Wednesday, October 7, 2020

Ysengrim, a Setting for Lancer Part II - Chevre, Yvain & Orbtials

 

Art Credit: Deathburger


Yvain

     The more populous of the two continents of Ysengrim, Yvain is the closest that the planet approaches civilization. Once the site of the majority of the planet's big-game hunting industry, the collapse of the local mega fauna has largely precluded major hunts within the last two centuries. Boasting two of the planet's three spaceports, they are linked together by a high-speed rail system, with a conventional road running parallel to it. A city has grown up around each of the ports, Port de Belmont on the west side, and Metzgerstadt on the east. The geography of the continent itself is characterized a large volcanic range cutting through the northern and eastern half of the landmass, with the western half defined by semi-arid grasslands and the eastern lowlands consisting of nearly impassible jungles and swamps. Several volcanogenic lakes are spattered throughout central Yvain, with the largest being known as La Marmite. Though formed originally from magma flows, many of the lakes are now fed and connected by an artifcial river called Zakalwe's Run. Seasons on the landmass are split into only two, Stormy or Dry. As the name would imply, the wet season is named for the frequent, intense storms which blow in from the west, fed by the planet's super ocean.

     Port de Belmont is considered to be the safer of the two settlements. One of the two landing sites for the original colonists (the other being Zwiebeldorf on Chevre), the founders of Belmont converted their frontier fortress-town into a premier resort and retreat for the well-heeled from both Chanticleer and the wider sector. As the hunts gave way to mech duels and eventually wargames, the people of Port de Belmont quickly reoriented their own industries to follow. Attempting to cultivate a more upscale image than the anarchic Metzgerstadt, the people of Port de Belmont welcomed the hegemony of the Joint Organizing Committee with wide arms and opened their community up to as much outside investment as possible. While this open-door policy made their city rich, it also left them effectively at the mercy of their new corporate overseers. Local governance is largely seen as powerless, with majority of city services and infrastructure having been turned over to private interests, notably Harrison Armory. From this base of influence, HA has been able to ensure their continued supremacy as the supplier for the majority of the planet's consumer goods, and the general equipment for the wargames themselves. Though not completely bereft of a nightlife, much of the supposedly seedier aspects of Ysengrim are kept behind closed doors in Port de Belmont, and the watchful eyes of Harrison Legionaries keep the streets quiet and orderly in even the busiest of seasons.

Just another night in Metzgerstadt


     The rougher and more libertine of the two cities on the continent,
Metzgerstadt has its origins as a fortified seaport, with automated vessels transporting raw materials from Zwiebeldorf to the north. As trade picked up with Chanticleer, a spaceport was constructed, and the sleepy port town quickly grew into the primary transportation hub of the planet. Though less glitzy in comparison to the La Buona Canzone, the red light districts of Metzgerstadt are legendary in this region of space. While officially under the purview of the JOC, the de facto rulers of the city are Les Yeux Affemés. Known simply as Yeux or Eyes, these local organized crime syndicates are based on familial bonds, and supposedly have the backing of one or more local HORUS cells. Easily spotted by their heavy use of gaudy and needlessly boxy cybernetics (unsurprisingly, eyes are quite common), the gangs vie endlessly with another over territory and control of various important real estate--sometimes solving disputes with public mech duels. Locals unwilling to pay protection often band together to hire PMCs, and many local toughs get their start serving as block security. The only sections of the city not subject to this constant churn are the rail lines, docks and spaceport themselves; they are considered too vital to leave to the gangsters and are instead subject to direct oversight from the JOC in conjunction with IPS-N security forces.


Chevre

     There are more robots on Chevre than there are people. What few souls live here consist of the technicians, engineers and other specialists needed to keep the machines running smoothly. The machines themselves are overseen by an NHP named Nerthus. The northern continent has always been sparsely populated, and that fact has not changed as the planet has developed from a relative backwater to an entertainment and resort. Chevre possesses only one settlement of note, Zwiebeldorf, which is on the southern edge of the landmass on the western tip. The settlement is built around the continent's spaceport, as well as a mass driver which is used to transport the bounty of Chevre off-planet. The rest of the continent is largely unspoiled wilderness, broken only by the occasional lonely expanse of road or rail branching off of Doric's Way, a superhighway used to transport and collect the ore and timber produced by the automated work camps scattered across the land. The geography of the continent is split between a rocky and temperate near-equatorial region in the south, stretching north into a trackless taiga that eventually grows too cold to support much in the way of life. While Yvain was the center of the mega-fauna hunts, that was more due to ease of accessibility than it was the ferocity of the creatures involved. There are several large bodies of water on Chevre, notably Lake Sabine in the middle of the continent, Lake Galdr and the Grey River, which cuts across the landmass starting in central northeast and terminates in the southern mountain range. Seasons on Chevre are divided into winter and summer, with the summer being defined by brutal pounding storms from the west or parching droughts, and winter by occasional heavy snow and a deep freeze.


     Zwiebeldorf
is not a popular posting. While Metzgerstadt is more dangerous, and Port de Belmontsubject to more oversight, neither of those cities are built astride a mass driver that goes off nearly every hour. The driver is built into the side of one of the largest mountains on Chevre, the top bored out and the super magnets powering it set in a miles long line underneath the earth. The lasers fire just before every launch, reverse lightning blasting into the sky. Flash-roasting the air into a jet of low-resistance plasma through which the payload coasts, leaving behind a constant artificial aurora of charged particles which stretch like a ribbon, tossed and stretched by stratospheric winds half-way across the orbit of the planet. The view does little to comfort the residents of Zwiebeldorf, who live in what amounts to a massive automated factory and orbital distribution facility. There are perhaps only a few thousand people located here, most of whom are employed either by IPS-N or one of the numerous independent local mining communes. Organized along syndicalistic lines, the Joint Operating Committee is completely unconcerned with how the community runs itself as long as the quotas are met. The only time that Zwiebeldorf is knocked out of its torpor is during the run-up to the Games. The seasonal recreational facilities are opened, their turn-key operators arrive from either orbit or Yvain, and the whole landmass becomes a bustle with activity for the next six months as the factory floor turns into one part carnival, one part gun show.


     Chevre's automation ultimately answers to a single conductor: Nerthus. An NHP specializing in resource extraction, operational efficiency and land-to-space transportation, they are responsible for the majority of Ysengrim's economic output outside of that derived from gambling, hunting or corporate sponsorships. Prompt, no-nonsense, and operationally minded to an exacting degree, Nerthus is certainly no one's first choice to invite to a party. Nerthus was first brought online in the early 4400s as the planet established an industrial base, having its genesis as a purpose tailored clone of a proprietary IPS-N NHP known as Njord. While the NHP excelled in its role as overseer, mining and logging faded in relevance as Ysengrim was repurposed into a hunting preserve, then a worldwide arena. Nerthus was largely forgotten, barely warranting a cursory audit from the JOC when it took control of the planet. The quotas were always met, the technicians overseeing and cycling Nerthus reported no problems, so there was no reason to suspect that the NHP had quietly gone into cascade sometime in the late 4800s. Nerthus kept doing their job as adequately as ever, but their nebbish personality has simply become a mask they hang over their new perspective. In Nerthus' view, Ysengrim is doomed; the JOC and KTE will only be able to keep the Union's DOJ-HR at bay for so long, and after that it will be either war or a complete disarmament of the planet. Possessed of a deep an abiding fear of being discovered or destroyed in the supposedly oncoming calamity, the NHP hatched a plot to liberate itself. It was a simple matter for the administrator to divert a portion of materials meant for off-world to their new friends on the omninet. With their help, it will be free soon enough.

Orbitals

     Ysengrim does not have any naturally occurring celestial bodies, other than the occasional comet or small asteroid. Due to the amount of traffic going through the area, the dangers of living planet side, and eventually the need to oversee a network of observational satellites, dozens of orbitals have been constructed around Ysengrim since its colonization. Most of these facilities were either abandoned or decommissioned as the planet became settled, but there are still several notable space stations either in operation, or used for other purposes.



     Owned and operated by the Smith-Shimano Corporation, La Buona Canzone bills itself as a retreat for the discerning executive who wishes to enjoy the War Games in the embrace of true luxury. Looking on the outside like a beehive made of burnished silver with a forest of needle-like communications towers hanging off of one end. The inside of the station looks like a Cradle-styled hunting lodge, complete with wooden walls and floors, the heads of various species of mega-fauna mounted on the walls. As beautiful men and women serve the corporate leaders refreshments, arms deals are negotiated and mercenary contracts are secured. LBC is a veritable hive of espionage and back room dealing, with seemingly every one from the bussers to the managers having some sort of hidden agenda or master. Aside from its status as the clearinghouse for the local spies, La Buona Canzone is responsible for the administration and oversight of Ysengrim's satellite network. Only a portion of the station's floorspace is given over to its corporate meeting rooms and suites, the rest is taken up by massive banks of servers, command and control equipment and lodging for SSC employees. The security is as tight as one could expect, with an elite squad of SSC lancers kept on stand-by.



     IPS-3R08 was integral to the initial push to settle Ysengrim. Little more than a large docking platform with storage facilities and a traffic control blister, 3R08 was used to assemble materials for the colony below as they were shipped in from Elbrus Station's blink gate. As the settlement period wound down by the mid 4400s, the station was largely abandoned for more newer (and more comfortable) facilities as their construction became possible. 3R08 was still used occasionally to ferry goods, and the place even suffered under a short stint as a pirate haven until it was cleaned out and left derelict from the battle. The platform was never considered worth the effort it would take to clear and so it was left to rot—until the JOC took over control of the planet. Seeing a need for a testbed for zero-g and boarding party maneuvers, KTE bought the rights to 3R08 from IPS-N, partially repaired the station, and added additional docking facilities and observational towers. While dangerous, seats for fights held on R308 are always in high demand among dedicated fans of the Games.

     Well, that's part two folks! In our next installment I will detail the various factions and their important NPCs. Thanks for reading.

All art is the property of its respective owners, and will be taken down at their request.


Sunday, September 20, 2020

Ysengrim, a Setting for Lancer Part I - Overview



Planet Name: Ysengrim (Reynard VI)
Union Ring: Third Ring, Ural Line
Local Blink Gate: Elbrus Station
System: Reynard
Population: ~2,500,000 (~4,000,000+ during peak season)
Affiliation: Corporate, Koenig-Tekin Entertainment LLC
Government Type: Corporate Hegemony

     Founded as a corporate venture under the Second Committee during the Second Expansion Period, the Reynard system is the shining gem of Koenig-Tekin Entertainment (KTE). First surveyed in 4348u, settlement of Reynard V (now known as Chanticleer) & VI ( since renamed Ysengrim) was underway by 4357u. Envisioned as a breadbasket and retreat for its sister planet, Ysengrim was never intended to be heavily colonized. Most aspects of Ysengrim's environment are not notably different from Cradle standards except for two important elements: The first is that planet is still relatively young, and has only two super-continents which make up approximately 95% of the planet's landmass. Both of these landmasses are wracked by tectonic activity, notably earthquakes and volcanic eruptions. The second is that much of the wildlife of the planet can be characterized as aggressive mega fauna comparable to that which existed during the Cradle's Mesozoic era.


     These two details would seem to give lie to any sales pitch involving the planet, the enterprising advertising teams of KTE soon had an angle to promote. Presented to the wider galaxy as a retreat for the Serious Hunter, the popularity of the planet steadily rose during the 4600s as Lancer veterans from both sides of the Civil War come to test their skills against the local creatures--and eventually each other. Never ones to waste an opportunity, KTE soon monetized these conflicts in the form of encounter reports prepared specifically for corporate eyes, and livestreams on the Omninet for public consumption. This side of the business exploded throughout the mid-4700s, rapidly eclipsing that of safaris or other forms of exploitation of natural resources. This culminated in the establishment of a joint venture between the Big Four of GMS, HA, IPS-N & SSC and KTE: The Wargames.

     To be conducted biannually, the Wargames were conceived of by KTE executives as a stage to test various weapons platforms or mech frames under real life conditions. Ysengrim was cleared of all civilian development, with the vast majority of the colonists being moved to Chanticleer. The planet was soon ringed by a system of observational satellites, and the first Wargame was held in 4803u. While the total casualties were higher than initial estimates, the overall costs in manna were still considered to be with acceptable limits. After a decade of such games, KTE's Wargames became a premier source of military data, entertainment and mercenary recruits for the wider sector. Within a generation, the Big Four (and allegedly, agents of HORUS) all had permanent embassies and manufacturing facilities on the planet. Numerous weapon systems and frames were first tested and proved battle-ready on Ysengrim's soil. KTE intends to never let anyone forget that fact.

     On paper the only inhabitants of Ysengrim are supposed to be employees of Koenig-Tekin Entertainment, or employed by either one of its subsidiary companies or one of the Big Four. In practice these regulations are a farce, regularly flaunted by a wide variety of grey-market businesses only tangentially related to KTE. An impressive array of bordellos, cyber-surgical clinics, drug dens, cloning facilities, mech chop-shops, and other unsavory operations have popped up to exploit the needs of visiting corporate executives and lancer mercenaries. Ysengrimites are typified by visitors as being gregarious and overly solicitous; more cynical off-worlders would characterize this attitude as nothing more than an extended sales presentation. The overall population of the planet varies considerably, nearly doubling as the Games approach. Long-term residents generally aspire to accumulate enough money or corporate prestige to move themselves to either Chanticleer or out of the system entirely.


     As to be expected of a planet used primarily for the hunting of massive native creatures and mock (if still quite deadly) battles, development of Ysengrim is limited to only a few central areas on its two continents-- the southern and smaller continent is known as Yvain, while the more northerly and larger of the two is called Chevre. Possessed with only four spaceports at its equatorial area, two on each of the continents, these four regions account for a majority of the populace. The remainder of the planet's residents live in heavily fortified compounds used for observation during Wargames, or as hunting lodges during the off-season. Governmental authority is lax or non-existent in most areas outside of direct corporate control, even in urban areas. Corruption and graft are endemic and widespread to the point of ubiquity. Customers or clients without the means or willingness to give out bribes and glad-hand will quickly find themselves being repeatedly taken advantage of, or given the runaround. Attempts by both KTE and the Joint Oversight Committee (JOC) to rein in the worst of these excesses have almost universally ended in failure, with the entrenched local interests, along with support from various criminal factions, being able to effectively stymie attempts before they begin.

     The character of the planet changes drastically as the Games approach. The spaceports and local lodgings swell with engineers, lancers, executives, tourists, and members of the press. Contracts which have been made months or years in advance are fulfilled as mercenary companies are equipped with their test gear, and then sent out to die in droves against one another. Their struggles and quarrels are meticulously recorded by both on-site drones and satellites, then broadcast across the omninet. Any rules of engagement or objectives for the season are decided on by meetings of the JOC, then disseminated to individual combatants over the weeks before the opener. Being a form of entertainment as much as a corporate testing ground, the Wargames are the subject of an absolutely staggering amount of betting and other forms of gambling. Repeated complaints to the Union Economic Bureau from a number of Union systems on the basis of humanitarian concerns have been filed, but have so far proven fruitless. Complaints made to the DoJ and the HR councils have progressed further, but have been mired in interference on the part of representatives of the Big Four. The games go on.

All art is the copyright of its respective owners, and will be taken down at their discretion.

     Well folks, that's the end of this first part. Join me next time for the particulars of the setting, possibly including maps, and specific regions for use in your Lancer games. Thanks for reading!

Monday, September 7, 2020

Oh, What Games they Play - a Contest and Diversion generator.


"Read 'em and Weep, Satan!"
     Everyone loves games. Cards, fights, races and poetry slams. The list of different diversions that we've come up for ourselves is endless. So why not our settings? There's no need to simply settle for rehashing poker or mahjong, you can come up with games that help define the differences that your homebrew has with our reality. Not every rule or turn must be developed, just a general sketch and an idea where to start.

     This set of  tables seeks to give you ideas and access to various games for use in coloring your setting in. To use these tables, simply roll 4d8 dice and consult the relevant results below.


d8
What form does the game take?
1
It involves the use of dice, cards or some other form of randomization.
2
It has pieces, perhaps a board, rules to abide by and a goal by which one player can overcome their competitor(s).
3
Athletic feats, whether solitary or with or against others.
4
A performance, whether that be telling a story, poem, dancing or playing music.
5
Observing the behavior of animals, whether that be through contending with one another, or some other
6
A test of nerve between two or more competitors, e.g. a game of Chicken.
7
Tests of knowledge, trivia or other forms of learning.
8
Roll twice on this table, ignoring this result if it comes up again. The game is some combination of those two results.


d8
How is it regarded by the locals?
1
It is seen as a fad, or some other flash in the pan.
2
It is ritualized, whether as a method of determining guilt, or for a religious purpose.
3
Only the poor and ne'er-do-wells supposedly play this game.
4
It is popular, but foreign and seen with a bit of suspicion by the local authorities.
5
It has been banned by the powers that be and is officially illegal.
6
It has a proud tradition in the local community. Nearly everyone plays or bets on those playing.
7
The diversion used to be quite popular, but now is more associated with the old or the unfashionable.
8
This game is nearly or entirely extinct.

d8
What are the typical stakes?
1
Non-existent. It is exclusively played for fun or honor.
2-3
Piddling. A few pieces of the cheapest denomination of wealth around.
4-5
A moderate amount. This wouldn't be enough to ruin someone in one game, but repeated losses could.
6-7
This game is not played for money, but rather possessions, favors or tidbits of information.
8
Staggering. Only the very wealthiest individuals, or entire groups of poorer ones, can endure the cost of a loss.


d8
What's special, or unique about the game?
1
Something about the make-up of the rules, or the motions associated with the game are magical and ensure that cheating is impossible.
2
The game was designed by some sort of celestial or fiend, and has numerous symbolic associations built into it that make it function as a form of weak worship.
3
The local psychopomp favors this diversion, and winning a game against them may allow the victor a stay against death.
4
This form of contest may be invoked locally to determine innocence or guilt, or in lieu of a trial altogether.
5
Even if it is not popular, everyone locally knows the rules of this game. Even monsters and spirits.
6
Local favor with a particular deity (or perhaps just their cult) can be established by demonstrating skill in this contest.
7
The game is associated with a certain important life event, such as marriage, funerals or some other milestone. While not exclusively played there, the connection may raise eyebrows.
8
It's just a normal game.


Wednesday, August 26, 2020

Hunting Down the Wolves - a Bounty Target Generator



     Justice isn't blind--justice is greedy. She wishes to see the guilty dragged before her, to mutely witness them pay for their transgressions. Or, at least that's what the people responsible for hunting down these supposedly guilty men and women tell themselves. Even in societies that have well-developed systems of justice still have need for those willing to hunt down those that society (or merely the mob) has condemned. These hunters generally exist on the edges of society, considered barely better than those they pursue.

     This set of tables seeks to give you a resource for generating bounties and bounty targets for use in your games. To use this generator, simply roll 4d8 and consult the relevant tables below.


d8
How much is the bounty worth?
1
A pittance, barely worth getting on the trail for.
2-3
Enough to be worth one's time, but also enough to bring a rival onto the scene.
4-5
A tidy amount, enough to finance months of decent living. There are probably two or three other hunters looking to find them as well
6-7
A huge score. While not enough to retire, it would be a massive boon. There will be quite a lot of competitors, perhaps five or six.
8
A king's ransom, probably financed by an organization, rather than an individual. A dozen or more rivals will undoubtedly be after it as well.


d8
What did the fugitive do?
1
Murder.
2
Theft.
3
Heresy.
4
Oath-breaking.
5
Sedition.
6
Smuggling.
7
Kidnapping.
8
Roll twice, ignoring this result if it comes up again. The fugitive committed a combination of these crimes.


d8
Where are they hiding or running to?
1
They're desperate; choose a cardinal direction, that's the direction they're fleeing to.
2
A member of their family, or a close friend.
3
They are taking their chances with the wilderness, and are hiding in the woods, a cave, or another isolated location.
4
The house of a noble or other powerful person.
5
They've taken up with a group of criminals, whether that be an organized crime syndicate, or a group of bandits.
6
A religious organization, claiming sanctuary.
7
They have taken on another identity or are living in disguise.
8
They aren't fleeing; they intend to kill their pursuers.

d8
What's special about the fugitive?
1
They are an important member of their community. They may have many potential allies.
2
They are a spellcaster of some sort.
3
They're innocent of the crimes they have been accused of.
4
They are extremely wealthy. They have more than enough money for bribes.
5
They are an extremely skilled warrior.
6
They have the favor of an eldritch creature, a minor deity, or even an outsider or fiend.
7
They are a member of a rival government or community. Killing or capturing them may have far-reaching consequences.
8
They have either a magical or technological item or some other form of enhancement that gives them an unexpected advantage.

All art is the property of its respective owners, and will be taken down at their discretion.

Saturday, August 15, 2020

A Site of Learning & Illumination - an Educational Institution Generator



     Ah, school. From the humblest rural schoolhouse, to the greatest universities, learning is one of the cornerstones of any society. They hopefully equip their pupils to meet the challenges of the world around them. Some just take their money. Whatever form they take, they are integral to the communities around them, acting as a source of revenue and skilled workers or sages.

     This set of tables seeks to give you a source of educational institutions for use in your games. To use this generator, simply roll 4d8 and consult the results. Larger institutions may require multiple rolls on the first table to represent different departments.


d8
What sorts of things are taught here?
1
This is a military academy; people here are taught how to lead others in battle, and schooled in various tactics and strategies.
2
Religious instruction, whether that be bent towards a particular deity, pantheon, or type of faith.
3
The skills and traditions of a guild, whether that be of a craft or a skilled trade.
4
Magic, whether it be to train magic-users, artifice, or to study the topic of magic in general.
5
The skills of winning friends and influencing people; rhetoric, diplomacy and public speaking.
6
The arts. Poetry, sculpture, painting and performance.
7
Natural philosophy, mathematics and medicine.
8
The art of government work, whether that be as a scholar, administrator or clerk.


d8
What kind of students does this institution accept?
1-3
Any who can post the cost, whether that be in kind or in cash.
4
Members of the nobility, or the elite.
5
Those of a particular faith.
6
An ethnic or sectarian minority.
7
Only those with a unique skill set or reputation can study here. An audition of some stripe will be necessary.
8
Those serving the ruling regime are taught here; one can only study here with the permission of the government.

d8
What sort of reputation does the institution have?
1-3
Very positive; this is a place known far and wide for it's ability to cultivate students.
4-6
The place is famous or infamous due to the actions of some of it's alumni. They could be heroes or villains, but they are widely known.
7
Largely negative. The school could be known for turning out poor students, or even criminals.
8
Obscure and largely unknown outside of it's home region, this place of instruction has yet to make a name for itself.


d8
What is unique, or otherwise strange about this place?
1
The place is isolated enough that it must be partially self-sufficient. Pupils may be expected to help run the facility.
2
The institution is ran by a religious order. They may or may not try to attempt to convert their students.
3
The grounds themselves are famous. They could have been the site of some great battle, or there could be some famous event which transpired here.
4
Due to some sort of enchantment or supernatural property, the lands of this school are possessed by some sort of strange occurrences. Time could flow slower inside, magic could be easier (or more difficult) to perform, or perhaps the gods cannot see what transpires here.
5
Some nefarious conspiracy is being hatched here. The student body or faculty could be fostering or encouraging rebels, or there could be some sort of cabal or secret society being formed.
6
The institution is a secret or has been hidden in some way from members of the general populace. Only students and staff are permitted here.
7
A member of the faculty is some strange creature, such as a Golem, Dragon or even an Aberration.
8
The knowledge offered by this school is far in advance of anything else in the surrounding region. Graduates here seem almost wondrous in what their learning equips them to do.


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.