Friday, August 7, 2020

The Fabricated - LotFP & OSE Custom Class



     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.


2 comments:

  1. Replies
    1. Thanks!

      I had the goal of trying to make a class could be a Robot or Frankenstein's Monster.

      Delete