“In Exotic Materials we don’t have problems: we have doors that are not yet open to us. A ‘problem’ presents endless branching paths. Doors are binary. Open and shut. ‘The tyranny of the problem lies in the impossible breadth of possibility.’ Smith said that. He went on to say that this is a useless framing for tinkerers and hobbyists whose ethics are defined by calcified, hand-wringing institutions. So! EXMAT is solutions-focused: there is no such thing as a problem, only a door, and the question: can we open it, or do we have to bash it down?
Progress. Smith Shimano has always been about progress. Humanity has always been about progress. In service of progress, one must accept the necessity of teleological suspension.
For the Emperor, after Hercynia, we had to bash the door down. Ugly process, but the riches beyond the door were more than worth it. Syncretic subjectivities, induced gestalt manifestation, H-NHP ontologic bridging, superpositional defensive lensing – look at what the battering ram gave us and tell me you’d rather puzzle out a problem then bash down the door and grab all the gold.
What else is there to say? Long live the Emperor, for in its creation did we find the method by which to fling open every locked door. Wondrous things are coming. I’m glad that they’ll be under our control.”
– Memo to personal records, Bala Shimano, CEO-1, Exotic Materials Group
The Emperor’s HP is not increased by its pilots GRIT. Instead, at the start of any scene, the Emperor gains OVERSHIELD equal to 6+GRIT. This OVERSHIELD refreshes any time the Emperor takes structure damage
Whenever the Emperor grants OVERSHIELD to another character, it gains the same amount of OVERSHIELD. If the Emperor gains OVERSHIELD from any source, including this trait, it increases its current OVERSHIELD by that amount instead of replacing it. Its OVERSHIELD cannot exceed the amount granted by Storm Shield.
1/round, when the Emperor targets a character with an attack, it can condemn that character, forcing them to make an ENGINEERING save. On a failure, the target takes +1 damage any time they take damage until the start of the Emperor’s next turn.
“Directed Subjective Convergence Weapon, Pattern 3. Or as Visual calls it, the 'Marathon Arc'. I suppose it is a better name. Imposing. Inaccurate, but Visual has never been accurate. The Arc forces realignment along a superpositional plane, destabilizing targets without the correct pineal hash while imparting sympathetic lensing on those with the correct hash; a simple 'weapon' that emulates an Overmind's corrective/imperative push.“
For the rest of this scene, any mech targeted by an attack using the Marathon Arc Bow releases a bolt of lightning after the attack resolves, striking a character of your choice within RANGE 3, which can be the character it originated from. This lightning bolt either deals 2 AP damage (no attack or save) or increases the target’s OVERSHIELD by +2. The same character can be struck by multiple bolts.
Line: 15
Damage: 1d6 Energy
On attack allied characters caught in the area are not attacked, but instead have any Overshield supercharged, increasing it by +4, but clearing all Overshield at the end of their next turn. If they have no Overshield, they instead gain Overshield 2.
Armor-Piercing(AP)
Smart
Range: 10
Damage: 1 Energy
Once this weapon hits a character, it gains the Target Acquired profile against that character only until you attack a new character with this weapon.
Range: 20
Damage: 4 Energy
Seeking
Reliable 4
2 SP
A mech character within Sensors and line of sight gains Overshield 1. When this Overshield is lost for any reason, that character releases a Burst 2 electric pulse. All hostile characters in the affected area (including the original character, if hostile), take 2 AP energy damage and must succeed on an Engineering save or become Impaired until the end of their next turn.
Quick Tech
Overshield
Shield
Unique
2 SP
An allied mech character within Sensors gains a Disruptive Charge until the start of your next turn. When a hostile character enters a space within Range 3 of the target, the Disruptive Charge sparks to that character and then dissipates. The character struck by the spark takes 2 AP energy damage and must succeed on an Engineering save or be knocked back 2 spaces, knocked Prone, and Shredded until the end of their next turn.
Characters that start their turns within Range 3 of the target are unaffected until they move outside of that area and re - enter it.
Shield
Quick Tech
3 SP
An allied mech character within Sensors and line of sight gains Overshield equal to 4 + GRIT. While they have this Overshield, they have Resistance to heat inflicted by other characters. If they lose this Overshield for any reason, they clear all heat.
Overshield
Shield
Limited 3
Unique
Quick Tech
2 SP
You create a Blast 2 energy field in a space within Range and line of sight. The first time each turn any hostile character in this area is hit by a ranged or melee attack, they release a discharge of energy and all hostile characters at least partly in the area – including the original character – take 2 AP energy damage. This effect lasts for the rest of the scene or until you take this action again.
Unique
3 SP
An allied character within Sensors and line of sight gains Overshield equal to 4 + GRIT. While they have this Overshield, all their melee attacks gain AP, and the first time each turn that they either hit with a melee attack or take damage from a hostile character, they release a Burst 1 energy blast centered on them. All hostile characters in the affected area take 1 AP energy damage.
Overshield
Shield
Unique
Limited 3
Quick Tech