Not
every being is birthed in a wholly natural way. Though many folk are
familiar with the walking dead, there are other, odder things
besides; beings made of plates of metal and filled with lengths of
strange material, implacable statues with a semblance of life,
amalgamations of living and unliving materials given a strange sort
of life. Sometimes called Created, Revived, Golems or Fabricated,
they're most often unique beings, created by some isolated genius or
powerful magics. Those that aren't unique are generally the product
of some long-term investment by a highly advanced society - whether
that be technologically or magically.
Whatever
their source, almost all Created face a difficult existence. While
some are made to be companions or confidants, most are envisioned as
guards, ornaments, or sources of tireless labor. Being made of
stronger stuff than mortals, Fabricated almost always outlive their
own creators. These unfortunate creatures find liberation to be
nearly as fraught as their subjugation. Finding ignorance and dread
from those not familiar with their origins, Fabricated are often
forced into a wandering existence that resembles the adventuring
life. Most other vagabonds are more than willing to overlook their
new companion's odd appearance and nature. Their strange abilities
and staggering toughness more than make up for it.
Level
|
Experience
|
HP
|
Paralyze
|
Poison
|
Breath
|
Device
|
Magic
|
Upgrades
|
Maintenance
|
1
|
0
|
1d10
|
14
|
10
|
15
|
15
|
16
|
1
|
2-in-6
|
2
|
2,500
|
1d8
|
14
|
10
|
15
|
15
|
16
|
1
|
3-in-6
|
3
|
5,000
|
1d8
|
14
|
10
|
15
|
15
|
16
|
1
|
3-in-6
|
4
|
10,000
|
1d8
|
12
|
8
|
13
|
13
|
14
|
1
|
3-in-6
|
5
|
18,500
|
1d8
|
12
|
8
|
13
|
13
|
14
|
2
|
3-in-6
|
6
|
37,000
|
1d8
|
12
|
8
|
13
|
13
|
14
|
2
|
4-in-6
|
7
|
85,000
|
1d8
|
10
|
6
|
10
|
10
|
12
|
2
|
4-in-6
|
8
|
140,000
|
1d8
|
10
|
6
|
10
|
10
|
12
|
2
|
4-in-6
|
9
|
280,000
|
+2*
|
10
|
6
|
10
|
10
|
12
|
3
|
4-in-6
|
10
|
420,000
|
+2*
|
8
|
4
|
8
|
8
|
10
|
3
|
5-in-6
|
11
|
560,000
|
+2*
|
8
|
4
|
8
|
8
|
10
|
3
|
5-in-6
|
12
|
680,000
|
+2*
|
8
|
4
|
8
|
8
|
10
|
3
|
5-in-6
|
13
|
820,000
|
+2*
|
6
|
2
|
5
|
5
|
8
|
4
|
5-in-6
|
14+
|
+140,000/lvl
|
+2*
|
6
|
2
|
5
|
5
|
8
|
4
|
6-in-6
|
*Constitution
modifiers no longer apply.
B/X & OSE
Rules
Requirements
|
None
|
Prime
Requisite
|
CON
|
Hit Dice
|
1d8
|
Thac0
Table
|
As Cleric
|
Maximum
Level
|
14
|
Armor
|
Any
|
Weapons
|
Any
|
Languages
|
Alignment,
Common.
|
Fabricated
are immortal, and never suffer penalties related to time or aging.
These unnatural beings do not need to sleep, nor do they tire, or suffer
from any form of exhaustion. Conversely, Fabricated do not heal
naturally, nor can they gain any benefit from potions or effects that
require them to consume something (e.g. Heroes Feast, Goodberry)
or respire. Further, they are also immune to most poisons that are
crafted to affect living beings.
Maintenance
While
they do not heal naturally, Fabricated are able to heal themselves by
means of a skill known as Maintenance.
It is assumed that every Fabricated that has survived long enough to
become a character is acquainted with their inner workings enough to
repair themselves. Using whatever materials and tools that mending
their forms require, the Fabricated makes their Maintenance
roll using their table below.
Example
Circumstances
|
Modifier
to Maintenance roll
|
Character is
in a safe environment, such as a town or fortress.
|
+2
|
The PC has
tools and materials which have been purpose built for them.
|
+1
|
The PC is in
the field, though not actively threatened.
|
+0
|
Character is
in an unfriendly environment, such as in a storm, at sea, or
otherwise lacking easy working conditions.
|
-1
|
The PC is
using jury-rigged tools, or does not have access to the proper
materials.
|
-2
|
A
Maintenance roll
consumes two hours of time, and on success, they heal by rolling 1
HD, plus the Fabricated's character level. A Specialist/Rogue (or
similar class) can use their Tinker or Disable Device skill to
attempt to repair a disabled or damaged Fabricated, but they suffer
disadvantage on their roll. There are no effective limits to Maintenance rolls beyond time and a lack of parts. It should generally be assumed that the parts to repair a Fabricated are equivalent to expense and weight to rations.
Upgrades
When
created, Fabricated are generally made for a purpose, and are
equipped with a piece of permanent equipment known as an Upgrade.
As they grow in experience, the insight they gain into their own
natures allow them to craft further improvements to themselves,
choosing further upgrades from the table below.
Upgrades are
not magic, and are not subject to any effect which suppresses magic.
Upgrades
are
objects, and are not invulnerable to damage. If a Fabricated has lost
at least half of their maximum HP, they have to save vs Device. On a
failure, one of their Upgrades
breaks,
ceasing to function until they make a successful Maintenance
skill
roll. If a Fabricated has more than one Upgrade,
the Referee chooses which one breaks.
Upgrade
Name
|
Effect
|
Boomstick
|
One of the
Character's limbs has been replaced from the elbow down with a
firearm. While they must load and powder it as normal, it is
effectively immune to jamming. Use standard rules for a
rifle/musket for whichever system you prefer.
|
Armor Plating
|
Plates of
metal have been placed strategically around the Fabricated's body
to maximize protection, without sacrificing mobility. The
character gains +2 to their AC.
|
Mystical
Dynamo
|
Magically
resonant materials have been worked into the Fabricated's chassis.
Hungry for magic, they grant the PC a free and instant Maintenance
check whenever they are the target of a hostile spell, regardless
of the results of their save.
|
Simplistic
Design
|
Due to their
relatively simplistic (some would say cheap)
parts, the Fabricated makes all Maintenance checks
with advantage. Their parts also cost half as much as normal. Unfortunately, due to the part's often shoddy nature, the
Fabricated gains 1 less HP than normal from Maintenance
checks.
|
Chainsaw Arm
|
One of the
PC's hands has been replaced by a mechanical saw, covered in teeth
and attached to a rotating chain. This weapon requires fuel in the
form of oil, kerosene or another flammable liquid, and can only
operate for 10 rounds before needing to be refueled, which
requires 2 rounds. When active the weapon makes stealth
impossible. The chainsaw hand deals 1d10+2 damage on a successful
hit.
|
Steam Train
|
The
Fabricated's motions help to power a large steam turbine on their
back. As long as the Fabricated has moved at least 15' in a round
during combat, they gain a Steam Point. After gaining three such
points, the Fabricated can vent the accumulated heat, dealing 1d8
fire damage in a 10' radius around them on a failed Breath save.
The Fabricated also gains +5' to their movement speed for each
Steam point they have, with a maximum of +15' to their speed.
|
Steady
Descent
|
Though their
heavy frames render them incapable of true flight, the Fabricated
has been equipped with the means to avoid fall damage. This
upgrade may take the form of gouts of flame, gargoyle wings, or
assemblages of wax and feathers, but whatever the form, they allow
the PC to avoid any damage from falling, and to glide at their
walking speed when falling from a height of at least 20'
|
Hallowed
Sigils
|
Numerous
prayers, sutras, or other scripture have been worked into the
Fabricated's very body. These holy words allow the character's
attacks to count as magic for the purposes of overcoming damage
resistance or immunity.
|
Battering Ram
|
Reinforced
with steel and terrible strength, the Fabricated is capable of
demolishing objects (and people) with frightening ease. The
Fabricated's unarmed damage increases to 1d4 (or to 1d6 if it is
already a 1d4), further, they deal double damage to objects or artificial beings.
|