Friday 6 September 2019

Endjinn Custom Class


The Endjinn are an enigmatic machine people who are the only remaining remnants of a former civilisation lost to the dust of the Arrival. It is known that their creators were great mechanists and sorcerers combining their crafts to create the ultimate self thinking construct.

Endjinn look similar to other constructs, but are definitely molded on the human form. They are constructed from various metals which also form a marker for how advanced they are, from the simple tin to brass and bronze. Stories also tell of Endjinn made of iron or steel, though these forms were lost to the Arrival. Most endjinn wear clothing and all take delight in fine engravings, gilding and filigree on their constructed bodies to highlight their own personality and style.

The Endjinn refer to their bodies as molds and within the chest of each mold is the tombeau which houses their primordial spark referred to as a mote. Endjinn live very long lives before their mote moves on from this world only to be reincarnated into a new life. Though they retain no memory of their former lives, each mote is of a certain level of primordial power represented by the rank in Endjinn Value it can be used as a class with, i.e: a tin mote is value 0 and can only take classes with Endjinn Value 0. When they return, they do so by inhabiting the tombeau of another Endjinn until their primordial power is assessed and form is decided, this ‘childhood’ often lasts decades. The parent endjinn that is ‘with mote’ will often talk out loud to this child mote to discuss situations and experiences that will help determine it's form and mold. This can lead to some rather confusing one sided conversations as the new mote's voice can only be heard by the parent. When a form is decided on by the mote, the parent partners with four or more craftsmen, be they Endjinn or otherwise, to build the new mold. These people are referred to as mold parents by the newly forged Endjinn and hold a special place in its life the equivalent to a human or gnome family. When the transfer is complete the newly formed Endjinn is fully mature in its abilities starting as level one in the class appropriate to its mold.

As a people they are practical, logical and share a common love for craft and building structures. In the absence of their creators this has led them to building towns known as forges. Here, they tend bees for wax, farm trees for wood, grow crops for oils and mine the ground for its riches. Anything they don’t use they trade, often at generous rates allowing those near them to benefit from their activities with traded honey and food unneeded by the Endjinn.

Theories abound about their origin, given most knowledge from the Arrival was lost. To the common man and most of human or gnome kind they are fuelled by elemental energies, similar to golems. Many a learned wizard has hypothesised that they are spirits from another realm who require a physical vessel to exist in our world. Some say they could even possess a human body if they willed it. Other outlandish stories say they are the souls of a dying world who arrive without bodies and were given their molds by the creators as an act of mercy. Either way, the Endjinn are a prominent part of the post Arrival world seen throughout the lands working side by side with human and gnome alike.

Requirements

Endjinn are purpose-built for their intended function and vary in abilities. All endjinn classes require a minimum of 9 or better in one ability per Endjinn Value rank with a minimum of one. If they take ranks in Arcane or Divine they must take the requisite attribute, intelligence or wisdom respectively, as a requirement. 

Class category values

Hit Dice: The build points allocated to the class’s Hit Dice Value may be increased by the Endjinn Value (see below). Use the effective values to find the class’s HD, up to a maximum of 4 points.
Arcane: The more powerful the primordial soul of an Endjinn the less it is able to tap into arcane sources. This manifests in two ways, first they cannot take ranks in Arcane if they have ranks in Divine. Secondly, if they have ranks in Arcane it is limited to three minus their ranks in Endjinn value (effectively limiting Endjinn Values 3 and 4 to not having Arcane). 

Endjinn
Value
Endjinn
XP Cost
4
Endjinn + Armor 5 + Hit Points 4
2,550
3
Endjinn + Armor 4 + Hit Points 3
1,925
2
Endjinn + Armor 3 + Hit Points 2
1,400
1
Endjinn + Armor 2 + Hit Points 1
825
0
Endjinn + Armor 1
250

When building an endjinn custom class, assign between 0 and 4 build points to the class’s Endjinn Value. At Endjinn 0, all endjinn gain the following custom powers reflecting their constructed form and unique physiology:
  • Intelligent constructs: Endjinn gain many of the benefits of being a construct while still being treated as a humanoid. Unlike soulless automatons they are still affected by spells that normally affect humanoids such as hold, charm or sleep.
  • Fuelled by elemental energies: Endjinn do not eat, drink or breathe. This prevents them gaining any benefit or penalty associated with those actions, for example they cannot drink potions, but they can walk underwater and not drown. They may not tread water or swim without assistance as their molds are not buoyant, but can happily walk on the bottom of a body of water. Each week they must spend an hour performing maintenance consuming a unit of mechanical parts. Failure to perform maintenance follows the same rules as failure to eat, but with a cycle time of a week rather than a day. Cost half power for the benefit of not breathing.
  • Repairing: Endjinn are able to heal normally from rest and benefit from magical healing effects and spells. However, the Healing proficiency and the related healing equipment have no effect on endjinn. Instead, they may be repaired as automatons with a unit of mechanical parts being consumed for every hp recovered. Treated as a net zero custom power.
  • Unresting: They require only four hours of sleep to be rested each night. This is effectively the wakefulness proficiency selected as a custom power.
  • Construct immunities: The endjinn metal bodies render them immune to all forms of disease, including magical diseases caused by spells, mummies, or lycanthropes, as well as to all forms of poison, including magical poisons. This is effectively the Divine Health and Wholeness of Body proficiencies costing 2 custom powers.
  • Repair automatons: While lacking the engineering knowledge to design and build new automatons, all endjinn are able to repair automatons as mechanists of their level. This costs one custom power.
  • Armored fighters: they may deal lethal damage when brawling (see ACKS p. 109). They can punch or kick characters in metal armor without themselves taking damage. As unarmed fighting proficiency costing one power.
  • Inhumanity: Their constructed nature triggers a range of responses from other races ranging from cautious to outright fear. The character suffers a penalty to the reactions, loyalty, and morale of Humans and Demi-humans. Conversely this stature also leads to a bonus for the reactions, loyalty, and morale with other endjinn. The bonus is generally +/- 1 point respectively and increases by one point for Endjinn values of two or greater and an additional point for giant Endjinn (see below).

Points allocated to Endjinn Value represent stronger and heavier metals being used in their mold; this in turn increases their armor, weight and carrying capacity at the expense of base movement rate. They gain a bonus to Armor class equal to one plus their Endjinn Value. This increased armor class stacks with normal armor. All this metal slows them down and at Endjinn Value one their movement decreases to a base rate of 90' and at two or higher it reduces to 60'. Additionally each mold weighs a set amount and this dictates its adjusted encumbrance, which is generally two levels lower than normal humanoids adding 30 pounds for each point of Endjinn Value. The mold may be taller or giant sized. For taller molds increase weight by +30 pounds and normal load by +1 while giant sized molds receive double this increase. The size increase must be decided when the class is constructed. A summary of this is shown in the endjinn armor summary table.

Endjinn Armor Summary Table
Endjinn
Value
Metal
AC
bonus
Base
speed
Weight
descriptor
Weight
Normal
load
0
Light metal, eg tin, copper
+1
120 ft.
Heavy
210 lbs
5 st.
1
Light metal alloy, eg brass, pewter
+2
90 ft.
Sturdy
240 lbs
6 st.
2
Hardened alloy, eg bronze
+3
60 ft.
Solid
270 lbs
7 st.
3
Heavy metal, eg iron
+4
60 ft.
Reinforced
300 lbs
8 st.
4
Heavy metal alloy, eg steel
+5
60 ft.
Forged
330 lbs
9 st.

Additional points allocated to the Endjinn Value stack with points allocated to the Hit Points Value for purposes of hit dice and heroic survival (HFH p.15). Add the effective values to find the class’s hit dice, up to a maximum of 4 points.

Experience Point Progression After 8th level

Endjinn increase the amount of experience required to gain each level after the 8th by 40,000XP.

Mechanical Parts (new equipment)

Mechanical parts (10): mechanical parts consist of a range of putties, waxes, oils, bolts and fasteners. They are commonly used in the repair of automatons or constructs. Each item of mechanical parts contains ten units. A single unit can be used to repair 1 hp of an Automaton or sustain an Endjinn for one week.
Additionally those able to repair automatons can use an item of mechanical parts and an hour of spare time to craft a small handheld gadget that moves (slowly), ticks, tocks or plays a short tune but otherwise has no practical applications that enable access to proficiency checks or skills. Crafting such ornaments or toys requires machinist tools and a proficiency throw against the target value listed on the repair automatons ability for classes which have it. Cost 10gp.

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