Alternate Promethean - Warmachine
Nov 16, 2018 23:41:26 GMT -6
Post by Lestat on Nov 16, 2018 23:41:26 GMT -6
Alternate Promethean - Warmachine
Warmachines are a long lost technology that never had their moment of glory on the battlefield. In the twilight years of the C'tan, at the end of the war between them and the Syrne a new kind of weapon was developed to turn the tide of battle. Before the opportunity for them to be deployed was had the combined forces of the Eldarin, Orks, and Dragons in service of the Syrne was too much, and these machines never saw use. Left without a functioning control system many of these machines have been pawned off, scrapped, and neglected. From time to time an Ork will make mockeries of them by using them as makeshift suits of armor, but the means to create a true artificial intelligence capable of piloting them is outside the hopes of many in the Great Wheel.
It is by the will of the Machine Spirit alone that these forgotten artifacts spring to life. More religion than science, cults surround individual Warmachines giving blessings to the Omnissiah in hopes that their efforts in studying, and maintaining these weapons might be rewarded with a miracle. When the Machine Spirit breathes new life into this armored platform, it is filled with a sudden regret at the carnage they were denied, and sends them off to face the enemies of those that took care of it.
Tell: Warmachines have a subdued tell which takes form in the escalation of the battlefield around them. If aerial support exists bombs explode nearby, if soldiers were on standby they begin firing wildly. Bullets whizz past people's heads, and the immediate area is left war torn before the fight ends.
Powers:
Lifeless Construct: A Warmachine is immune to Fatigue, Poison, Disease, and Drugs. They are not subject to the same frailties as their fleshy companions. They also have no need to Eat, Drink, Sleep, or Breathe. Because a Warmachine has a Pyros Reactor instead of a heart, they cannot benefit from a Bionic Heart or any of the artifact versions.
Refitting: A Warmachine doesn't heal naturally over time. A Warmachine must be repaired. Repairing a Warmachine takes a Craft + Int Test. The TN for this Test is 15 if the Warmachine is lightly wounded, 20 if heavily wounded, and 25 if the Warmachine has taken critical damage. A successful Test recovers 1 Hit Point and takes one hour. A Warmachine cannot spend Pyros to heal Hit Points. If a Warmachine loses limbs or their body is destroyed, they can be repaired rather than replaced. Repairing a destroyed limb or body requires making Craft + Int tests against TN 25, each test taking one day. After five successful tests have been made, the Warmachine's limb is rebuilt.
Disquiet: A Warmachine generates an aura of subtle wrongness. He takes -2k1 to all social rolls against non-exalts. Partly this is because of their status as living weapons and machine-like appearance. This is also, though, a partly magical effect.
Superlative Constitution: A Warmachine doesn't suffer Critical Damage like others. It's extremely difficult to kill one. Even critical damage won't necessarily kill them. Each of their limbs tracks critical damage separately. They do not use the Critical charts for damage, but at 5 critical damage the limb is destroyed. If the damage is to the gizzards, where their Pyros Reactor is located, the Warmachine is killed. Other limbs being destroyed merely results in the loss of said limb. If the Body or Head is destroyed, the Warmachine is knocked unconscious until he is repaired.
Power Stat: Generation
As a Warmachine's Generation increases, he swaps out older equipment with newer gear. Most Warmachines must return to their place of birth in order to increase their Generation, despite spending XP. As their Generation goes up, most Warmachines also become more and more ornate in appearance, with extra components and gadgets being added over time. Every ability, spell, and feat a Warmachine has might well come from these installed components.
Resource Stat: Pyros. Warmachines regain one Pyros per two hours as their internal reservoirs of magical essence generate power. They can hold Pyros equal to two times their Generation.
Generation | Power Gained |
★ | Equipment Integration - You are able to have worn armor integrated into your chassis over the course of an hour. You count as proficient with any integrated armor for the purposes of calculating static defense. A Warmachine may choose to treat any armor proficiencies on their class list as being optional feats. Any equipment you acquire may be installed into your basic systems for no additional cost given an hour, and a successful Crafts + Int test against the same TN it would take to purchase it. |
★★ | Hardpoints - A Warmachine has a number of hardpoints equal to its Generation, places where weapons may be mounted and used without being directly held. Mounted weapons are considered braced and wielded with the correct number of hands, and may be used in two weapon fighting without penalty. Also, when a single non-mounted weapon is used in conjunction with mounted weapons for two weapon fighting it also ignores any penalties. Mounting or dismounting a weapon takes one hour. Most weapons occupy one hardpoint, but two handed melee weapons occupy two hardpoints and reduce your static defense by 3, while heavy weapons occupy three hardpoints and reduce your static defense by 5. |
★★★ | Environmental Seals - You are encased in an environmental seal leaving you immune to Fire, atmospheric pressure or lack thereof, and complications from having water or harmful gasses leak into your equipment. When you take critical damage the seal is broken until the critical damage is repaired or healed. |
★★★★ | Core Armoring You no longer take an automatic wound from the tearing property, and your gizzards gain AP equal to your Generation. |
★★★★★ | Bellator in Machina - You gain a Warmachine asset. |
Warmachine Protocol Assets
Archer Protocol
Your weapons have their range increased by 50%, or +10m, whichever is greater. Add your Generation to the attack roll, and penetration of attacks benefiting from the Aim action. At Generation 5 your damage rolls for attacks that benefit from the Aim action explode on 9s and 10s.
Brawler Protocol
You are considered to have two Power Fists as extra mounted weapons attached to your hands, which do not interfere with wielding other weapons or manipulating objects. Add your Generation to their damage rolls, and penetration. At Generation 5 your Power Fists are considered best quality, deal X damage, and count as any given material for the purposes of bypassing enemy resistances, or qualifying for weaknesses.
Goliath Protocol
You suffer no penalties from firing a weapon without bracing first or using a basic weapon with one hand, and you may wield two-handed melee weapons in one hand. Your size is increased by half your Generation rounded up, and your Hardpoints power gains additional hardpoints equal to half your Generation rounded up.
Guardian Protocol
You gain the Guardian, Headstrong, and Worf Effect feats. Allies consider you cover for the purposes of the actions they can take while pinned, and for the Tactical Advance action. Your integrated armor gains bonus armor equal to your Generation. At Generation 5 the TN to resist the Worf Effect feat is increased by 5.
Infantry Protocol
You may spend 1 Pyros to reload or unjam a weapon you wield, or one of your mounted weapons, and you gain an extra reaction each round that may only be spent on the Multiple Attacks or Dodge actions. At Generation 5 choose any Gun Kata and gain the benefit of any one passive effect from it.
Marauder Protocol
You may use any ranged weapon while engaged in melee, and firing them does not provoke opportunity attacks. At Generation 3 while engaged in melee you still gain the benefits from being at point blank range. At Generation 5 you do not require additional raises to hit a target engaged in melee with a ranged attack.
Pathfinder Protocol
You have an integrated sensor suite which allows you to make Perception tests against invisible targets, and targets behind no more than 5m of obstructions out to (10 x Generation) meters. Additionally you effectively have the Dark Sight trait, and do not suffer concealment penalties. You add your Generation your speed, Perception tests, and tests to resist illusions. At Generation 5 you may spend a Reaction after making an attack to move 5m without provoking opportunity attacks.
Repair Protocol
You regain a hit point at the beginning of your turn if you took at least two wounds the previous round. You may spend Pyros to heal yourself, and you may do so as a free action. At Generation 5 you gain two hit points instead of one whenever you spend Pyros to heal yourself, and you may spend Pyros out of combat over the course of an hour per point to repair a point of Critical Damage on a body part. This can refabricate a totally destroyed limb after 5 Pyros are spent.
Samurai Protocol
Your martial maneuvers can always be used with any melee weapon type, and you gain an extra reaction each round that may only be spent on the Multiple Attacks or Parry actions. You may spend 1 Pyros to give your melee weapons the Power Field property for one scene. At Generation 5 choose any Sword School and gain the benefit of any one passive effect from it.
Valkyrie Protocol
You gain a Flying speed equal to your normal speed. At Generation 3 your Flying speed doubles. At Generation 5 you have combat advantage against any target at a lower elevation than you.