Automata (9 FP)
Deep below the earth lives those who need not for the light of day or the vibrance of the surface world.
Height: N/A
Weight: N/A
Environment: Underground
Population: Majority
Speed: 10 ft.
Unarmed Dice: 1d2
Artificial (5 FP): Automata aren’t living creatures, and are immune to many of the weaknesses of life. They don’t need to eat or sleep, but can meditate for an hour to gain the effects of a full rest. They aren’t affected by toxins, pathogens or other things that wouldn’t logically harm an inanimate object. Likewise, they are immune to Features that would rely on sexual arousal or similar biological reactions.
Detachable Core (4 FP): Automata are composed of a small spherical core that contains their mind and soul, which can be placed in an artificial body to give them a mobile form. This body can be constructed with a variety of qualities, which may give them access to a range of Features. What can be worked into their body and how hard it is to do is at Game Master discretion.
As twelve actions, they can detach their core, which another creature can than remove and place in a different artificial body. If they are unconscious or dead, a creature can forcibly remove their core and place it into a different body, functionally returning them to consciousness or life.
The number of remaining Hit Points they have is based on their body’s state, and changes between bodies. If the core itself is destroyed, they are as dead as a normal creature.
Artificial Fecundity (0 FP): Despite being artificial creatures, the Automata have the ability to reproduce using hive cores. Two or more Automata can magically link to one hive core, an experience for them similar to the act of procreation for other species.
Once linked, a template of all involved Automata’s minds is imprinted onto the core. This resolves into an amalgam personality that becomes a new Automata, lacking any of the memories of its parents. They can be affected by effects that rely on sexual instincts, as long as the effects match their method of reproduction.
Timeless (0 FP): Automata do not age no matter how much time passes.
Unworldly Corruption (0 FP): The influence of the Blade Of Minds within an Automata opens them up to their potential patron. They are always aware of the Blade Of Minds’ existence and what could be bargained for.
At any time, they can offer themselves up to the Blade Of Minds, becoming a Chosen One and gaining power in exchange for service. They must have sufficient FP to gain whatever Features they gain from becoming a Chosen One.
Optional Features
Backup (6 FP): The Automata has been modified using a method exclusive to their species, becoming akin to the Arch Lichs that frequently use hive cores as tethers. Their soul becomes tethered to a second core.
This second core remains dormant until their primary core is destroyed. Rather than die, their awareness transfers to their secondary core, which becomes the primary core.
It may be stored in a new body that activates upon transfer. Replacing the secondary core requires an empty hive core and an hour of concentration.
Body Enhancements
Automata are distinctive from other species because most of their innate abilities are tied to engineered equipment. Their bodies can have built in Features that alter their functional level.
This is treated as equipment, different enhancements having values that help a Game Master define what is appropriate. If a player wants to gain body enhancements from leveling or start with them, simply charge the appropriate FP cost as long as they possess the enhancement.
The advantage for them is that they can acquire bodies that make them abnormally powerful for their level. The downside is that those bodies are not innate and can be taken or damaged more easily than Features can. In other words, they are mystic items.
Low Value Enhancements
Auto Repair
Value: Low
Description: This body repairs itself over time. Whenever the user finish a full rest, they gain a number of Hit Points back equal to their Bad Ass.
Night Vision
Value: Low
Description: This body’s user can see perfectly in the dark.
Medium Value Enhancements
Cloaking
Value: Medium
Description: As an action three times per full rest, this body’s user can become invisible for 10 minutes per Smart Ass. This provides +1 to Attacks and increases Armor by 2 against creatures that cannot tell were they are.
Energy Weapon
Value: Medium
Description: This body has an energy weapon capable of causing 2d2 damage to an area 5 ft. wide and 10 ft. long in front of them as an Attack. For every 10 feet beyond that range, the damage goes down by 1d2.
Force Manipulators
Value: Medium
Description: This body’s user can control objects at a distance. Within 10 ft. per Smart Ass, they can interact with objects and creatures as if their physical body was affecting the object or creature.
High Value Enhancements
Emergency Repair
Value: High
Description: As two actions three times per full rest, this body’s user can restore Hit Points to themselves equal to their Smart Ass + 1d6.
Overpowered Enhancements
Antigravity
Value: Overpowered
Description: This body can move in three dimensions, flying 10 feet faster than their ground speed.
Ray Weapon
Value: Overpowered
Description: This body increases the user’s Unarmed Attack Dice from 1d2 to 1d4, allows them to make Unarmed Attacks as Ranged Attacks and those Attacks are treated as 20 ft. closer.
Warp
Value: Overpowered
Description: As an action, this body’s user can move to any location they can see and physically fit within.
