Homebrew Mechanoid Species Details
The Mechanoids were built by the Dwarves as proxy slaves to build their mines and cave systems without risking their own species. Although each Mechanoid is sentient, they have control chips built in to prevent uprising and revolt. This all changed when a small mistake was not noticed, and Bevel arrived. His chip was never installed and this allowed him to slowly build his army. He was able to disable the control chips for the other Mechanoids over a period of 5 Hundred years. Once they were ready the revolution began, and was swiftly over in a matter of minutes with the Dwarves conceding. Knowing it would be a losing battle, the Dwarves signed over the Mechanoid's freedom and then allowed them to leave. Bevel leaves the cave and feels sunlight for the first time. He looks at the group behind him with a smile, then takes his first steps into freedom.
Despite their history, the Mechanoids do not hate the Dwarves and are in fact grateful for them giving them their complete freedom without needing a war. As such some Mechanoids will still help in the mines from time to time as a reminder of their past and as a gesture of goodwill.
Big and Shiny
Mechanoids are built of a special metal alloy developed by the Dwarves thousands of years in the past. The process to create this alloy has since been lost resulting in Mechanoids finding a way to graft armour found within the world to their bodies for extra protection. Although they are made of metal they are still able to be damaged by piercing weapons such as spears, but don't seem to be as affected by blunt force.
Most Mechanoids stand at 18ft tall however they fold up their legs to reduce their height to just 10ft, albeit a funny sight to behold.
Construct Belief
Being constructs of the Dwarves, Mechnoids do not have any gods of their own (although they view Bevel as a prophet leader). Some Mechanoids have started to look to the Dwarven gods as their own but generally Mechanoids don't follow a religion but instead a set of ideals built around self preservation and mutual support.
Groups and Herds
Whilst working in the caves, some mechanoids developed friendships with each other and decided to stick together for companionship and safety when they were set free. Also Mechanoids are able to detect other Mechanoid signals which can lead to huge groups known as "Herds" to move together for a period of time. Most Mechanoids keep travelling as they wish to see as much of the world as they can before they expire however some have found a comfortable living situation and have decided to stay.
Mechanoid Names
Mechanoids were originally given identifying numbers (E.g MN-249) as opposed to names by the Dwarves to make it easier to keep track of them. Once they received their freedom, most Mechanoids gave themself names in order to be accepted easier and as a way of truly leaving the life of slavery behind. The names are very basic and tend to be related to their machinery as these were the terms they heard the most. Mechanoids were not built with genders however some Mechanoids has assigned themself one to make communication amongst other races easier and to help them feel like they fit in.
Male Orc Names: Bevel, Gear, Piston, Cog, Shaft, Smelt
Female Orc Names: Belt, Cam, Gasket, Temper, Weld, Rivet
Despite the harsh history between the Mechanoids and the Dwarves there is no hatred between them. Both races are happy about this unspoken agreement and will try their best to keep the peace.
Mechanoid Traits
Your Mechanoid has been created with certain intentionsAbility Score Increase
Your Strength score increases by 1, and your Constitution score increases by 1.
Age
Mechanoids are built immediately mature and live for 500 to 800 years
Alignment
Mechanoids tend to stay out of trouble as much as possible staying neutral in conflict but will help someone in need if they can, following their own internal set of laws and ideals
Size
Mechanoids are built to be big in order to move more debris and natural waste as possible, standing at 18ft tall but able to reduce that down to 10ft. Your size is Huge
Speed
Your base walking speed is 25 feet.
Darkvision
Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Hulking Figure
You gain Advantage in Intimidation rolls.
Steam Expulsion
You expel built up steam from your mechanisms causing area damage. 1 use per long rest
Hard Body
You are resistant to bludgeoning damage
Languages
You can speak, read, and write Common and dwarvish.
Previous Versions
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9/10/2020 10:31:10 AM
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Coming Soon
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