Cogs Species in Strange & Grim - OLD | World Anvil

Cogs

Click This Link for a Look at the Concept Board for Cogs on Pintrest
  The most common Aether Constructs found in Void are Sprites and Daemons. They are created by aetherists in order to navigate, search, and manipulate the Void. A sprite might be used to investigate a weft, snuff out a light, or send a message to someone nearby. The utility for simple tasks is nearly endless. Daemons, on the other hand, are far more powerful. They may be used for potent or longer lasting effects that often appear more "spell-like". A daemon might be used to craft a fireball, for example.
  While these sprites and daemons have enabled huge leaps forward in magical abilities and aethertech, their uses go far beyond the manifestation of effects and powering lamp posts. Instead, some magic-users have learned to bind sprites and daemons to objects. In many cases, this allows the creator to give otherwise mundane objects magical properties. Vehicles gain the power of flight, doors can be open, shut, and locked, energy can be transferred from one location to the next, or stored for later use. Machinery and weapons of all types and sizes imaginable, vehicles and aeroships from personal to huge carriers and cruise liners are all created through this process.
  The creators of these wonderful inventions are called Runewrights. If aetherists are the scientists of magic, runewrights are the engineers.
 
A cog is any physical construct that has been magically crafted to house an artificial Void construct
  In addition to weapons and other machinery, runewrights have also created life - or at least imitated life through their creations. Cogs are autonomous creatures that come in all shapes and sizes from tiny to huge. They may roll around on wheels, skitter around on eight legs, or they may walk upright like humanoids. The syndicates producing cogs today are willing to try just about any form-factor they believe has a specialized purpose...or will sell well. There are cogs that serve as couriers, pilots, laborers, attendants, translators, and any other number of tasks useful in day-to-day life.
  Dalnesium Spheres While the dwearh, in general, were responsible for creating the cogs, it was one specific runewright dwearh named Dr. Dalston, in Rynmark, who invented the housing which enables the daemon spirit to inhabit each cog. These spherical devices are made from an element discovered by Dr. Dalston which he named "Dalnesium". The dalnesium sphere is embedded within each cog and provides a conduit to the Prime from Void. When they are first created, they are drawn into the dalnesium sphere and bound to it. In doing so, they gain control over the cog in which they reside. This binding usually takes around 12-hours, but can be accelerated by particularly skilled runewright.
 
Two very different cogs (a maven and a sentinel) serving entirely different functions in the Commonwealth.
  Physical Description
  As mentioned, cogs have a very wide variety forms. Since the original designs created by Dr. Dalston were released to the public several other companies and trade syndicates have created their own specific varieties in order to fulfill their needs. In general, however, cogs share several characteristics across all of the designs. All cogs have a daemon construct embedded within them; all cogs are designed for a specific task, or set of tasks - very few, if any, cogs are truly well-rounded machines.
  All cogs have some form of locomotion, but the type can vary by manufacturer. Most are anthropomorphic, meaning the walk upright on two legs and have vaguely humanoid like features. The variety and functions of a particular line of cog usually determines their overall appearance.
  Finally, all cogs a considered twofold, or a being that can interact and be interacted with on both the Prime and in Void.
 

  Society
  Cogs are machines inhabited by an intelligence created from the Void. While the daemon can develop a personality over time, even then they do not typically see themselves as anything more than the executor of the task for which they were created. A cog created to inventory large warehouses will normally show an interest in tasks and skills associated with counting and tracking things.
  Cogs will interact with others (including other cogs), within the limits of their design and purpose, but do not typically develop bonds with them.
  On very rare occasions, a cog will gain sentience and become self-aware. Often times, these intelligent cogs will be decommissioned and destroyed out of fear, however across the Commonwealth in recent years many cogs have won their freedom from servitude and are able to venture out on their own.
  Relations
  Daonni and dwearh are tolerant of sentient cogs, but many other species are not. Among the daonni and dwearh, a personal cog may be treated with the familiarity one my give to a house pet or livestock.
  Older species like the aos'si, boggarts, and hobs are exceedingly leery of cogs. Everything about the artificial creatures is an abhorrent to the feyborn, and they will not normally associate themselves with cogs. This is true whether or not they are self-aware. Cogs are usually completely ignored unless forced to interact.
  To the goblinoid races, like the wogan, the cogs are a curiosity. They are often seen as something to pick over and perhaps even take apart. Many wogan who have had long standing relationships with the West consider cogs to be, at best, a form of slavery, and at worst, a lost spirit trapped inside an artificial being against their will.
 

 
Cog Features

  Ability Scores. Varies greatly by model (see Cog Models below)
  Age. As a cog, you have no real concept of time or age. You could be as young as one year old, or among the oldest cogs in the Commonwealth which are near thirty years old. You are immune to magical aging effects.
  Size. Your weight and build depend upon your cog model (see Cog Models below)
  Speed. The base walking speed for most models is 30 feet; however this may change depending upon your cog model (see Cog Models below)
  Mostly a Machine. While you are self-aware, you are not technically a living creature. As such you have the following construct features:
    • You are immune to poisons and the poisoned condition
    • You do not eat, drink, or breathe
    • You are immune to disease
    • You do not sleep and are immune to magical sleep effects
Bent, Not Broken. You are not technically a living creature. As such, you are not able to be healed in a normal manner by medics or through divine magic.
    • You do not not gain any Edge or Health from healing or first aid effects
    • Another creature with the Engineering skill can restore (1d6 + Intelligence bonus) Edge for every 5 points scored on an Intelligence (Engineering) check
Reinforced Frame. You were created from refined metal and synthetic materials. As such, you are most resilient to damage than most organic creatures.
    • You gain a +2 Defense, but you are unable to wear additional armor
    • You are resistant to bludgeoning, piercing, and slashing damage from non-magical weapons
    • You are resistant to psychic damage
    • You are vulnerable to lightning damage
Cognitive Regeneration. When you are off the clock, you must spend at least four hours in an inert, motionless position. During this time, you are completely unconscious and must succeed in a DC 12 Wisdom Throw each round in order to "wake up" if roused by another creature.
  Languages. You can speak, read, and write Common and one other language of your choice.
 
Cog Models
Assembly
As the name alludes to, assembly cogs are the baseline models for just about any of the syndicate manufacturers. While the model designator itself will vary, usually anyone referring to a general purpose cog will call them "assembly liners" or "assembly" for short.
  Ability Scores. You gain 4 additional Attribute points during character generation that may be applied to your physical attributes. Your maximum starting Charisma score is 10. Your maximum starting Strength score is 20.
Size. Your size is Medium. Most Assembly Cogs range in height from 5 to 6 feel tall and weigh between 200 and 275 pounds.
Speed. Your base walking speed for is 30 feet.
Special Function. You gain Athletics as a skill proficiency and one manual labor tool proficiency of your choice.
  Maven
The maven class is a cog which is specially designed for small, dexterous tasks. This could be anything from jewelry crafting to sculptures; from ductwork cleaning to sewer maintenance.
  Ability Scores. You gain 4 additional Attribute points during character generation that may be applied to your physical attributes. Your maximum starting Charisma score is 12. Your maximum starting Dexterity score is 20.
Size. Your size is Small. Most Mavens range in height from 3 to 4 feel tall and weigh between 75 and 100 pounds.
Speed. Your base walking speed for is 25 feet.
Special Function. You gain Acrobatics as a skill proficiency and one tool proficiency of your choice.
  Sentinel
Many syndicates and government groups employ deadly, but expensive sentinel cogs to guard or secure highly sensitive areas within their areas of control.
  Ability Scores. You gain 4 additional Attribute points during character generation that may be applied to your physical attributes. Your maximum starting Charisma score is 8. Your maximum strength Strength and Constitution scores are 20.
Size. Your size is Medium. Most Sentinels range in height from 6 to 8 feel tall and weigh between 300 and 400 pounds.
Speed. Your base walking speed for is 30 feet.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Limited Function. Thus far, no sentinel has been capable of mastering the art of magic. You are restricted to a martial, non-magical profession.
 
Example of Other Cogs

Tick, Cog

Tiny construct (cog), neutral
Armor Class: 15 (Natural Armor)
Hit Points: 8
Speed: 30 ft , fly: 0 ft , burrow: 0 ft , swim: 0 ft , climb: 30 ft

STR

8 -1

DEX

20 +5

CON

15 +2

INT

8 -1

WIS

10 +0

CHA

2 -4

Saving Throws: Dexterity
Skills: Stealth +7, Acrobatics +7
Damage Immunities: Poison, psychic
Condition Immunities: Blinded, charmed, deafened, exhaustion, frightened, paralysed, petrified, and poisoned
Senses: Darkvision 60', Tremorsense 20', passive Perception 10
Languages: Cog, also understands Common

Spell Casting Ability: Dexterity (+5), Spell Attack Bonus +7

At will: Poison Spray (Cantrip), DC 13


Poison Spike (Recharge 5-6). When the tick hits with its needle attack, it may cast Poison Spray as a bonus action, but affecting only the target it hit.

Actions

Needle. Melee Weapon Attack: +7 to hit 1d20+7 , reach 5 ft., one target. Hit: 2 (1d4 -1) 1d4-1 bludgeoning damage.

The tick cog is a tiny cog, about the size of of a daonni fist. The creature has all the appearance of a mechanical spider, but with six legs. Multi-faceted eyes on its face allow for it to see in a variety of environments. When threatened or attacking, the tick produces a very sharp needle, dripping with poison, from what would be its mouth.

Suggested Environments

Tick cogs can be found in just about any environment.


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