past week. Failure means they gain the (Thing) Addiction as per Revlid's Madness Mutations to one of the drugs used. Further failures or a botch grant the Severe Addiction derrangement. Subsystems:

Cocktail Injection 2 AP: The armor may inject (Artifact Rating) doses at once from its list of available drugs. Differentiated Production 1 AP: The armor is not limited to (Artifact Rating) kinds of drugs to inject. Delicate Cocktail 1 AP: A wearer may withstand (Stamina + Resistance) doses before starting to suffer damage. Non-Addictive 1 AP: Reduce the Difficulty to resist addiction by 1. Quick Dispersal 1 AP: Injecting a dose is a Reflexive action that may be done once per DVrefresh. AI Calibration 1 AP: The armors AI may calibrate the dosage and mixtures of drugs to ease their effect on the wearer. Increase the number of doses a character may recieve by (AIs Intelligence), reducing the Difficulty to resist addiction by the same amount.

Hydraulic Musculature:
Cost: 1 pt; Keywords: Hardy (1), Graft, Subsystems, Spiritbound (Strength) Slow presurizing hydraulics greatly increase the amount of force the wearer is able to exert over extended periods of time. Double the wearers Strength + Atheletics for the purposes of Feats of Strength. Subsystems: Explosive Depressurization 1 AP: After an extended build-up of pressure, the armor explosively releases it. The armor ignores (Artifact Rating x Purchases of this Subsystem) Bashing and Lethal soak when performing a Feat of Strength to destroy an object.

Glorious Mien:
Cost: 2 pt; Keywords: Hardy, Graft, Stackable (3), Spiritbound (Appearance) The armor increases its wearers effective Appearance score by (AP / 2).

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Movement Systems
Exomuscular Fibers (Lower Body):
Cost: 1 pt; Keywords: Hardy (2), Graft, Subsystems, Spiritbound (Dexterity) Every point increases the wearers movement speeds by 2 yards per tick per AP. Subsystems: Sprinting Enhancer 1 AP: Increase the wearers dash speed by double the amount their movement speed is increased. Long March 1 AP: For every AP put into the main system, increase the wearers overland speed by one category.

Overloaded Systems:
Cost: (1 pt); Keywords: Hardy, Graft, Necrotech By overloading the armors weight bearing systems, more systems may be installed. Decrease the armors movement speeds by 2 yards per tick.

Acceleration Systems:
Cost: 3 pts.; Keywords: Hardy (2), Graft, Spiritbound (Dexterity) The system doubles a movement speed of the wearer. Subsystems: Higher Output 1 AP: Increase the speed multiplier by 1 for every additional AP spent. Spiritwalkers may instead pay 2 AP to multiply the wearers speed by a factor of the spirits Essence. Activation Required (1 AP): The system requires a reflexive activation. The system remains activated until the wearer stops moving. Jumpstart (1 AP): Requires Activation Required. The system requires (Artifact Rating) motes to activate.

Thruster Pack:
Cost: 2 pts.; Keywords: Subsystems By paying 2m and taking a Jump action, the wearer may fire thrusters on their back to halt their fall or allow them to leap (Artifact Rating x 15) yards. Subsystems: Internally Powered 2 AP: The system has no activation cost. Quick Activation 2 AP: The thrusters may be fired reflexively one per DV refresh, allowing the wearer to make mid-air leaps. Multidirectional System 2 AP: The system may be fired in Step 10 of attack resolution to launch the character (Artifact Rating x 2) yards in any one direction.

Flight Systems:
Cost: 3 pts.; Keywords: Subsystems, Graft, Spiritbound (Special) By paying 3m per minute, the wearer may fly at (Artifact Rating x 5) yards per tick. Mechanized armors must pay an additional number of motes equal to (Required Hearthstone Rating x2) per minute unless a dedicated hearthstone of the same is inserted into the flight system. In order for Helltech to purchase this system, the Core Spirit must have been capable of flight in some fashion. Subsystems: Increased Velocity 1 AP: Increase the speed granted by this system by a factor of 1 yard per tick for powered armors. 5 yards per tick for Mechanized armors. Unbalanced (2 AP): For whatever reason, the flight system is difficult to control and imposes a -2 Mobility Penalty while in flight. Overland Systems 1 AP: The system may engage a low-power stance, requiring only 3m per hour and allowing the character to travel As the Crow Flies using the Overland table. Attempting to use this system in combat imposes a -2 Mobility Penalty on the wearer. External Essence Manipulation Systems 1 AP: Reduce the cost per activation time of the system by 1m per purchase.

Environmental Seals:
Cost: 0 or 1 pt.; Keywords: Hardy (1), Graft

This system environmentally seals the unit. Powered armor has 10 minutes of internal air. Larger frames have greater amounts of air sealed sealed inside, a Frame has (Hearthstone Requirement x 2) extra minutes of air sealed inside. This system costs 0 pts for Powered Armor and 1 point for Mechanized Armor.

Jungle Systems:
Cost: 2 pts.; Keywords: Hardy (1), Graft, Subsystems The armor has claws on its feet and hands, or blades on its shins and forearms. This allows the wearers natural attacks to do Lethal damage as well as climb at their full movement speed, providing 1 free success on all climbing attempts. The extreme weight of some Mechanized armors makes it difficult for them to find things large enough to climb, but this system works the same regardless. Subsystems: Essence Attractors 2 AP: Instead of claws, the armor has essence attractors, which give the suit (Artifact Rating) successes to all climbing attempts and to resist disarming. Additionally, the armor only leaves a faint essence residue after climbing rather than any visible scratches. Rappelling System 2 AP: The armor has a pair of grappling hooks which may be fired up to (Artifact Rating x 10) yards as a Miscellaneous (Speed 3, DV -1) action. The armor may reel itself and (Artifact Rating) times its wearers weight, but will support three times that. If used as a ranged weapon, treat them as a mundane whip that does Lethal damage.

Burrowing Systems:
Cost: 2 pts.; Keywords: Subsystems, Graft By paying 4m for a scene, the armor will allow the wearer to swim through sand or soil as though it were water, with the usual restrictions on movement distances, breathing, and need for Athletics rolls. Subsystems: Earth Phasing Systems 2 AP: The armor passes through earth as easily as through air, allowing the wearer to move at their full movement speeds. Stone Phasing 2 AP: The wearer can move through stone as well as soil or sand, though the difficulty of any Athletics roll to do so is increased by one, and the wearers movement distances is halved. Tunneling Systems 1 AP: The suit may leave a tunnel which others may follow the wearer through. Tunnels created this way close at the end of the scene unless Craft rolls are made to

expand and fortify them. Armors with Earth Phasing Systems may not use them while creating tunnels.

Phase-Jump System:
Cost: 3 pts.; Keywords: AI, Subsystems, Graft Specially crafted and placed Starmetal disks are scattered throughout the armor at key points, each one with a resonant shard of Adamant embedded inside. With carefully timed pulses of essence, the AI of the armor may cause these disks to alter the vibrations and motonic state of the armor and its occupant, changing something very specific about the motes that comprise them. Namely, how each mote decides where it is at that specific moment. While this system is controlled by the user of the armor, it requires the AI to properly implement. This system allows the wearer to reflexively teleport (AI's Intelligence) yards in any direction at a cost of 1m from the armor. This may not be done into, through, or out of areas warded against teleportation, nor across barriers more than an inch thick. This teleportation may only be performed once per DV refresh. Subsystems: Long Range Resonance 2 AP: The armor may teleport (AI's Intelligence x 3) yards. Increase this multiplier by 3 with every repurchase. Direct Integration Harmonics 5 AP: This removes the AI keyword from the System. Reactionary Avoidance 2 AP: The system may be activated in Step 9 of combat resolution. Locational Harmonics Resonance Inducement 4 AP: The armor may teleport a touched object (objects compared to the armor, a Powered Armor might treat a a sword as an object and a house as a structure, but a City Crusher could treat a small house as an object but a palace as a structure). This object is teleported as per normal for the armor, costing an additional 2 motes. This is a Touch, Shaping action.

Hyperspeed Systems:
Cost: 3 pts.; Keywords: None Through special alloying of the magical materials, the armor is capable of traveling through the universes chosen form of hyperspeed travel. Default Creation does not have such a system, but in settings such as Heavens Reach, the armor is capable of entering the canals and transversing them. The armor is automatically assumed to go one speed category slower than the average ship of the time. The armor may increase its speed in hyperspeed by one category for every 2 AP spent.

This System is explicitly expected to be modified as necessary to integrate with the hyperspeed system of the universe it is placed within.

Deployable Wheeljack Systems:


Cost: 1 pts.; Keywords: Stackable (1), Graft The armor has wheels, treads, or special essence repulsors in its feet which it may deploy to accelerate even faster on smooth terrain, skating much in the way one would over ice. These 'skates' may be deployed with a Miscellaneous (Speed 3, DV -1) action that costs 2m. While deployed the armor increases their base land movement speeds by (Artifact Rating x 2) yards per tick. However, to use these systems, the pilot needs to have at least Athletics 2. While deployed, increase the Difficulty of all Athletics rolls due to difficult terrain by 3. The activation costs may be reduced for 1 AP per mote.

Gravity Distortion :
Cost: 1 pts.; Keywords: Stackable (2), Subsystems, Graft The armor may control the effects of gravity on the armor. By paying 2m, the wearer/pilot may reflexively choose the direction gravity pulls the character until the end of the scene. The armor must remain within (Artifact Rating) of the surface they're falling towards. This allows the character to run and jump between walls and ceilings. As an alternative purchase of the system, it may cancel the effects of gravity for 3m for a scene, though this does nothing to cancel the characters momentum. This system is Obvious while in use. Subsystems: Efficiency Systems 1 AP: Reduce the activation cost by 1m. Subtlety Systems 2 AP: The system is not Obvious while in use. Gravity Distortion Generator 2 AP: By paying an additional 8m, the system may affect all within (Artifact Rating) yards of it. The sudden change in gravity normally making characters check for knockdown.

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Survival Systems
Blaze/Tundrawalker:
Cost: 1 pt; Keywords: Hardy (1), Subsystems Cooling systems, heat exchangers, reflective coating, these systems manifest in multiple ways, but the effects are the same. The wearer is rendered immune to nonmagical heat or cold respectively and increases their soak against magical forms of the element by (Artifact Rating). The blazewalker system immunizes the armor against the heat and radiation of space, while the tundrawalker immunizes the wearer to the cold of space. Subsystems: Element to Energy Conversion System (Worn) 1 AP: While in an extreme environment of the appropriate element, the wearer respires an additional (Artifact Rating) motes. Element to Sustenance Conversion System (Worn) 1 AP: While in an extreme environment of the appropriate element, the wearer reduces their required food and water consumption by (Artifact rating x 20)%.

Voidwalker:
Cost: 2 pts.; Keywords: Hardy The armor is environmentally sealed and immune to the harsh vacuum of space as well as its most common dangers, such as harsh radiation and temperature extremes. This does not protect the armor against heat or cold, merely the way they are expressed in a vacuum. This system also gives the armor small thrusters which allow it to slowly maneuver in zero gravity environments, accelerating at (Artifact Rating) yards per tick. Subsystems: Magboots 1 AP: The armor has essence attractors in its feet, allowing it to walk along any surface capable of holding its weight at half its Move speed. While doing so, the armor is unable to dash. Additionally, the armor may stick to any surface in zero gravity.

Deadwalker:
Cost: 2 pts.; Keywords: Hardy, Subsystems, Necrotech

Special charms and sigils carved into the armor allow it to operate freely in the Underworld. The armor and its wearer/pilot are immune to all non-directed environmental hazards of the Underworld and gains (Artifact Rating) automatic successes to resist directed effects. Subsystems: Necrotic Essence Inverter 2 AP: The armor is able to invert the Essence of the Underworld, allowing its wearer and the armor itself to respire Essence normally.

Wyldwalker:
Cost: 2 pts.; Keywords: Hardy, Necrotech Choice placements of iron make the armor and its wearer are immune to Shaping from the Wyld and the armor grants (Artifact Rating) automatic successes to its wearer when resisting other forms of Shaping. A repurchase of this power makes the wearers natural attacks do Aggravated damage to Creatures of the Wyld. Among Spiritwalkers, only those made from Demons can take this system.

Hellwalker:
Cost: 3 pts.; Keywords: Hardy (1), Graft This system wards off all of the environmental hazards of the demon realm. Both the armor and its wearer could bathe in the acid waters of Kimbery or frolic among Kalmankas flying razors without harm. This provides no protection against direct attack, however. This system allows one to survive the passage of the Silent Wind unhindered, but if Adorjan turns her power directly against him, the armor offers no defense.

Aquatic Systems:
Cost: 2 pts.; Keywords: Hardy (1), Subsystems, Graft Requires:Environmental Seals The wearer has no need to make rolls to swim and suffers no underwater penalties. The wearer may use its full movement speeds when swimming. This does not allow the character to breath underwater. Subsystems: Filtration Systems 1 AP: The suit filters out breathable air from its surroundings. Depths Resistance 1 AP: The wearer is immune to the cold and pressure associated with extreme depths.

Aquatic Thrusters 1+ AP: The wearer increases their movement speeds underwater by 2 yards per tick for every AP spent.

Primacy of Element:
Cost: 2 pts.; Keywords: Helltech (Elementals) Only Elemental Spiritwalkers may install this system. The wearer is completely immune to all natural and magical manifestations of the Elementals nature, hazards directed by an intelligence bypass this protection. A Fire Spiritwalker could swim through lava without fear of the crushing pressure, the lack of oxygen, the toxic fumes, or the intense heat, though the Aquatic Systems would be required to swim more easily. Any environmental hazard derivng from the elementals nature may be perfectly ignored. Air Spiritwalkers also immuninize their wearers against the dangers of the void between planets and stars.

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Offensive Systems
Battlesuit:
Cost: 1 pt ; Keywords: Stackable (1), Graft, Subsystems The armor is built for battle, its knuckles are bladed, its boots hardened and greaves edged with serrated blades. While worn, the wearer may deflect Lethal and ranged attacks barehanded without a stunt and deals Lethal damage with all of their basic attacks (Punch, Kick, Grapple). Subsystems: Hardened Assault 1 AP: The armors gauntlets, greaves, and torso weaponry are all elegantly crafted and hardened. When making attacks, use the statistics of a Fighting Gauntlet, Iron Boot, and Razor Harness respectively. The damage is Lethal. These weapons benefit from the armors Magical Material bonus as appropriate.

Targeting System:
Cost: 2 pts.; Keywords: Stackable (3), Graft, Subsystems Each purchase of this system allows the wearer to treat their attacks as having spent that number of ticks aiming prior. Subsystems: Specified System (Special):The system works for only close combat or ranged combat. Reduce the cost of each purchase by 1 AP. Interception Targeting 2 AP: Increase the Defense bonus of any weapon the armor wields by the same amount as the aiming bonus. Least God Lock On Systems 2 AP: For every tick spent aiming past the third, convert one of the Aiming dice to an automatic success.

Automated Reloader:
Cost: 3 pts.; Keywords: Subsystems, Graft The armor automatically provides stored ammunition to the wearer when firing a ranged weapon, reducing the time required to reload a weapon to a Reflexive action. The armor can store (Artifact Rating) javelins, twice as many hatchets, throwing knives, or chakrams, and four times as many arrows, sling bullets, or firedust charges. Subsystems: Specified System (1 AP): The armor is built to only work for a single ammo type such as firedust charges, arrows, knives, or javelins and will not store any other kind of ammunition. Elsewhere Storage System 1 AP: The armor stores its ammunition in Elsewhere rather physically on itself, tripling its storage capacity. Ammunition Generation System 3 AP: The armor may create ammunition at a cost of 2m per shot. Weapons created this way fade at the end of the scene.

Tactical Armament Response System:


Cost: 3 pt; Keywords: Subsystems, Graft, Necrotech The armor has (Artifact Rating) non-throwing weapons built into it, these weapons are built of the same material as the armor, but have the stats of mundane weapons. These weapons may be always out or deployed with a (Speed 3, DV -1) miscellaneous action. These weapons may not be disarmed. These weapons are chosen at creation of the suit and are Obvious to a casual observer.

Subsystems: Walking Armory 1 AP: Each purchase of this subsystem increases the number of weapons integrated into the armor by (Artifact Rating). Quality Gear 1 AP: The integrated weapons are of Fine quality. A repurchase increases the quality to Excellent. Weapon Generation System 3 AP: The armor does not have a stored set of weapons, and rather creates the weaponry on the fly. Instant Swap 1 AP: Swapping weaponry is a Reflexive Action. Elsewhere Folding 1 AP: The weaponry is not Obvious while not deployed. Limited Systems (1 AP): Reduce the number of weapons the system grants by 2, to a minimum of 1. Reloading System 2 AP: The system automatically reloads any integrated ranged weapons as per the Automated Reloader system. Automated Turret System 1 AP (AI): The armors AI may control any integrated ranged weapons and fire them using its Wits + Appropriate Ability, normally Archery or Firearms. Though this system does not require the Reloading System subsystem, it is not as useful without it.

Integrated Siege Systems:


Cost: 2 pts.; Keywords: Frame (Warstrider+), Subsystems The armor has an integrated siege weapon such as a ballista. The warstrider must reload this siege weapon as a miscellaneous action (Speed 6, DV -2). This siege weapon may be aimed as per normal. Siege weapons without a listed speed have Speed 10. Subsystems: Automated Reloader 1 AP: All siege weapons granted by this system automatically reload as a Speed 8 action. A repurchase of this system reduces this to a reflexive action, but the siege weapon still may not be included in a flurry more than once. Ammunition Generation System (Requires Automated Reloader x2) 2 AP: The armor may generate ammunition for its integrated weapons for 2m per shot. Hardpoint System (1 AP): The armor does not have integrated weaponry, but rather a hardpoint upon which such a weapon may be installed. Weapons to be installed must be built specifically for this purpose.

Automated Turret System 1 AP (AI): This system functions identically to the one detailed above. Manned Turret 0 AP: The siege weapon must be manned by another individual or controlled by an additional pilot. This weapon does not count as a purchase of Integrated Siege Systems for the purposes of repurchase limits.

Force Enhancement System:


Cost: 1 pt; Keywords: Subsystems, Graft Whether its additional musculature, special essence injectors, or massive pistons built into the armors arms, the armor is able to increase the post soak damage of one of its attacks by (Artifact Rating). This system must be engaged prior to the attack with a (Speed 3, DV -1) miscellaneous action. Once the attack is made, the effect is lost. Subsystems: High Powered Enhancement 2 AP: This system instead doubles the raw damage of the attack. Quick Pressurization 3 AP: The system may be readied with a Reflexive action that may only be performed once per DV refresh. Violence Enhancement System 3 AP: While normally implemented through violent essence disruptors, there are a number of different ways this system has been created. However, it always does the same thing. Increase the damage category of the enhanced attack by one step, from Bashing to Lethal, or from Lethal to Aggravated.

Ancillary Limb System:


Cost: 1 pt; Keywords: Subsystems, Graft The armor has an additional appendage which the wearer may use as if it were their own. This appendage has two joints in addition to the shoulder joint. This appendage is normally a tail, and may be used as a mount for integrated artifacts, weapons, or as a venom injector. By itself, the limb provides an additional attack with the following stats: Speed: 5 ; Accuracy: +0 ; Damage: +3B ; Defense: +2 ; Tags: None Subsystems: Additional Appendages 1 AP: The armor gains another appendage. Manipulators 1 AP: All appendages granted by this system gain a manipulating system such as a hand or an equivalent.

Tendril Emulation System 1 AP: While normally expressed as the limbs being like tentacles, there are multiple ways for this system to be implemented. The limb(s) may act as clinch enhancers and allow the wearer to clinch without themselves becoming inactive. Hydraulic Extension System 1 AP: The limb(s) gain a reach of (Artifact Rating x 2) yards. Appendage Retraction System 1 AP: The limb(s) may be retracted and deployed from the armor with a reflexive action. Neural Integration Net 1 AP (Requires Manipulators): Carefully placed sensors and neural synching essence flows allow the wearer to feel the limb and treat it as their own. The limb(s) now functions as per the Additional Arm mutation. Self Motile System 1 AP (AI): The armors AI may control the armors additional limbs. These limbs have the same Strength and Dexterity as the armor for Cog armors, but (Artifact Rating + Strength Augmentation) Strength and (Artifact Rating) Dexterity for Aug armors and Powered armors. Phantom Limb Emulation 1 AP: The natural state of the limb is dematerialized, it may be materialized with an expenditure of 3m.

Venom Injectors:
Cost: 1 pt; Keywords: Subsystems, Graft The armor may coat its weapons and integrated artifacts with a poison as an Obvious, Speed 3, DV -1 action. The poison has the following statistics: Damage: 4L/Action, Toxicity: 3, Penalty: -3. Subsystems: Subtle Injectors 1 AP: The action is no longer Obvious. Quick Injection 1 AP: The action is Reflexive. Vicious Poison 2 AP:For every purchase of this subsystem, increase the poisons damage by 2, or its toxicity or penalty by 1. Coating Systems 2 AP: The poison may be applied to held weapons or items (such as foodstuffs or drinks). Internalized Poison Manufacturing Lab 3 AP (AI or Living): Given some time, the armor may tailor the venom for a specific species. This process takes (6 - Intelligence) hours, minimum 10 minutes and allows the poison to be either non-lethal, have specific emotion effects, or increase its damage by (Intelligence).

Magical Material Injection Concoction 1 AP: The poison is linked to the material the artifact is constructed out of. This subsystem may only be purchased for helltech or artifacts that grant a magical material bonus. This has an effect based on the material the artifact is made from a follows: Orichalcum: The poison is capable of harming Creatures of Darkness that are otherwise immune to poison. The poison does Aggravated damage to said creatures. Moonsilver: The poison may inflict points of negative mutations rather than damage. Characters who are benefiting from the artifacts Moonsilver bonus may choose the mutations inflicted. One point of mutations for every level of damage the poison would inflict. Jade: The poison may cause the loss of memory. Instead of dealing damage, the poison knocks the character out (Provided they were unable to resist the poisons toxicity). More importantly, they forget the last (Artifact Rating) minutes experienced per dose of poison. Victims placed into slumber by this can be roused normally with only mild shaking and automatically awaken if attacked (and may subsequently act normally), but waking up does not restore lost memories. On their own, victims sleep for an hour before rousing. This poison affects only the living. Starmetal: The poison may instead make the character suggestible. For every level of damage the character would suffer, they instead suffer -1 Internal Penalty to their MDVs for one hour. This poison may affect living and spiritual beings alike. Soulsteel: The poison may force victims to feel soul-numbing despair and horror, reducing all Virtues by one dot for the next day (to a minimum of one dot). Multiple doses are cumulative for assessing penalties. Characters behave according to their penalized Virtues, and any mortal reduced to Valor 1 by the venom will fl ee screaming, curl up in a fetal position or commit suicide as appropriate to temperament and stimulus. Moonshadow Caste ambassadors sometimes covertly deliver this venom with a handshake, weakening the resolve of those against whom they must debate. This venom can affect the living and ghosts, but not other spirits. Helltech: The poison is not truly poison, but rather, Vitrol. All beings, even those otherwise immune to poison, suffer from it. The damage is Aggravated to Gods, Elementals, and Demons. Such beings killed by the venom instead melt into chalcanth or azoth as appropriate.

Corrosive Production System:


Cost: 2 pt; Keywords: Subsystems, Graft The armor may produce a highly corrosive substance that it itself is immune to. A dose costs 2m to produce as a miscellaneous (Speed 3, DV -1) action and may be transferred as a Touch action. if applied to an armor or object, reduce the objects hardness by (Artifact Rating) per dose, followed by its B/L Soak at the same rate, further doses directly damage the object. Limited sections of structures may be affected similarly. A single dose will affect (Artifact Rating) square yards of material.

This affects the soak and hardness of non-indestructible armors, which may be repaired. The acid loses its potency after 25 hours. Coated weapons are Obvious. When directly applied to a entity, it has the following statistics: Damage: 4L/Action, Trauma:2. Subsystems: Continuous Production 1 AP: The wearer may instead spend 10m to coat one of its natural weapons for a scene. The weapon transfers a single dose of acid upon contact (Or once per 5 seconds against inanimate objects). Powerful Corrosive 1 AP: Increase the damage of the acid by 1. Application System 2 AP: The acid may be applied to a held weapon as a Ready Weapon action or reflexively to ammunition for a ranged weapon. Note that this does not grant the item indestructibility or resistance to the acid, and thus has limited use on mundane weapons. A dose on ammunition only has half-effectiveness.

Remote Weaponry:
Cost: 2 pt; Keywords: Non-Living, Subsystems, Graft Using essence manipulators and gravity nullifiers, the armor is able to release some of its integrated weaponry and telekinetically control them. This system requires Integrated Artifacts or Tactical Armament System in order to function, and applies to (Artifact Rating) of the armors armaments. The armor may disengage the weapon from the armor and control it through special essence circuitry built into the armors head. The integrated weaponry may be controlled at a distance of up to (Artifact Rating) yards from the armor, using the wearer/pilots Wits in place of Dexterity and having an effective Strength of 1. These weapons may be disarmed by removing them from the armor's control radius, but the wearer/pilot may regain control of them reflexively once they are within the area again. This system may allow the user to bypass Cover at the ST's discretion. Mechanized Armors multiply the control distance by (Size Category x 5). Subsystems: Willpower Converter 3 AP: The weapons are wielded with a Strength of (Wearer/Pilots Willpower/2). Long Distance Weaponry 1 AP: Multiply the distance the armor may wield the weapons by 3. For every purchase of this subsystem, increase the multiplier by 3.

Full Weaponry Control 1 AP: The system applies to all of the armors integrated weapons and artifacts. AI Control 1 AP: The armors AI (should it have one), may control the Remote Weaponry to attack targets designated by the wearer/pilot.

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Defense Systems
Armor Bolting:
Cost: 2 pts.; Keywords: Hardy, Chassis (Exoskeletal), Walker, Subsystems, Graft The framework armor that is the exoskeletal chassis may attach to any mundane armor placed over it. Doing so takes a minute of immobility after mundane armor is placed over the already worn power armor, but allows the wearer to use the traits of the mundane armor while retaining the usage of their powered armors systems. The armor must be removed in the same fashion before the power armor may be removed. Subsystems: Magical Integration 2 AP: The armor was designed specifically with the integration of other artifact armors in mind. The system now functions with artifact armor as it does with mundane armor. However, the integrated artifact armor's rating may not exceed that of the base armor. Increase the attunement cost of the integrated armor by 4.

Exo-Armor Husk:
Cost: 2 pts.; Keywords: Hardy, Subsystems Choose two Chassis' for the armor. The armor normally is the heavier Chassis and uses those traits. However, as a Miscellaneous (Speed 3, DV -2) Action, the wearer/pilot may cause the heavier plating to disengage, the armor and systems blasting off and revealing the lighter chassis, using those traits. The armor may purchase systems which only operate for either of the Chassis it has installed, but these systems only work while the armor has the appropriate chassis active.

Converting the armor from the lighter Chassis to the heavier chassis must be done using the recollected pieces of armor and takes the same amount of time it would take to put the armor on. It normally takes an hour of effort for a single person to recollect the pieces of the heavier chassis of the armor after it has been discarded. If lost, the plating may be rebuilt as an Artifact 1. Subsystems: Explosive Bolts 2 AP: When the heavier chassis is discarded, it is an environmental hazard with the following traits: Damage:(Soak Lost + Size Category)B ; Trauma: (Artifact Rating) ; Range: Everything within (Artifact Rating + Size Category) yards of the armor, multiplied by the armors Size Category. Quick Activation 1 AP: Discarding the heavier Chassis is a Reflexive action. Rearmament Recall 2 AP: By paying 5m 1wp as a Miscellaneous (Speed 10, DV -3) action, the wearer/pilot may recall the pieces of the discarded outer chassis to the armor. A repurchase of this subsystem reapplies the heavier chassis to the armor at the end of the action.

Anti-Toxin System:
Cost: 2 pts.; Keywords: Subsystems, Walker, Graft, Spiritbound (Stamina) The wearer gains (Artifact Rating) automatic successes to resist poisons and toxins. Subsystems: Advanced Anti-Toxin System 3 AP: The wearer is immune to all toxins and poisons. Toxin Absorbtion 2 AP: The wearer may spend 1wp or 4m as a diceless miscellaneous action to absorb all the poisons in a touched object or entity no more than (Artifact Rating) yards across, the poison is transferred into the wearer, and as such, the system likely should not be taken without the Advanced Anti-Toxin System upgrade.

Anti-Disease System:
Cost: 2 pts.; Keywords: Subsystems, Walker, Graft, Spiritbound (Stamina) This power is identical to the Anti-Toxin system and its subsystems, working for diseases instead of poisons.

Stabilizing Systems:

Cost: 2 pts.; Keywords: Hardy, Graft Various systems give the wearer an automatic success to resist any effect that would knock the wearer down or back.

Filtration Baffles:
Cost: 2 pt; Keywords: None +2 bonus to Resistance against poisons or diseases and a one hour supply of fresh air. Refilling the tank in fresh air takes one minute per 10 minutes of air added to the tank.

Regenerative Systems:
Cost: 2 pt; Keywords: Hardy (2), Subsystems, Walker, Graft, Spiritbound (Stamina) While worn, the suit doubles the wearers natural healing rate. Mortals heal as per supernatural beings, their wounds automatically sealing. Subsystems: Immediate Restoration System 3 AP: This system allows the wearer to spend motes to instantly regenerate damage as a Miscellaneous (Speed 3, DV -2) action. Bashing damage costs 4m to heal, and Lethal costs 6m. Feeding System 2 AP: (Living Armor or Dedicated Consruction (Soulsteel)) The wearer may inflict Lethal damage in a Clinch. For every level of Lethal damage the wearer inflicts in a clinch, they heal either 2 Bashing levels of damage or 1 level of Lethal damage. Medical Application System 2 AP (AI or Living): The armors AI may make Medicine rolls to treat its wearer. The AI is considered to have basic tools for most medical purposes, as well as any medicine that would cost less than Resources (Artifact Rating). Living Armors use a dicepool of (Artifact Rating x 2). A Living Armor with an AI may use whichever dice pool is more favorable.

Self Repair Systems:


Cost: 2 pt; Keywords: Hardy (3), Subsystems, Mechanized The armor may slowly repair itself provided it has available material. Available material must be within the armor or within (Artifact Rating x 3) yards. The armor will repair itself without direction at a rate of 1 Bashing level of damage per day, 1 Lethal level per week, and 1 Aggravated level per month. Subsystems:

Quick Repairs 3 AP: The armor allows the pilot to make Repair checks mid combat as a Miscellaneous (Speed (Repair Rating x 4), DV -3) action. Provided the armor has the resources to repair itself, the pilot makes an (Int + Craft (Magitech) roll at a Difficulty of the armors Repair rating + 2. Success means one level of Bashing damage is healed when the pilots DV refreshes. Every additional threshold success allows the armor to heal another level of Bashing damage. Two successes allow the armor to heal one Lethal level. This system will not allow the system to heal Aggravated damage. Limb Reattachment 1 AP: The armor is able to reattach its limbs, allowing it to instantly heal from any limb-removing crippling effects inflicted upon it provided the limb is still intact. Limb Regrowth 1 AP: Living Armors only. The armor may repair Crippling Damage inflicted upon it at the same rate in cost and time as 2 Lethal levels or what the Crippling effect would otherwise require, whichever is greater. AI Integration 2 AP (AI): The AI may make Repair checks on itself as per the Quick Repairs subsystem. If the armor does not have the requisite resources to repair itself, the AI may pay 5m per Repair attempt.

Resilience (Walker):
Cost: 1+ pt; Keywords: Hardy (1), Non-Living, Walker While the armor is worn, the wearer is considered to have a number of additional (AP) -1 health levels. These health levels are a part of the armor. Power armors must be repaired to regain these health levels, each successful repair restores one health level.

Resilience (Living):
Cost: 3 pt; Keywords: Hardy, Living, Walker The armor gains one -1 Health Level. The armors -0 Health Levels now take damage before the wearer. Levels of damage past its -0 Health Levels overflow into the wearers, though the armor may be targeted directly as per normal. More Health Levels may be gained at a rate of one -0 HL per AP spent.

Resilience (Mechanized):
Cost: 2 pt; Keywords: Hardy (1), Mechanized The armor gains (Artifact Rating) Health Levels, evenly distributed between its -1 and -2 health levels. These may be restored as per normal for vehicles with the Mechanized Armors Repair rating.

Essence Shields:
Cost: 2 pts.; Keywords: Subsystems, Graft, Spiritbound (Stamina) By paying 2m, the wearer may cause the armor to generate shields of essence over its forearms. The shields have the following statistics: Speed: 5, Accuracy: +0, Damage: +2L, Defense: +4, Rate:1, Tags: M, Sh1. Alternatively, the wearer may instead make a single, more solid shield, which increases its defense by 1. Subsystems: Barrier Projection System 3 AP: This system allows the wearer to bring the arms together and forcefully present both palms, spending one Willpower (or three motes) as a miscellaneous action (Speed 6, DV -2) to create a larger, unmoving energy barrier. This wall may be up to 10 square feet large and appears within a yard of the wearer. It has soak 9L/12B and six health levels and is considered an inanimate object for the purposes of taking damage (but not for the purposes of Charms). If the wall is destroyed, it fades away, though the wearer may create a new one. Otherwise, the barrier lasts as long as the wearer stands in place and holds her hands up to project it, and only one wall can be created by the suit at a time. Advanced Shielding 2 AP: This system allows the wearer to create even larger and more violent shields, which increase their Accuracy, Damage, and Defense by 1. Projected Shielding 3 AP [Frame (Warstrider+), Requires Barrier Projection System]: By paying an additional By paying 8m and an additional point of Willpower when activating its Barrier Projection System, the armor may expand the protective field it creates to encompass a radius of up to ((Artifact Rating + Required Hearthstone Rating) x 5) yards. The field does not prevent characters from moving through it, but attacks originating outside its area must first breach the barrier to affect anyone within it.

Essence Barrier:
Cost: 3 pts.; Keywords: Subsystems Specially placed essence projectors line the armor, each one capable of projecting a barrier of force much like the Essence Shields, however this barrier is far more encompassing. Each blow weakens the barrier, draining the essence from it and leaving the wearer more vulnerable to attack. This system, when charged, provides (Artifact Rating) barriers which take damage meant for the user. Each barrier may absorb one health level of damage before dissappating, and they are damaged before the users health levels in Step 10 of attack resolution. The system must be charged as a Miscellaneous (Speed 4, DV -1) action for 5m per barrier. These motes are not committed. One a barrier takes damage, it disappears, but the wearer may regain it by

recharging the system. The barrier remains charged so long as the armor is attuned and the barriers intact. The system is not actually active (and thus, provides no benefit but the barriers may not be damaged) until it is turned on with a Reflexive action, it may be deactivated in the same way. While activated, the shielding is an obvious blaze of essence around the armor, a semi-opaque plating that provides alabative layers of protection. Subsystems: Subtle Projecting 1 AP: The barrier is not Obvious while activated, but it is still obvious when either charged or a level is lost. Advanced Shielding 1 AP: Increase the number of layers of shielding by 1. Fast Recharge 1 AP: The armor be reflexively recharged. Efficient Charge Capacitor 2 AP: The shielding levels may be charged for 1 fewer motes, to a minimum of 1m. Energy Redistribution System 2 AP (AI): The armors AI is able to calibrate the barrier strength to best counter attacks directed at the armor, adjusting it by the milisecond. Increase the number of Health Levels the barrier can provide by (AIs Intelligence). Absolute Territory Field 6 AP (Frame (Battlefield King+): While actively piloted, the armor projects a barrier around itself extrapolated from its own massive size and the pilots soul. This barrier has three major functions. Increase the pilots effective Essence by (Artifact Rating/2), rounded up, for the purposes of contested Essence checks or roll offs, such as Cecelynes imperfection. Any character with an Essence equal to or less than (Artifact Rating 3) can only do minimum damage against the armor. If a character would otherwise be doing minimum damage, such as due to the size of the armor, they are instead unable to damage the armor. Treat the armor as being (Artifact Rating) times larger for the purposes of being a significant threat to larger enemies.

Essence Link Severence System


Cost: 2 pt; Keywords: Subsystems A special core of moonsilver with orichalcum spikes and internally rotating starmetal blades within forms the heart of the armor. When essence is channeled through the core, it seeks out any chords of Fate or essence that would otherwise link the wearer to others.

The system may be engaged for a scene as a Miscellaneous (Speed 5, DV -1) action that costs 1wp 4m. While engaged the wearer of the armor is Outside Fate and may not be scry'd with any effect. Subsystems: Essence Guidance Chord Severance 3 AP: With special runes of soulsteel and orichalcum engraved on the starmetal blades within the moonsilver core, the armor now severs the delicate and temporary chords of essence that guide attacks to and from the wearer. While engaged, remove the Perfect effects of attacks both directed at the wearer and used by the wearer. A repurchase of this system doubles the cost of Excellencies used to enhance attempts to target the armor or its wearer directly while the system is engaged. Projectile Fate Disruptor 1 AP: While the system is engaged, double any range penalties for those firing at the armor. A repurchase of this system instead adds an External penalty of (Artifact Rating / 2) to targeting the armor with ranged weapons.

Elemental Defense Grid


Cost: 4 pt; Keywords: Subsystems This system comes in a total of six forms, chosen upon creation of the system, however in its most basic form, this system allows the user to charge the armor with destructive energy. Charging the system takes 8m as Miscellaneous (Speed 3, DV-1) action. Once charged, the next successful attack against the armor is met with an automatic, undodgeable counterattack that applies (Artifact Rating/2) successes and has a raw damage of (Artifact Rating)L. Depending on the form the Defense Grid takes, it gains additional traits as follows: Fire: Increase the damage of the effects by 3L. Things which suffer a single level of damage catches on fire. Water: Snap-freezes affected targets. This effect is Piercing and bypasses natural, nonmagical soak. Earth: A blast of sand slams into the affected target. The damage is Bashing, but increases its accuracy by 2. Air: A bolt of lightning arcs to the affected target, the attack cannot be soaked or parried by conductive (metal) armor or weapons. Wood: The released thorns seek blood, increase the accuracy of the counterattack by 1.

Void: Soulsteel armor only. The effect gains the attributes of a Soulsteel artifact weapon.

Additional purchases of this system add more elements to choose from when charging the system. Armors made of Jade reduce the AP cost of this system by 1. Users taking advantage of a Jade MM bonus reduce the activation cost by 1m.

Subsystems: Unified Elemental Response 1 AP: This may only be purchased by armors with more than one instance of Elemental Defense Grid. By paying an additional 2 motes, the armor may charge an additional element along with the first, gaining the special traits of both. Nonelemental Response System (1 AP): The system lacks an elemental association. Powerful Response System 3 AP: Increase the damage and accuracy of the response by 1 each. Efficient Elemental Conversion 2 AP: Reduce the cost of the response by 1m, to a minimum of 3m. Increased Capacitor Charge 2 AP: The armor may store an additional charge Distant Response 2 AP: The armors response system arcs back along the trajectory of attack. The armor may activate in response to ranged attacks made within (Artifact Rating x 25) yards. Elemental Channeling System 2 AP: The armor increases the distance and damage of the anima flux of a Dragon Blooded user. Increase the radius of effect to (Artifact Rating + Essence) yards, Mechanized armors multiply this by their Size Category. Automated Theft Response 1 AP: The user (or last person to attune to the armor) may charge the system. It automatically discharges when the next person other than the last person to attune to it touches the armor. Contact Discharge 3 AP: The user may decide to expend the armors charge to enhance their next melee attack. This does not make the attack undodgeable, but add the damage and special effect of the response charge. The charge is used up whether or not the attack is successful. This does not make the attack undodgeable.

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Stealth Systems
Camouflage System:
Cost: 1+ pts.; Keywords: Graft The armor provides a +(AP) bonus to stealth rolls as its colors shift to match its surroundings. This bonus increases by 1 while standing still.

Disguise Systems:
Cost: 2 pt.; Keywords: Graft, Subsystems, Walker, Spiritbound (Manipulation) The armor allows its wearer to make Disguise rolls without the proper tools, the armor itself shifting slightly. The character may change their appearance s per the limits of a mundane disguise attempt, though they must be wearing armor, though the armor may be disguised as mundane to mundane observation. These changes are entirely visual and do not fool any other senses. Subsystems: Full Breadth Cloaking 2 AP: The armor may hide the fact that the user is wearing armor. Additional Senses 1 AP: The system may fool an additional sense. Advanced Disguise System 1 AP: The armor provides 1 automatic success to disguising the wearer. Widespread Coverage 1 AP: The system allows the user to emulate things larger than themselves by up to (Artifact Rating/2) Size Categories.

Sound Absorbtion System:


Cost: 1 pt.; Keywords: Stackable (1) The armor muffles the sound of the armors passing. For Powered Armor, this manifests as a +2 equipment bonus to moving silently. For Mechanized Armors, it reduces the imprint the armor leaves on its surroundings in passing, reducing the tracking bonus others would have on the armor, as well as making Stealth somewhat easier for such a large machine.

Fate Occlusion System:


Cost: 2 pts.; Keywords: Subsystems For a reflexive cost of 5m 1wp per day, the armor increases the difficulty of all divinations regarding the wearer, the armor, or anything touching the armor by 2. Subsystems: Destiny Interdiction Field 4 AP: While active, the wearer is considered Outside of Fate. Self Sustaining Field 2 AP: The effect does not require activation and is constantly active.

Cloaking Device:
Cost: 4 pts.; Keywords: Subsystems By reflexively spending 5m per hour, the wearer can make the armor blur and fade from view. Players must succeed at a reflexive (Perception + Awareness) roll, Difficulty 2 while moving or 4 while stationary to notice the cloaked character. Make a check when the character first comes into view and again whenever they do something to betray their presence. Once the player succeeds in noticing the character, they do not need to make checks again unless the wearer leaves their sight or they otherwise lose track of them. Characters attacking the wearer apply the usual penalty for invisible opponents. Subsystems: Advanced Cloaking 2 AP: Every time this subsystem is purchased, increase the Difficulty to spot the character by 1. Essence Distortion 2 AP: The wearer cannot be detected by Essence detection alone.

Dematerialize:
Cost: 2 pts.; Keywords: Hardy (2), Subsystem, Walker The armor itself is able to dematerialize at the wearers command (A Speed 10, DV -3 miscellaneous action to make the armor change states). Doing so makes it invisible to those without Essence sight or some way to perceive the immaterial, it also removes any Mobility or Fatigue penalty the armor may have had. Additionally, reduce the Soak and Hardness the armor provides by 2 each. Finally, the armor cannot implement any ancillary systems while dematerialized. Subsystems: Full Dematerialization 2 AP: The wearer may spend 10m 1wp to cause themselves, the armor, and all of their equipment to dematerialize. The wearer may materialize as a reflexive action.

Cross-State Systems 2 AP: The armor continues to provides the benefits of its systems while in cross-state. Quick Change 2 AP: The armor may Dematerialize as a (Speed 3, DV -1) action and be returned to a material state with a Reflexive action. Elsewhere Storage of Might 2 AP: This removes the Walker keyword for the system. A mechanized armor does not provide any benefits while Dematerialized, but still requires the appropriate hearthstone(s) to operate. The wearer may not enter areas the armor may not enter while in its dematerialized state, but may otherwise enter normal buildings easily while within the armor. A repurchase of this subsystem actually shunts the armor into Elsewhere instead of dematerializing, though the other mechanics are the same.

Compact Storage:
Cost: 1 pts.; Keywords: Chassis (Medium-), Subsystems, Walker When not worn, the armor may be compacted down entirely into the helmet, or any other shape with similar volume as (Mobility Penalty + 1) Miscellaneous (Speed 8, DV -2) actions. Subsystems: Automated Compacting 1 AP: The character may cause the suit to compact or decompact with a reflexive action. The suit still takes 10 seconds to compact or decompact, but does so without any further input from the wearer. Attachment System 2 AP: The armor may be donned or removed as fast as it can compact. If the armor has automatic compacting systems, it requires no effort on the part of the wearer to don or remove, but imposes an additional -2 Mobility Penalty while it attaches/detaches from the wearer. Instant Compacting 1 AP: The armor may be compacted or decompacted with a single Miscellaneous (Speed 3, DV -2) action. Further Compacting 1 AP: The armor's compacted form may be as small as a handheld object, such as a bulky wristwatch or wand.

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Calculative and Creative Systems


Craftsman Systems:
Cost: 3 pts.; Keywords: Stackable (2), Subsystems, Graft Each purchase of this system focuses on a single Craft. This system is built into the gauntlets of the armor, it allows the wearer to make the appropriate Craft rolls without tools, manipulating the materials directly with their hands. The gauntlets heat up to melt metal, small blades of essence appear to carve with, the gauntlets suck heat from an item and so on. The most common form of this system is the Fleshcrafter system granted by Nemoah Hellwalkers, which allows a character to use Craft [Flesh] as a Nemoah may. Subsystems: Additional Applications 2 AP: Add another Craft to the Crafts the armor may work on without Tools. Advanced Tool Emulation 1 AP: Increase the Tool bonus of the suit by 1. Assistance Systems 1 AP: The armor allows beings without the requisite traits rated 3+ to act as aides to a craftsman as mortals. If all of the aides have this system, increase the number of successes provided by 1. Each repurchase of this subsystem increases the wearers status as an aide by one step. From mortal to supernatural artisan, to a maximum of master artificer. This subsystem may only be purchased (Artifact Rating / 2) times, rounded up. Precision Articulation 2 AP: Finely tuned and delicate systems in the suit allow it to engage a system where only desired movements will be made. The specifics may vary, but the effect always removes Dexterity as a limiting factor for Craft rolls. Additionally, it may provide an (Artifact Rating) Circumstance bonus (Capped at +3) to do delicate work such as lock-picking or hand-written forgeries. Construction Manifold (Frame (Battlefield King+)) 2 AP: The armor contains an entire Masters Workshop within it that may operate on all the crafts the armor may work on. Repurchases of this subsystem improve the rating of the workshop provided. Automated System (Frame (Warstrider+)) 2 AP: Given a design and the necessary materials, an armor may automatically make Craft rolls using its systems, applying (Artifact Rating) successes in place of (Intelligence + Craft). Alternatively, this subsystem allows an AI to make craft rolls with the armor.

Calibrated Construction Force Systems:


Cost: 3 pts.; Keywords: Stackable (1), Subsystems, Graft

Cranes, advanced musculature, basic integrated tools, special platforms to carry materials, this system represents a variety of slow, but powerful improvements that allow an armor to act as (Artifact Rating x Size Category) laborers in a work-force Subsystems: Architectural Design Display 3 AP: Provided an available design, the armor grants (Artifact Rating) automatic successes to follow that design for a structure as the armor overlays the next steps in the design before its wearer. This allows unskilled laborers to act as if they had the requisite traits to perform skilled labor (provided that the design is good). Foreman Guidance Systems 3 AP: The armor is capable of projected a desired design over an area, indicating desired changes, tasks, and organization. This system requires Bureaucracy, Lore, and Occult all rated at 2 to properly use. However, when the lead designer uses this system to guide a force of no greater magnitude than the armors Artifact Rating, double the speed at which the force works.

Harvester Systems:
Cost: 1 pts.; Keywords: Subsystems, Graft The armor may harvest a resource, chosen at the armors creation, at a rate of (Artifact Rating x 1000 x Size Category) lbs per day under ideal conditions. Powered Armor instead Harvests at (Artifact Rating x 500) lbs. per day. This system does not give the armor any ability to store the resource, survive in the environment the resource is found, or process the resource. Subsystems: Accelerated Harvester Systems 2 AP: Increase the armors effective Artifact Rating for determining the speed which it harvests Resources by 1. Varied Harvester Systems 3 AP: The armor is designed to harvest up to (Artifact Rating) different Resources. Wyld Harvester Conversion System 4 AP: Special sigils, iron channels, and essence calcifiers allow the armor to convert raw Wyldstuff into resources. This can create any mundane material at a rate of (Artifact Rating x 250) lbs per 12 hour day. Switching the material produced takes an (Int + Lore) roll at a Difficulty of the Resources cost of the material to be produced. Reprogramming takes one hour. A repurchase of this system allows it to generate Jade using this system at a rate of (Artifact Rating x 25) lbs per 12 hour day. This must be done within a waypoint within at least the Middlemarches. A separate repurchase of this system will allow the armor to function in the Bordermarches as well as uncapped demenses, the materials created from uncapped demenses must be thematic to the nature of the demense at the STs discretion.

Storage Systems:
Cost: 2 pts.; Keywords: Hardy, Subsystems The armor may store an amount of material up to (Artifact Rating x 25) lbs. at no encumbrance to the wearer. Mechanized armors multiply their effective Artifact Rating for this purpose by their Size Category. These carried materials enjoy the benefit of the armors soak and hardness, but not its other, magical protections. Subsystems: Processing Systems 2 AP: Reduce the armors Artifact Rating by 2 for the purposes of determining its Storage space. This system can refine a quantity of conventional materials in a week sufficient to fill the armors full cargo capacity, or it can be used to refine exotic components for use in the creation of artifacts, including quantities of the magical materials. In this second function, it can refine up to (Artifact Rating) components at a time, and each refinement requires a number of days equal to the dot rating of the artifact for which it is meant to be a component. Appropriate raw materials are required for both magical and mundane refinement, and these must be collected externally. The armor may only refine (Artifact Rating) different materials or exotic components, chosen upon designing the armor unless this system is repurchased, allowing it to process any number of different materials. Elsewhere Storage Systems 3 AP: The armors Artifact Rating for the purposes of this system is increased by 5 with every purchase of this subsystem. Nutrient Growth Vats 0 AP: The armor reduces its Artifact rating by 2 for the purposes of determining its Storage space, this space is dedicated to nutrient production vats as well as water collection systems. These systems collect fresh water from the air and use the ambient essence to stimulate the growth of a nutricious algae paste. Powered armor provides enough food and water for 5 people with every purchase of this subsystem. Mechanized armors instead provide enough for a unit with a Magnitude equal to the armors Size Category. Personel Carrier System 0 AP (Chassis (Warstrider+)): This converts the entirety of the mechanized armors space into seating of some kind for personel. The armor may hold a Magnitude (Size Category-2) unit + its Artifact Rating in personel in cramped, but reasonably comfortable quarters. This does not protect the armors occupants from environmental hazards, but they enjoy the benefit of the armors Soak, Hardness, and Health Levels while riding inside. The armor normally has a number of hatches equal to the magnitude of unit it can carry + 1. Only one person at a time may pass through a hatch per tick. Personel Launchers 3 AP (Requires Personel Carrier Subsystem): The armor may launch all of its carried personel up to (Artifact Rating x 5) yards from the armor at once as a Miscellaneous (Speed 8, DV - 3) action. Cargo Protection 1 AP: The armors cargo, whether inanimate or alive, shares in the same protections as the armor and its pilot. Cargo Consumption System 1 AP: Requires Living Armor. The armor may consume nonartifact items it has stored to fuel itself. The armor may also consume items to heal itself.

At the wearers direction, the armor may, as a Miscellaneous (Speed 10, DV -0) action, consume one of the items it has stored, the armor immediately heals 1 Bashing health level per Resources value of the consumed item, or half of that in Lethal levels. By consuming a Resources 5 item item, the armor may heal a single level of Aggravated damage. The armor gains its sustenance from the strength of the least god consumed, and thus, the size of the item matters less.

Battlefield King:
Cost: 2 pt; Keywords: Frame (Battlefield King+), Spiritbound (Intelligence) The piloting cradle is in of itself a shrine to its own personal war spirit. This least god has been awakened just enough to respond the questions asked of it. This least god is dedicated to war, and provides an equipment bonus on all War rolls that involve consulting it. Each purchase of this system gives a +1 on War rolls.

Synaptic Synchronization Systems:


Cost: 2 pt; Keywords: AI, Stackable (1), Graft, Spiritbound (Intelligence) By synchronizing the thoughts of the wearer and its AI, the two are able to enhance one anothers thoughts and logical abilities. Provided both the wearer and AI are willing, the wearer increases their Intelligence by half of the AIs Intelligence. This bonus explicitly stacks with those granted by Specialized Systems. Living Armors reduce the cost of this system by 1.

Armor Uplink:
Cost: 1 pts.; Keywords: Stackable (1), Graft The armor is specifically able to link to another armor or artifact with this system. While linked, this provides the following benefits: Allow the linked artifacts to count as a single artifact for the purposes of magic Allows the mote pools of the linked artifacts to be used for either artifact (Optional) A graft that provides a mote pool allows the host to use use those motes to attune to linked magitech/genesis items as well as power their systems.

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Sensors and Communication


Sensory Augmentation Visor:
Cost: Special ; Keywords: Subsystems; Graft, Spiritbound (Perception) This system is actually a collection of subsystems that affect the wearers eyesight. Subsystems: Occular Enhancers 2 AP: By paying 1m per minute, the armor gives a +2 bonus on the wearers Awareness rolls. Blinders 1 AP: The armor perfectly negates any attempt to blind the character. Night Vision 1 AP: The wearer negates the penalties for darkness less than Total. Telescopic Vision 1 AP: Multiply the distance the wearer can see and discern detail by (Artifact Rating). This negates the human-scale perception penalty of larger Frames. Medical Analysis Optics 2 AP: The armor displays data on the health and essence flows of an examined target, allowing the wearer to make a Medical Analysis in a single Speed 10 action rather than 5 minutes of poking and prodding. Microscopic Analysis 2 AP: The armor grants 2 automatic successes to all Perception rolls to notice small details. This subsystem also removes Perception as a limiter on Craft rolls. Essence Sight 2 AP: By paying +1m per minute, the wearer gains Essence Sight. Spirit Sight 2 AP: By paying +1m per minute, the wearer may see unmanifested spirits. Efficiency Systems 1+ AP: For every AP spent on this system, this power costs 1 less mote per minute. If the power has no cost, it is constantly active. Small Scale Targeting Assistance 2 AP:Reduce the penalty to attack human scale targets by one, to a minimum of a -1 External Penalty.

Awareness Systems:
Cost: 1 pts.; Keywords: Subsystems, Graft, Spiritbound (Perception) The wearer is always treated as being actively wary for detecting unexpected attacks (see Exalted, pp. 155). This grants a single bonus die to all rolls to detect ambushes, and allows the wearer to ignore any penalties on such rolls for being distracted.

Subsystems: Radial Scanning Systems 2 AP: The wearer cannot be flanked and has (Essence) bonus dice to detect stealth or characters attempting to re-establish stealth. Sonar System 1 AP: The armor uses sonar pings to analyze the area around the wearer and translates the information into something useful. The wearer reduces the penalties for blindness, darkness, or invisible opponents to a -1 internal penalty.

Advanced Senses:
Cost: 2 pts.; Keywords: Living, Subsystems, Graft, Spiritbound (Perception) Special glands and organs set into the armor act as advanced and powerful sensory organs. The armor provides a number of automatic successes when using certain senses much like the Solar Awareness Charm Keen (Sense) Technique. With every purchase of this system, the armor has (Artifact Rating) automatic successes to distribute between hearing, taste, smell, and touch. These successes are chosen upon the armors creation and do not change. Subsystems: Auditory Enhancers 1 AP: This removes the living Tag from the System, though Non-Living armors may only choose Hearing or touch to apply Successes to. Adaptive Growth 2 AP: The armor is able to shift the distribution of its bonus successes as a Miscellaneous (Speed 6, DV -1) action.

Battlefield Brotherhood Link:


Cost: 1 pts.; Keywords: Hardy (1), Subsystems, Graft, Spiritbound (Manipulation) Sympathetic resonators in the armor allow it to synch up with other armors with this system installed. Characters wearing and attuned to armors automatically succeed on all Coordinated Attack rolls. Armors may be linked as an hour long dramatic action that requires Lore and Occult at 2. Subsystems: Defense of Brothers 2 AP: When a wearer of a suit with this system uses the Defend Other action on another character with an armor with Battlefield Brotherhood Link installed, increase the defending characters PDV by the lower of the two Artifact Ratings. Battle-Clan 2 AP: A unit of at most Magnitude (Artifact Rating) comprised primarily of members with this subsystem installed increase their Drill by 1. A unit comprised entirely of members wearing armors with this subsystem installed increase their Morale by 1 as well.

Unity of Purpose 1 AP: Users of armors with this subsystem installed increase the cap on assistance bonuses by 1.

Pheromone Production System:


Cost: 2 pts.; Keywords: Subsystems, Graft, Spiritbound (Charisma) The armor is capable of producing pheromones to influence the opinions and emotions of others. Select (Artifact Rating) emotions. The armor is capable of, as an Emotion effect, causing characters within (Artifact Rating x Size Category) yards to feel the emotion. Activating this system is a Miscellaneous (Speed 6, DV -1) action that is not Obvious. This effect may be resisted with 1 wp should a character be made aware of it. Subsystems: Varied Production 1 AP: The user may select any emotion when activating the system. Widespread Pheromone Casting 2 AP: Double the radius of the effect. Directed Pheromone Casting 2 AP: The armor may target a single character with the emotion effect. Intense Pheromones 2 AP: Increase the Circumstance bonus provided by the emotion effect to social attacks that take advantage of it by 1.

Sensor Drone:
Cost: 2 pts.; Keywords: Subsystems, Graft, Spiritbound (Perception) The armor is capable of releasing a remote sensor drone, capable of transmitting information to the wearer and entirely remote controlled. This drone is approximately an inch across and capable of flight at (Artifact Rating) yards per tick. Controlling and observing through the drone requires a Miscellaneous (Speed 5, DV -2) action. Absent direct control, the drone will wait. When ordered to return, it will do so through the quickest route possible. It will automatically return if it ever enters an area warded against scrying, which will block its telepathic link. The drone may be controlled up to (Artifact Rating) miles away. The drone has a single health level, and Soak/Hardness of (Artifact Rating). It has no dodge or parry DVs, but the wearer may make stealth rolls through the drone using (Intelligence + Stealth) at an -2 External Penalty. The drone allows the wearer to see what the drone sees. The drone has sight as good as a normal humans. Normally, the drone only allows sight, but drones that provide other senses are possible and actually common amongst Spiritwalkers.

Subsystems: Multiple Drones 1 AP: The armor instead has (Artifact Rating) drones. Each additional purchase increases this number by 2. Memory Playback 1 AP: The drone(s) gain a memory of (Artifact Rating) hours, which is played back into the suits visual systems. Intangible Drone 2 AP: The drone(s) gain the ability to dematerialize. Sensory Link 2 AP: The wearer may apply their own senses through the drone. Communication System 2 AP: The wearer may communicate verbally through the drone. Charms may not be applied through the drone, but it may act as a Relay for Mass Combat units in which the wearer is a Special Character. Harmonic Essence Synchronization System 4 AP: The wearer may apply their own charms through the drone. High Altitude Drone 1 AP: The drone is capable of reaching enormous heights, allowing it to give a wide view of the area. This normally does not provide a direct dice bonus, but gives any War rolls which rely on knowing the placement of enemy forces a +1 Circumstance die.

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Artifacts
Nine-Fold Arms of Reconstruction Artifact ** - ***** This artifact is a strange beast. It's circular base is made of an interlocking design of all five basic forms of jade around a soulsteel disc, from this base rises a scaffolding of starmetal, multiple articulated arms of moonsilver branch off of this scaffolding, folded or compressed to save space while numerous tools of various kinds made from immaculate orichalcum hang from various points on the scaffolding. There is a gap in the starmetal struts and an open space atop the soulsteel disc. At one side of the disc is a small pilliar that reaches up to approximately stomach height on a normal human, atop of which is a plate of adamant. This is the Nine-Fold Arms of Reconstruction, and its purpose is simple. A Powered or Mechanized armor is placed within the starmetal scaffold, locked into place as an operator with at least Lore 3 and knowledge of Old Realm operates the display and control panel of adamant. The Nine-Fold Arms of Reconstruction enable a character that knows how to use them to perform repairs and maintenance on powered or mechanized armor even if they themselves do not have the skills. A Nine-Fold Arms of Reconstruction (Hereafter referred to as NFAoR for brevity's sake) may be que'd up to perform repairs on an armor with a Repair rating equal to or less than the Artifact rating of the NFAoR as well as any Magitech that fits within it with a Repair rating less than the NFAoR's Artifact Rating. Doing so requires that the operator commit 10m to the machine for the

duration of the repair or maintenance. Repairs still cost the normal amount of Resources and materials, but the efficiency of this artifact reduces the Resources cost of maintenance by half its own Artifact rating, rounded down. The operator does not need to have the skills normally required to perform maintenance on the Artifact, merely Lore 3. The Artifact replaces all non-Resources needs in the Repair and Maintenance of affected Magitech. The NFAoR counts as a Master's Workshop for working with Magitech Repairs for items capable of fitting inside of it, and a Flawless Workshop for the purposes of working upon Magitech Armor. A normal NFAoR is relatively immobile, being nearly a ton of delicate, bulky, and awkward equipment, but there exist versions of the artifact that are capable of folding down into their support disk. These still weigh a not inconsiderable 1,250 lbs, but are much easier to transport. Their Artifact rating (but not the Repair rating they are capable of working on) is increased by 1. While most NFAoR's do not require maintenance themselves, there exist versions that require maintenance for every 100 hours of operation otherwise it ceases to function. These versions have a Repair rating of 2 and can work on armors with a Repair Rating 1 higher than others of their kind. Normally, a NFAoR is only twice the height of a man, its soulsteel disc 3 feet in diameter while the jade mosiac reaches a further 2 feet in all directions. The disc is usually 6 inches thick, and its starmetal scaffolding encompasses an area twice the height of a man. These versions are able to work on any Powered Armor or Mobile Armor Frame of Mechanized Armor, but not larger units. A version capable of working upon Warstrider or Battlefield King frames increases its Artifact Rating (But not the Repair Rating upon which it may work) by 1 and cannot be easily transported due to its immense size. Ones capable of working on City Crusher or Behemoth Slayer frames increase their Artifact Rating by only 1, but must be built into a manse and are completely immobile. Such NFAoR's are a Manse power that costs a number of Creation points equal to its Artifact Rating -1.

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Spells
Call to Arms - First Circle Spell
Cost: 20m 1wp The sorcerer speaks the words of formation, of armor, and of forging. Together with the design in their mind, these magics allow the sorcerer to to forge a powered armor from nothing but their will and essence. This armor has no Attunement cost and is considered attuned to the sorcerer, appearing on their form. This armor lasts for (Essence) hours. This armor must be designed beforehand, requiring (Essence x 15) successes as an Extended Dramatic Action, using an (Int + Occult) roll at a Difficulty of the wearers Essence. The sorcerer has (Essence x 3) AP to spend on the armors systems.

Call to Arms - Second Circle Spell


Cost: 25m 2wp Holding an attuned hearthstone in their hand, the sorcerer casts a more elaborate version of the Call to Arms spell. This spell functions almost identically to its lesser version with the following exceptions: The sorcerer may apply a Frame to the armor of up to Warstrider size. The armor has Dedicated Construction for free. The armor is considered to have Power Requirement (Essence). The armor lasts for (Essence) days.

Call to Arms - Third Circle Spell


Cost: 30m 3wp This is the mightiest of the Call to Arms spells. The sorcerer crushes a Hearthstone in their hand, destroying it though not breaking their attunement to the manse. The spell summons a mechanized armor around the sorcerer much like its lesser counterparts with the following exceptions:

The sorcerer may apply a Frame to the armor of any size. The armor has Complete Magical Construction for free with the MM most appropriate to the sorcerer. The armor gains a number of AP based on the rating of the heathstone destroyed. The armor gains (Hearthstone Rating x 6) AP. The armor lasts as long as the sorcerer stays within it.

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Weapons of the Mighty


While warstriders are frequently equipped with armaments designed only for use by warstriders and can mount advanced Essence weaponry, the most common weapons found in the hands of a warstrider are simply titanic versions of the same weapons a mortal or Exalt might use. Scaling such weapons up to a size appropriate for a warstrider has a number of effects. For the purposes of these rules, humans and human-scaled items are Size Category 0. When resizing a weapon for a larger size category, perform the following changes: First, increase the cost of a mundane weapon by the Size Category of unit it is built for. The cost of artifact weapons is unchanged, though the materials required for their construction is multiplied by the Size Category of the intended armor size. Second, a being using a weapon not sized for them suffers a -1 External Penalty, with an additional -1 for every Size category they are off. The formula for determining the strength required to use a weapon intended for larger beings is (Normal Strength Requirement x 2) + (Difference in Size Category x 3). Third, the weapon's base damage (the damage without Strength or extra successes applied) is multiplied by (1 + (Difference in Size Category/2)) against targets smaller than them, but deal normal damage against those their size or larger. Inanimate objects count as Size Category 0. Fourth, the range increment of all ranged weapons is multiplied by the intended Size Category, as is the maximum strength allowed for mundane bows. Fifth, artifact weapons possess (Difference in Size Category) more hearthstone settings than normal.

Superior Weapons Weapons of superior quality, such as a fine short sword or a perfect scythe, have their benefits for being superior added before the modifications for their increased size.

Standard Attacks Due to the sheer size and bulk of a framed armor, increase the base damage of its natural punch, kick, and clinch attacks by its Size Category. Also, any framed armor gains the ability to parry lethal attacks barehanded without the need of a stunt or charm. If the armor has a Magical Material bonus, apply it to these attacks when it is fully attuned.

Mounting Weapons While the strength of an armor allows it to carry much, there is only so much gear that an armor can mount before the sheer bulk of it terribly restricts its ability to fight. Because of this fact, an armor can only mount a single ranged weapon on each shoulder and on each arm with systems like Tactical Armament Response Systems. Many ranged weapons designed for use by a warstrider, such as bolt launchers, dart throwers, and most heavy Essence weapons, must be mounted to be used. Other weapons, such as fuel bolt launchers and firewands, are often modified for mounting on the exoskeleton of a warstrider. Some melee weapons, such as smashfists or a razor harness, can be bolted to the armor or otherwise integrated into the armor's exoskeleton. While this is not possible with all weapons swords and daiklaves do not function well when fixed in position - mounting melee weapons in this manner prevents the armor from dropping the weapon or being disarmed. Melee weapons hard-mounted to the armor do not count against the number of ranged weapons it may mount.

Weapons and their Size Categories (WIP) Bolt Launcher


Size Category: 2 A bolt launcher is a spring-loaded projectile weapon that fires heavy, three-foot-long metal harpoons. The launcher is usually mounted onto one arm and contains a magazine of four bolts. After each shot, the pilot must mechanically rewind the spring mechanism before he can fire again. Doing so takes six ticks, but they need not be consecutive, as the mechanism locks at the present point of wind if the pilot stops rewinding. Therefore, the pilot can begin rewinding, abort to some other action, and then resume winding the mechanism from where he left off. Loading a new harpoon into the magazine is a miscellaneous action. Speed: 5 ; Accuracy: +0 ; Damage: 8L ; Rate: 1 ; Range: 250 ; Ammo: 4 ; Tags: P, A

Dart Thrower
Size Category: 2 Much like a bolt launcher, a dart thrower is a spring-loaded projectile weapon. However, it is designed for use as an anti-personnel weapon. A dart thrower fires canisters which break apart after firing to send dozens of arrows at the target. Rewinding and reloading a dart thrower functions identically to a bolt launcher. Speed: 5 ; Accuracy: +2 ; Damage: 5L ; Rate: 1 ; Range: 200 ; Ammo: 4 ; Tags: A A dart thrower's attack affects a 3 yard diameter circular area. Make one attack roll and apply the result to the DV of everyone in the targeted area. Unlike other large weapons, a warstrider does not take a penalty when attacking targets significantly smaller than the armor with a dart thrower, nor is the damage of a dart-thrower increased when used against structures or beings of smaller size categories.

Bolt Caster (Art 2, Repair 2)


Size Category: 2 The artifact equivalent of a bolt launcher, the bolt caster is made almost entirely from one of the magical materials. While it is more dangerous than its mundane counterpart, what sets the bolt caster apart is its ability to self-reload. By spending 1 mote, the pilot can reflexively re-cock the firing mechanism. By spending 2 motes, the pilot can store an entire magazine's worth of ammunition Elsewhere, where it can be reflexively retrieved for another 2 motes. A bolt caster can have up to two magazine's worth of ammunition stored this way at any given time. Should the pilot run out of motes or simply choose not to spend motes to recock the weapon, a bolt caster can be re-cocked and reloaded in exactly the same manner as a bolt launcher. Speed: 5 ; Accuracy: +1 ; Damage: 10L ; Rate: 1 ; Range: 350 ; Ammo: 4 ; Attune: 4 ; Tags: P, A

Bolt Hailstorm (Art 2, Repair 2)


Size Category: 2 A dart thrower made mostly of one of the magical materials, the Dart Hailstorm operates much like its sister design, the bolt caster. It can automatically re-cock itself for the cost of one mote and can store or retrieve magazines of ammunition from Elsewhere for 2 motes. A dart hailstorm can have up to two magazines stored Elsewhere at any given time. Speed: 5 ; Accuracy: +4 ; Damage: 7L ; Rate: 1 ; Range: 300 ; Ammo: 4 ; Attune: 4 ; Tags: A

Like its lesser cousin, the dart thrower, attacks with a dart hailstorm affect a circular area three yards in diameter. Make a single attack roll and apply the results to everyone in the targeted area. Also like its lesser cousin, a warstrider does not take a penalty when attacking targets significantly smaller than the armor with a dart thrower, nor is the damage of a dart-thrower increased when used against structures or beings of smaller size categories.

Chain Dagger (Art 3)


Size Category: 2 A chain dagger is a fighting knife forged from one of the magical materials and attached to the warstrider by 75 feet of retractable, unbreakable chain. Firing the chain dagger costs 1 mote. It automatically retracts if desired, but can be left extended to serve as a dire chain. A chain dagger can be targeted using either Archery or Thrown. (Fired) Speed: 4 ; Accuracy: +2 ; Damage: +2L ; Rate: 1 ; Range: 75 (Maximum) ; Attune: 2 ; Tags: A

Shock Ram (Art 2)


Size Category: 2 This piece of warstrider equipment is a massive gauntlet of steel alloyed with green and blue jade. When attuned for 5 motes, it allows the warstrider to make unarmed attacks at a range of (wielder's Essence x 50) yards. Each "phantom" punch delivered this way costs the wielder 2 motes of Essence. Some more advanced models, which are Artifact 3, have a built in reservoir of Essence that can be used to fuel attacks. This reservoir contains 20 motes and can be recharged by the pilot on a 1 for 1 basis at any time. A shock ram is fully compatible with all Martial Arts Charms.

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Revised Craft (Vitrol) (WIP)


Concept: The art the Primordials used to shape the gods and other spirits. the element of Vitrol is the tool to do such for beings other than the Primordials (and their component souls). Can be used to melt down spirits into chalcanth or azoth, which may be used as an Exotic ingredient for an artifact of (Essence/2) rating. Alternatively, it may be used similar to the Genesis system to create new spirits. Such a system would use Revlids Mutations as well as these Systems and would also be able to purchase Charms and Purpose. Can, if properly used, do other things. Can, with the proper thaumaturgic rituals, convert any Magical Material (non-magitech or genesis-tech) so that it is attuned to as per a different Magical Material. Essentially, Orichalcum Moonsilver when properly Vitrold. Making Craft (Vitrol) useful to non-Infernals or for Infernals in mixed parties. However, as you need only Craft (Vitrol) to convert something to Infernal-attunable, it is still better for Infernals.

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Reality Calcification/Softener:
Cost: 1 pts.; Keywords: Subsystems, Graft Reality Engine/Hand of the Great Maker/Wonderous Globe of Precious Stability? Soften reality immediately around the armor, upgrade to affect larger and larger swaths of area and greater amounts, requires a Lore roll. Requires Lore/Occult to use? Immune to the effects of the Wyld, add dice to resist Fair Folk charms? Immune to tampering by fair folk? Protect things up to a certain size category? Subsystems: Anti-Raksha Response 2 AP: The item may not be affected by Raksha charms. A repurchase ensures that Raksha may not even touch the item. Raksha Resistance 1 AP: The item grants its user a bonus die to resist all Raksha charms and effects.

Concept: Create Elemental Enhancement System to enhance Elemental damage, more expensive but possible to enhance other Exalt types directed Essence charms

Concept: Make an Anti-Spirit System Ghost-Binding Wall (Water only)*: By spending three motes as a diceless miscellaneous action, the wearer can invoke a spiritual disruption fi eld in a radius of (her Essence x 5) yards. This fi eld lasts until the wearers next action, whereupon it may be renewed refl exively for another three motes, and so on. While in the Ghost-Binding Wall, nothing can materialize or dematerialize (any attempt to do so automatically fails without cost), nor may objects or beings teleport or scry into or out of the warded area. Furthermore, spirits in the area of effect suffer a -1 internal penalty to all non-refl exive actions, and they add two motes to the cost to activate Charms for every dot of Essence the armors wearer has in excess of the spirit. The Ghost-Binding Wall has no effect on beings with a higher Essence rating than the armors wearer. If multiple Water Dragon armors combine their Ghost-Binding Walls in the same area, however, the joined fi eld has a radius equal to the total permanent Essence of all contributors (centered on the wearer with highest Essence), and the fi eld has a strength equal to the highest permanent Essence of wearers in the group, +1 per assisting suit of armor. Therefore, an Essence 4 Exalt activating a Ghost-Binding Wall assisted by two Essence 3 Exalted would be able to affect all spirits with an Essence of 6 or less in a radius of 10 yards from the leader

Concept: Self Replication system for Automota

Concept: Swarm-Form (Automota only? Able to be applied to armors to swarm over wearer and link into a form. Special System. Each Chasis category costs AP to purchase, is able to link into an armor or attack. Each chassis purchase increases the

damage of the swarm by 1 when used as a whole. Certain systems are cheaper with Swarm systems, others are impossible)

Reality Calcification/Softener:
Cost: 1 pts.; Keywords: Subsystems, Graft Reality Engine/Hand of the Great Maker/Wonderous Globe of Precious Stability? Soften reality immediately around the armor, upgrade to affect larger and larger swaths of area and greater amounts, requires a Lore roll. Requires Lore/Occult to use? Immune to the effects of the Wyld, add dice to resist Fair Folk charms? Immune to tampering by fair folk? Protect things up to a certain size category? Subsystems: Anti-Raksha Response 2 AP: The item may not be affected by Raksha charms. A repurchase ensures that Raksha may not even touch the item. Raksha Resistance 1 AP: The item grants its user a bonus die to resist all Raksha charms and effects. Metasorcerous System? Channel dots of inset Hearthstone to affect spells? Cost: Reduce the cost of the spell by 3m per Hearthstone dot used to a minimum of 10m. Alternatively, reduce the WP cost by one per dot spent to a minimum of 1. Power: If the spell references the sorcerers essence rating, increase it by 1 per dot spent Mastery: For Dice Rolls a spell requires, add one suxx per dot spent Range: If the spell has a range measured in actual distance, each dot spent improves it by a factor of 1 (x2, x3, x4 and so on). Duration: Same as per Range.

Virtue Inciter:
Cost: 1 pts.; Keywords: Subsystems, Graft Touch, cause the touched character to make a virtue roll. Expansions include increased difficulty, more virtues, force a characters two virtues to conflict

Subsystems: Anti-Raksha Response 2 AP: The item may not be affected by Raksha charms. A repurchase ensures that Raksha may not even touch the item. Raksha Resistance 1 AP: The item grants its user a bonus die to resist all Raksha charms and effects. Virtue Inciter Force characters to make Virtue rolls to what effect Valor - Fear or Berserk Compassion - Heart of Tears limit break or unable to attack Conviction - Turn away from current task, reduce MDVs considerably Temperance -

Power Provider:
Cost: 5 pts.; Keywords: Subsystems, Graft Incomptible with Power Requirements. Item acts as a Hearthstone with a rating based on repurchases. It can provide power to any linked or integrated artifacts with power requirements. It may switch which items it powers as a Miscellaneous action. It may power the Hearthstone Requirement of an item with a Frame. Any unused dots of Power Provider act as a hearthstone of that rating for an attuned character. Will explode violently, doing more damage based on repurchases, if not maintained or the system fails. Subsystems: Anti-Raksha Response 2 AP: The item may not be affected by Raksha charms. A repurchase ensures that Raksha may not even touch the item. Raksha Resistance 1 AP: The item grants its user a bonus die to resist all Raksha charms and effects. Concept: Power Provider Acts as a Hearthstone of a given rating. May provide it to integrated artifacts by default, or may be linked to other artifacts. Very expensive. May only provide X (expensive) dots of Hearthstone. A PSV with 6 dots as a handheld item with linking should be an art 5.

Soul Stealer:
Cost: Varies; Keywords: Subsystems, Graft Really a group of other systems.

Requires a Miscellaneous (Speed 10, DV -4) action to activate/use. Using it on a resisting character requires contact and allows resistance for most beings. The effect is Shaping. Exalts explicitly have a bonus to their Resist roll of auto-suxx. Any being may perfectly defend against the usage of this system with the payment of 1 Temporary WP.

Subsystems: Linked 1 AP: All of the purchased component portions of the Soul-Stealer system activate at once and do not need to be activated separately. Mote Stealer 1 AP: The artifact can steal (Artifact Rating) motes. Virtue Stealer 1 AP: The artifact can steal the Virtue Channels of one Virtue. Once all of a characters channels are gone, the artifact may begin to steal dots of Virtue. For non-spirits, these dots return at a rate of one per month. Virtues are stored in a liquid form in a tank on the artifact, when consumed or injected into a being, these liquid virtues provide 1 Automatic Success on the appropriate Virtue rolls (And requiring an additional willpower to suppress) and reduces all Starvation, Thirst, Sleep Deprivation, and Fatigue penalties by 1. By Soul Consumption 3 AP (Requires 4 Purchases of Virtue Stealer): The item may slowly rip the soul out of a character. This requires constant contact such as a controlled clinch or maintaining distant contact with a ranged beam (Imposing a -3 External Difficulty on the attack). This system does not work on non-Spirits that retain Virtue Channels or beings that do not have souls, it does however work on Fae and Unshaped as an exception to the latter. This ability rips the beings soul from it and converts it down into Chalcanth which is stored in a tank on the unit, spirits are absorbed entirely.

Memory Core:
Cost: 5 pts.; Keywords: Subsystems, Graft Acts like Eidectic Memory, stores data. Subsystems: Anti-Raksha Response 2 AP: The item may not be affected by Raksha charms. A repurchase ensures that Raksha may not even touch the item. Raksha Resistance 1 AP: The item grants its user a bonus die to resist all Raksha charms and effects. Concept: Power Provider

Acts as a Hearthstone of a given rating. May provide it to integrated artifacts by default, or may be linked to other artifacts. Very expensive. May only provide X (expensive) dots of Hearthstone. A PSV with 6 dots as a handheld item with linking should be an art 5.

Special Automotan Systems?

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