Lineage - Automata
Automata are thinking machines and other constructs made of metal, wood or similar non-living substances. An automata may be powered by magic, bottled lightning, animating spirits, self-winding spring systems, arcanotech, or other odd methods.
A character of this type often looks completely artificial. But even those who appear uncannily human, tend to trigger some intuition in others who instinctively know something isn’t right. Though designed to mimic the sophont mind, automata don’t always completely get the weird motives of living creatures. Automata can shut down for a preset period but don’t truly sleep or dream.
Stats below are intended for use with the Ancient Red Wyrm system. But it should be possible to adapt them to other OSR and newer school fantasy role-playing games with little effort.
Ability Score Adjustments (Heavy Automata):
+4 STR, +2 CON, -2 WIS, -4 CHA
Ability Score Adjustments (Light Automata):
+4 INT, +2 DEX, -2 WIS, -4 CHA
Self Repair: An automata’s rate of self repair replicates that of normal healing, but only while conscious. The Medicine skill does not work on automata but Mechanical Tinkering or similar skills may be substituted instead. Similarly, healing magics generally do not effect an automata but spells specifically designed to repair objects have a healing effect.
Non-Living: Being non-living beings, Automata are not effected by most of the following types of damage unless they are specifically indicated to effect constructs: Poison and Disease.
Psychic Null: Most automata start out immune to all psychic damage and illusions. However, they permanently become as susceptible to these effects as other characters if they gain magical or supernatural powers (e.g. via class abilities), or if they ever use magical items that require intentional control or activation.
Vulnerability: The design of automata can not account for every possible harm. All known automata have vulnerability to one of the following forms of damage: Corrosion, Decay, Heat, Negative Energy, Radiant, Shock, or Vibration. Damage they take of this type is doubled.
Limitation: Choose two limitations:
· Air Breathing – Becomes effectively comatose in any environment lacking sufficient oxygen.
· Water Susceptibility – When fully immersed in water, becomes effectively comatose until dried inside.
· Photovoltaic – Requires light for energy. Either 4 hours direct sunlight, or 8 hours overcast lighting (equievalent to a light spell or four torches lit concurrently)
· Strange Food – Require about 20 lb. of combustible substance per day to remain active.
· The Sickness – Powered by glowing rocks which last decades. If repaired by living beings, there is a 20% chance they are exposed to these rocks (DC 15 CON save or take 1d4 Poison damage). If you are ever killed outright, there is a 50% chance all within 15 feet are exposed (DC 15 CON save or take 1d6 poison + 1d6 radiant damage).
· Bound Elemental – Powered by a non-intelligent elemental entity. If killed, the entity bursts forth, recklessly attacking all creatures and wantonly destroying things within sight for the next hour. The elemental has half as many hit dice (round up) as the automata did.
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