Murderbot!

Murderbot!

Req. Con 14
Prime Constitution
Hit Die 6 hit points per level
Attack As a fighter
Saves As a dwarf, +1 versus heat and cold effects; +3 versus radiation; immunity to poison; immune to stun and blind attacks as a result of attacking the senses

Kill! Kill! Kill! Built to fight in the brutal proxy wars of the Ancients, Murderbots are relics of a more civilized age. Every Murderbot, possibly a thousand or more years old, is a paragon of Atomic Age aesthetic and know-how, and they are also completely insane, at least for a machine designed to eradicate organic life. While all Murderbots are born to kill, within every model has emerged a unique personality  (a flaw of their neural processors) that allows them to generally get along with others. Couple this with a stylish, Googie design to help them stand out among the dreary rabble of the apocalypse in their wasteland chic, and Murderbots are unstoppable.

(For the purposes of being turned by a technopriest, Murderbots are Class D robots.)

Level Experience Title Hit Points
1 0 Killbot 6
2 3,001 Roboslayer 12
3 6,001 Autoslayer 18
4 12,001 Mechanokiller 24
5 24,001 Terminator 30
6 48,001 Ex-terminator 36
7 96,001 Kill-o-drone 42
8 192,001 Warmachine 48
9 492,001 Murderbot! 54
10 892,001 Doom of All

Organic Life

60

 

Metal Skin – Murderbots are encased in what had been state-of-the-art  plasteel, giving them an Armor Class of 3. This plasteel can be reinforced by someone trained in robotics, or just able to use a welder or hammer or screws.

Components – Murderbots may choose three class 1 mutations; or one class 1 mutations and one class 2 mutation; or one class 3. The Murderbot may replace “components” if they scavenge the necessary tech. The formula for replacing components is 1 for 1, so to add a class 3 component, three class 1’s or a class 1 and class 2 must be removed. The Murderbot cannot replace any aspect of its Robotype (see below) as that is part of its essential design.

Healing – Magical healing heals robots because it’s magic, but robots do not heal naturally. Instead, they require maintenance from someone familiar with robotics.

Random Access PTSD – Possibly a thousand years old, the neural networks and heuristic processes of Murderbots function in a state of perpetual decline. As they increase in level, Murderbots have the potential of short circuiting and going berserk during combat after their first kill, as their combat heuristic randomly accesses traumatic battles of the past for tactical computation. Each round, the Murderbot must make a technology roll to use an executive override of their functions and return to normal; others may attempt, as well, by jacking into the Murderbot’s neural processor, if they dare get close enough.

Lvl. Chance of Short Circuit

1-3)      2-in-12
4-6)      3-in-12
7-9)      4-in-12
10)       5-in-12

Robotype – By the end of the civilized age, the mass-production of Murderbots was such that as one fell on the Neo-Atomic Age battlefields, another was ready to take its place. So Muderbots come in a variety of forms, with the means of locomotion, neural processing, and murdering varying between models. When creating a Murderbot, roll for robotype in each column on the table below to determine its type. Beware, many of these come with drawbacks.

Locomotion (1d6) Neural Processor (1d8) Means of  Murder (1d6)
1 Treads: +2 Con, -1 Dex; +4 against being knocked prone; trouble with stairs Brain in Jar: +/-2 Int depending on quality of brain, need fresh one per month; side effect of additional knowledge/powers from brain may occur Buzzsaw Hands: two atks, 1d8 dmg each; however buzzsaws… is your hands
2 Bipedal: +1 Dex; you get around as easily as a human; -2 against being knocked prone; Kill Quota: To function, must kill # of living beings per week per level; +1 atk/dmg per kill for rest of day Gamma Beam: single telescoping eye fires gamma pulse in 30 ft. cone, class 3 radiation, twice per day; 1-in-6 gets stuck, fires in random direction
3 Armadillidiidaeiform; roll up in a ball; 1d8 collision dmg; children love you; difficulty stopping and turning over Preset Kill Limit: humanitarian killing machine; once killing 10d20, shut down permanently; driven by destiny; +4 saves versus Death Gout o’ Flame: breathe fire in 20 ft. line 2d6 dmg; consumes 1 gal. petroleum; tank holds 3 gal.
4 Hov-a-round: hover between ~1-5 ft. over solid ground; sputters out at inopportune times (Luck check) Quantum Braided Tesseracts: top of the line brain; +4 Int; 2-in-6 to get hints from DM 1/day; prone to pathological, destructive ennui (see GM for details) Clamps: amazing grip; +2 Str; can crush nearly anything no more than 6” in width; love to clamp things
5 Spidery Legs: can climb any surface at 20’; sense movement w/in 60’; -4 reaction mod for creeping people out Captured Transdimensional Entity: alien sentience gives -2 Cha; intense desire to escape this reality; may cast out consciousness as arcane eye 1/day Plasma Cannon in Chest: 4d6 blast, range 30’, width 10’; overheats on 3-in-6, shutting you down for 1d4 turns
6 Rubber to the Road, Baby: you’re on wheels, or… well, one wheel; excellent balance, when moving, anyway; -1 Dex; spd 80’/rd.; stops on a dime Jury-rigged: some assembly and duct tape required; -2 Int; impossible to hack; +5% short circuit chance Rocket Fists: fists can be fired by rocket; 1d8 dmg; range 60’; 1 rd. for return/reattachment; hands function at range can be controlled, fly spd 40’
7 Laws of Robotics: cannot harm humans; determine human-ness of beings in disguise on a 3-in-6; +3 atk/dmg against mutants
8 Destructor, Eater of Worlds: You are DESTRUCTOR!!!!; severe delusions of grandiosity  from sentient virus “Destructor”; if
“plugged” into another Murderbot! or cyborg (if no neural component, conect to robo body part instead) within one turn of death, may transfer consciousness (save vs. death on the victim’s part)

 

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Gelman (class)

This class is for my Doom Lords of the Atomic Underworld campaign. It was adapted from a class of the same name by Jeff Call, with his permission.

Gelman

Req. Con 9
Prime Constitution
Hit Die d10
Attack As a cleric
Saves As a dwarf

gelman

Art by Jeff Call

The origins of the Gelmen are a mystery to even the most erudite scholars of SuperScience and Sorcery. While some claim they are undead, a last desperate attempt by the Ancients to achieve immortality, others believe Gelmen were spawned via abiogensis from some puddle of irradiated slime or biowaste. Whatever the truth, Gelmen have no culture, no towns, no religion, and no language of their own, speaking dialects of other languages known collectively as “Blorpish.”

Each Gelman appears as a blue dishwashing liquid-colored, man-shaped gelatin with a human skull floating about within its neckless head protrusion, and while variations in body-shape are common, they are always human-like: two arms, two legs, a head. At a glance, other species have a difficult , if not impossible, time telling one Gelman apart from another, but once you get to know one it’s clear they have distinct personalities, though all Gelmen share a pathologically positive attitude and are generally high on life. As such, no one can stand them. In fact, they are so abundantly positive it unnerves other living beings.

They are almost universally reviled, a fate which Gelmen accept with their usual pathological look-on-the-bright-side-at-least-we-have-each-other  attitude. If they were simply undead, it’d be one thing, most say, but why do they have to be so damn happy all the time? Having no communities of their own and only needing to absorb nutrients via their permeable membranes (many Gelman are seen with various organic bits of “food” floating around in their bodies being slowly digested over a period of several weeks, depending on the size of the meal), Gelmen are mostly found scrounging about in ruins or in ghettos in the wasteland cities exclusively around the Deathlands of Alb.

Level Experience Title Hit dice
1 0 Gelman 1d10
2 2,501 Gelman 2d10
3 5,001 Gelman 3d10
4 10,001 Gelman 4d10
5 20,001 Gelman 5d10
6 40,001 Gelman 6d10
7 80,001 Gelman 7d10
8 120,001 Gelman 8d10
9 240,001 Still a Gelman 9d10
10 480,001 Gelman 10d10

 

Vaguely Amorphous – While Gelmen retain a vaguely humanoid shape by default (think of it as a psychological Jell-O mold), they may temporarily shape their bodies into other conceivable shapes in order to squeeze through holes (so long as their skull can fit through), hide behind oddly-shaped objects, or elongate themselves Stretch Armstrong-style. (This ability is open to interpretation by player and GM.)

Gelatinous Physiology – Being that they’re basically made of Jell-O, Gelmen cannot wear armor of any sort, but fortunately they are extraordinarily resilient. They take only half damage from falling and blunt weapons and are immune to Backstabbing  and Critical Hits. Against projectile weapons, such as laser blasts or arrows, as a reaction, Gelmen get a 1-in-6 chance to create a hole in their bodies for the shot to harmlessly pass through. Additionally, they may store items within their bodies, though doing so subjects the items to their paralytic digestive protoplasm (any item stored in such a way must pass a saving throw per day or be damaged, after three days the item is disintegrated).

Paralytic Digestive Protoplasm – Gelmen may coat their weapons in their own protoplasm to add a paralytic poison to their attacks (save vs. Paralysis if hit or be paralyzed for 1d3 rds.); doing so, however, may destroy the weapon, which must make a saving throw every time this is done. Failure means the weapon has been corroded, giving it a -1 penalty to hit and to damage. Additionally, enemies who attack Gelmen with their natural weapons must make a save versus paralysis or be paralyzed for 1d3 rds.

Pathologically Bubbling Positivity – Nothing, absolutely nothing, seems to bring a Gelman down. Something about their sticky, viscid existence just makes them optimistic. As such, a Gelman can pop back from apparently any setback, healing at twice the rate as a human and receiving double the amount of magical healing from spells.