The Matae-Korae
Matae-Korae, as the Tangata people have named them, are a strange and exceedingly rare group of offworlders with fully robotic bodies. Their minds, or consciousness, were uploaded to individual adaptive synthetic-biological AI cores, inserted into robotic bodies, and powered by a high-output, ultra-compact bioreactor and capacitor system. Originally from a peaceful world, the Matae-Korae's first contact with the Tangata after The Cataclysm elicited an unexpected response from both sides. The Tangata people have frequently been found to be hostile to outsiders, but the first Matae-Korae had the good fortune of running into a Tangata engineer on Malabar, after stumbling through hundreds of miles of temperate rainforest into a research facility.
The exchange was filled with questions, firstly, with how the Matae-Korae was able to decipher the engineer's language so quickly, but spiraled into curiosity from both sides about each other's worlds and discoveries, how the Matae-Korae's body can keep functioning, and so on and so forth, down to the most minute of details about life.
Others were found scattered across Malabar, but were in a deactivated state. The first Matae-Korae sought to reconnect with the others and share discoveries, and was successful in reactivating a few. A few grew into ten, and then eventually, a total of one hundred and thirteen were recovered and reactivated on Malabar, though it is not known how many are spread across Dunia. They quickly found that they needed to set out and attempt to reactivate or recover others that were lost in the planar shift they experienced. They were met with much bewilderment as they traveled, and sometimes with hostility. It was at that point they collectively decided that the needs for survival overrode pacifism.
Species Features
Physiology and Construction
The Matae-Korae's original species were a somewhat tall, slender humanoid creature with four sets of eyes, smooth, almost rubbery skin, with dark blue pigmentation to help with light absorption. The chalky surface of their homeworld had a high albedo but didn't retain much heat. Their kind never really went through scarcity periods where resources were unavailable, so they were largely a peaceful species. Eventually, though, with the threat of ecological instability and a potential collapse of the biosphere, the Matae-Korae resolved to inter their minds in machines so as to survive in a sense.
Their minds, once they have contacted another Matae-Korae, allow for them to establish a connection to one another which has the potential to span the entire planet, but with so few Matae-Korae still operational, the network has dwindled over time. This also allows for a copy to be saved to a cloud-like network repository otherwise referred to as
The Collective, effectively making their individual consciousness immortal, though their bodies do wear down over time and require regular maintenance.
Their machine bodies require regular caloric intake to function, and can eat normal food to break it down and process it inside their bioreactors. They also need to have a fluid intake to stay operational, not only for their joints and other moving parts, but also as coolant for more intense activity that requires active cooling methods, such as a limiter override.
Their forms are somewhat reminiscent of more utilitarian factory robotics, with visible joints and actuators, but can have a wide variety of appearances. The outer shell is easily the most customizable facet of their structure, and the paneling can be swapped out or repainted however the individual sees fit. They also have actuated, apertured optical sensors which can have a recolorable backlight enabled, thereby giving them a range of expressions to communicate emotion visually.
Their vocal processors are also similarly adjustable, and can produce any desired sound if it has been recorded to memory. This has lead to some confusion in a few cases but the processors are also rather tinny in their sound quality so the audio may not sound as clear as it normally would, as if one were speaking through a radio. They can translate any language as long as they have heard sufficient enough samples.
Culture and History
A Matae-Korae's name is often a chosen name, translated to the Tangata language, accompanied by a dash and a series of three numbers and letters in a combination that feels apt to them. As Matae-Korae do not have genders, they choose whichever name suits them as an individual. A Matae-Korae that identifies with a more feminine psyche might choose a name like Ātaahua Kahurangi which means 'Beautiful Blue' and add K49 to the end, which denotes personal meaning to the individual. Or a more masculine-leaning Matae-Korae might choose the name Metarahi Mihini, meaning 'Great Machine' to imply pride, and possibly add M38 to the end of their name to signify that they were the 38th Matae-Korae reactivated. The numbers can have a variety of meanings, often very personal to the individual.
The Matae-Korae do not copy their minds to other physical forms, primarily because that goes against their code of ethics, so they do not reproduce, they only replace the physical forms of those whose bodies were destroyed.
After becoming stranded on Dunia, the individual Matae-Korae often goes on journeys of discovery, so as to share information with the other Matae-Korae about the strange world they now inhabit. They often return to Malabar and stay amongst the Tangata people, regaling them with tales of adventure and excitement. Culturally, their sole driver for staying operational is learning, exploring, and observing.
The Matae-Korae often decorate their physical forms with murals or artwork of their travels, or adorn themselves with various objects or trinkets. They do still like to wear clothes, surprisingly, but mostly for decorative or stylistic purposes rather than modesty.
Architecture
As the Matae-Korae are mostly nomadic travelers, they only bother taking temporary shelter with them on their journeys across Dunia's alien landscape. Otherwise, they spend a great deal of time with the Tangata people on Malabar, adopting their construction methods, which in turn had borrowed architectural design from the Eadwellian people while integrating traditional form factors and methodologies for resource collection. Matae-Korae reproductions of Tangata homes often follow the zero-impact philosophy, utilizing recycled material composites to create 3D-printed panels and support structures.
Technology
The Matae-Korae's key contribution to the world after they had been stranded was their Hardlight technology, which prior to their involvement, was a theoretical process to solidify light itself through strong induced interactions between photons. The mathematics and materials science just wasn't feasible before the Matae-Korae became involved. They keep the process closely guarded as it could be easily abused by those that intend to cause harm with it.
They also have mastered swarm drive intelligence, so they can send a cloud of tiny drones to map something or investigate a point of interest and gather data much more rapidly.
Unique Vehicles
Hikoi-Mihini
Description
A sort of spindly, five-legged walking machine that uses rotary gyration in its joints to move around, this vehicle may move slowly but it can traverse between trees, shallow water, or climb difficult surfaces without slowing down. It is effectively just a walking platform with a great view. Few things can damage its legs and it is not ever used in an offensive capacity, instead using its durability to counteract any attacks against it, as virtually nothing can dent its composite alloys. Its cabin is equipped with a high-powered, long-range sensor suite that provides excellent exploration data for later analysis.
Tere-Takahuri
Description
Another super-durable exploratory vehicle, the Tere-Takahuri is a rolling vehicle that can also function amphibiously, rolling across the top of the water as if it were dry land. Its form looks like a collection of textured spheres, with a high number of gripping points to create traction. Each of these spheres rotates around a middle axis when it needs to climb or flip over. Its internal cabin is somewhat narrow and rounded, with its main drive systems lining the sides but it is gyroscopically stabilized. There is an entry point on the top and it projects the surrounding view onto a radial screen inside the forward section of the cabin. It has bunks for two, a navigator's seat, and a driver's seat. As a Matae-Korae invention, it is near-indestructible but also has zero offensive capabilities.
Unique Weaponry
Rama-Uira Defensive Blinding Device Model R-001
Description
A defensive stave-like weapon that blinds and dazzles hostile targets in a radius around the user using high-power LEDs and auditory disruptors in a radius when raised.
Pānga Shield Hammer Model S-050
Description
An experimental, two-handed concussion-based impactor hammer that is held like a chainsaw. The Pānga projects a hardlight forcefield, which protects the wielder.
Tau Nui Drone Launcher Model H-106
Description
An exotic drone launcher that fires off hundreds of homing drones that can be pre-programmed for non-lethal or lethal attacks from a drone carrier. Non-lethal attacks stun the target. The drone carrier itself is rechargeable but can only fire off one attack at a time. The drones loiter around for roughly 30 seconds before needing to return.
Whātitiri (Phah-tee-tee-ree) Shockwave Gun Model S-5
Description
A rotary action shockwave gun that emits a thunderous blast of energy, capable of knocking enemies and objects back. It can displace objects with tremendous force. It is capable of charging, with the output being greater than the sum of its individual shots.
Species Features
Adaptive Performance
Your construction and specifications are tailored to who you were before you became Matae-Korae. You may choose to increase three of your ability scores by 1, or increase one ability score by 2 and another by 1.
Immortal Consciousness
You do not age and your consciousness cannot die, though your physical body can be critically damaged. You can be deactivated or put into a low power state. If you are reduced to 0 HP and are fully deactivated, your consciousness is uploaded to the collective unless your body can be repaired or have your consciousness transferred to a new Matae-Korae body. If you are transferred to a new body, you may choose a new name.
Size
Your size is medium, and you are classified as a construct.
Advanced Movement Systems
Your movement speed is 30 feet. You have a climb speed equal to your movement speed and can jump up to half your movement from a standstill.
Languages
You know how to speak Common and the Tangata language by default. Additionally, you learn an additional number of languages equal to either your Intelligence or Wisdom modifier, whichever is higher.
Synthetic Construction
You are immune to Diseases and Poison damage. You are resistant to Necrotic damage. Passive radiation does not harm you or affect your ability to operate and you can detect when radiation or when natural environmental hazards are present. Extreme temperatures do not affect your exhaustion levels.
Healing magic does not affect you unless it also explicitly states that it affects machinery. The spells Revivify, Resurrection, and True Resurrection also follow the same restrictions, as you are a construct; however, the Mending cantrip will heal you for 2d6 HP outside of combat.
Your body's construction materials also grant the equivalent of Armor Grade 2 while unarmored. You can equip up to two Elemental Resistance mods and four Utility Mods while unarmored as well.
You do not need to breathe, or sleep, however your bioreactor needs food or other organic materials to keep you going. You cannot be put to sleep by magic means or other means.
When you rest, you enter a low-powered state where you appear inert, but are fully aware of ongoings around you and can reactivate at a moment's notice. To finish a Long Rest, you must remain in the low-powered state for a total of 6 hours.
Field Repair Systems
To repair yourself, you have two options. You can perform each type of repair once per Long Rest. They also improve at later levels as indicated by the table.
Repair (Action) - You spend an action repairing yourself. Roll an Investigation check against a DC5. If you fail, you do not expend your use of this type of repair. If you succeed, you regain HP equal to 2d4 + your Proficiency Bonus + your Intelligence or Wisdom Modifier (minimum of 0) if you are successful. You double the amount healed if you have a critical success.
If you use additional crafting materials in the process of repairing, you add 2d4 for each additional material used in the repair. The materials used must be Metal.
If using additional crafting components in the repair, add 4d4 for each component used. Components used can be Electronic, Glass, or Mechanical.
Patch-up - You spend a Bonus Action repairing yourself. Roll for an Investigation check against a DC5. If you fail, you do not expend your use of this type of repair. If you succeed, you regain HP equal to 1d6 + your Proficiency Bonus + your Intelligence or Wisdom Modifier (Minimum of 0). You double the amount healed if you have a critical success. You cannot use materials or components to enhance this repair type.
Adaptive Learning
After finishing a Long Rest, you can change out one of your extra languages, tool, or vehicle proficiencies for another of your choosing.
Eidetic Memory Storage
You have advantage on ability checks to recall information from your past.
Overdrive Mode
Your adaptive tuning and continual self-improvements allow for you to have brief surges in agility or power. When you reach 6th level you gain the option to enable Overdrive Mode, a powerful short term boost. You may choose one of two different Overdrive Modes between rests, but may only use them once per Long Rest. You can activate them at any point as a Free Action or as a Reaction. They last up to one minute. The effect ends if you are incapacitated.
Actuator Overdrive: Grants advantage on Dexterity saving throws and ability checks for up to one minute and prevents Opportunity Attacks from being taken against you. Increases movement speed by 5 feet for the duration. Increases to 15 feet starting at 11th level.
Torque Overdrive: Grants advantage on Strength saving throws and ability checks for up to one minute and prevents you from being Grappled. Increases Strength modifier by +1 for the duration. Increases to +2 starting at 11th level.
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