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About T.A.S.Story:
A group of cultists with more magical than mechanical interest assembled T.A.S. from scrap parts and bound an ancient soul from hell to the Clockwork. They hoped to gain knowledge about old forgotten dark magic but this soul was purified and his memory completely wiped a long time ago. They tortured his soul and taught him Dark Speech for over a year to trigger his magical heritage. But even afterwards they never got access to his soul's memory. Three years after T.A.S.' creation, his master - the leader of the cultists - tried to trash T.A.S. in a rage about all the wasted time with this clockwork. T.A.S. escaped and fled into the wilderness where he met a little orphan girl (9 years old) named Mary hiding from the authorities. They made a simple deal: T.A.S. would protect and feed her and she would wind up his key to keep him "alive". He was hunting small animals like rats with a sling and gathering berries to feed Mary. Every once in a while he would use technomancy incantations ("borrowed" from his master when he fled) to hunt bigger creatures. T.A.S. strives to improve his magical knowledge to protect himself and the little girl. Stats&Abilities:
+2 Intelligence from purpose
+1 Will -1 Strength to better fit the Background +1 Will / +1 Int from Magician Lvl 1 Ability Score: S8, A8, I12, W11. Perception: 12 (Int) Defense: 13 (fix) Health: 10 (Str) Healing Rate: 2 (1/4 Health) Size: 1 Speed: 8 Power: 1 Corruption: 0 Languages and Professions: Common (speak & read), Dark Speech (speak & read) Immunities: Damage from Disease and Poison, asleep, diseased, fatigued, and poisoned conditions Key: You have a key on you somewhere that you can't reach. When it is cranked and turning, you count as a creature and can move and make actions. When it stops, you become an object and cannot move or act (or perceive or talk, it's in "OFF" mode). Your key stops turning when you become incapacitated. It also stops turning at the end any round in which you get a total of 0 or lower on any attack roll or challenge roll. Any creature within reach can spend an action to turn the key and activate you. If you are not incapacitated, you become a creature once more. If you are, roll a d6; on a 4 or higher heal 1 point if damage and become a creature at the end of the round (3 or less does nothing). Mechanical Body: You do not eat, drink, breathe, or age. You cannot be transformed into an undead. You cannot swim (you sink). Repairing Damage: When you're a creature, you heal as any creature. If you're an object, any creature can repair you with a tool kit. At the end of each 4 hours of work, that creature makes an Intellect roll with 1 Bane. On a success, you heal damage equal to your healing Rate. Spells:
Magician Sense Magic (0) Battle
Celerity (0)
Mighty Attack (1)
Technomancy
Magic Wrench (0)
Boltthrower (1)
Equipment:
A crossbow A dagger A sling with 20 stones Worn clothing An old backpack A cloak with a bunch of holes A week of rations A waterskin A coil of rope A tinderbox 2x torches 1x healing potion A pouch containing 8 cp and 76 bits Scrolls:
Background and Appearance:
Age: 3d6 ⇒ (1, 1, 6) = 8 -> You are New. 5 years or younger Going with 4 years - 3 years service as a test unit and 1 year in the wilderness with Mary.
Initial Questions:
1) Describe one Positive and one Negative personality trait you have. I am fair but tend to be sarcastic which is a faint leftover from my previous life. 2) How do others make you feel? Do you like being the center of attention or bring left alone; is there a such thing as a stranger to you or do you even know what it's like to have a friend. Things like that. I fear and avoid follower of the demon lord and other dark minded folks. I'm cautious around strangers and uncomfortable in crowded areas. But I am aware I depend on others to wind me up and so I trust my only friend Mary. 3) Name one thing you value most. Then name one thing you could lose. These could be ideals, physical possessions, relationships, etc.. Mary is the thing I value the most. She was the first human showing kindness and being fair to me. We survived together for over a year in the wilderness and I will protect her by all means.
4) What do you fear? What do you hate? I fear to become dormant. The thought of losing all control and being an inanimated object makes me nervous.
5) What do you desire? What do you love? I desire revenge on the cultists and a purpose for my "life".
6) You have (at least) one secret. What is it? T.A.S. is unable to perform dark magic. He is not fully aware of this himself but has a vague feeling that something greater prevents him from accessing his memory or learning dark traditions. The attempt to cast a dark spell causes a tremendous mental pain to him and stresses his circuits. Actually performing a dark spell would crush his soul and destroy his body. 7) Have you done something Notable? What was it? After I fled from the cultists I only knew hate for humans. But when I found Mary in the wilderness cowering under a fallen tree - visibly abused and almost starved - I felt empathy and took care of her. 8) Are you in charge or do you let others take that roll? Do you rebuke authority or revel in it? I followed commands for my three years in service. After I fled I took charge to care for Mary and me. 9) Do you follow through on your promises and obligations? Or do you delay or avoid? Do you feel guilty when you don't uphold them? I hold my promises and do what I need to do as best as I can. I feel ashamed and guilty when I can't perform as expected. Not being able to care for Mary properly - for example when failing to hunt for her food - makes me feel horrible. 10) What are your opinions on Good and Evil? Do they exist? Or is it all shades of Grey? Where do you see yourself? I do not believe in good but I experienced evil beyond my reasoning. I value fairness and have seen innocence in Mary. My place is somewhere between seeking peace and persuing my hate driven revenge.
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