Praetor

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I'm sure I'll write up a big history thing later, this is more just to get an idea on the template. If enough people seem interested, I'll go ahead and app them.

Name: Praetor Walker
Tech Bias: Neutral
Gain Rate: 3%

Major Racial Advantages:

Reactor Overload: The reactor of the walker is capable of massive amounts of power, and is often underused. As such, the pilot may activate a Reactor Overload, which doubles the walker's effective PL for 5 posts. This drains the reserves of power, and as such it takes the walker 7 days to recharge enough power to activate this again.

Armored Carapace: The body of the walker has 100%PL ablative plate armor over its durability. It is susceptible to nullifier vs physical armor.
As well, the walker is designed with heavy armor in mind. All tech days put into the Enhanced Durability CT are doubled. Other durability granting techniques may also be granted this bonus at the discretion of the applications staff. This can only ever affect permanent physical durability, however.

Replaceable: Most of the cost of the walker is in training the pilot and designing the parts. As such, if a walker takes over 20 days of Incap, it may still be salvaged. It's repair rate is halved until the incap days are reduced below 20. In this case it must be repaired at a properly outfitted location. If the walker takes over 30 incap days it is completely destroyed.

Minor Racial Advantages:

Standardized Parts: The walker is designed as a defensive machine. It is built around the idea that it will be first in, last out of any dangerous event. As such, massive damage is expected. Pilots are well trained in maintenance, and may repair 1.5 incap days per real day. If a properly outfitted toolshop is available, they may repair 3 incap days per real day.

Overhaul: While under repair, many lesser problems may be corrected. While incapped, the walker gains 1% PL for every real day that passes.

Major Racial Disadvantages:

Structure Points: The housing of the walker is bare bones, and as such there is not much room for internal systems. Techniques must be mounted on the outside of walker, on shoulders, attached to the chest place, ect. A technique that is doable as a computer or systems upgrade does not need to be mounted. If it makes sense, techniques may also be pilot skills.

If 50%PL in damage is done directly to any mounted tech in a single post, that tech is rendered inoperable. This may not be removed with techniques.

Battle Damage: If 75%PL in damage is dealt directly to a limb in a single post, that limb is crippled. Crippled legs reduce speed by 50%. Crippled limbs are repaired by expending 1 tech day to repair up to two limbs, and inoperable techs are repaired between scenes. If a walker goes into battle with a crippled limb, it takes a 10% penalty to it's PL, after durability calculations. This may not be removed with techniques.

Mechanical: The walker is entirely mechanical, and as such any organic healing effects or hospitalization are useless against it. And while the armor is often extremely strong, once it is penetrated the walker’s internal systems are vulnerable. As such, the Armored Carapace durability is not counted in when determining incap days.

Heat Overload: The walker's main weakness is heat more than anything else. As such, fire damage is especially dangerous. If the walker takes damage from a fire-based technique, 25% of that amount is also dealt to the walker's stamina.

Piloted: The walker is incapable of acting on its own, and must be piloted. If the walker is not piloted, it takes doubled damage from all sources, and may not act. If a walker's pilot is slain, it immediately takes a permanent 10% PL reduction, and a new pilot is assigned to it. Any techniques which are purchased as a pilot skill are also lost.

Minor Racial Disadvantages:

Massive: Because of the large size of the walker, all ranged attacks fired at the machine from within 50 feet receive a 10% virtual speed bonus.

Slow and Purposeful: The walker learns any movement speed boosting techniques at a Poor Bias. This also affects virtual movement speed.

Power Void: Walkers may only ever have a Physical PL. This may only be based on KiPL.

Support: The device requires a large amount of capital to run, repair, and rearm. As such, only extremely rich individuals, large corporations, or governments may own and operate them. Eventually they will be able to be hired out, as well, but right now they are simply prototypes.