Wednesday, September 7, 2016

Cities are murky places, hatching grounds for monsters

 
In these streets everyone is a stranger, and acquaintances dissipate like vapor. Art By: Quique Alcatena

Roiling heads of mist, churning with thoughts and emotions that range from mundane to alien. Cloud children, vapor folk, they are the most outsider of the Fracti in thought and action. They are the Chemi, minds and heads the embodiment of dynamism, beings who wander the city often unattached to others, yet unconcerned about their solitary lives. Thin mist covering minds of thick smoke, looking close enough, one might catch sight of their thoughts and the alien shapes they take on. 

A Chemi. Not completely happy with these. Picture Mangled By: Me

You are just a vapor that appears for a little while then vanishes away. - James 4:14
While dalliances have occurred between the Breksta and other races, they are frowned upon due to the possibility of progeny resulting from such unions. Breksta who do not wish to be abandoned and shamed by their kind, purposely end 'monstrous' pregnancies. Those who are born of taboo unions 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 the Fracti the most alien in behavior is the Chemi, beings of smoke, mist, and vapor. No matter the race of the other parent, the Chemi always possess human like bodies with skin coloration that can run the normal gamut of human tones. Like their Breksta parent, the Chemi tend to be larger than normal humans. Chemi heads take the form of thick smoke churning above their collars draped in a thin veil of vapor. Within the veil of vapor, the smoke will move with varying levels of speed depending on the Chemi's emotional state.

Another Chemi. I'm not completely happy with this one either.  Picture Mangled By: Me

The emotions and behaviors of the Chemi can deviate significantly from what might be considered normal among the majority of races. Generally, the Chemi are left to their own devices by the citizens of the City, being considered too peculiar to befriend and too dangerous to antagonize. They are given to strange interests and behaviors, wandering the streets to pursue their own individual interests. Some might be found reading scraps of paper found in trash heaps and gutters, while others might be obsessed with the way water flows down drainpipes. Though these obsessions can be very engrossing for the Chemi they are at least able to keep their wits about them while engaging in said obsessions. Being driven by strange motivations, they see little use for riches outside of the utility it might provide in allowing them to continue living and pursuing their obsessions. Being completely immune to poisons and diseases, they can find comfort even living on the streets of the City.

Physically, the Chemi possess many of the physical characteristics of the other Fracti: they have an average height of 6 feet and 1 inch / 1.85 meters (average human is 5 feet 4 inches / 1.63 meters), they have an average lifespan of 192 years (average human is 64), and they possess heads of inanimate objects. In the case of Chemi, their heads take the form of shifting vapor and smoke that never seems to rise beyond head height or disperse in strong winds. Their immunity to disease and poisons, as well as their innate capabilities in manipulating the chemicals at their basic level can make them a valuable member of any team of risk takers.

OSR / AD&D / LotFP
+ 1 Strength (8 / 18)
+ 1 Dexterity (8 / 18)
+ 1 Constitution (8 / 18)
+/- 0 Intelligence (3 / 18)
+/- 0 Wisdom (7 / 18)
- 4 Charisma (3 / 18)

Chemi tend to be no more or less intelligent than the average human, however, their alien outlook makes social interactions incredibly difficult. Due to being larger than average humans with quick reflexes, they are physically superior to humans in almost all ways.

Chemi possess 360 degree vision and are immune to gaze attacks. They are also completely immune to all diseases and poisons.

After spending at least 10 minutes in physical contact with a substance, they gain complete knowledge of the chemical composition of the substance. The knowledge they gain allows them to state whether or not the substance contains poison or disease, and the names of any poison or disease found.

Chemi require +5% more experience to level up as compared to other races. 

These streets are the sites of many strange wonders. Art By: Arthur Rackham

Additional Abilities

Purifying Influence: This ability allows the Chemi to neutralize chemical and biological processes in a desired substance. Purifying Influence functions as the spell Purify Food & Drink. This ability may be used a number of times per day equal to the Chemi's level. The caster level for this ability is equal to the Chemi's HD/Level. Requires 5% extra experience to level up.

Project Acid Glob: This ability allows the Chemi to fire a glob of acid at a target. This ability may be used once per day, and an additional time per day for every 3 levels after the 1st. The caster level for this ability is equal to the Chemi's HD/Level. Requires 5% extra experience to level up.

Range: 15 ft.
Area of Effect: One target
Duration: Special
Saving Throw: Special
Chemi expels a glob of acid from their 'head' of vapor and smoke. The target may avoid the glob with a successful save versus Breath. The glob does 2-5 points of damage (1D4+1). On the following two rounds at the beginning of the Chemi's turn, the glob does an addition 1D4+1 points of damage. The acid's strength increases by one round's worth of damage for every 3 levels of experience of the Chemi above the 1st.

Slow Chemical Reaction: This ability allows the Chemi to slow the chemical reactions in a person or substance. This ability functions as the Slow Poison spell. This ability may be used once per day, and an additional time per day for every 3 levels after the 1st. The caster level for this ability is equal to the Chemi's HD/Level. Requires 5% extra experience to level up.

Neutralize Chemical Reaction: This ability allows the Chemi to completely neutralize a particular chemical in a person or substance. This ability functions as the Neutralize Poison spell. This ability may be used once per day, and an additional time per day for every 4 levels after the 1st. The caster level for this ability is equal to the Chemi's HD/Level. Requires 10% extra experience to level up.

Neutralize Minor Biological Processes: This ability allows the Chemi to completely neutralize the biological processes of diseases. This ability functions as the Cure Disease spell. This ability may be used once per day, and an additional time per day for every 5 levels after the 1st. The caster level for this ability is equal to the Chemi's HD/Level. Requires 5% extra experience to level up.

Next post is all about mass transit! Art By: Quique Alcatena

Tuesday, September 6, 2016

It is a dreamed up city, a city made out of other cities

 
Who might you find on these city streets when reality breaks? Art By: Quique Alcatena

Reality is seen as stable, persistent, and dependable. However, if reality was only stable for a majority of time, how would anyone know? We tell ourselves a story in which the things we see only once, never happened: there was no hallway in the cupboard because when we look again, the hallway is not there. In places where reality is stable only most of the time, the general state of reality can be treated like changes in the weather. In the Infinite City the basic laws of reality can shift from time to time, leaving the unprepared confused at best or in danger at worst.

Too much sanity may be madness and the maddest of all, to see life as it is an not as it should be. - Migel de Cervantes
In all things, there is a possibility of magic, in all technology, there is a possibility of a solution. In there city there is a service provided free of charge to the people, called Objective Reality Reports, or more commonly, Reality Weather. Every block in the Infinite City has a lamppost that differs from the other more mundane versions. Called Indicator Lamps, they are tended to by men and women with overly long limbs and golden colored skin. These strange folk work for the city itself, being among the many strange creatures that repair the infrastructure of the city, all of whom are employed by the Works Agency. Called Real Workers, these individuals are actually spiders who have woven themselves humanoid faces and bodies out of their golden webs. Real Workers shouldn't be confused with the spiders who write novels into their tiny webs, or the spiders who are librarians and who are at war with the sphinxes for control of the city's libraries. Currently, the sphinxes are winning...

Never let them know, you know. Art By: Harry Clarke

Never under any circumstance, indicate to a Real Worker that you know they are not a 'normal citizen', and are, in fact, a spider with a body made of web. Real Worker's are very sensitive about said subject, and have a tendency to become violent when said subjects are broached with them. If such a faux pas should occur, the Works Agency cannot be held responsible for any injury, harm, or death to either party. - Indicator Lamps Instruction Manual pg. 7

The streets of the Infinite City are littered with the manuals and pamphlets the Real Workers toss from their pockets during their travels throughout the city. Almost all children beyond the age of 5 ¾ years knows what the colors of the Indicator Lamps mean.
 
Keep an eye out for color changes in your neighborhood!
 
Game Notes: Whenever the characters enter a new city cell, the DM is encouraged to roll on the following chart to determine what the Reality Weather for that area is.

Reality Weather - 1D20
1 – 14 Normal (As far as normal in the city can be.)
15 Thought Insertion
16 Intermetamorphic Actors
17 Reflection Rebellion
18 City Synchronicity
19 Objects Behaving Strangely
20 Coterminous Locations

State: Normal
Color: Grape Purple
Symptoms: The world operates with the normal rules, without any overly strange phenomena.

State: BEWARE! Thought Insertion
Color: Lemon Yellow
Symptoms: Thoughts from random buildings and sites begin inserting their thoughts, they can think from time to time, into the minds of the people in the city. These thoughts can be as innocuous as 'My that is a lovely shade of blue.' or as ominous as 'That woman is planning on killing you'. These thoughts are obviously from outside the individual, but they can be distracting or unnerving.

OSR / AD&D / LotFP: All attack rolls by those with minds have a -2 penalty. -1 Penalty for X out of 6 skills, -3 penalty to Skill Proficiencies, and -17% penalty to Percentile Skills.

Into the Odd: All saves are made at a -2 penalty.

Strange Entertainers. Art By: Leon Bakst

State: ATTENTION! Intermetamorphic Actors
Color: Lime Green
Symptoms: Out of passageways, and blind alleys, come strange entertainers. Jugglers, organ-grinders, acrobats, and mimes flood the streets of the city cells. The problem arises from these entertainers switching identities at random while keeping the same face and job. (e.g. Bob the acrobat begins to act like Nancy the organ-grinder). These entertainers will ask the characters strange questions (e.g. What did your face look like before your mother and father were born?), but are generally harmless. The actors will disappear as they had appeared, after 8 hours 7 minutes and 6 seconds of entertaining on the streets.

State: BEWARE! Reflection Rebellion
Color: Orange Orange
Symptoms: Reflections in the city cell behave oddly. Usually the reflection does something slightly different than the person or object causing the reflection. Occasionally, the reflection can be doing something very different than the person making the reflection causing that person to become upset. These different actions can range from mundane differences like wearing a green-scarf after Saint Perdy's Day, to disturbing actions like brutally murdering the person's favorite author. Others are able to see these strange actions of the person's reflection, but only the person being reflected is effected emotionally. This effect lasts for a full 24 hours in the city cell.

Randomly choose a Player Character every hour they are wandering the streets. A single Player Character may only be effected once per 24 hour period.

OSR / AD&D / LotFP: Have the character roll a Save vs. Paralyze. If they succeed at the save, they are slightly unnerved but suffer no lasting effect. If they fail, they are at a -1 penalty to all attack-rolls, saves, and AC until they sleep for at least 8 hours.

Into the Odd: Have the character roll a Will save. If they succeed at the save, they are slightly unnerved but suffer no lasting effect. If they fail, they are at a -1 penalty to all saves until they sleep for at least 8 hours.

State: ALERT! City Synchronicity
Color: Sauntering Fruit Blue
Symptoms: The city is feeling particularly helpful, during this type of event it will attempt to communicate with people through seemingly random events. A woman on the street coughing as you walk by, a dog barking as you think about dinner, or a band tuning their instruments can all be helpful messages from the city. Unfortunately, most citizens are too unperceptive to understand what the city is saying. Those that do find hints and suggestions hidden in these strange signs to assist them on current problems they are having. This type of Reality Weather isn't terribly dangerous, or even troubling, but the Works Agency wants everyone in an area to be aware of this event so as to reap the most benefit from it. This effect lasts for 24 hours.

OSR / AD&D / LotFP: Have each player attempt to roll under their Wisdom score on 1D20. Those that are successful are given a minor hint or insight into solving a current problem or dilemma.

Into the Odd: Have each player roll a Will save. Those that are successful are given a minor hint or insight into solving a current problem or dilemma.

State: CAUTION! Objects Behaving Strangely
Color: Hell Apple Red
Symptoms: One object on each person in the city cell will behave helpfully, being more apt to function in a way that is beneficial to the user. Another object on each person in the city cell will behave rudely, functioning in a way that impedes the user's use of it. These objects do not function differently than they did before, but rather they seem to either work perfectly or malfunction ever so slightly as to be a nuisance. (e.g. A key might actually guide the user's hand to insert it perfectly in the lock, and turn effortlessly as the user balances bags of groceries in their arm. A key might purposely guide a user's hand away from the lock, requiring them to put down their groceries and guide the key carefully into the lock)

All Systems: Randomly determine two objects on each character's equipment list. One object will provide a +1/+5% bonus to its use (Damage, to-hit, save, skill check, AC bonus, etc...). The other object will act rudely and bestow a -1/-5% penalty to its use. This effect lasts for 24 hours, or until they leave the city cell, which ever comes first.

Sometimes doors don't lead to the same place twice. Art By: Helen Stranton

State: ATTENTION! Coterminous Locations
Color: Heaven Plum White
Symptoms: A random location in the city cell can now be accessed normally as well as accessed from a random part of the city. Normally, this usually just results in some confusion as a person steps out into a street they have never visited, or enters a tavern that wasn't there yesterday. However, a minority of the time the location can become linked with a dangerous part of the city, allowing in creatures and individuals who are hazardous to the health of the citizens. Thankfully, these connections only last for 8 hours, but during such times, many dangerous creatures might enter into unsuspecting streets.

All Systems: Roll 1D20, on a roll of a 1, the DM is encouraged to introduce monsters or character's into the streets of the city cell that are most inconvenient for the player character's.

Author's Note
All of these Reality Weather effects are based off of common delusions experienced by certain individuals with mental illnesses. This post is not meant to make light of the delusions these individuals might experience, but rather as a teaching tool to help players understand how pervasive these delusions can be. These delusions are just as real to the people experiencing them as they are to the character's experiencing the effects. By using them in this way in a game setting, it can help the players come to understand some of the challenges individual's with mental illnesses suffer while at the same time being entertaining. The strongest, and most lasting, learning experiences are created through pairing them with entertainment.

Saturday, September 3, 2016

Cities are built from the dreams of poets

People are strange when you're a stranger. Art By: Quique Alcatena

Words made animate, language made incarnate, they are living expressions. Stranger than other Fracti, heads being composed like geysers of words, characters, and letters from languages ranging from familiar to forgotten. To them words are living things, tools that can effect not only the minds of men and animals, but also the physical world. Theirs is the poetry of creation itself, the culmination of every writers' dream and nightmare.

I believe in the magic and authority of words. - Rene Char
While dalliances have occurred between the Breksta and other races, they are frowned upon due to the possibility of progeny resulting from such unions. Breksta who do not wish to be abandoned and shamed by their kind, purposely end 'monstrous' pregnancies. Those who are born of taboo unions 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 the Fracti, the Logi can be said to be the most charming, despite their alien appearance. For them, language in any form is as natural as breathing, allowing them to form relationships their form would normally not allow. To them words can be things of true power over the world, not just over the mind. In their capability to manipulate words, they are able to achieve feats that would normally be branded as impossible.

In their capability with language, they are able to accrue the well wishes of many people across the spectrum of the City. Unfortunately, their capability with words only gives them utility among writers and organizers of parties. As the city becomes increasingly industrialized the value of words as decreased over time. However, there are those who do well as authors, journalists, and publishers of stories. The most famous of the Fracti is a Logi by the name Itio Orlov, the owner of the largest newspaper in the Infinite City: The Complete Word often shortened to The Word. Itio's newspaper is sold in market stalls across the City, and is considered by most to have the highest standards when it comes to the veracity of their stories.

Beings of words and phrases. Original Art Mangled By: Me

Physically, the Apparati possess many of the physical characteristics of the other Fracti: they have an average height of 6 feet and 1 inch / 1.85 meters (average human is 5 feet 4 inches / 1.63 meters), they have an average lifespan of 192 years (average human is 64), and they possess heads of inanimate objects. In the case of Logi, their heads take the form of words, characters, and letters flowing from the area that their neck would be. These flowing scripts come from any number of languages, so of which are foreign to the most learned of linguists. Their capabilities give them an innate understanding and control over words and even their meanings. If one is looking to find a great wordsmith, they must seek out a Logi.

OSR / AD&D / LotFP
+/- 0 Strength (3 / 18)
+/- 0 Dexterity (3 / 18)
+ 1 Constitution (8 / 18)
+/- 0 Intelligence (3 / 18)
+ 1 Wisdom (7 / 18)
+ 2 Charisma (9 / 18)

Logi are quite perceptive when it comes to understanding the words of others, and their way with words make them rather charming. Due to being larger than average humans, they tend to possess a greater than average level of endurance.

Logi possess 360 degree vision and are immune to gaze attacks.

Perfect Listener: This ability allows the Logi to perfectly understand any written and spoken language they encounter. However, they are unable to understand magical or purposely obscured language. This improvement does not allow a character to speak or write any language, only understand them. A character must be physically able to see or hear the language in order for the ability to function.

Master / Mistress of Words: This ability allows the Logi to accurately communicate concepts and feelings with utterances, gestures, or pictures to anyone capable of understanding such things despite any barriers in language or mentality. The character does not use any specific language, rather they innately understand what sounds to make, what gestures to perform, and what images to make in order to get across their point. This ability only allows the Logi to communicate simple messages, advanced concepts are beyond the capabilities of this ability.

Logi require +5% more experience to level up as compared to other races.

Additional Abilities

Know the Heart of Words: This gives the Logi the ability to tell if someone is lying merely by listening to the words they use. It also grants them the ability to know when people are leaving out information or purposely using true information to mislead them, though it does not grant them the ability to know what or why.

X out of 6: The Logi is given access to a skill called Heart of Words that begins at a rating of 3 out of 6. The GM is encouraged to roll this secretly, or allow the player to roll the skill but not prompt them when to do so. If the roll succeeds, the character has knowledge that the words are: false, misleading, or purposely missing information. The rating of the skill increases by 1 for every 3 levels after the 1st. It cannot be increased from skill points gained through a class.

Percentile Skills: The Logi is given access to a skill called Heart of Words that begins at a rating of 50%. The GM is encouraged to roll this secretly, or allow the player to roll the skill but not prompt them when to do so. If the roll succeeds, the character has knowledge that the words are: false, misleading, or purposely missing information. The rating of the skill increases by 5% each level after the first to a maximum of 95%.

Requires 5% extra experience to level up.

In this city, words can create kingdoms and destroy monsters. Art By: Gustave Dore

Searing Words: This ability causes dark and vicious words and symbols to fly from the conglomeration of words, characters, and letters that make up the Logi's head. Searing Words functions exactly like Magic Missile, except that the target must be able to understand spoken or written language. Thus, this ability would not function against creatures like animals and oozes. This ability may be used once per day, and an additional time per day for every 2 levels after the 1st. The caster level for this ability is equal to the Logi's HD/Level. Requires 5% extra experience to level up.

Words of the Wild: This ability has the same functionality as the Speak with Animals spell. The side effect of this ability is while active the character's Searing Words ability will work against animals. This ability may be used once per day, and an additional time per day for every 2 levels after the 1st. The caster level for this ability is equal to the Logi's HD/Level. Requires 5% extra experience to level up.

Words of Deafening: This ability has the same functionality as the Deafness spell. The character speaks a word so abhorrent to the target that they become deaf from shock. This ability may be used once per day, and an additional time per day for every 2 levels after the 1st. The caster level for this ability is equal to the Logi's HD/Level. Requires 5% extra experience to level up.

A place where words give flight to birds and terrestrials alike.  Art By: Franklin Booth

Inflammatory Writing: This ability has the same functionality as Explosive Runes spell, however, the player must say what sort of words or sentences are used for the explosion. GM's are encouraged to grant bonus points of damage or bonus damage dice for language that would be especially upsetting to the intended target. This ability may be used once per day, and an additional time per day for every 3 levels after the 1st. The caster level for this ability is equal to the Logi's HD/Level. Requires 5% extra experience to level up.

Thursday, September 1, 2016

All cities are beautiful, but the beauty is grim

What mad devices might be found in our strange city? Art by: Quique Alcatena

Born as mechanisms for unknown uses, children made strange by the union of disparate natures. They are Apparati, being suited for an increasingly mechanical world, yet unsuited for the society that mechanisms serve. Wanted for their prowess, and nothing more, their existence is marked by isolation within polite society. In the fringes homes can be founded, family chosen, and friends made all at the cost of prosperity. Their choice is binary, comfort or companionship. 

Oh, the sad masses that roam these lonely streets.
 
I've always been an outsider, a displaced person. - Siobhan Fahey
While dalliances have occurred between the Breksta and other races, they are frowned upon due to the possibility of progeny resulting from such unions. Breksta who do not wish to be abandoned and shamed by their kind, purposely end 'monstrous' pregnancies. Those who are born of taboo unions 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 the Fracti, only the Chemi have more difficulty integrating into society, our Apparati at least serving an exploitable purpose. Apparati are engine-smiths and machine-whispers, capable of working mechanical miracles on machines believed to be beyond repair. They can hear the complaints and needs of a machine simply by listening to its noises, and there are even a few who can give a machine enough spirit to act as if alive.

Physically, the Apparati possess many of the physical characteristics of the other Fracti: they have an average height of 6 feet and 1 inch / 1.85 meters (average human is 5 feet 4 inches / 1.63 meters), they have an average lifespan of 192 years (average human is 64), and they possess heads of inanimate objects. In the case of Apparati their heads take the form of complex machines constantly in motion. As with their other Fracti brethren, their skin tones vary among the normal colors of humanity. Male or female, their voices have the strange quality as if the speaker is speaking into a whirling fan. Apparati have difficulty integrating into society due to their difficulty in understanding the subtlety of social interactions. 

An Apparati member of a militia's engineers. Picture Mangling by: Me
 
OSR / AD&D / LotFP
+ 1 Strength (7 / 18)
+ 1 Dexterity (3 / 18)
+ 1 Constitution (3 / 18)
+ 2 Intelligence (8 / 18)
+/- 0 Wisdom (8 / 18)
- 3 Charisma (3 / 18)

The Apparati are known to be able to work out solutions to difficult problems with ease, however, they find great difficulty in social interactions. Due to being larger than average humans and have the reflexes of a hair-trigger, they are physically superior to humans in almost all ways.

Apparati possess 360 degree vision and are immune to gaze attacks. Due to the constant whiling and clicking of their machine heads, they take a penalty to all rolls involving stealth: -1 (X out of 6 system), -3 (D20 skill roll system), or -17% (Rogue percentile skills). They require +5% more experience to level up as compared to other races.

An Apparati may diagnose the exact malfunction inhibiting the functionality of a machine by spending 10 minutes examining it. This ability does not require a roll of any kind.

An Apparati does not suffer any ill effects, outside of an automatic miss, from rolling a 1 on an attack roll using a mechanically complex weapon. Examples of mechanically complex weapons are: firearms, repeating crossbows, and chainsaw-swords.

Additional Abilities

Lock Whisper: The character may spend ten minutes whispering, and listening to the words of a non-magical lock. After the ten minutes, the character may make a roll to see if the lock unlocks itself as if the character had made a successful roll to pick it. If the roll succeeds, the lock unlocks itself, if the roll fails then the standard method for lock picking must be used. The roll used depends on the system:

X out of 6: The character has a 'skill' called Lock Whisper that increases as the character advances in level. This skill begins at a rating of 3 out of 6, and is not penalized for the quality or state of the lock. The skill increases by 1 for every 3 levels after the 1st. Skill points may not be used to increase the rating of the skill.

Percentile Skill System: The character has a 'skill' called Lock Whisper that increases as the character advances in level. This skill begins at a rating of 25%, and is not penalized for the quality of state of the lock. The skill increases by 5% per level. Points may not be spent to increase the rating of the skill.

Requires 5% extra experience to level up.

Sense Machines: This ability allows the character to sense all mechanical devices, including traps, with the same range and capability of the Find Traps spell. The character may use this ability a number of times per day equal to their level. Requires 5% extra experience to level up.

An example of the many machines of the city that an Apparati might be called on to repair.

Machine Healer: This ability allows the character to repair any mechanical device simply by spending 10 minutes, without distraction, touching it. At the end of the 10 minutes, the device is completely repaired and functions as if it were new again. The character may use this ability at will. Requires 5% extra experience to level up.

Hand Cannon: This ability allows the character to toss bullets with a speed an power equal to a small pistol. The 'bullet' may be anything from a lead ball to a small rock. This ability allows for the same number attacks per round as throwing knives.

Damage: 1D6
Range -
Short: 25 Feet / 7.62 Meters
Medium: 50 Feet / 15.24 Meters
Long: 100 Feet / 30.48 Meters
Notes: Due to the speed and power of this ability, targets wearing armor of any kind are at a +/- 2 penalty to AC.

Requires 5% extra experience to level up.

Machine Anima: This ability allows the character to give a semblance of life to a machine as if they cast Animate Object upon it. This ability only works on complex machines with multiple moving parts. The character may use this ability once per day at first level, the number increases by 1 for every 6 levels after the first. The caster level for the spell is equal to the character's level. Requires 10% extra experience to level up.