Before the Red Age, the creation of automata for combat had not progressed and they were used as servants or assistants for mages who could afford such companions. Although, in the end, they were used as prototypes for experiments and development of better golems.
With the outbreak of the conflict, many automata were reprogrammed for new tasks and functions. You were put on ships that desperately sought to leave the continent in search of some hope in the unknown seas, but your ship was shipwrecked and you were left in a state of sleep until you were reactivated again by chance or outside intervention. Perhaps you were found on a coast, swept away by the current, or a beast took you to its nest to use you as a shiny ornament or your remains were rescued by some adventurer.
Regardless of the case, you still retain part of the last programming you were given, your memories have deteriorated and there are no masters to serve. What will you do with this horrible freedom?
- Skill Proficiencies: Athletics, Perception
- Tool Proficiencies: Navigator’s tools, vehicles (water)
- Equipment: A belaying pin (club), 50 feet of silk rope, A tiny mechanical crab that moves about when it’s not being observed, a set of common clothes, and a pouch containing 10 gp
Feature: With an Eye for Scrap
Your keen expertise in scrap and junk allows you to identify valuable or useful items among shipwrecks and debris. Once per long rest, you can find one valuable or useful item when exploring a shipwreck or shoreline. The item might be a tool, an ancient coin, or something similar, as determined by the GM.
Suggested Characteristics
| d8 |
Personality Trait |
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1
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My friends know they can rely on me, no matter what.
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2
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I work hard so that I can play hard when the work is done.
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3
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I enjoy sailing into new ports and making new friends over a flagon of ale.
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4
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I stretch the truth for the sake of a good story.
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5
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To me, a tavern brawl is a nice way to get to know a new city.
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6
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I never pass up a friendly wager.
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7
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My language is as foul as an otyugh nest.
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8
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I like a job well done, especially if I can convince someone else to do it.
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| d6 |
Ideal |
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1
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Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good)
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2
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Fairness. We all do the work, so we all share in the rewards. (Lawful)
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3
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Freedom. The sea is freedom—the freedom to go anywhere and do anything. (Chaotic)
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4
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Mastery. I’m a predator, and the other ships on the sea are my prey. (Evil)
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5
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People. I’m committed to my crewmates, not to ideals. (Neutral)
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6
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Aspiration. Someday I’ll own my own ship and chart my own destiny. (Any)
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| d6 |
Bond |
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1
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I’m loyal to my captain first, everything else second.
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2
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The ship is most important—crewmates and captains come and go.
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3
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I’ll always remember my first ship.
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4
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In a harbor town, I have a paramour whose eyes nearly stole me from the sea.
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5
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I was cheated out of my fair share of the profits, and I want to get my due.
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6
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Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine.
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| d6 |
Flaw |
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1
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I follow orders, even if I think they’re wrong.
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2
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I’ll say anything to avoid having to do extra work.
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3
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Once someone questions my courage, I never back down no matter how dangerous the situation.
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4
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Once I start drinking, it’s hard for me to stop.
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5
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I can’t help but pocket loose coins and other trinkets I come across.
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6
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My pride will probably lead to my destruction.
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