Originally commissioned as a dueling mech by the Baronic Houses of Smoke and Order, the Atlas blurs the line between mechanized chassis and powered personal armor. Thanks to a long-running research project from SSC's Exotic Materials Group, the designers were able to employ the bleeding edge of reactor miniaturization tech: the result was a chassis that resembled a large, sleek hardsuit, almost skintight in places. While the Atlas sacrifices the durability of a larger frame, its essential systems are so closely melded with its user's movements that it offers unparalleled maneuverability.
Although the Atlas was initially licensed only to Baronic clients, its design was leaked when a group of ExoMat personnel lost a suit to a Sparri espada in an intense game of Kapkat. Despite their initial attempt to recover the suit, SSC relented, citing the eager demand from Sparri groups for access to the full license.
Considered the perfect warrior frame for hunting the native megafauna of Sparr, the Atlas now enjoys a dual reputation among both the Sparri peoples and Karrakin nobility. To the Sparri, the Atlas – its combat efficacy notwithstanding – is highly valued for the direct access its systems allow to their ancestral memory; Atlas frames on Sparr are the heirlooms of great warriors, tied to family (blood and chosen) and maintained by hand. Each suit on Sparr bears the history of its previous pilots in both decorations and FCA-compliant machine learning, which enables Sparri hunters to almost literally call upon their ancestors in battle. The Atlas has become so popular among the Sparri that they even developed a new martial art based on the Atlas: Jäger Kunst.
The Karrakin nobility, on the other hand, find the Atlas to be a perfect machine for noble heroism – that the Sparri have an affinity for it only makes the chassis that much more desirable among Karrakin Sparrist scholars. Commonly decorated with purchased Sparri saga discs, Vast pelts, and saga lines, Karrakin suits blend imagined profiles of Annorum Passacaglia and Annorum Tyrannus-era heroes with profiles of Sparri warriors, daredevils, vast-hunters, and espadas.
The Atlas counts as SIZE 1 for RAM and GRAPPLE. It ignores engagement from larger characters and can freely move through and share the spaces they occupy (even if they’re hostile). While occupying the same spaces as any character, it gains soft cover, even from that character.
1/round, when you take damage from a larger character, gain RESISTANCE to that damage and move 3 spaces in any direction as a reaction. This ignores engagement and doesn’t provoke reactions.
1/round, deal +1d6 bonus damage on a successful melee attack against a PRONE target.
The Atlas receives +1 Difficulty on ENGINEERING checks and saves.
The ATLAS extends microneedles into the musculature and ancillary nervous system of its pilot, melding flesh, machine, and the memory of all who wore it before.
For the rest of the scene, you:
Move an additional 1 space when you voluntarily move for any reason (e.g. standard moves, BOOST, movement from systems or talents).
Benefits from soft cover at all times, no matter where you are.
Can HIDE even in the open, without requiring cover.
The only way to reveal you is for another character to SEARCH for you or for you to lose Hidden as usual – by using BOOST, attacking, forcing a save, and so on. When active, 1/round, when you make a melee or ranged attack while HIDDEN, your target must also succeed on a HULL save or be knocked PRONE. This takes place before the attack is rolled
Range: 8
Damage: 1d6 Kinetic
On hit your target is impaled by this weapon’s harpoon-like projectile. Any time after your target takes any action or movement during their next turn, you can reel in the line and boost as a reaction, moving toward that target by the most direct route possible. They must then pass a HULL save or be knocked PRONE; succeed or fail, this effect ends. The line snaps if your target teleports.
Inaccurate
1 SP
You fire a zip line 8 spaces long that connects 2 free spaces in line of sight, one of which must be adjacent to you. Both ends must be attached to a surface, such as a wall or floor. It activates at the end of your turn with the following benefits:
Size 1/2 characters that are adjacent to either end of the line can move to the other end as a quick action as long as they are able to grab onto it. They can hop off at any point along the line if they wish.
Whenever Size 1 or larger characters cross the space occupied by the line for the first time in a round or start their turn within one, they must succeed on an Agility save or fall Prone.
Any character adjacent to the start or endpoint of the line can tear the line down by succeeding on a Hull check as a quick action or by successfully performing a melee attack against either end. The line has 1 HP and Evasion 10. Destroying the zip line in this way does not destroy this system. Otherwise, the line lasts until you use this system again.
Unique
2 SP
For the rest of the turn, any time you move adjacent to an object or free-standing piece of terrain larger than you, you move 2 spaces in any direction as a free action, ignoring engagement and reactions, running, tumbling, or sliding around. You can do this multiple times a turn, but only once for each unique object or piece of terrain.
Unique
Heat 1(Self)
Protocol
3 SP
As a quick action, you throw a ricochet blade along a line 3 path, dealing 2 Kinetic Damage to all characters within the affected area. If the initial line reaches a piece of terrain or object of Size 1 or larger, draw another line 3 path from that object in a new direction that doesn't overlap with the object it ricocheted off. Characters within the affected area must succeed on an Agility save or take 1d6+3 kinetic damage.
Limited 3
Unique
2 SP
You may begin any fight in any of this weapon's stances and may take a stance or shift between stances as a protocol. Once you have taken a stance, you remain in it until you take a new stance, this weapon is destroyed, or you are STUNNED or JAMMED. You can also drop a stance as a free action.
Unique
Protocol
Threat: 1
Damage: 1d6 Kinetic
Threat: 1
Damage: 1d6+3 Kinetic
Inaccurate
Armor-Piercing(AP)
Threat: 1
Damage: 1d6 Kinetic
You gain the Storm Stance Reaction.
1/Round after hitting with this weapon while in Storm Stance. You may immediately deal 2 kinetic to all other characters adjacent to you and your target.
Threat: 1
Damage: 1d6 Kinetic
You cannot make ranged or tech attacks, but any ranged attack against you that misses deflects off your sword, dealing 2 damage (same type as the attack) to a character of your choice in range 3 and line of sight from you. Any melee attack that misses you forces the attacker to pass a HULL save or be knocked PRONE.
Threat: 1
Damage: 1d6 Kinetic
After attacking with this weapon, hit or miss, you may move 2 spaces in any direction, ignoring engagement and reactions.
Reliable 2
Knockback 2
3 SP
1/Round after you take damage from or deal damage with a melee attack, after damage has been resolved, you and your target each roll a contested Hull or Agility check (each party choosing which to roll). The loser is knocked Prone, takes 1d6 kinetic damage, and is knocked back 3 spaces in a direction chosen by the winner. The winner may then move 3 spaces in any direction, ignoring engagement and not provoking reactions. The loser may immediately take 2 AP kinetic damage to force the contest to be rerolled. This damage cannot be prevented or reduced in any way.
If the result is a tie, the contest immediately ends. Otherwise, the contest continues until one character loses without forcing a re-roll or would take structure damage, in which case they immediately lose.
Limited 3
Unique