GLOG Class: Mechanitor
(inspired by Rimworld) You have replaced your heart, the seat of your soul, with a machine that is designed to keep you alive as long as possible. This is to buy time for you to replace other things. In the meanwhile though, why not use the surplus power to make some cool fucking robots.
Mechanitor:
- Starting equipment: Robotics and Cybernetics tools, a designer outfit, A single drone with a funny name, a fusion power cell where your heart should be.
- Starting Skill: Robotics, Cybernetics
- A: More Machine Than Man, Drones, +3 max Drones
- B: Modifications, +3 max Drones
- C: Advanced Drones, +3 max Drones
- D: No More Flesh, +3 max Drones
More Machine Than Man: Your heart is a fusion reactor powered by the water you drink, your nerves are copper cables, and your leukocytes are nanites - this makes you immune to conventional metabolic hazards, such as disease and most poisons. However, electricity is both your bane and blessing - when taking electric damage roll d10 - if you roll under the amount of damage you took, you have a seizure. Also, you are damaged by EMP. You will live ~50 years longer per every template in this class, assuming no one helps you in leaving this world.
Drones: Given proper materials, you may create autonomous drones, powered by your reactor. The amount of your templates in this class determines how much your reactor may power - with each template the nanites in your blood turn you closer to the perfect, eternal machine. You may build a basic drone with an expenditure of 50 GP (assuming that 200 XP brings you to the 2nd template and that 1 GP = 1 XP, adjust for your own GLOG) and a day of work. You may mentally communicate with them - they are like well-trained dogs, and completely loyal. You may take them apart to retrieve their value in parts which you may use to create new bots - this takes 1 day. These are:
- The Floater (4 HP, AC as Leather, d6 Melee Electric Damage (+1/11 Attack), Flying 45 ft)
- The Mini-tank (8 HP, AC as Plate, d6 Melee Bludgeoning Damage (+1/11 Attack), Rolling 15 ft)
- The Shooty Boi (2 HP, AC as Leather, d8 Ranged (60/120/180 ft) Piercing Damage (+2/12 Attack), Rolling 20 ft)
- The Hauler (3 HP, AC as Leather, d4 Melee Bludgeoning (+0/10 Attack), Walking 25 ft, can carry up to 8 slots of equipment)
- Kamikaze (4 HP, AC as Mail, explodes for 3d6 damage (-1 d6 per 10 ft of distance) when killed or at will, Walking 40 ft)
- Barber (1 HP, AC as Leather, d8 Melee Slashing (+1/11 Attack), Walking 20 ft, may stabilize wounded and do simple surgical procedures (like removing an arrow or cauterizing wounds or sawing off limbs))
- Tunneler (2 HP, AC as Mail, d10 Melee Drilling, rolling 15 ft, may drill a hole in rocks large enough for a person to crawl through - it is 10 ft long per turn of drilling)
- Farmhand (2 HP, AC as Leather, d6 Melee Slashing (+0/10 Attack), Walking 20 ft, may work on farms or do other basic menial labour with its manipulators.
Modifications: With your body being reshaped itself, you may also fill up drone slots to make yourself closer to the machine. Each used slot (and 100 GP in parts and 2 days of work) allows you to choose one of the modifications from the following list:
- Superior Shielding (+1 to AC, may be taken up to 4 times)
- Built-in Weapon (d6 damage, may be taken up to 4 times to increase the size of the die)
- Additional Limb (allows you to hold more things, may be taken up to 4 times)
- Scanner (allows you to perceive things that a human may not(like ghosts, or infrared radiation) - may be taken any amount of times, each one granting you another special sense)
- Life-saver (a set of electrodes and glands hidden within your body, set to activate when you are close to death - if you have a mortal wound (or are otherwise at risk of bleeding out, depending on your Death-and-Dismemberment rules) you have an additional 1-in-6 chance of becoming stabilized each round)
- Limb Replacement (replaces a lost limb with a robotic one that does not fatigue nor bleed - if lost, you are shocked but not at immediate risk of death.)
- Additional modifications may be applied if approved by your GM.
Advanced Drones: New types of drones may be created, each one taking up two drone slots and 150 GP in parts (and 3 days of work to assemble or disassemble). They are humanoid and human-sized They are:
- Infiltrator (6 HP, AC as Leather, d6 Piercing Melee Damage (may inject a poison) (+3/13 Attack, double damage if it's a sneak attack), 30 ft walking, looks just like a chosen human and may pass as them even under closer inspection (but lacks the knowledge that you did not give it))
- Sniper (4 HP, AC as Leather, d12+1 Piercing Ranged Damage (+5/15 Attack, 3000/6000/9000 ft range), 20 ft walking, covered in camouflage pattern chosen by its creator)
- Shielder (16 HP, AC as Plate+Shield, d6 bludgeoning melee attack (+2/12 Attack), 20 ft walking, may easily serve as cover to its allies)
- Gladiator (12 HP, AC as Mail, 3 melee attacks per turn for d8 Bludgeoning damage (+4/14 Attack), 25 ft walking)
- Netter (10 HP, AC as Mail, shoots out electrified nets as an attack (+3/13) - they require a strength check to free onself, and deal d6 non-lethal damage per round. 20 ft walking)
- Medic (4 HP, AC as Leather, d10 slashing melee attack (+3/13), 30 ft walking, may stabilize nearby dying targets automatically and do complex medical (but still limited by your society's medicine) procedures)
- Worker (6 HP, AC as Leather, d6 bludgeoning melee attack (+2/12), 30 ft walking, may carry 16 items or do the work of 4 human labourers)
- Additional drones may be constructed if approved by your GM.
No More Flesh: You had become perfect. You no longer age, as there is no meat left inside - the nanites did their job. You do not need to eat, you just need water to power the fusion reactor inside. You do not feel pain, nor fatigue - you are completely post-biological. You may consume magic items to gain additional drone slots: 1 item per slot.