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http://localhost/var/www/apps/conversion/tmp/scratch_7/#id.ofxj94dgj6c5http://localhost/var/www/apps/conversion/tmp/scratch_7/#id.ofxj94dgj6c5http://localhost/var/www/apps/conversion/tmp/scratch_7/#id.ofxj94dgj6c5http://localhost/var/www/apps/conversion/tmp/scratch_7/#id.6mnymxe4zcblhttp://localhost/var/www/apps/conversion/tmp/scratch_7/#id.6mnymxe4zcblhttp://localhost/var/www/apps/conversion/tmp/scratch_7/#id.6mnymxe4zcblhttp://localhost/var/www/apps/conversion/tmp/scratch_7/#id.6mnymxe4zcblhttp://localhost/var/www/apps/conversion/tmp/scratch_7/#id.6mnymxe4zcblhttp://localhost/var/www/apps/conversion/tmp/scratch_7/#id.6mnymxe4zcbl7/29/2019 Skins of Steel
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ForewordSkins 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.
Back to Table of Contents
Build-a-Deathmachine
Basic Construction RulesAll 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 AP
Artifact 1 6
Artifact 2 12
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Artifact 3 18
Artifact 4 26
Artifact 5 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, usethe 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.
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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 theLiving 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 asetting with a Tech Level lower than #, remembering that Creation is TL 1.
Weaponized - Systems with this keyword may be applied directly to weapons.
Back to Table of Contents
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MagitechWorks 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.
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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 AP Default Repair Rating
Artifact 1 6 1
Artifact 2 12 1
Artifact 3 18 2
Artifact 4 26 2Artifact 5 36 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 RevisionCredit 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).
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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 (RepairRating + 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.
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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 Tools Roll Interval Interval Unrolled Time0 Basic One hour Long One Day
1 Basic One Hour Long One Day
2 ??? Three Hours Long Three Days
3 ??? Three Hours Long Three Days
4 ??? One Day Medium One Week
5 ??? Three Days Medium Three Weeks
6 ??? One Week Medium 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 theartifacts 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.
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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 ofthe 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 NotesThe 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.
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BiotechThe 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.
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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.
FeedingWhile 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. TheseStarvation 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.
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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 consumestheir 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.
DesignIncluding 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 SuiteCost: N/A ; Keywords: Graft, Subsystems
This is actually a group of lesser systems, which are normally applied to Biotech.
Subsystems
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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 saidthings.
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 -1External 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 SystemCost: 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
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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.
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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 Spirit-
tech, 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
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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 beenmaintained 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-sapienthelltech. 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 anyPrimordial. 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 human-
sized 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.
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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 theiressence 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 Artifact Rating
1 1
2 - 3 2
4 - 5 3
6 - 7 4
8 - 9 5
10 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 increasesthe 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.
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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, Difficulty2 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 reactwith 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.
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Advanced Mundane Tech
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Chassis:Exoskeletal Chassis:
Power Armor Traits
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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 eventhen, 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:
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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
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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
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FrameMobile Suit Frame (Size Category 1)
Standard Traits
Soak: +2B/+2LHardness: +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
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Lifting/Breaking Multiplier: x2
Attack Bonuses: None
Defense Penalties: N/A
Reduce Damage: None
Aug-Striders:
Strength Requirement: +3
Mobility: 0Fatigue: 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
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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: x40Attack 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: 5Fatigue: 6
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Statblocks:Powered Armor has the following statblock:
Name (Artifact Rating)
Epitaphs
Chassis
Repair: #
Soak: ##B/##LHardness: #B/#L
Mobility: #
Fatigue: #
Attune: ##
Maintenance Requirement:
Health Levels (If Applicable):
Description
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If Aug Armor:
Mobility: #
Fatigue: #
Strength Boost: #
Strength Requirement: #
Speed: ## yards per tick Move SpeedPerception 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: ##
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Things You Can Build:Powered ArmorPowered 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.
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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 andmachinery 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 notedotherwise.
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 exceptdetermining dice caps for Attribute or
Attribute+Ability based charms.
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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
AugsThese 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
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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 itselfto 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 weaponthat 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
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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.
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Unworn TechWhile 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.
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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 item is reduced in size and mass to about that of a Grand Goremaul
The item is reduced in size to about a Daiklave or two handed mundane sword
The item is reduced in size to about that of a Short Daiklave or a mundane longsword The item is reduced to the size of an average mans head, though significantly heavier
The item is reduced to being handheld, the size of a large apple or hearthstone
The item is 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.
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VehiclesThese 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 thefollowing:
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
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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 atthe 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.
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Grafts(Cyborgs)It is possible to implant systems into a person, these are referred to as Grafts.
Design: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 itssource. 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
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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 non-
invasive 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
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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, evenfor 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.
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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 guessworkin 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 capablewith 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.
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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 areextrodinarily 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 PhysiologyAs 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 RulesThey 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.
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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 theseAbilities 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)
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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 itselfuntil 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 CrapshootThough 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 holdan 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.
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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
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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 thearmor.
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 theIncapacitated 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 anIntelligence 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.
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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 thewarstrider'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.
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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
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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.
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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.
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