'What do you call the voluntary amputation of your own hand and face and their replacement with metal? A good start!' Image by Bruno Camara |
The Wars of Faith took a terrible toll upon the bodies of
those who fought in them. Never before had the services of the Augmented been
in such demand. Soon, almost every town had a veteran or two who had set out as
men of flesh and blood and returned as men of flesh and brass, with arms and
legs of clanking clockwork in place of the limbs they had lost on distant
battlefields. In larger communities, they gathered together, assisting one
another with the maintenance of their new mechanical bodies; and it was amongst
such gatherings that the Steel Aspirants first arose.
The first leaders of the Steel Aspirants were members of the
Cogwheel Knights, devout worshippers of the Cogwheel Sage even before they
joined the ranks of the Augmented. Rather than mourning their lost limbs, they
celebrated their transformations, insisting that their new bodies were better
than those they had been born with: stronger, tougher, not subject to age and
decay. In the overheated cultural atmosphere of the Wars of Faith, what began
as little more than an attempt to raise the morale of a group of maimed
ex-soldiers rapidly took off into something much more extreme: an insistence
that the replacement of flesh with metal was a form of devotion pleasing to the
Cogwheel Sage, and that she would look with favour upon those who progressed
furthest in their mechanical metamorphosis. Soon, the more devoted (and crazy)
of the Steel Aspirants started to visit the Brass Folk and the Augmented,
demanding that their healthy limbs be amputated and replaced with yet more
metal and clockwork; most refused in horror, but a few were won over by threats
and bribes, and from them the Aspirants soon learned enough to continue the
work themselves. In reclusive foundry-temples, they subjected themselves to ever
more extreme transformations. Some replaced their legs with wheeled chassis, or
with quadruped bodies modelled on the bronze horses of the Brass Folk, or with
six- or eight-limbed bodies like great metal spiders. Some built themselves
arms with claws, or pincers, or spring-loaded spikes and blades. Some welded
clockwork wings to their shoulders, and replaced their limbs with more delicate
machineries to minimise the weight of their bodies, so that their wings could
more easily bear them aloft. Every limb, every cog, every digit was carved with
the image of the Cogwheel Sage, and etched with prayers to her, reminding the
Aspirants that theirs was a holy transformation. Outsiders regarded them
as quite insane, and soon learned to leave them well alone.
The
Steel Aspirants have dwindled since the end of the Wars of Faith. In the waning
days of the Wars, some enclaves whipped themselves into a crusading frenzy and
set out to smite those whom they had convinced themselves were the enemies of
their goddess; they made formidable shock troops, but the losses amongst them
were terrible, and few limped back to their foundry-temples alive. Others set
out on quests to find the Cogwheel Sage herself, sure that she would smile upon
those who had demonstrated such dedication to her, and were never heard from
again. Most groups faded away through simple attrition: as the wars came to an
end, they lost the steady stream of maimed, desperate young zealots who had
constituted their primary recruiting ground. But they still persist, here and
there: they recruit from amongst the Augmented and the more fanatical
worshippers of the Cogwheel Sage, and in their isolated workshops they seek
continuously for more ostentatious ways to demonstrate their devotion. There
are rumours that some of the oldest of them don’t look human at all, now; that
what little remains of their human bodies is now encased in layer upon layer of
steel and bronze and clockwork, resembling giant mechanical spiders or crabs
more than the men or women they once were. Most people regard them as
dangerously unbalanced, and give them as wide a berth as possible: but to those
with an interest in the most ambitious and audacious kinds of clockwork
engineering sometimes seek them out, for offer skills which no-one else has
ever been mad enough to want to learn.
The Flesh is Weak: You can
play a Steel Aspirant, if you want. Playing one requires at least intelligence
12 to maintain all that complex clockwork machinery, and constitution 13 to
survive repeated radical surgery. Game information is as follows:
- You can only use simple weapons, but you can use
any kind of armour or shields.
- You get 1d8 HP per level.
- You gain a bonus to melee and ranged attack rolls
equal to one-half of your level, rounded down.
- You have some kind of inbuilt weaponry:
finger-blades, a crushing steel lobster claw, or perhaps just massive
metal fists. You can make 'unarmed' attacks for 1d6 damage. At level 4 you
may upgrade this into something even more destructive, like a buzzsaw,
increasing your 'unarmed' damage to 1d8.
- You have a gun-arm, because you're a fucking
cyborg, so what else are you going to have? Treat it as a musket: 1d10
damage, 3 rounds to reload. At level 8 you can upgrade this into a small
cannon, raising its damage to 1d12.
- You are constantly replacing more and more of
your body with metal. You gain +1 AC at level 1, and an additional +1 AC
per level thereafter; however, your total AC bonus from this plus armour
worn (not shields) cannot be
greater than +10.
- All this metal you keep nailing to your body is really goddamn heavy. You count as carrying a number of extra items equal to your level with you at all times for encumbrance purposes.
- You
gain a bonus to technology rolls equal to your level +1.
- At
level 6, you have replaced so much of yourself with metal that your legs
can no longer bear the strain. Most Aspirants just replace them with
massively reinforced robot legs at this point, but if you prefer you can
opt for something weirder, like steel crab-legs, spider-legs, a metal
centauroid body, or a wheeled chassis. This has no inherent bonuses or
penalties, but may affect your ability to move across different forms of
terrain, at GM's discretion.
- You are very, very loud, and automatically fail any attempts to move quietly.
Starting equipment: Half-plate armour (AC +6), heavy shield
(AC +2), bag of tools, cogs, and gears, icon of the Cogwheel Sage, 1d6x10 sp.
Steel Aspirant Summary Table
Level
|
Hit Points
|
To Hit
Bonus
|
AC Bonus
|
Technology
Bonus
|
Fortitude
save (FORT)
|
Reflex
save (REF)
|
Willpower
save (WILL)
|
1
|
1d8
|
+0
|
+1
|
+2
|
14
|
14
|
14
|
2
|
2d8
|
+1
|
+2
|
+3
|
13
|
13
|
13
|
3
|
3d8
|
+1
|
+3
|
+4
|
12
|
12
|
12
|
4
|
4d8
|
+2
|
+4
|
+5
|
11
|
11
|
11
|
5
|
5d8
|
+2
|
+5
|
+6
|
10
|
10
|
10
|
6
|
6d8
|
+3
|
+6
|
+7
|
9
|
9
|
9
|
7
|
7d8
|
+3
|
+7
|
+8
|
8
|
8
|
8
|
8
|
8d8
|
+4
|
+8
|
+9
|
7
|
7
|
7
|
9
|
9d8
|
+4
|
+9
|
+10
|
6
|
6
|
6
|
10
|
10d8
|
+5
|
+10
|
+11
|
5
|
5
|
5
|
All this assumes that the character is following the
standard 'human lobster' model of steel aspiration. If they're going for the
rarer 'human fly' model instead, they use the following game information:
- You can only use one-handed simple weapons, and
cannot use any armour or shields.
- You get 1d6 HP per level.
- You gain a bonus to melee and ranged attack rolls
equal to one-half of your level, rounded down.
- You
gain a bonus to technology rolls equal to your level +1.
- You have clockwork wings, which allow you to fly as long as you are unburdened.
Use the same summary table as above: just replace the d8s
with d6s, and ignore the bonus AC column.
Starting equipment: Light leather jacket (+1 AC), pistol
(1d10 damage, 3 rounds to reload), goggles with flip-down magnifying lenses,
bag of tools, cogs, and gears, icon of the Cogwheel Sage, 1d6x10 sp.
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