Warstrider sub systems

Warstrider Subsystems

Subsystems

Subsystems are modules or design elements applied to a warstrider to give it it’s unique abilities and tailor each one to it’s builder’s desires. Subsystems come in many forms and new ones can always be created, although they would be just as difficult as creating any warstrider technology in the age of sorrows. Subsystems can alter current stats, add new abilities, or fundamentally change the warstrider. Each is purchased using the Structure Point pool given from the purchase of the warstrider artifact background. Certain subsystems may have prerequisites listed, and also can contain keywords. New keywords include:

Primary Design Element (PDE): a PDE is a subsystem which can only be purchased at warstrider creation, and cannot be removed, changed, or added without high level magic and storyteller approval. These elements cannot shut down at low health levels. Passive: A subsystem with the passive keyword requires no expenditure of motes from the pilot or warstrider to function, it is “always on”. Hearthstone: A subsystem with the Hearthstone keyword is very complicated or powerful, and requires and additional hearthstone other than the one required to power the warstrider. The level of hearthstone required is listed right after the keyword (i.e. Hearthstone 3)

Each individual subsystem can be purchased a number of times up to it’s listed limit, so long as there are sufficient Structure Points to afford them. Current subsystems include the following:

Increased Strength Apparatus
Cost: 3 Structure Points (SP) per 2 Str
Limit: -
Keywords: Primary Design Element (PDE), Passive
Prerequisites: None

This subsystem can take the form of reinforced or additional tendons, essence driven pistons, or simply superior construction and essence flow. Regardless of it’s nature, the end result is that the warstrider’s base Strength increases by 2 for every 3 Structure Points spent on this subsystem.

Superior Armor Plating Modules
Cost: 1 SP per 1L/1B
Limit: -
Keywords: PDE, Passive
Prerequisites: none

By reinforcing or adding armor plating to the warstrider, it’s total soak value increases by 1L/1B for each Structure Point spent on it. As hardness is equal to half the soak of the warstrider, each 2 purchases of this subsystem increase the hardness by 1.

Agility Supplement System
Cost: 1 SP ea
Limit: -
Keywords: PDE, Passive
Prerequisites: none

By greasing joints, articulating plates, and sectioning limbs, a warstrider’s inherent mobility penalty can be somewhat or totally negated. Each purchase of of this subsystem decreases the mobility penalty of the warstrider by one, down to zero.

Health Increase
Cost: 1 SP
Limit: None
Keywords: Passive
Increasing the structural integrity and incorporating crumple zones and ablative plating the overall health of the warstrider is increased by 1xU/1xM,1xI

Wear Resistant Retrofitting
Cost: 2 SP
Limit: Three
Keywords: Passive, PDE
Prerequisites: none

By augmenting the internal machinations of a warstrider, a technician can increase the interval of Operating Hours available for the warstrider. This subsystem adds an additional 5 hours to the Operating Hours of a warstrider before it must go routine maintenance. This subsystem is what chiefly defines the “scout” class of warstrider from a normal “soldier” variety.

Ancillary Locomotion Engine
Cost: 1 SP ea
Limit: -
Keywords: Passive
Prerequisites: none

By focusing essence flow in the legs of the warstrider, adding legs or essence thrusters, the designer of the warstrider can increase it’s movement by one multiplier (first purchase moves from x5 to x6, then to x7 etc).

Naval Combat Mobility System
Cost: 3 SP
Limit: one
Keywords: none
Prerequisites: none

Water can be a hazadous place for a warstrider, so Artificers of the First Age sought to overcome this weakness. By causing the frame of the warstrider to reject the essence of water the warstrider is able to not only stay afloat but casually walk across the water. rough seas conditions may call for an Athletics roll, but sufficient use of charms such as Graceful Crane or Salty Dog Method can negate the need for such a roll. If the NCMS is destroyed, the warstrider will sink (and without a Sealed Control Chamber this could be very hazardous). If the NCMS is not destroyed, but the warstrider is somehow forced underwater (overtaken by a wave, fails an athletics check, etc), the warstrider will eventually float to the surface where it can crawl back onto it’s feet. This adds 3 to the attunement cost of the warstrider.

SCUMA (Self Contained Underwater Mobility Apparatus)
Cost: 2 SP
Limit: one
Keywords: Passive
Prerequisites: none

Some warstriders are not content to merely walk atop the waves, but wish to travel in the deep blue. After installing this subsystem, the warstrider gains life support systems to travel comfortably at any depth, and can travel through water without any penalty (using his normal swim movement speeds). There is no long distance travel for this mode, so it is not generally used to travel vast distances, it is more of a tactical system used for stealth. Maneuverability in this mode is -2A. This adds 2 motes to the attunement cost of the warstrider.

ASCUMA (Advanced Self Contained Underwater Mobility Apparatus)
Cost: 4 SP
Limit: one
Keywords: none
Prerequisites: SCUMA

Adding to the versatility of the SCUMA, using this system the technician adds high velocity essence driven control thruster assemblies to the warstrider, enabling great maneuverability and high speeds to the underwater capabilities in his arsenal. The warstrider can travel up to 30 mph long distance travel, and basic movement is increased by (SOME VALUE). Maneuverability in this mode is +1A, and adds an additional 1 mote on top of the normal SCUMA requirements.

Adamant Visor
Cost: 1 Sp
Limit: one
Keywords: none
Prerequisite: none

By replacing the normal bulky and limited helmet section of a warstrider with transparent adamant, the -4 penalty to perception + awareness rolls is reduced to -1. This Subsystem requires one obvious and rare material, so is difficult to acquire on newly constructed warstriders in the Age of Sorrows, so depends on Storyteller Approval.

Heads-up Display (HUD)
Cost: 3 SP
Limit: 1
Keywords: Passive
Prerequisites: none

Most warstriders afford the pilot a visor or slit for a view to the outside world. This leads to difficulty in attacking small targets and focusing on his surroundings. By taking this subsystem, the pilot is afforded a 360 degree, omnidirectional view displayed on the inside shell of the cockpit area. This negates the -4 to perception + awareness rolls, without adding the vulnerability to sight based attacks that the adamant visor has.

Targeting System Interface
Cost: 2 SP ea
Limit: -
Keywords: Passive
Prerequisites: HUD

Supplementing a HUD, a targeting system interface identifies targets based on the pilots input and outlines them with symbols and colors, helping to organize battles for the user. This translates to increased attack and defense values, adding 1 to all attacks for each 2 SP spent. Every 2 purchases of this subsystem adds 1 to the warstriders DV value. This system does not automatically detect foes however, so only works against enemies the user can detect within his given range of perception. The pilot can increase the effective range of this system by also installing an Image Augmentation Subsystem, seen below.

Image Augmentation Subsystem
Cost: 1 SP ea
Limit: -
Keywords: Passive
Prerequisites: HUD

By using enhanced lenses and essence manipulated displays, the pilot can not only view his surroundings, but enhance them. The HUD now filters shadows, detects movement, zooms in and does countless other features to increase the perception of the pilot. Each 1 SP spent on this subsystem increases all Perception + Awareness dice pools by 1.

Flight Adaptation Systems
Cost: 3, 6, or 9 SP
Limit: one
Keywords: Hearthstone X (NEED THIS)
Prerequisites: none

While the most common form of this subsystem is an array of essence thrusters, more rare models have included great wings of fire, bound spirits or other extreme methods of flight. Regardless of it’s iteration, this subsystem can be purchased in three levels. The first of which barely levitates the warstrider and allows for movement and travel in all directions, but at a slow speed. Each level after which increases the speed of travel, and gains maneuverability. Each of these systems is also powered by a hearthstone as listed below, and costs 5 essence to activate for each scene. All varieties of this system add 2 motes to the attunement cost of the warstrider.
Structure Points Travel (mph) Move Dash DDV Bonus Hearthstone
3 20 5 1
6 50 15 25 +2 2
9 80 25 50 +3 3

Cloaking System: INCOMPLETE

Essence Battery Bank
Cost: 1 SP ea
Limit: -
Keywords: Passive
Prerequisites: none

By installing large crystal matrices capable of storing essence, the pilot can have a ready supply of motes available to use on weapons arrays and subsystems (the battery cannot be used to fuel personal charms). For each 1 SP spent, the battery can store up to 15 motes. These motes must be supplied directly by an exalt (usually the attuned pilot), who expends the motes, but can then recover them normally (they do not remain committed).

Solar Dawn Simulator
Cost: 2 SP
Limit: one
Keywords: Passive
Prerequisites: none

Warstriders are not just giant combat engines, but structures capable of amazing feats of strength. Warstriders are said to hold up the world, trample entire forests, and hold open the gates to the underworld. Taking this subsystem doubles the effective strength of the warstrider (after any Increased Strength Apparatus applications) for purposes of feats of strength only.

Sealed Control Chamber
Cost: 1 SP
Limit: one
Keywords: Passive
Prerequisites: none

By sealing the cockpit of the warstrider, the pilot effectively safeguards himself against all normal environmental damage. This system allows the pilot to move his warstrider comfortably and freely in the coldest or hottest climates (but not cold or hot attacks such as fire based weapons, or molten lava), and allows clean breathable air despite any adverse conditions (poison gasses, water, etc). So a warstrider with this subsystem will allow the user to breathe if submerged in magma, but only until the magma breached the hull from damage, and it would not allow for free movement or other environmental factors.

Quick Release Harness
Cost: 1 SP
Limit: one
Keywords: Passive
Prerequisites: none

By installing breakaway bolts and latches to the harness system for the warstrider, the pilot can ease his dismount from the beast. After installing this subsystem, exiting a warstrider can be achieved by a single miscellaneous action, ejecting the pilot from the cockpit.

Accelerated Startup Routine
Cost: 1 SP ea
Limit: Two
Keywords: Passive
Prerequisites: none

By installing automated subroutines, roll cage harnesses and ergonomic supports, the time to enter and ready a warstrider can be decreased. This subsystem can be purchased twice, each time reducing the donning time by 2 minutes (from the normal time of 5 minutes, to a minimum of 1.) By combining two purchases of this subsystem with Whirlwind Armor Donning Prana, entry into a warstrider can be reduced to a single action.

Wyld Resisting Enchantment
Cost: 2 SP
Limit: One
Keywords: Passive
Prerequisites: none

Warstriders must be deployed wherever the enemy takes them, including the giant beasts of the Wyld. By installing this subsystem, the warstrider and it’s pilot become immune to the wyld mutations of the far reaches of creation. By spending 5 motes, the pilot can extend this protection in a field equal to his essence x5 yards for the scene to protect his allies.

Warstrider sub systems

Neon Ragnarok steelearth