When the Aethersmyths began harnessing Octarine and using it as a fuel source, one of the first uses of this new technology was the creation of aetherengines – perpetual spring rewinding devices for the clockwork automatons of the Tardigrades. A failed experiment involving aetherengines resulted in an octarine explosion, which resulted in a group of automatons becoming sentient and self-aware.

Physical Description: Spriggan are humanoid constructs, with a wide variety of height and weight between individuals, much of which is determined by the materials used in creation – almost all of which is metal. Unless built for a specific purpose, the average Spriggan is roughly the height of a modern human.

Spriggan don’t have to worry about growing old, but do require periodic maintenance to their bodies. While Spriggans are somewhat rare, due to their fear of having their aetherengines harvested, it is not unusual to for an encountered Spriggan to offer trade for oil, grease, or replacements parts such as springs, nuts & bolts, or optical lenses.

The essence of a Spriggan are its personal identity cylinders, on which all experiences and memories are etched in miniscule binary runes [I actually have produced this as a font]. The cylinders can be transferred between bodies, though the practice is often frowned upon as suspicious in nature.

A Spriggan only truly dies when its identity cylinders are damaged to the point that they become unreadable by the reading apparatus. Thus, Sprggan whose springs have become unwound can be reactivated, though extremely old cylinders run the risk of erosion or excessive dust buildup. Some extremely old cylinders find themselves being kept in archives inside sealed reading devices, sacrificing their interaction with the outside world to preserve their knowledge and wisdom for future generations.

As a race, there are no male or female Spriggan, though individuals who spend time around genered sentients may record observed behaviors upon their personal identity cylinders that will become a part of their own behavior, they may choose to adjust their appearance accordingly.

Society & Relations: Generally speaking, Spriggan are individualistic nomads, curious about the world and searching for their place in it.

As constructed beings, the Spriggan have an innate desire to be useful and often seek to integrate into whatever community they are currently living in by performing physically demanding tasks, at which they excel. Though, if more than a handful of Spriggan start looking for work in a given area, they run the risk of attracting the ire of unemployed organics.

Other races are wary of the Spriggan, aware and appreciative of their abilities, but fearful – perhaps irrationally – of a united construct uprising. Part of that fear comes from the existence of a group of Spriggan, called Builders/Makers(?) who are responsible for the construction and activation of new Spriggan.

These individuals live in seclusion, fearful of the outside world and the predations of those who would use their abilities to build an unstoppable army of intelligent killing machines or the jealous schemes of groups such as the Hidden Flame, seeking to bring all aethertech under their control.

Alignment and Religion: Spriggan are, for the most part, existentialists. Their experience is what defines them as individuals, resulting in a Spriggan’s most prized possessions being the memories recorded on their personal identity cylinders.

Since automatons were originally constructed by the Tartigrades, Spriggans have little in the way of curiosity about their creators. Those individuals who have encountered philosophy and religion often develop a keen interest in the concepts of fate, destiny, and predestination. Of particular interest is the idea that the accident that resulted in the creation of their race was an intended event and that the Spriggan ‘belong’ in the world as much – or more – than any of the other races.

Names: Spriggan do not feel compelled to keep a particular name for their entire life. Younger individuals tend to name themselves based on what they periceve their current purpose to be (Dam Builder), while older individuals might name themselves based on a prized memory (Saw the Colorless Fire) or notable accomplishment (Climbed a Colossus). Given their recorded memories, these are considered ‘current’ names while a Spriggan’s ‘complete’ name becomes a long list of every name ever used to identify itself.

Racial Traits [10 Points]

  • Abilities (0 RP): +2 Strength, +2 Intelligence, -2 Dexterity: Spriggans’ mechanical bodies are very strong, and their memory cylinders are capable of processing large amounts of data, but their clockwork bodies have a limited range of motion and a tendency to make sudden jerks or stops if not properly oiled.
  • Type: Humanoid [Half-Construct] (7 RP): Despite their entirely artificial nature, the Spriggans’ design is largely based on organic creatures. The organic oils and other fluids that keep their systems running can become contaminated by toxins and pathogens, and their aetherengines can ingest and process organic solids as a secondary fuel source and require periodic rest to continue functioning properly. A half-construct race has the following features.
    • Half-constructs gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
    • Half-constructs cannot be raised or resurrected.
    • Half-constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a half-construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the construct to survive or stay in good health.
  • Medium: Spriggans have no modifiers based on their size.
  • Slow Speed (-1 RP): Spriggans have a base speed of 20 feet. A Spriggan’s speed is never modified by armor or encumbrance.
  • Languages (0 RP): Spriggans begin the game speaking Common and Spriggan. Spriggans with high Intelligence scores can learn Tardigrade, Monarus, Penguin, Aamuh, Cat-folk, Mangrove, or Colossus as additional languages.
  • Aether Aura (2 RP): A Spriggan’s aetherengine causes significant interference with the operation of magic in their immediate vicinity. To affect a Spriggan with a spell, a spellcaster must make a caster level check against a DC equal to 11 + the Spriggan’s character level (as per spell resistance). If the caster fails the check, the spell creates a Wild Surge (using a wild magic table of the GMs choice) in place of its normal effect. Similarly, if a Spriggan attempts to cast a spell, it must make a similar check or risk creating a Wild Surge.
  • Damage Reduction (2 RP): Being made of metal, Spriggans are difficult, but not impossible, to harm with conventional weapons. Significantly damaging a Spriggan is roughly equivalent to attempting to destroy a suit of plate armor—easy to smash, hard to penetrate. Spriggans have Damage Reduction 5/bludgeoning.
  • Heavy Metal (0 RP): Spriggans are made almost entirely out of metal—ranging from bronze, to iron, to steel, to aluminum, to copper alloys. Their bodies may have interior cavities, but for the most they are solid and heavy. Spriggans immediately sink in water, and automatically fail all Swim checks. Since they do not need to breath, however, they can simply walk along the bottom of any body of water.

Random Starting Ages:

Adulthood Intuitive Self-Taught Trained
0 years +1d10 years +1d20 years +1d30 years

Random Height and Weight:

Gender Base Height Height Modifier Base Weight Weight Modifier
Either 4 ft. 0 in. +3d12 in. 100 lbs. +3d12 x 3d10 lbs
4 ft. 2 in. — 7 ft. 0 in. 409 – 1480 lbs

Aging Effects: unknown


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