Contraptions Technology / Science in Ealamkha'fif | World Anvil
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Contraptions

Contraptions are a catch-all terms for any non-native beasts found in Windlost Buildings {Temples}. Contraptions is a purposely vague term, as there appear to be many types of these Contraptions. Some common ones are described below.
  Scuttlers - Strange walking Contraptions that move like a spider with the legs of a crab. Often, the Scuttler will have a central pod, where the "business end" is often located. While certainly not lacking in firepower, Scuttlers are considered an Easy-Rated Hunt by the Adventurer's guild if with a party of at least 4. This is because of a flaw in the Scuttler's behavior that allows them to be confused by crossing movement, as well as the weakness of their legs to being incapacitated.
  Lost Knights - Lost Knights are contraptions that vaguely resemble a human form, with a varying number of legs from none to four. Lost Knights often have one "arm" that is a gun-like weapon, and will use what appears to be a once-standard made blade in the other. Lost Knights are considered a Moderate-Rated hunt, as they are less susceptible to being confused by adventuring tactics as well as better tracking on weapons.
  Domebies - Domebies are considered fodder by all adventurers. Domebies are small, knee height spherical Contraptions that roll around. They pose little to no threat, having only a shock-based weapon that is extraordinarily close ranged and hurts very little. Domebies are somewhat loved by adventurers, as they will often indirectly lead towards treasure by attempting to block the way, and many adventurers refuse to destroy the "adorable" spheres, instead just removing the shocker.
  Inquisitors - Inquisitors are the most threatening of the usual Contraptions. Usually about 10 feet tall, which emit a quiet humming sound when active, and hover about a foot in the air. Shaped like strangely proportioned humanoid, with longer than normal arms and a long, vase-like helmet. They have no legs, instead a complex mechanical structure shaped somewhat like a kilt or dress. This is the part that is the most threatening, earning it the Danger-Rating from the Adventurer's Commission, but also making it incredibly worth going for. The energy source within is incredibly valuable, but also allows it to make near-limitless number of attacks.

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