Warpforged
Prime Requisite: INT
Requirements: None
Hit Die: 1d6
Maximum Level: 12
Advances as: Mage
Warpforged are
one of the main mechanical “peoples” in the known lands. These vaguely
humanoids are said to be the remnants of an ancient human empire that possessed
a much higher scientific knowledge and technology than today. Others argue that
they are invaders from other plane of existence like the Sheens and the
Mechtauren. Unlike the Mechtauren, they are highly variable in appearance and
condition, and unlike the Sheens, their variability has no apparent rhyme or reason.
The Warpforged are essentially countless varieties of mechanicals that have a
common underlying technology.
As technological
rather than magical constructs they have some unique weaknesses and strengths.
While they do
not breathe, they still require a fluid medium to carry off excess heat. Treat
them as humans in airless environments, taking into account that a system wide
shutdown will occur before death by overheating, so they cannot be killed in
that manner. They take maximum damage from any electrical attacks and will be
stunned for 1d6 rounds afterwards. Even though they are not technically alive,
they can consume organic food for sustenance, and derive some benefits from
potions. However, they do not heal like living creatures, and cannot be healed
with clerical magic.
Any Warpforged
with a mechanical Craft proficiency can heal itself or another Warpforged as if
they had the Healing proficiency except that they can do 1d3 hp per hour and
each 1d3 hp will require 10gp of specialized materials, and any non-Warpforged
with appropriate technological Craft proficiencies AND tools can do the same.
They start off
with built-in light armor, and any new armor must be custom made for them,
either to be semi-permanently fixed to their chassis, or to be donned like
normal armor. This custom armor costs at least 5 times as much as equivalent
normal armor.
As each Warpforged
is bizarrely unique, roll 1d30 twice on the table below for the unique construction
of your Warpforged. As each Warpforged has the same underlying technology, and are
highly adaptable, they can add extra modules from other Warpforged, Sheens, and
any other high or ancient tech construction.
1. Made
to Last: increase HP by
1 per level, or armor one step up, or is proofed armor.
2. Scavenged: -25% repair costs, -1 Con.
3. Made
to Order: +1 to one
Ability Score.
4. Heavyarms: 2 attached shoulder guns (small) may
attack with one or both, but no other attacks at the same time. Firing both
provides +1 to hit or +1 damage, chosen before the roll. Consumes ammo
normally. Not initially proficient. Provided larger ancient guns can be found, they
may replace the originals with larger ones. Can't use superheavy plating. These
are ancient style guns that use cased ammunition; as such replacement ammunition
is only available in the Warpedlands. Starts out with two 50 round box magazines and
8d6 rounds in each magazine.
5. Mighty: one arm (1d2: primary hand, offhand) is
a pile bunker. Can use as an attack for 1d10 damage, but can't use the round
immediately after. Arm has no hand. Pile bunker may provide a bonus to open
doors at DM discretion.
6. Built
In Weapon: Choose a
melee or non-firearm ranged weapon that can be held in one hand. The Warpforged
PC has the equivalent built into their body. The Player chooses how this looks
and where upon the body it is located. Ammunition is still exhausted, but can
be reclaimed and reloaded if the PC takes time to do so. This does not subtract
from a PC’s starting funds. (if you roll this again: choose another weapon, OR
get +1 to hit OR ranged weapons get 1d6 quantum ammo per day)
7. Flying
Fist: You can fire off a
body part to make a missile attack once per combat, but you gotta go get it
later. Roll this again and the body part is attached by a tough metal cable, so
it returns next round.
8. Seismic: Your stomps really stomp. Once per
combat you can knock everything 15 feet in front of you prone if they fail a
reflex check or Breath save. Roll again and you get one more use per combat.
9. Shocking: once per combat you can do Chain
Lightning. Roll again for another use per combat.
10. Welding
Torch: sheds light as a
torch, 1d6 damage on a melee hit, can weld 1 ft of metal per 5 rounds.
11. Scout: Can't use two-handed weapons. Limited to
light and medium plating. +1 surprise, infravision. Small. Can split-move and
fire ranged.
12. Sniper: Initial proficiency with all projectile
weapons. No initial proficiency with melee weapons.
13. Battle
Droid: Attacks advance
as a Fighter in either Melee or Ranged. If you roll this again, advances both.
14. Grabby
Hands: you can Pick
Pockets as a Thief of the same level, and once per combat you can attempt to do
so while you hit someone. Roll again and get another use per combat.
15. Heaven: Go berserk when below quarter HP or when
you fail a save vs a fear and/or madness effect. During such: Unbreakable
morale. Fight for 3d3 rounds, attacking as if they had 18 str and going after
enemies first and closest targets after. Continue fighting for the indicated
amount of rounds, even if brought to 0 or below (if at 0 or below at the end
you die.) Collapse and remain inert for 1d10 turns after, if not dead.
16. Robo: Can combine with 1 other Robo-type Warpforged
at a time, which takes 1 round.
·
Note
the the individual mechaborgs' current original hp totals, halve the higher,
and add it to the lower.
·
Count
as large while combined.
·
Ability
scores are the highest prime requisites of both, with average of both for the
others.
·
AC
is the higher of the two.
·
Held
items and gear held by one drop (roll off if you can't decide.)
·
The
two players roll d6s and add their cha mod, rerolling ties. Whoever has the
highest controls the combined Robo on the first round after combining, and then
alternates.
·
Saves,
To-hit, spells, and other class abilities apply based on who currently has
control for the round. Either one may end this; splitting the suffered damage
while combined between each of their noted individual HP amounts.
17. Vehicular: Nonhumanoid. Can affix one crossbow or
gun at a time to body at triple cost. Triple Land move speed. Can carry double
the normal capacity, and can carry 1d3 passengers (can't be changed). Count as
Large size. Up to you whether you're a tachikoma, tank, robo-buggy, herbie or
something else.
18. Medic: Once per day for each Warpforged level,
the PC may spend an entire round tending to a wounded creature or item. This
has the effect of a Cure Light Wounds or Mending spell. Perhaps you’re full of
nanobots. (If you roll this again, you can Cure Light Wounds one extra time per
day.)
·
At
2nd Level, you may Delay Poison with one use of this ability instead of Cure
Light Wounds.
·
At
3rd Level, Cure Disease with two uses.
·
At
4th Level, Neutralize Poison with two uses.
·
At
5th level, Cure Serious Wounds with two uses.
·
At
6th level, Heal with two uses.
19. Sensors
Indicate: you gain the
Dwarf’s senses or Elf’s senses. (If you roll this again, gain both.)
20. Silent
Running: You may Move Silently as 6th level
Thief (12+). If you roll this again, you may Move Silently as a 10th level Thief (4+).
21. Built
In Storage: You have a medium
pouch worth of storage space inside your body, either spread out or all in one
spot. (If you roll this again, a backpack’s worth of space.)
22. Climbing
Apparatus: You Climb
Walls as a Thief equal to your level.
23. Translation
Droid: you may
understand one language per day per level as if the Comprehend Languages spell
was cast. Unlike the spell, you may also speak it.
24. Hacker: you may gain knowledge from any piece of
advanced technology as if casting Identify, Legend Lore, or something similar.
How many rounds this takes will be determined by the GM and vary by the
complexity of the technology or piece of information sought. Warpforged and
other technological mechanicals have to tell you the truth if they fail a save vs.
Spells. You have to touch the subject and wires extend from your body to
theirs. Additionally, if the subject fails a save vs. Spells they are affected by
either a Command Word, or Charm Person spell.
25. Force
Field Generator: You
generate fields of force equivalent to the spells below. Effects cannot be used
simultaneously. (If you roll this again, reroll)
·
1st
level: Continuous Mage Hand, 1/day/lvl, (choose one when the ability is used):
Feather Fall, Floating Disc, Hold Portal, Shield, Unseen Servant
·
4th
level: 1/day/level, choose one: Telekinesis, Wall of Force
26. Cloaking
Device Engaged: You may
become Invisible as the Spell once per day per level. At level 3, you may use
Improved Invisibility once per day. Please note that the PC will be visible in
mirrors/smoke/liquid/infravision.
27. Extra
Limb/Aerodynamic: Either
double movement or gain an extra action each round. (If you roll this again,
reroll)
28. Rocket
Pack: You may fly your
movement rate each round in any direction, but after 2 rounds the effect ends
and takes a round to recharge. (if you roll this again, recharge every 5
rounds.)
29. Independent
Limbs: Your may detach
your limbs from your body and operate them independently. Your arms cannot see
and your head cannot walk or anything like that, but sticking your head on your
arm might get a functional you into some tight places. (If you roll this again,
each limb has some form of sensory input equivalent to very dim lighting that
is relayed to the Warpforged PC’s brain.)
30. Self
Repair: you regenerate 1
HP per round. If you are unconscious, you must pass a System Shock roll to
regain consciousness and HP above 0. One time for each level gained (NOT per
day), you may spend a round to will yourself to full HP. This can only be done
while conscious. If you are struck while attempting this, it fails and the use
is lost. (IF you roll this again, regen 1HP/rd/Level.)