Showing posts with label Race. Show all posts
Showing posts with label Race. Show all posts

Friday, 2 October 2020

Visitor custom class

Since I initially posted the Bog'ans I have been working on a racial build for them. But before I create that custom class I first need to understand where they come from. Drawing on the Visitor hybrid custom class and the Visitor monster entry from BCK I have reversed out this custom class for visitors in my setting. Following on from lasts weeks post I'm feeling a few visitor related posts are comming.

Visitor custom class


The Visitors arrived over a thousand years ago bringing chaos and destruction. They waged war with the gods and people of this world destroying all remnants of civilization and eradicating the very gods themselves. But in the great war all was not lost, the warship of the visitors, a massive vessel hundreds of miles long, was critically damaged and crashed upon the world. Only the efforts of the great sorcerers prevented the world from being destroyed by it's impact, but the world was forever scarred by the impact.

The Visitors themselves survived.  Cut off from their interstellar civilisation they sought refuge in their starhome, now grounded for eternity on an alien world. Those who survived sought refuge in the military structure of the admiralty, staving off the continued attack of the remaining humans onboard the vessel. Some eventually travelled out into the wilderness looking for resources and materials on the vain hope of somehow leaving this world.

The Visitors themselves are a strange being, being frail in body and strong in mind, they have innate mental abilities that to locals appear as magic. Many suspect they are all clones of each other but this is far from the truth as they breed solely from a single parent drawing on material from their parent "mother". They live long lifespans of up to one hundred and fifty years on average (as dwarves).

Culturally, they are a learned species focusing on knowledge and technology in their pursuits. They do not refer to themselves as visitors of course, but as Reticulans. Their lack of physical strength sees them use others in their conflict, be they technological constructs or biological proxies convinced or coerced to fight for their cause.

Requirements

All Visitors require a minimum Dexterity and Intelligence of 11 or better. They may not have Strength or Constitution above 16.

Class category values

Fighting: Due to their short stature, visitors may never use two-handed swords or longbows, regardless of their Fighting Value. Visitors with narrow or broad weapon selections must include at least alien pistols and rifles among their selections. They may never put more than two points into the fighter value and must always trade-off melee damage bonus if they can.
Hit Dice: Visitors may only allocate a single point to the hit dice value due to their physically weak form. 
Divine: As beings of science, visitors may not allocate build points to the Divine category.
Arcane: Any build points allocated to the Arcane Value stack with build points allocated to the Visitor value for purposes of determining the class’s spellcasting ability (see below). 
Eldritch: If your campaign uses Eldritch magic, they may exchange it for arcane in both the racial build and class build following the rules in heroic fantasy. Corruption rules may be removed by buying it off with the bonus powers granted by Eldritch, effectively not granting those powers.

Visitor value

Value

Visitor (Reticulan)

XP Cost

4

Visitor + Arcane Caster + All Alien Lore

3,350

3

Visitor + ⅔ Arcane Caster + 5 Alien Lore

2,700

2

Visitor + ½ Arcane Caster + 4 Alien Lore

2,025

1

Visitor + ⅓ Arcane Caster + 3 Alien Lore

1,375

0

Visitor + 2 Alien Lore

700


>> Advanced Equipment:
Instead of the standard allotment of gold, Visitors begin play with a selection of advanced equipment constructed by their people. The Terran Starman’s list of advanced technological tools in BCK is an example. Advanced Equipment counts as 5 custom powers.
>> Alien intuition: Visitors are intimately familiar with technological concepts and possess innate knowledge of typical technological artifacts. That said they will not have been trained in the use of every tool or device used by their people. They can achieve On the Spot Understanding with all alien tech on a roll of 11+ (with mishaps only on a 1). It counts as 2 custom powers.
>> Alien lore: Visitors begin play trained in two specialties of Alien Lore (as the proficiency). Additional points allocated to the Visitor Value grant an additional alien lore for each point allocated up to the maximum of all six lores at Visitor Value 4. This counts as 2 custom powers, plus one per additional rank as mentioned below.
>> Alien senses: Visitors possess heightened senses that are enhanced by their psionic abilities. The character gains a +4 bonus on any proficiency throws to hear noises and detect secret doors. With a proficiency throw of 18+ they can notice secret doors with just casual observation. They also gain a +1 bonus to avoid surprise. This is essentially Alertness costing 1 custom power.
>> Physically weak: Being from scavenger stock, visitors are not the sturdiest of beings. They suffer from -4 to and dungeon bashing test reflecting their weaker stature. This counts as a single point flaw.
>> Short in stature: Visitors weigh 65 pounds on average, less than half a human. They can only carry 4 stone without becoming encumbered. When carrying 5-6 stone, their encounter movement rate is reduced to 90’. When carrying 7-8 stone, their encounter movement rate is reduced to 60’. When carrying 9 stone or more, their encounter movement rate is reduced to 30’. A Visitor can carry a maximum of 16 stone, modified by its Strength bonus or penalty.
>> Telepathic communication: Visitors may communicate telepathically at will with each other or any sentient being up to a range of 120’. This is treated as having the spell Telepathic Link permanently active (cost as a level 1 spell for 70xp, spell is only 2 turns duration but allowed to be permanent as it is an incidental effect).
>> Telepathic senses: As innately telepathic beings, all visitors may sense thoughts and read surface thoughts. They are treated as having the spell ESP as permanently active. (This counts as two level 2 spells for 150xp; doubled to cause duration overlap).
>> Psionic training: All visitors develop extra mental powers through familial training. These powers are effectively a spell from first to third level. The durations are generally 1/hour for first level, 1/8 hours for second level, and 1/day for third level, though the judge should adjust based on power as done with charm below. Use the following list as an example (assumes Arcane used, adjust if switching to Eldritch), with most just possessing mind meld by default, (counts as a level 3 spell for 80 xp):
  1. Charm person 1/day
  2. Transfer health 1/hour
  3. Detect invisible 1/8 hours
  4. Invisibility 1/ 8 hours
  5. Vitalise 1/day
  6. Mind meld 1/day

Classes that take the Visitor Value 0 possess the scientific mindset power, this allows them to use alien technology as if they are arcane casters (counts as 2 custom powers). If a class selects a Visitor Value greater than zero they instead possess the powers psionic caster and psionic mastery. Psionic caster allows them to cast spells with minimal words and gestures as the quiet magic proficiency (counts as quiet magic for 1 custom power). The true calling of visitors is the pursuit of arcane and psionic knowledge enhancing their potential through mastery of their mind. Those possessing the psionic mastery ability increase their maximum class level for the character’s class by 1 (counts as heroic spirit for 1 custom power).

Additional points allocated to the Visitor Value grant an additional alien lore and stack with points allocated to the Arcane Value for purposes of spellcasting, magical research, strongholds, and magic item usability. Add the two values to find the class’s effective spellcasting abilities. For values of 5 or greater, use the table presented for elves on page 85 of the player's companion. When calculating the number of spells available, round fractions of 1⁄2 or more up; round any smaller fractions down. All Visitor spellcasters can cast spells wearing whatever armor they are permitted to use.

Experience point progression after 8th level

Visitors increase the amount of experience required to gain each level after 8th by 65,000XP.

Build Notes

Following are my build notes:

Normal abilities:
  • Physically weak: -1 (flaw, 4 base encumbrance and -4 to door bash)
  • Senses: 1
  • Alien Intuition: 2
  • 2+ alien lores: 2 at start and one extra each rank
  • Equipment: 5
  • Alien mindset OR psionic caster & Psionic mastery: 2 powers either way
  • Total powers: 11
  • Cost: 440
Spell like abilities:
So these are spell-like abilities not spells. I'm approximating casting times as per the gnome class.
  • Permanent ESP: having this spell as permanent seems to be more than one power. At a duration of two hours taking it to four seems reasonable. 2 powers (permanent, 1-hour use and overlap); level 2 spellcasters 2 - 150xp
  • Telepathic link: 1 (permanent, 1-hour use and overlap); level 1 spell - 70xp
  • Special power: 1 (an extra 'magic/psi' power from a list); cost as level 3 to alow all three levels, uses as PC… so 3 is 1/Day; 2 is ⅛ hours; 1 is 1/hour. - 80xp
  • Total: 300
Total Costs:
  • Rank 0 cost: 440+300-40 = 700
  • Additional levels as Arcane +proficiencies
  • 0 700 = 700 rounded
  • 1 +700 +40 = 740 round up to 750+625 = 1375
  • 2 +700 +80 = 700+80=780 round down to 775+1250 =2025 rounded
  • 3 +700 +120 = 820 round up to 825+1875=2,700 rounded
  • 4 +700 +160 = 860 round down to 850+2500= 3350 rounded.
  • Beyond - 3350/2625x50000= 63809.5 (round down like lvl7?) = 65,000

Saturday, 18 July 2020

Spells that transfer health

I’m working on a visitor racial template based on the BCK visitor monster entry to use for NPCs. The last thing I need is a reverse engineering of the mind meld power. That said mind meld is more a narrative power and I’m effectively going to have to back it out as a spell.

At the same time I’m examining options for arcane healing spells. This is highly unconventional but then so is my whole setting. At first I thought I might build a completely different magic system, but I found it easier to view arcane magic as a hybrid of magic from the universe channeled using will and the mind. This effectively makes it a hybrid of arcane magic and psionics in my mind. The added bonus here is any spells I make can just be used as arcane spells in other settings.

The first thing I need to explore for mind meld is the transfer of health between people.

Transfer health 

So this one is simple, I’m trying to replicate cure light wounds for arcane magic with one change, the caster takes damage equal to the amount healed. Simple right? But lacking precedence in ACKs spell creation system.

So, how to factor in the damage? I could apply a multiplier but lack a benchmark. So let’s look at two damaging spells. The first is the spell cause light wounds.

Cause Light Wounds: 1d6+1 causing (10), target 1 creature (x1), attack throw required (x1), range 0' (x1), duration instantaneous (x1), no saving throw (x1), divine (x1.5), total cost 15.

As an arcane spell it would imply the spell penalty is equal to the gain (15 as arcane). A zero cost spell or cantrip sounds wrong here. Next let’s look at it as a blast spell. 

Take damage healed: 1d6+1 curing (33), same roll as healing roll x1, max 1D x0.1, one creature x1, touch x0.4, instant x1, no save x1, arcane x1, total cost 1.32.

This gives a near negligible reduction to the base spell. So let’s take an average, (1.3+15)/2 = 8.8. That’s a little higher than a half, so for simplicity let’s just make it a half. This give us our multiplier and alows me to make a new spell. I really like how this one came out.

Transfer life force 
Arcane 1
Range: touch
Duration: instantaneous 
This dangerous spell takes some of the caster's life force and transfers it to the recipient causing a burst of healing. The caster lays their hands on the injured creature and heals 1d6+1 points of damage with the caster taking as much damage as is healed. If using the hit point rules from heroic fantasy the recipient receives one day of healing at its BHR while the caster loses health based on one day of BHR. This spell may also be used to cure paralysis, transferring this state to the caster, but does not then cure or cause any points of damage. The spell will never increase a creature’s hit points beyond the normal amount but can reduce the caster's hit point below zero.

Transfer life force (1): healing, 1d6+1 curing (10), damages caster equal to amount healed (x0.5), target 1 creature (x1), attack throw required (x1), range 0' (x1), duration instantaneous (x1), arcane (x1.5), beneficial effect (x1), total cost 10.

Mind meld

Now I have a gauge on transfer health, I can build something resembling the mind meld power. I must admit though when running visitors I simplify this power to just giving groups of visitors pooled hit points, to make bookkeeping easier. The power wasn’t designed as a spell or character power so I'm trying to shoe horn it into something resembling the ability.

It’s key features are:
  • Once per day.
  • Group - 8 maximum.
  • 60’ range
  • Pool and redistribute health.

So the first problem with this as a spell is eight creatures, no such multiplier exists. Enchant has 3d6 for x5, it seems over cost (x1.1 for x1). Eight is half the levels in the game, a big bonus early on… let’s go with x5 though.

It’s only a benefit to those with the power, a severe limitation. I would say less than half utility, settling on a third. It also can only benefit once per day, which it in the healing cantrip.

Let’s build it at the lowest level first, a 10 point heal. 

Mind-meld minimum (1): healing, 1d6+1 curing (10), transfers health and damages participants equal to amount healed (x0.5), target 8 creatures (x5), all creatures must be able to cast mind-meld (0.33), no attack throw required (x1.4), range 60' (x1.3), duration instantaneous (x1), spell can only be cast on each target once per day (×0.33), arcane (x1.5), beneficial effect (x1), total cost 7.4.

Given the monster power lacks limits on transfers I need to amp this up a little, up to cure serious wounds and settling on a level 3 spell. In the end I’m not sure I would put this in a spell list, maybe just keep it as a racial power benchmarked as a spell.

Mind meld
Arcane 3
Range: 60’
Duration: instantaneous
This power allows a group of eight psionically active creatures that all possess this ability or spell to transfer health between them. The effect is psionic and does not require physical contact. Creatures in the meld may transfer health to each other, either taking damage in exchange or receiving healing. All participants must be willing to receive healing or take damage. Each creature in the meld may only receive or take up to 2d6 plus 1 point per level of the initiator as points of healing or damage. If using the hit point rules from heroic fantasy the recipient may receive four days of healing or damage at its BHR. The spell will never increase a creature’s hit points beyond the normal amount but can reduce a participants hit point below zero.

Mind-meld (3): healing, 2d6+level curing (40), transfers health and damages participants equal to amount healed (x0.5), target 8 creatures (x5), all creatures must be able to cast mind-meld (0.33), no attack throw required (x1.4), range 60' (x1.3), duration instantaneous (x1), spell can only be cast on each target once per day (×0.33), arcane (x1.5), beneficial effect (x1), total cost 29.7.

Friday, 8 November 2019

Human classes and some house rules

Back to the regular schedule, I think I wrote this one two months ago...

Earlier I mentioned that I use three classes to define a race, I think this started when I rejected the Cleric as a core race for my setting. In my mind the quintessential human is a fighter. When humans learn magic it’s through the wizard/ mage class that I refer to as the Sorcerer (not related to 3+ edition sorcerers). Finally the Thief class represents a more skill based human.

I have nothing against clerics, but in my godless setting they cannot be the focus. I effectively added them back in through a campaign class, the Magi, which was inspired by Omers Mechanist post (and no I have not played Thief!).

If I restrict myself to three classes I just don’t see clerics as being a common theme for humans. The core classes for humans each have a distinct focus, the combat character, the magic character, and the skill character.

I then add the campaign classes, again by three. Here I enforce double primes to make them less common. The Explorer returns to cater to the ranger or archer players, it’s ready to go out of the box. I add the Venturer from heroic fantasy, adding intelligence as a Prime. I have found it useful for NPC rulers/nobles who are not Fighters or Thief’s but are wealth focused, the merchant bankers of the world. Finally the Cleric returns as the Magi, a Cleric/mechanist that draws its power from a mysterious machine forged after the arrival of the visitors.

House rules


A few more of the house rules I use for the Shattered Vale.

Veteran Characters

You will have seen in some of my classes I have an option for starting at level 3. We do this in my group as we had already played some low level games and wanted a bit of a leg up. I template out character equipment in my classes for level 3 as I find its useful for one shots and NPCs.

Under this rule starting characters receive 6000 xp (no bonus). This should place most characters at level 3. Characters begin with 4,000 gold and may purchase random rolls for magic items (p.253).


Hit points per level


I have gone through many options here. Trying to fix the fighter rolling a one and feeling ripped off. For a long time I used the "roll-and-choose-the-low-average-or-what-you-rolled rule", now I use the following:

All players roll 1d4 hit points per level modified by constitution. Classes with d6 hit dice add 2, classes with d8 hit dice add 4 (etc).

Using this the player gets the hit dice they pay for under the ACKS class build system and this increases the value of the hit point choice somewhat. Everyone rolls the same also makes it easy and consistent across classes.

I also use the heroic survival and base heal rate options from heroic fantasy. Given we start at level three it mitigates the starting impacts of using BHR somewhat.


Reduced negative modifiers for abilities


Rather than increasing the dice used to roll attributes, as is common these days, we instead reduce the impact of negative attributes. This has a similar impact (flipping the problem on its head), but with a different solution. This allows us to stick with the innate 3d6 roll and flavor without the need to reject a character with a critical negative roll. Combined with the fate point house rule from earlier, this has seen characters we would not normal see enter play. Negative DEX could be crippling for fighters, now it's not so much a problem. Negative CON was bad for anyone, we altered it to modifying the max roll not deducting an amount. The INT modifier offsets the prime modifier and represents a lack of ability to capitalise on experiences. 

We keep positive bonuses the same, except for WIS, which adds its bonus level to throws relating to awareness (p.93) for hear noise, detect secret doors and detect traps.

Here are the negative attribute modifiers we use:

Ability
Penalty
Strength
-1 to hit with melee attacks per level
Intelligence
-5% to XP gains per level
Wisdom
-1 to saving throws vs magic per level
Dexterity
-1 to hit with ranged attacks per level
Constitution
-1 to maximum rolled on hit dice per level
Charisma
-1 to number of henchmen per level

I am working on a more comprehensive attribute modifier system with one of my players, but that's for another day.

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.