What wonderful beauty can be found wandering these city streets. - Art by: Quique Alcatena |
Cast out by accident
of birth, they are foreign to all worlds but their own. Called
Fracti, a word meaning 'broken' in a dead language, they are
but wanderers with strange skills. Their forms are strange, lacking
the surreal celestial heads of one parent and the mundane one of the
other. With heads of tools, machines, books, and vapors, these poor
souls work harder than most to find a place fore themselves in this
city. Rare, and subject to rumor, they avoid 'polite' society out of
shame or disdain. Finding homes among the fringes, these broken
children explore unknown reaches to gain the success that has been
denied them.
Sometimes,
when two worlds collide, a better one is created.
- Susan Gale
While
dalliances have occurred between the Breksta
and other races, they are frowned upon due to the possibility of
progeny being spawned from such unions. Breksta
who do not wish to be shunned by their own people, purposely end
'monstrous' pregnancies. Those who are born of the union of a Breksta
and another race are called Fracti,
and are shunned more so than their parents.
It
is impossible to determine what 'kind' of Fracti
will come from a
particular union of Breksta
and other. Race and
gender of the Breksta
in the union seems to bear no known influence. Of those that can be
born, the Ferramenti
tend to find integration into mundane society the easiest. Ferramenti
are born with heads and necks of tools that seamlessly meld into the
flesh of the collar of their humanoid bodies. No matter the race of
the other parent, the Ferramenti
always possess human like bodies with skin coloration that can run
the normal gamut of human tones. Like their Breksta
parent, the Ferramenti
tend to be larger than
normal humans. Even in the case of being born of Gamayun
mother, emerging from
an over-large egg, the Ferramenti
will be born with a humanoid body. The Ferramenti,
as with all the Fracti,
have an average life expectancy that is generally an average between
that of the Breksta
parent (192 years) and the race of the other parent. As with the
other Fracti,
the Ferramenti
are believed to be 'mules', though the Infinite City allows for many
things beyond belief.
Ferramenti
are
the quintessential craftsmen, needing only their hands to complete
any job put before them. Among the Fracti,
the Ferramenti
and the Apparati
(to
be covered in a later post) have the greatest chance to find gainful
employment, often being sought by various employers due to their
capabilities in repairing complex machinery. While rare, the
Ferramenti
have been known to gain enough wealth from their employment to live
very
comfortably.
A very prosperous Ferramenti. |
OSR
/ AD&D / LotFP
+ 1 Strength (7 /
18)
+/- 0 Dexterity (3 /
18)
+1 Constitution (3 /
18)
+ 2 Intelligence (8
/ 18)
+/- 0 Wisdom (8 /
18)
- 2 Charisma (3 /
18)
The Ferramenti
are known to be able to work out solutions to difficult problems with
ease, however, they are often taciturn and awkward around others. Due
to being large than average humans, they tend to have greater
strength and endurance.
Ferramenti
possess 360 degree vision and are immune to gaze attacks. They
require +5% more experience to level up as compared to other races.
Hands for tools:
Ferramenti only
require their hands when undertaking a task or project, having no
need for tools. They may grip a bolt, and turn it easily as if their
hand were a wrench, or press their fingertip to the head of a screw
and turn it as if their finger was a screwdriver. Their hands do not
morph or change, rather whatever they are working on behaves as if
their hands were the proper tools. Crowbar, chisel, hammer,
screwdriver, awl, or any other tool without moving parts can be
replicated by their hands. This ability grants a number of
advantages:
AD&D
This ability grants
the character +15% bonus to the Open Locks and Remove Traps
(but not finding) skills. Due to their innate understanding of tools
and the work that can be done with them, a non-rogue is granted use
of the Open Locks and Remove Traps (but not finding)
skills. The base value for these skills, before stat adjustments, is:
25% (Open Locks) and 20% (Remove Traps). Unless the
character gains levels in the Rogue class, they can never increase
these skills. Finally, this ability grants a +3 bonus to any Skill
Proficiency use that would benefit from, or require, the use of
tools.
LotFP
This ability grants
a +1 bonus to the Tinkering skill (X out of 6 System). This
ability also grants a +3 to D20 rolls for miscellaneous tasks that
would benefit from, or require, the use of tools.
One of the many tools the Ferramenti can emulate. |
Additional
Abilities
Trap Finder: This
ability allows the character to cast Detect Traps
a number of times per day equal to ½ their level (rounded up). The
caster level is equal to their character level. Requires +5% extra
experience to level up.
Fixer: This
ability allows the character to cast Mending
a number of times per day equal to their level. The caster level is
equal to their character level. Requires +5% extra experience to
level up.
Hands for
Weapons: This ability allows the
character to treat their hands as any one-handed melee weapon that
does not have moving or complex parts. This ability cannot grant the
character any extra reach for striking purposes. The character's
hands must be empty in order to use this ability. Requires +5% extra
experience to level up.
Hands for
Shields: This ability allows the
character to treat their hands as shields, granting them an AC bonus.
The character's hands must be empty in order to use this ability. If
both hands are empty, they may treated as carrying two shields.
Requires +5% extra experience to level up.
This is the original picture I altered. Its from the 19th century, so no copyright! |
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