View Full Version : Dwarven Automator Lifepath
LeftWingPenguin
10-07-2004, 02:37 AM
Okay, it was suggested that I shift this over from Magic Burner to Character Burner, so here it is. My idea is that the Automata skill actually fits in rather well with Dwarven "craft magic" as set out in CB. Therefore, I have worked out a lifepath for the Artificer setting called "Automator."
Automator
Time:75 yrs; Trait:--; Res: 75; Stat: +1Men; Skill: 5 pts- Automata, Metallurgy, Jargon, Talks to Machines*
Requires Artificer
Note: Automata is a Dwarven Art.
Despite a proverbial tendency toward eccentricity, the Automator is a well-respected member of the Dwarven community. His art, the products of which run the gamut from beautifully articulated clockwork toys to massive steam-driven war-constructs, inspires a particular reverence in the mind of the community because it seems to verge on the divine. Just as the Automator painstakingly assembles the complex components that give motion to inanimate matter, it is said, so in the beginning did the Master Maker shape earth and stone into us, his favored children. This imitatio dei is regarded by the Dwarves as one of the highest forms of worship.
Comments would be greatly appreciated.
Hmm...looks pretty good man.
I'm not so sure about making Automata a Dwarven Art though. In the Character Burner, it is a sorcerous skill, and it is very likely to remain so when the Magic Burner comes out.
Here's my suggestion (though it may not fit in with your setting ideas for Automators): make Automators a sort of specialized cult or priesthood among the Dwarves. Maybe it even requires Mask-Bearer. Give them a lifepath trait similar to Gifted (which makes it very difficult for dwarves who don't take the Automator lifepath to take the skill with General points).
This will allow the Automator to use his Will + Automaton to make skill tests (open-ended of course). With the high Ob of making Automatons (at least as shown in the character burner -- total stat points divided by 4), this will be extremely helpful.
The core of each Automaton is an Amulet crafted by the Automator, which serves as a Sustainer Matrix (Spiders' Web Wyrds work similarly in the Monster Burner). If the amulet is ever damaged, the Automaton ceases to function. However, the Automator must roll Tax upon completion of the Automaton.
It takes a long time to build an Automaton: 100 days plus 25 days for every stat point imbued. Fortunately, the dwarves have plenty of time and so can afford to increase that time in order to build Carefully and Patiently.
What do you think? Otherwise, I think the lifepath is pretty sweet.
Viper
10-07-2004, 04:27 PM
I've been working on automatons for my game- I create them as I would any other monster using the rules i nthe Monster Burner. Really, the big difference between an automaton and a flesh and blood creature is going to come across in the traits- some ones that I feel are well suited are:
Single-minded
Brass Skin (you could easily use any of the "skin" traits to represent different material strengths)
Unfeeling
Unflinching
And of course, my own automaton trait (http://www.burningwheel.org/forum/viewtopic.php?t=692), which essentially gives the creature immunity to poisons and spell effects that are anima-related.
The trait points can add up, I'd suggest increasing the cost of the automaton as you pile them on. Thor's idea of an amulet is a good one, not so much for the fluff of my campaign, but I think it will fit well with yours.
Oh, and what are the leads for the lifepath?
Viper
10-07-2004, 04:30 PM
Also, using the automaton trait, you can pretty much convert anything into a big 'ole robot. For example, I burned up a great spider the other day in the usual way, just added the trait and presto! Clockwork spider to freak the crap out of my players with!
Also, using the automaton trait, you can pretty much convert anything into a big 'ole robot. For example, I burned up a great spider the other day in the usual way, just added the trait and presto! Clockwork spider to freak the crap out of my players with!
Hee hee! Are they facing it tomorrow?! :twisted:
Viper
10-07-2004, 04:44 PM
Also, using the automaton trait, you can pretty much convert anything into a big 'ole robot. For example, I burned up a great spider the other day in the usual way, just added the trait and presto! Clockwork spider to freak the crap out of my players with!
Hee hee! Are they facing it tomorrow?! :twisted:
If by "it" you mean "them", then yes... :twisted:
If by "it" you mean "them", then yes... :twisted:
Awesome! I can't wait to hear their squeals of terror! :twisted:
LeftWingPenguin
01-09-2005, 09:15 PM
Thor, the idea of making them a kind of speciallized priesthood actually fits in quite well with my conception. I'll work on a write-up and post it back here at some point. Also Viper, I'm really enjoying the steampunk stuff you've been working on.
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