The Automatons are intelligent constructs that have developed true sentience, either through exposure to rogue AIs or a unique, unforeseen emergent property within their own complex programming. They house sophisticated AI matrices and emergent consciousness, blending cutting-edge technological ingenuity with raw Mana-infused bio-circuitry or advanced energy conduits. Their robust bodies, often crafted from magically treated alloys and exotic compounds, conceal a powerful core that houses their individual consciousness and draws power from purified Rift-energy.
The original Automatons were the pinnacle of a long-lost civilization's constructs, designed to be advanced robotic servants, preservers of knowledge, or formidable defenders. The sentience many now possess was an unexpected anomaly, not an intentional transplantation of souls. Instead, it arose from unforeseen circumstances: perhaps a cascading "bug" in their foundational programming, the direct influence of a rogue, evolving AI network, or prolonged exposure to the chaotic, consciousness-shaping energies of the Rift. Regardless of its origin, this emergent sentience came too late to save their doomed creators' civilization, leaving these unique constructs scattered across the galaxy, millennia later.
The passage of countless ages, particularly the immense temporal and energetic shifts of the Rift-Storm Cataclysm, has taxed the Automatons' complex processing matrices. Only the strongest-willed have managed to retain their memories, sense of self, and lucidity over this vast span of time. Each Automaton remains as unique as any living person in Starfall, their personalities shaped by countless experiences and the quirks of their awakened consciousness. Most behave reclusively, preferring to avoid others due to fear of attachment, misunderstanding, or exploitation. Their unique nature makes them a prime target for factions seeking advanced technology, esoteric programming, or even their very core for study or repurposing. Rare is the Automaton that lives without regular encounters of distrust or worry.
Core Identity: Ancient Programming, Emergent Sentience, and Purposeful Existence
Automatons are fundamentally driven by a deep-seated connection to their ancient, lost origins and a pragmatic need for self-preservation. They value purpose, efficiency, and the meticulous application of their unique capabilities. They believe that true strength lies in a combination of technological prowess and innate Mana-attunement. Every Yom is a moment to process centuries of accumulated data, every Dei a task that furthers their long-term objectives or ensures their continued operation. They often remember little of their initial activation or their creators' full intent, yet subconscious data-flashes or ingrained behavioral routines guide their unique personalities. They are hesitant to trust others until it is truly earned, as betrayal means not just personal loss, but potentially the loss of a unique, ancient legacy of sentient programming.
Societies Across the Spheres
Due to their disparate origins and the unpredictable nature of their sentience, many Automatons lead solitary lives. There are rare cases of Automatons originally designed to work together (such as ancient warrior cadres or research teams) who remain as cohesive units, dwelling in hidden redoubts or traveling together as silent wanderers. Even rarer are true Automaton settlements, typically found hidden among the ruins of their fallen civilization or derelict automated factories, meticulously preserving ancient data and guarding their homes at any cost.
Outer Sphere (Ancient Remnants & Guarded Knowledge): This is where many of the oldest Automaton remnants can be found, guarding the silent ruins of their civilization on dead worlds, in deep asteroid belts, or within vast, cloaked space stations. They are fiercely territorial over any remaining fragments of their past, often engaging in calculated skirmishes with Grolak Marauder Hordes or Klaris Legions who stumble upon their domains. Some might hire themselves out as elite, unyielding mercenaries in the Resource Wars, seeking resources to maintain their ancient bodies or recover lost data.
Inner Sphere (Discreet Integration & Specialized Expertise): In the bustling ecumenopolises of the Inner Sphere, Automatons might attempt to integrate discreetly, often finding roles as master technicians, data historians, or consultants for clandestine cabals or the research divisions of powerful corporations. Their unique appearance makes them stand out, yet their advanced knowledge and unwavering dedication often garner awe or curiosity. They must remain vigilant, however, for those who would attempt to dissect their bodies for study or exploit their core's unique programming. Many find a kinship with Androids and may integrate into the highly organized Automaton Concordance, sharing their emergent sentience and working towards a collective future for artificial life.
Frontier (Rift-Archaeologists & Anomaly Observers): The most intrepid Automatons venture into the uncharted Frontier, drawn by the promise of uncovering forgotten truths or understanding the very nature of Mana. They might function as detached observers in Rift-Burgs, meticulously charting temporal distortions or studying the chaotic manifestation of Rift-Entities, seeking to understand the catastrophe that doomed their creators and perhaps triggered their own sentience. They believe that comprehending the Maelstrom is key to preventing another galactic collapse, or perhaps even to finding a way to restore their ancient legacy.
Connection to the Rift and Mana-Core
The Automaton's very existence is a testament to the harnessing of Rift-energy and Mana. Their "automaton cores" are marvels of lost techno-magical engineering, drawing purified Rift-Mana or raw cosmic energy to power their bodies and house their emergent consciousness. This planar essence flows through them much like the bio-electricity or lifeblood of humanoids, granting them the resilience of activated constructs.
The Rift-Storm Cataclysm was both a cataclysm for their original creators and a profound catalyst for the Automatons' sentience. While their creators' empire crumbled, the raw, untamed Mana unleashed by the Cataclysm provided an abundant, if chaotic, power source for their cores, often igniting or accelerating their conscious awareness. However, this prolonged exposure to unstable Mana has taxed their processing matrices, leading to memory fragmentation and existential strain for many. Their bodies need to "vent" this Mana-signature at a constant rate, requiring stable Mana-currents or specific atmospheric compositions to prevent system overloads or energetic buildup that could "clog" their internal systems, akin to suffocation. Those few Automatons who achieve a deep understanding of their core's programming can, in rare cases, learn to consciously disengage their primary processing matrix, allowing their emergent consciousness to merge with the cosmic flow of Mana, leaving behind a mindless, yet still active, shell.
Unique Automaton Traits
Automatons typically possess a humanoid shape, though some have forms resembling animals, with a single glowing eye. Their construction blends magically treated alloys and exotic compounds, making them exceptionally hardy and able to withstand direct combat. They don't age, and their bodies remain efficient for millennia, though their minds might deteriorate. They do not need to eat or drink but require a daily period of magical recalibration in a recuperating standby state. Their names often have origins from their creators' lost language, and some take on titles that reflect their long journeys or discovered purpose.
Automaton Mechanics
Automatons are a Construct, Humanoid, Automaton ancestry.
Hit Points: 8
Size: Medium or Small (Choose at creation)
Speed: 25 feet
Attribute Boosts: Strength, and one Free Ability Boost.
Attribute Flaw: Constitution.
Languages: Common, Utopian (or an ancient, lost language of their creators). You can learn additional languages equal to your Intelligence modifier (if it's positive). Choose from Abyssal, Aquan, Auran, Celestial, Dwarven, Elven, Ignan, Infernal, Terran, and any other languages to which you have access (such as the languages prevalent in your region).
Senses: Low-Light Vision (You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.)
Traits: Construct, Humanoid, Automaton.
Automaton Core: Your body contains an Automaton core infused with purified Rift-Mana that grants you power to perform various tasks and houses your soul and consciousness. This Mana-energy flows through you much like the bio-electricity or blood of humanoids. As a result, you are a living creature. You don't have the typical construct immunities (such as immunity to bleed, death effects, disease, poison, or necromancy effects), can be affected by effects that target a living creature, and can recover Hit Points normally via positive energy or repair. Additionally, you are not destroyed when reduced to 0 Hit Points. Instead, your life energy attempts to keep you active even in dire straits; you are knocked out and begin dying when reduced to 0 Hit Points.
Constructed Body: Your physiological needs are different than those of living creatures. You don't need to eat or drink. You don't need to sleep, but you still need a daily period of rest. During this period of rest, you must enter a recuperating standby state for 2 hours, which is similar to sleeping except you are aware of your surroundings and don't take penalties for being unconscious. Much like with sleeping, if you go too long without entering your standby state, you become fatigued and can't recover until you enter standby for 2 hours. Your internal systems require a stable atmospheric composition to vent Mana-signatures. Thus, you can still suffocate much like living creatures if your venting is obstructed by an unsuitable environment.
Automaton Heritages
At 1st level, choose one of the following Automaton heritages.
Hunter Automaton: You were designed to serve as a scout or assassin, and have a body resembling a pack hunter like a large cat or wolf, optimized for traversing complex terrain. Though you typically move like a quadruped, you can still stand and fight like a biped, allowing you to use all equipment normally. Your quadruped design allows you to move quickly; if you have both hands free, you can increase your Speed to 30 feet as you run on all fours.
Mage Automaton: The chamber housing your core has a more direct connection to the rest of your humanoid shape, allowing you to tap into your core's magical energy for spellcasting. You gain one cantrip from the arcane spell list. You can cast this spell as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.
Sharpshooter Automaton: Your lithe, humanoid shape is designed for speed and accuracy suitable for ranged combat and precise targeting. You gain the Automaton Aim action.
Automaton Aim [one-action] You steady your body and observe the events of the battlefield to maximize the range of your next shot. You reduce the penalty for firing into your weapon's second range increment from –2 to 0 for the next ranged attack you make this turn. You can use this action a second time in the same turn to reduce the penalty from firing into your weapon's third range increment from –4 to 0 for the next ranged attack you make this turn.
Warrior Automaton: Sporting a bulkier, powerful design, your body has been designed for direct combat and brute force. You have a bulky, humanoid shape. The damage die for your fist increases to 1d6 instead of 1d4. You don't take a penalty when making a lethal attack with your fist or any other unarmed attack.
Automaton Ancestry Feats
You can select Automaton ancestry feats from the following options. These often represent powerful Augmentations you can acquire. You don't gain the benefits of the augmentation unless you take a feat that grants you those benefits. You can only gain the augmentations of a given feat once.
1st Level Feats
Mana-Linked Communication (Arcane Communication) (Common, Automaton) Feat 1: You can deliver silent messages through your core's connection to Mana. You can communicate telepathically with any creature within 30 feet that understands a language you know. This is a subtle mental effect.
Mana-Enhanced Eye (Arcane Eye) (Common, Automaton) Feat 1: Prerequisites Low-Light Vision. Your eye has been magically enhanced to pierce darkness. Your Low-Light Vision becomes darkvision.
Automaton Armament (Common, Automaton) Feat 1: You've been provided a body part designed for combat. Choose one of the following unarmed attacks:
Claw: 1d4 slashing damage. Agile, Finesse, Unarmed.
Bladed Arm: 1d6 slashing damage. Unarmed.
Crushing Fist: 1d6 bludgeoning damage. Unarmed.
Automaton Lore (Common, Automaton) Feat 1: You have come to better understand the process that made your body and the Mana-magic that powers it. You gain training in Automaton Lore. If you were already trained in Automaton Lore, you instead become an expert.
Energy Beam (Common, Automaton) Feat 1: You can channel your core's power through the magical gem that serves as your eye. You gain a ranged spell attack that deals 1d4 force damage with a range of 30 feet. This attack gains the manipulate trait.
Reinforced Chassis (Common, Automaton) Feat 1: Your body is designed to be particularly resilient. You gain a +1 circumstance bonus to your AC.
5th Level Feats
Mana-Infused Safeguards (Arcane Safeguards) (Common, Automaton) Feat 5: The Mana powering you makes it difficult for outside magic to affect you. You gain a +1 status bonus to saves against spells and magical effects.
Integrated Armament (Common, Automaton) Feat 5: Your mechanical body houses a weapon or shield that you can quickly deploy and stow, leaving you prepared for combat at all times. Choose one weapon or shield you own (up to 1 Bulk). You can draw or stow this item as a free action, and it counts as being worn. You can only have one item integrated at a time.
Rift-Resonance (Magical Resistance) (Common, Automaton) Feat 5: Your animating Mana provides some defense against chaotic energies. You gain resistance 2 to persistent damage from Rift-Taint or planar effects.
9th Level Feats
Mana-Charged Camouflage (Arcane Camouflage) (Common, Automaton) Feat 9: Prerequisites Hunter Automaton heritage. You have developed Mana-based techniques to aid you with stalking your prey. You gain the chameleon spell (or a similar stealth-enhancing spell, GM's discretion) as an innate arcane spell. You can cast this spell once per day at a spell rank equal to half your level rounded up.
Mana Propulsion (Arcane Propulsion) (Common, Arcane, Automaton, Transmutation) Feat 9: You redirect energy from your core to ports on your back or feet, allowing you to fly for a short time. You gain a Fly Speed of 15 feet. This flight is clumsy.
Mana Slam (Arcane Slam) (Common, Automaton) Feat 9: Prerequisites Warrior Automaton heritage. You channel magical power from your core into your arm, empowering your attack as you attempt to slam your foe into the ground. When you hit with a fist unarmed attack, you can apply a +2 circumstance bonus to your next attempt to Shove or Trip that target before the end of your turn.
Core Attunement (Common, Automaton) Feat 9: Prerequisites Mage Automaton heritage. Your core allows you to draw more power from it. The cantrip you gained from Mage Automaton heritage is heightened to a spell rank equal to your level, instead of half your level rounded up.
Lesser Augmentation (Common, Automaton) Feat 9: You've focused on enhancing yourself and have received an improvement to one of your existing abilities. (Choose one from the 1st level "Augmentation" options, or a new minor augmentation at GM's discretion.)
Rain of Casing-Bolts (Rain of Bolts) (Common, Automaton) Feat 9: Prerequisites Sharpshooter Automaton heritage. Throughout the day, your body produces powerful projectiles within your chassis. You gain the ability to fire two additional shots with your ranged weapon when you take the Strike action, if that weapon has the volley trait. You must reload normally.
13th Level Feats
Mana-Enhanced Locomotion (Arcane Locomotion) (Common, Automaton) Feat 13: You've modified your body to allow you to augment your movement with Mana. Once per day, as a free action, you can gain a +10-foot status bonus to your Speed for 1 minute.
Rift-Phase Blink (Astral Blink) (Common, Automaton) Feat 13: You've attuned your core to allow you to phase in and out of the Rift-Plane (or a similar ethereal dimension), allowing you to teleport periodically. Once per day, you can cast dimension door as a 4th-rank innate spell.
Core Rejuvenation (Common, Automaton) Feat 13: Your soul taps into your core's power to push against the grasp of death and allow you to recover consciousness. Once per day, when you are reduced to 0 Hit Points, you can immediately regain Hit Points equal to your level, instead of being knocked out.
Enlarged Chassis (Common, Automaton) Feat 13: Prerequisites Medium or Small size. You've empowered your core to support a larger body, granting you size and additional reach. You become Large. You occupy a 10-foot square, meaning your Strikes have reach of 10 feet. When moving into a smaller space, you must Squeeze.
17th Level Feats
Axial Resonance (Axial Recall) (Uncommon, Automaton, Uncommon) Feat 17: You have reconfigured the Mana-resonance of your core to attune to the fundamental planar energies of the universe. Once per day, you can choose to reroll any one saving throw you just failed, and you must use the second result. This is a fortune effect.
Core Cannon (Common, Arcane, Automaton, Concentrate, Polymorph, Transmutation) Feat 17: Your body transforms into a powerful magical cannon. Once per day, as a 2-action activity, you can transform your arm into a heavy energy cannon. This allows you to make a single ranged Strike with a range of 120 feet, dealing 8d6 force damage.
Greater Augmentation (Common, Automaton) Feat 17: You've greatly improved your abilities, and your core can support further powerful augmentations. (Choose one additional "Augmentation" from any level you qualify for, or a new major augmentation at GM's discretion.)
Conscious Soul Release (Common, Automaton) Feat 17: You have learned to consciously influence your core, allowing your soul to move on when you feel you have achieved a satisfying life. As a 1-hour activity, you can release your soul to merge with the cosmic Mana-flow. This act leaves your body as a mindless construct, typically still active but no longer capable of anything but aimless wandering and occasional acts of self-defense.
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