Wardrones
Huge, mechanical constructs built for death and destruction.
Appearance
Wardrones are made entirely of metal gears, cogs, and plates. They are built to vaguely resemble humans in appearance, although they are significantly larger than humans, standing between six and ten feet tall.
Personality
Nearly all Wardrones have some sort of predisposition towards war and violence. They can be just, ruthless, or benevolent, but when it comes to the hurly-burly, Wardrones are more than up to the task. After all, it's what they're built for.
Habitat
Wardrones have found homes in Tenebra, Cydonya, Haven, Kadwal, Moon, and Vast, where Wardrones are still being manufactured. They are unwelcome in Zjenahd, where the slavers would view them as perfect slaves.
Society
Wardrones are a relatively new race to be encountered on Jaeis. The Triadan Civil War caused the largest deployment of drones the world had yet seen. The Wardrones who served in and survived that conflict were left abandoned after the destruction of Rune, leaving a large number of drones without owners or guidance. These drones went on to claim independence Since establishing their newfound identities, Wardrones have had much time to
Adventurers
Max Caps
Powers
- Lock, Stock and Logical: A Gyr Golem makes one roll for initiative at the beginning of each session, which lasts all session. If multiple combats are encountered, the player still uses that initiative, regardless. Gyr Golems react poorly to change or chaos. In their mind, everything is ordered. When a Gyr Golem becomes surprised, it will always go dead last in that round and for as long as it remains surprised.
A Gyr Golem must have three preset actions. That is, three actions that always result when a particular catalyst takes place. Of these three, at least one should be fairly common such as when someone draws a weapon the Gyr Golem will then cast a particular spell, or draw its own weapon of choice. Or possibly, it will never enter a house until it is invited in. Something of this nature should suffice.
- Cogs and Wheels: Gyr Golems are mostly mechanical, and as a result, do not heal wounds like normal beings. However, if a skilled mechanic can administer to their needs, they can be repaired sometimes much faster than a normal person. A person trained in Lore: Mechanics, Occupation: Mechanic may attempt to repair a Wardrone once every hour. Make an check using one of the aforementioned skills + Insight against a difficulty of 10. For every point of success, one health point is healed.
- Tireless: Wardrones do not require sleep or rest, but once a week must spend four hours in the care of a mechanic or begin to suffer Malfunctions.
- Wardrones are immune to Tainted Damage.
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