Star Frontiers / D&D 5e Conversion Part 4
Recently I have been taking the Star Frontier blog posts and combining them and editing all the errors. While working on it I have put together one of the other player races, and here is a peek at what I have drafted together for the Mechanon:
Mechanons are roughly humanoid sentient robots. Their brains are made of various-colored crystals that form an artificially intelligent storage and computing device; a technology unknown but much sought after by the other races. Their bodies may vary in shape and size, but are developed according to caste and function, but most are generally of a similar height and weight.
Mechanon names follow conventional numbering sequences for the world that they were constructed
Names: O4-Tj2282, 1282b-5, OPZx-848-1168683
Ability Score Modifiers. Your Dexterity and Strength increases by 1.
Age. Mechanons are fully mature after construction, and their lifespan is unknown.
Alignment. Mechanons evolved on Volturnus from primitive Eorna robots into a sentient, sapient race which could propagate mechanically. The robots used on the Frontier in everyday life are to the Mechanons what baboons are to the Yazirians: there is a certain similarity, but the differences are far greater and of more importance.
Little is known about Mechanon society. What is known indicates that it has a complex and strict caste system which does not allow for advancement from a lower caste to a higher one. The more intelligent Mechanons occupy higher castes. It is known that an aggressive tendency to dominate and destroy organic, intelligent life was once a strong factor in Mechanon society. Indeed, it resulted in the famous Mechanon revolution on Volturnus in FY 54 and the eventual mass exodus of Mechanons from that planet. But recent studies have shown that this is no longer a primary drive within the majority of Mechanons encountered. In fact, of 100 randomly tested Mechanons, only five showed any signs of animosity or superiority complexes relating to organic sentients.
Some robopsychologists are beginning to suspect that two completely different Mechanon societies may be evolving: one bent on peacefully coexisting with the other races, and another, smaller faction bent on destroying them.
Mechanons use standard robots to perform menial tasks, just as the other races do. Philosophy and the arts are completely non-existent and Mechanons cannot understand what organic beings see in these pursuits. Mechanons have no sense of public vs. private property. Supplies simply are created, exist, and are used as needed. There is no family unit.
There are few laws in Mechanon society. Every Mechanon is programmed with specific behavioral directives during construction. Noticeably fewer restrictions are placed on members of higher castes. At present, the Mechanon’s crystalline technology is the envy of every government and mega-corp in the Frontier.
Size. Mechanons are between 7 and 7’6″feet tall, and average weight is 220 pounds. Your size is Medium.
Speed. Base walking speed is 25 feet
Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Languages. You are all have a standard language program to speak, read and write in Pan-Galactic. Mechanons also have built-in poly-voxes and can be programmed with almost any language. They can also learn unknown languages after a week of speaking with a friendly race. The Mechanon voice is high and always sounds mechanical.
Subrace. Two subraces of Mechanon are found in the Universe: Warrior Class and Thinker Class. Choose one of these two subraces:
Ability Score Modifiers. Your Constitution score increases by 2. Charisma is reduced by 1.
Built-in Weapons. All members of the warrior class have at least one built-in weapon, usually a gyrojet or laser beam. The gyrojet does 1d10 bludgeoning damage and has a range of 150 feet, and the laser does 1d10 fire damage with a range of 300 feet on a hit.
Physical Resistance. When you are not wearing armor, you have a natural armor class of 15 plus dexterity bonus.
Mechanical Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest and make necessary repairs.
Ability Score Modifiers. Your Intelligence score increases by 2. Wisdom is reduced by 1.
Exceptional Intelligence. Most Mechanon castes have have a high intelligence. The thinker class allows them to figure out the use of any manufactured item in a matter of minutes. They can also use Intelligence(History) check related to technological devices at twice the proficiency bonus.
Persuasion. Thinkers are skilled debaters. They gain advantage on Charisma(persuasion) skill checks with non-hostile creatures.
Built-in Tools. All members of the Thinker class have at least a built-in tinker’s tool set, and two others of the player’s choice. The tinker tool set allows them to build a Tiny robot device (AC 5, 1HP) after spending 1 hour and 10 credits worth of materials to construct. The robot device will malfunction after 24 hours unless an hour is spent making repairs. The material can be reclaimed at any time to build another device of your choosing. The robot device can communicate wirelessly with the player.
Snake Robot: Speed 30ft. Swim 30 ft. Size Tiny. Senses blindsight 10 ft.
Bite. +5 to hit, reach 5ft one target. Hit: 1 piercing damage, and target must make a DC 10 Constitution saving throw, taking 5(2d4) poison damage on a failed save or half as much damage on a succesful one.
Mouse Robot: Speed 20ft. Size Tiny. Senses Darkvision 30ft.
Keen smell. Advantage on Wisdom(Perception) checks that rely on smell.
Owl Robot: Speed 5 ft., fly 60ft. Size Tiny. Senses Darkvision 120ft.
Keen Sight. Advantage on Wisdom (Perception) checks that rely on sight.
Source reference material: