Tuesday, 12 September 2017
Automata for T&T
Despite the lack of technology available to the people of Trollworld, deep in the strange corners of the world machines do exist. Some are dreamt up in the fever dreams of mad wizards who fashion iron into nightmare constructs, while others awoke in the subterranean landscape inside the silver craft that plunged into the planet a millennia ago.
Automata are robots - some running on steam and gears, others on magical crystal cores, and some on actual souls. Automata are not to be trifled with.
MR 40 (5d+20)
Special: The Servitor goes into emergency mode of its master is harmed, firing a laser at one assailant on its turn. The target makes a L3SR-DX or suffers 2d6 Con damage. Once used, the laser must power back up. Each round roll a d6. On a 5 or 6 the laser comes back online.
Servitors are a staple in the steel magician's abode. They clean the premises, water the plants, take care of the toddlers and often sort out the paperwork. While they aren't bodyguards they do have armaments and will try to kill anyone harming their master. Otherwise, they are pretty placid.
Octoid MK III
MR 84 (9d+42)
2/ pocket rocket: a small heat guided missile is fired at one target within 100ft. They must make a L4SR-DX or take 2d6 Con damage.
3/ stranglehold: rubbery tendrils target 1d6 targets within 60ft, wrapping around their necks. Targets take 3d6 Con damage and cannot move in the next round.
Special: The octoid will attack anything moving. It is blind if you stay perfectly still.
Octoids are alien beings who reside in underground spacecraft which can be up to a few miles long. They are sentry automata, guarding their ships with extreme prejudice. They have a single lens in the centre of a bulbous head and eight long rubbery arms that can rip the heads of multiple targets simultaneously. They run on a purple fluid that, if drank, increases INT by 5 for 3 days.
MR 48 (5d+24)
Spite: 2/ soar: the snekker take flight for the next round and can only be attacked by missile weapons.
Special: Snekkers have heat vision, able to see the heat signatures of warm blooded creatures through 1ft wall from 100ft.
Snekkers are sleek silver humanoid automatas from the Therian dimension. They are completely sentient, intelligent and dangerous. With retractable wings, they are able to hunt from the sky and the ground, making them terrifying foes.