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Edgtha Sturmrkast, created drifter


Greathackster

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Edgtha Sturmrkast

♫ Darren Korb (Bastion OST) - Setting Sail, Coming Home ♫

"We'll go as far down this road as it takes, but never forget that we can choose another."

 

Sheet: Edgtha Sturmrkast

Nickname: Eddy
Race: Dimbergh, human variant
Age: active 19 years
Hometown: Krossholm Village
Home Planet: Foerth
Religion: Ethical Humanism
Martial Tradition: Tech Drifter (custom)Tech Drifters utilize strange technology they don't necessarily understand, simply feeling it gives them an advantage more traditionally smithed weapons do not.

Bonus Talents:
- Equipment: Techmaniac, Firearm Training
- Tech sphere
- Tech Drifters gain their choice of either Particle Weapons or Mechanical Ranged Weaponry from the Tech sphere.
Trade Tradition: Birthright Inventor (custom)BIRTHRIGHT INVENTOR

Automatic Trade Talents: Mage Hunter, Technician
Trade Talent class skills: Appraise [R], Disable Device, Disguise, Heal, Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Engineering), and Spellcraft.

Automatic Skill Sphere: Artifice sphere

Adroit Trade Talents: Occultist, Scout
Trade Talent class skills: Acrobatics, Knowledge (Geography), Knowledge (Planes), Linguistics, Sleight of Hand [R], Stealth, Survival, and Use Magic Device.

Adroit Bonus Skill Talent: Infiltration sphere, or the Artifice sphere (Magical Crafter) talent.
 
Traits:
Spark of Creation (magic)From the moment her eyes opened, Edgtha was fascinated with the idea of making new things from the old, and preternaturally gifted at making her dreams become reality through the work of her hands. Gepecht told her in her youth that it was a gift from the heavens; only after his death would she find out how right he was.

Benefit: You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%.
Technophile (social)People were always strange, confusing, yet fascinating beings to her, which was part of why it hurt so much to be excluded. She would instead seek refuge in Gepecht's borderline heretical tinkering, which was comforting in how straightforward and predictable it was. No messy feelings, no inexplicable grudges; just step one to step two to step three, et voila, you have a charge.

Benefit: You gain a +2 trait bonus to all Craft (mechanical) checks you make; your charge pool’s maximum size increases by 2 (if you possess one).
Additional Traits: Maneuver Trained (combat), The Vessel Between (regional)In the hectic battle aboard Loptskjall, Edgtha discovered that her heritage was more than a curse, it also gave her access to all the wonders of knowledge and technology that the Ploutarchons hoarded for themselves. Information she'd never dreamed possible opened itself to her upon connecting to the ship's systems. But at that point, their victory was far from certain, and so Edgtha tearfully accessed the subroutines that had been used to make other Dimbergh into more skillful killers and destroyers, hoping to turn that knowledge on her creators instead. And though they won the day in no small part thanks to her, she could not help feeling that the murderous knowledge she gained replaced something better in what she thought of as her soul.

Benefits: You have long trained in a variety of combat maneuvers. You gain a +1 trait bonus to your CMB. You gain a +1 trait bonus on attack rolls that would deal sneak attack damage on a hit.
 
Classes: BlacksmithArtificer, Disciple of Goibniu 9 // Unchained RogueCanny Scoundrel, Grifter, Scout 9
 
Party Roles: Ranged DPS/Breaker of Things, Techie Crafter, Scout, Int-Face
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Personality

Eddy was taught that humans are stupid, selfish animals by nature, much like any other, except that some spark allows them to defy their own natures in the face of an uncaring world and build something better. As the years have passed, she's only found this to be truer and truer of all the sapient races: that most instances of venality and evil are ultimately banal expressions of selfish instinct, while life can truly become something greater when people band together against the darkness within and without. Her own experiences with beings from the heavens give her a decidedly more pessimistic and less trusting viewpoint on religion, but down in the dirt is where flowers grow, after all. She wants to be part of the grand endeavor of life, and use her talents to make things better for everyone at once; it's a pity that many of her talents tend equally towards destruction as towards creation, but she supposes that's true of most people, after all.

An outsider by nature and upbringing, Edgtha Sturmrkast tends to latch on to friends with a fierce loyalty, and is willing to befriend even the darkest of creatures should they have a change of heart; after all, her own origins lay with evil, a connection she feels guilty about even if she doesn't have an evil bone in her whole constructed body. She finds her joy in the art of creation, of using the right tool for the right job, and making even broken things serve a greater purpose for all. In person she is a light and friendly companion, possessed of a gentle humor that pokes fun without piercing too deep, but given to bouts of depression over what she sees as her failures to fit in with greater society. When given a purpose, she is stalwart and untiring, but when her only purpose is living her life, she can become lost in a sea of apathy, lacking much of an emotional attachment to herself and having defined her successes by the good she does for others.

Description

To outward appearances a slight young woman barely into adulthood, Edgtha's naturally blue hair and pale green eyes are out of place on many worlds but were a relatively commonplace look on her homeworld of Foerth. She experiments with dyes when she feels the urge (or when a careless invention mishap results in hair damage), but usually keeps the majority of her scalp blue, since her father liked the color, and wears it shoulder-length in a variety of styles depending on her mood. Her thin, soft-featured face is often stained with soot or grease, and commonly sports an open, friendly smile in acceptance of the world around her. She looks human to almost all outward study, though something about her seems to trigger unease in some other humanoids. Perhaps her features are too symmetrical, or her hair strands slightly too thick; each observer might see something different, but it affects enough people to make her slightly off-putting and contribute to her issues relating to others. Eddy's customary outfit for adventuring is a set of gray-brown coveralls belted at the waist with tools, a duster of what looks like leather brimming with more pockets and loops for gear than seem possible, large black combat boots, and a slim visor pushed up across her head like a hairband. The rather large gunmetal revolver and deceptively small collapsible blade she keeps handy can appear from nowhere, as if with a thought, and her normally friendly expression will turn firm with concentration, her lips twisting with distaste but determination to end things as best she can.

History

Eddy's earliest memories are of a childhood in Krossholm village, a small mining town in the Esteridge mountain range. Spring and summer would see prospectors and adventurers flock through on their way to various plots, some seeking gold and platinum, the more practical among them looking to stake out iron and copper deposits spread throughout the range. Fall and winter months would see Krossholm largely left to only its full time inhabitants, of which the old man Gepecht Sturmrkast was a fixture as the best blacksmith in town and one of the few acknowledged masters on Foerth of working with steam and lightning-powered machinery. Gepecht told Eddy from a young age that she was a foundling; that he did not know her parents or what became of them, only that she was his daughter in all the ways that mattered. Others in town could only tell her that Gepecht showed up with her in tow one day, looking about four or five years old, and treated her as his child and apprentice from that day forward; they assumed she was the child of some couple that found tragedy in one of the mines. Gepecht was already a figure of distrust for many in the town, owing to his working with devices that were reminiscent of the tales of the metal demons of old; combined with her parents' presumed bad luck, it made most of Krossholm's superstitious residents treat her with distance or even outright hostility. Long used to being on his own and not caring what others thought of him even as he helped them, Gepecht encouraged Eddy to be the same, not realizing how lonely and forlorn the quiet and studious child was growing. Still, those were happy times in her memory, as she accompanied her father everywhere and learned everything he knew, taking what joy she could in the wonders of artifice and exploration of the surrounding areas.

Eddy's growth was odd, seeming to spend long periods with none before they would go away on a trip and she would undergo a growth spurt during it, but to her it seemed relatively normal. On one such excursion, they found a sleek handle, seemingly broken off from a larger device, but unrusted and unmarred by time. Gepecht studied it but ultimately would have left it behind as a curiosity, but it came to life in Eddy's hands, a strange metal expanding from the hilt into various tools and shapes she could think of. Excitedly she played with her favorite new toy, and Gepecht uneasily let her keep it but forbade her from showing it off around town. Still, children will play, and soon it became whispered around town that Gepecht had given his bad luck child a relic of the ancient enemy, as a toy of all things. Resentment festered and grew, especially for how warm their house stayed in the winter months, until finally one winter when Eddy looked to be in her mid-teens, a mob showed up to force them out. Crying that Gepecht and Eddy's tampering with forbidden artifacts would bring destruction down on them, they burned Gepecht's house and smithy down, and ran the two out of town on pain of death. Stuck in the mountains in winter with only what gear they'd been able to grab during their escape, Gepecht's old body could not handle the elements, and he soon took sick. Though Eddy was able to bring him to one of the ruined enclaves of technology they'd discovered before, where the temperature was kept at a constant late-spring level, by then the illness had set in. Gepecht, dying, bade Edgtha to promise to seek out her place in the world just as he had, and not to blame the ignorant for their superstition, but to do better than him at bringing light and knowledge to them.

Burying Gepecht high in the mountains, Eddy set off with what tech she could scavenge to become an adventurer herself. She found odd jobs in villages she passed through, took dangerous missions that she solved through capable crafting and use of technology, but when found out would always move on at the first sign of superstitious pushback from locals. She promised herself one day she would take a stand, and find a place where she could practice and teach what she'd learned to others, but it was easier to just move on after she'd helped out, what few friendships she found along the way fizzling in the face of fear and distance. That changed when a chance meeting led to her being enlisted as a lady's bodyguard. Aurelia, a lady of the Cedar Kingdom, was returning home from her time at the academy of magic with a dire warning for the king. Her friendly and accepting nature drew Eddy in, and far from rejecting her for her use of forbidden technology, Aurelia was fascinated by it and pushed for others to study it as well, for her warning, glimpsed through her prophetic training, was that the metal demons were returning. Also recruiting Ethan Arreat, an itinerant swordsman and mercenary, the three made their way to Grove City, capital of Cedar, and had just reached the palace when the demons struck. A great ship of metal sailed down from a crack in the sky, throwing fire across the city, even as it seeded beasts and monsters across the landscape, and though it crashed far outside the city, still a force of metal demons stormed the castle, stealing a Covenant Stone and murdering the king and the royal family.

In the wake of this destruction, Eddy, Aurelia, and Ethan swore to halt the metal demons' depredations once more. In their adventures tracking the demon strike force, they discovered that the Covenant Stones were a magical power source hooked directly into the ley lines, elemental circuits that gave power to the Eidolons; the demons stealing them were using them to create a techno-arcane tap into the Eidolons themselves, to use the beings as fuel for their crippled ships so they could leave Foerth behind. Entering one of the elves' forest habitat structures, they found Alhazred, one of the plan's architects, in the act of stealing that realm's Covenant Stone. Alhazred revealed Eddy's true nature as a constructed homunculus, one of the Dimbergh that Alhazred himself created, though the laboratory she'd been gestated in had been rendered inaccessible to him for centuries. When Eddy violently rejected his offer to join the metal demons, he nearly killed them all in a fit of rage, maiming Eddy, but was driven off by the arrival of Ctar Sumat, the Eidolon of Mountains, who in his weakened state was mortally wounded by the conflict. As his last act, the Eidolon reaffirmed Eddy's personhood, reminding her of her father's words and her tears at his burial.

After recovering with the help of the elves, the three set off on the trail of the demons once more, and arrived in time to be swept aboard as they used their Covenant Stones to raise a space elevator, shooting them off to the demon's mothership. There, Eddy was able to tap into the ships' computers, downloading information and skills her construction entitled her to, and granting her security access as though she were a newly created metal demon. She led Aurelia and Ethan through the vast mothership as its systems began creaking back to life, slaying each metal demon in turn in an attempt to stop them, before reaching the vastness of the demon Father himself, stretched across the core of the ship like a glittering millipede. Father revealed he'd tricked his children and had no plans to leave, instead igniting the ship's orbital bombardment cannon once more. The three heroes slew Father before the weapon could fire, triggering a self destruct sequence that saw all the other ships in the sky either explode or lose orbit and crash back to Foerth, the mothership among them, which was crashing into the depths of the sea; Aurelia was able to call upon Enol Atol, the Eidolon of Waves, to cushion them enough to survive that crash.

In the wake of the metal demon's second defeat, Aurelia was raised to the throne of Cedar, a position which would require her to marry for political purposes. Aurelia and Eddy had grown close through their adventure, but the new queen felt dutybound to do right by her country; she swore eternal friendship with Eddy, but she could give no more than that. Eddy and Ethan were rewarded as heroes and knighted as nobles of the realm, with Ethan in particular taking to the life of a royal agent, but Eddy found she still felt the wanderlust. Refusing lands and titles, she returned to traveling, studying the crashed ships and passing on her knowledge of their technology wherever she found minds open to learning.

When interacting with the crashed ships' warp drives, she discovered her nascent Gatewalking abilities, allowing her to step outside Foerth and into a world much stranger than she ever imagined. Secure in the knowledge that her world was being looked after by her friends, she set off onto a new adventure ...

 

Statblock

Edgtha Sturmrkast

Female dimbergh Blacksmith (Disciple of Goibniu, Artificer) 9 // Unchained Rogue (Grifter, Canny Scoundrel, Scout) 9
NG Medium humanoid (human)
Init +15; Senses Perception +24, darkvision, thermal vision

DEFENSE

AC 30, touch 17, flat-footed 23 (+9 armor, +4 shield, +7 Dex)
hp 117 (9d10+27)
Fort +12, Ref +16, Will +11; +4 vs. mind-affecting, paralysis, poison, stun

Defensive Abilities constructed (IMMUNE fatigue, exhaustion, disease, sleep, fear/emotion effects, morale effects)

OFFENSE

Speed 30 ft.
Melee particle weapon +19/+14 (1d6+14/x2)
Ranged masterwork Nagant revolver +19/+14 or barrage +18/+18 or +16/+16/+16 (1d8+11/x4), 80 ft
Special Attacks sneak attack +5d6 (devious techniques DC 19), thunderous blows +3d6 (+5d6 vs cold iron), deadly aim -3/+6, targeting application +3 (factored into attacks), sharpened weapons +4 (factored into attacks), deadly shot +3d10 (or +3d6 vs touch), taser +4d8 DC 22, pressure mechanism +5d6

Spheres of Might 

  • Equipment: Techmaniac, Firearm Training, Finesse Training, Mechanical Savant, Fast Draw, Expert Reloading, Huntsman Training, Archery Bash
  • Tech (DC 22, charge pool 22, Drawbacks: alternative craft [prof. blacksmith], imbued gadgets, incomplete knowledge): Vigorous Gadgets, Sensory Set (Thermal), Particle Weapon, Battery, Remote Control, Targeting Application, Pressure Mechanism (accessory), Taser, Alt Weapons Mode, Wireless Charge
  • Sniper: Breaking Blast, Covering Fire, Lethal Precision
  • Barrage: Augmented Grip, Mobile Focus
  • Scoundrel (Drawback: hidden scoundrel): Bob and Weave
  • Scout
  • Berserker (Drawback: ruinous rage): Greater Sunder

 

STATISTICS

Str 14, Dex 25, Con 16, Int 20, Wis 14, Cha 8
Base Atk +9; CMB +16; CMD 28
Feats Improved Initiative, Additional Traits, Fast Learner, Eclectic (Blacksmith), Gunsmith, Deadly Aim, Extra Skill Talent x2, Utilitarian Dilettante, Object Familiar, Combat Reflexes, Giantslayer, Remote Hacking, Extra Blacksmith Talent, Orator
Traits Spark of Creation, Technophile, Maneuver Trained, The Vessel Between
Rogue Talents Skillful Training
Blacksmith Insights Gunsmith, Toymaker, Social Grace (Profession Blacksmith, Sense Motive, Linguistics), Toolsmith, Painful Shred, Economic Crafting
Skills Acrobatics +19, Appraise +17, Climb +10, Craft Alchemy +18, Craft Carpentry +12, Craft Mechanical +19, Disable Device +27, Heal +14, Knowledge (Arcana, Dungeoneering, Geography, History, Nature, Planes, Religion) +9, Knowledge (Engineering) +23, Knowledge (Local) +6, Linguistics +25, Perception +24, Profession Blacksmith +35 (+5 if cold iron), Profession Gambler +23, Sense Motive +17, Sleight of Hand +19, Spellcraft +17, Stealth +27, Survival +12, Swim +7, Use Magic Device +17
Languages Common, Plainsspeak (Foerth), Draconic, Elven, Dwarven, Ploutarchon, Aklo, Giant, Sylvan, Celestial, Abyssal, Infernal, Goblin, Necril, Terran, Undercommon
Special Abilities rapid maintenance (self +4 allies, 2 at a time)
SQ emotionless (-4 Sense Motive checks)
 

Spheres of Guile

  • Vocation: Mage Hunter, Occultist, Scout, Technician, Philosopher, Skill Acuity (Profession Blacksmith, Linguistics), Alternate Methods (Profession Blacksmith: Dex)
  • Artifice (fabrication package, Profession Blacksmith associated): Expanded Artifice (gear package), Magical Crafter, Secret Plan, Underwater Basketweaving (Profession Blacksmith), Chemical Armaments, Impressive Tools, Greater Trinkets, Sizeable Trinkets, Defensive Equipment, Impressive Weaponry; Artifice Savant
  • Infiltration (Drawback: vandal): Expert Saboteur, Planned Sabotage, Case the Joint, Explosive Fragility

Combat Gear masterwork Nagant revolver, particle blade, celestial armor, Supplying (Tech) buckler +3, adamantine bullets x30 (trinkets), any ammunition as needed

Other Gear trinkets (greater, sizable, chemical), cloak of resistance +3, headband of vast intelligence +2, belt of incredible dexterity +4/heavyload belt, ring of invisibility, Veemod Goggles (White Veemod), skillslot (skillchip Perception +5), Duster of the Drifter Engineer, masterwork tools of Knowledge Engineering, Perception (telescopic), Perception (microscopic), Perception (hearing), engineering kit, portable forge, oils of silence x4

 

Edited by Greathackster (see edit history)
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A note on Foerth and its Environs

Foerth is an earth-like planet whose current native population of sapients is likely around a hundred million, owing to cataclysms of the past that killed untold numbers and scorched much of the land into deserts or sunk them into the sea. The most populous inhabitants of Foerth are humans inhabiting the remaining temperate zones, with some few enclaves of dwarves remaining underground, some nomadic clans of halfling/gnomes eking out an existence in the deserts or flooded areas that were their ancestral homes, and the surviving elves having retreated to magitech-created and sustained groves cut off from the rest of the world. Versions of orcs, goblins, gnolls and the like exist, but are commonly viewed as monsters and, indeed, seem to have a fraction of the true sapience and independence of thought that such species have on other planes.

Human society is still largely feudal or oligarchical, though with a dash of frontier colonization thrown in as people push out into inhospitable lands to try and retake them and escape the strictures of society. Magic is a known and trusted thing, although in most nation-states it is controlled through state-sponsored magical academies and mandated service terms, so frontier magic users are usually either older and retired, or younger runaways looking for places to practice magic without running afoul of the law. Magic is seen as intrinsically tied with the Eidolons, great elemental forces from antiquity that drew power from the land. Their power had faded so far as for many to believe them a myth, but still polytheistic Eidolon worship is the most common religious practice on Foerth. This association tends to mean that nobility keep a tight hold on magical academy admissions, as magic-users are considered to have the Eidolon's blessing and thus a right and duty to rule.

Until recently, higher technology was simply outlawed in developed nations and was largely forbidden even by frontier settlers, owing to its association with the metal demons; however, in the wake of the demons' second defeat and the crashing of many of their ships, a movement is growing worldwide to learn as much as possible from this technology in the hopes of rebuilding Foerth into the thriving world of its legends.

 

Foerth's ancient enemy, the metal demons from the sky, first showed up thousands of years ago. Legends say that they first passed themselves off as gods taking their rightful place at the head of Foerthian society, before the people of Foerth rose up against their attempt at dictatorship, enlisting the Eidolons in their war. In retaliation, the demons bombarded Foerth from the heavens, resulting in the destruction of most of the land and thus most of the Eidolons' power source. They recently returned in an attempt to repair their mothership and almost succeeded in suborning the power of the Eidolons for themselves, but were halted by the efforts of three brave adventurers.

Metal Demon details

The "demons" are actually an alien race from the dead planet Ploutarch, so they are more properly referred to as Ploutarchons, especially when discussing them with scholars from other planes, as the term "demon" generally means something different. Foerth has few recorded instances of contact with extraplanar aligned entities, and seems to have been largely left alone by agents of both extraplanar Good and Evil. Instead, the Ploutarchons are a race of exiles, born on their starships and raised by the one known as Father to believe utterly in their own supremacy. Huge-sized beings of living metal, they reproduce asexually and infrequently, and live functionally forever until killed. None of them have any knowledge of the homeworld save what Father has allowed to remain in the ships' memory banks, but they are taught that it was a paradise which was destroyed through the ravenous depredations of fleshly beings, and as a consequence hold biological life in utter contempt.

After their first defeat, accomplished through the combined might of Foerth's Eidolons, the majority of Ploutarchons were destroyed along with their ships. Only a few crippled ships remained, lightless, airless, and drifting through space as debris, or having crashed to Foerth. Over a thousand years, the Ploutarchons stranded on Foerth secretly worked to restore communication with their mothership and Father, recently having succeeded and set into motion a plot to use the ley lines of Foerth to power their ships once again and finally free themselves of this wretched planet. The Ploutarchons trapped in space for a thousand years, however, had gone largely insane, including Father, and were by and large dedicated to destroying Foerth out of spite. However, before they were able to strike the killing blow on the Eidolons, Father was killed, and the self destruct sequences were triggered, resulting in the final destruction or grounding of all ships in Foerth orbit. All known Ploutarchons save one turncoat were killed.

 

 

DIMBERGH, metal demon homunculi

Knowledge (Engineering, History [Foerth] or Local [Foerth]) DC 15

Upon the defeat of their first invasion, the metal demons turned to seeking alternate paths to victory. Utilizing a shadow of their own reproductive processes, the demon alchemist Alhazred created a series of what he dubbed homunculi, but what the humans of Foerth would later hatefully name Dimbergh, a bastardization of the elven words for "demon" and "machine." These homunculi were formed of the same bio-metal that powered the demons, but altered in such a way as to also be able to sustain a shell of living tissue; specifically, a shell designed to look like one of the mortal races. Imprinted from "birth" with the skills necessary for infiltration, as well as indoctrinated with a fierce loyalty for demonkind, these homunculi were sent down to Foerth in an attempt to destabilize the mortal races' governments in anticipation of a second invasion.

This shadow campaign lasted for decades, but after the threat became better known, mortals became more savvy at detecting them. Tests both magic and mundane became far more common, and the homunculi were no longer able to infiltrate society as they once were. Additionally, there was no specific method to controlling them; the homunculi were prone to becoming more wayward and rebellious as they grew older, developing quirks and idiosyncracies the demons never intended for them. Dubbing it a failed experiment, Alhazred ceased his efforts to construct more of them, instead relegating those he'd already made to roles as slaves and servitors aboard the demon's ships in exile, and consigning his notes on the process to the trash heap. Most on Foerth were hunted down and destroyed, but some few may have escaped that fate through unknown means. Today the Dimbergh exist mostly as a folk tale to frighten Foerthian children, despised for their perceived inborn evil, or as a design in what few notes of Alhazred's remain.

Knowledge (Engineering or Local) DC 30

 

Dimbergh who were never formally activated by Alhazred or one of his underlings begin play with only Improved Initiative as a bonus feat, having never had access to the Ploutarchon database to download the required skillset for further feats. Because they were created with this process in mind, Dimbergh who gain access to any sufficiently broad computer database, or an approximate magical equivalent, may gain their bonus feats by connecting themselves with it, either physically or mentally, making selections from among the information available. If the database in question belongs to the Ploutarchons, so-called "metal demons" who invaded Foerth, it also creates a User ID for them within that system and grants them admin access to many functions, owing to Ploutarchon technology treating Dimbergh as being newly created Ploutarchons. This loophole went unnoticed for centuries, and with the demon Alhazred's death is unlikely to be fixed anytime soon.

 

Dimbergh, human variant

RP 20

Humanoid [human] type (0 rp), Constructed (2 rp) - Their flesh is living tissue sufficient to fool all but stringent magical examination, but a Dimbergh's skeleton and "organs" are constructed of living steel, including the hybrid processor it uses for a brain, and as such they react quite differently to many effects which would debilitate fully organic beings. A Dimbergh counts as both a humanoid and a construct for the purposes of effects targeting creatures by type. Dimbergh gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Dimbergh can never gain morale bonuses, and are immune to fear effects and all emotion-based effects.

Medium Size (0), Normal Speed (0), Linguist (1 rp) - The human variant Dimbergh is created to mimic that species perfectly in all outwards appearance and capability. Human variant Dimbergh are Medium sized, have a base speed of 30 feet, and begin play speaking Common and one regional human language. Dimbergh with a high Intelligence score can choose any language they want, excepting Druidic and other secret languages.

Advanced Ability Scores (4 rp) - Dimbergh bodies are stronger, faster, and tougher than most members of the infiltrated species, and the analytical engines of their brains process information extremely rapidly and competently, but they still have difficulty relating to others. Dimbergh gain a +2 bonus to Strength, Dexterity and Constitution and a +4 bonus to Intelligence, but suffer a -2 penalty to Charisma.

Darkvision 60 (2 rp) - Though their eyes are virtually identical to those of the infiltrated species, Dimbergh biology incorporates the advantages of races adapted to living in lower light conditions, owing to the need to function both in hiding and aboard lightless starships. Dimbergh can see perfectly in the dark up to 60 feet.

Focused Study, Flexible Bonus Feat, Static Bonus Feat, Quick Reactions (12 rp) - Created to seamlessly infiltrate a native population's society, a Dimbergh is programmed with a vast array of skillsets and background knowledge, allowing it to convincingly emulate someone with a vibrant past and personal history without arousing suspicion, as well as to act quickly to nip that suspicion in the bud where it does appear. Dimbergh select one bonus feat at first level, in addition to gaining Additional Traits and Improved Initiative, as well as gaining Skill Focus in a skill of their choice at 1st, 8th, and 16th level.

Emotionless (-1 rp) - Dimbergh processors emulate organic brains extremely well in most respects, but they are still only imitations, created themselves by a race famous for its utter lack of empathy, and who weren't looking for any competition. Dimbergh have problems processing emotions properly, and thus take a -4 penalty on Sense Motive checks.

 

Edited by Greathackster (see edit history)
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An occultpunk homunculus created by cybernetic demons is a really cool idea and thematically close to one of the worlds I created for this game. I look forward to seeing where you go with this.

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  • 4 weeks later...

Eddy should be complete and ready to go!

 

I'd describe her world as more fantasy western with intrusion from cyberpunk demons myself, but she'd definitely feel somewhat at home in that occultpunk world, as it would likely feel almost like stepping into a future version of Foerth after technology becomes more integrated.

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No problem, a lot of it was just added as part of finishing her up. Her world is heavily based on the Wild ARMS franchise, which is an interesting blend of JRPG with Western (as in, the colonization of the American West, not just western society) sensibilities. People of her world would likely look at the occult punk world as an abomination, though scholars might liken it to a society where the metal demons actually did succeed in becoming overlords of the world and integrating their tech in with Eidolon magic. Eddy herself would be fascinated. But then, she'd be interested in most new worlds, as someone who still feels like she doesn't belong in any one place.

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