Automations on Troilus

== Structure ==
=== Appearance ===
Automaton characters must be vaguely human or have a human-esque form. Otherwise they can look like anything. Automatons can also change appearance much more easily than most other characters can. Automatons can be made of any material, from porcelain to steel, and have any kind of body structure.
=== Aging ===
As long as they are not completely destroyed and the vein containing the fluid that keeps them alive stays intact an automaton can stay functioning forever. 
That being said, automatons cannot age physically unless specifically created to be able to do so. Instead they have an "apparent age," which is how old they would pass for in the mortal world, and a "true age," which stems from the date they were created.
=== Anatomy ===
Automatons must have a vein that runs lengthwise through them filled with some sort of thick fluid, this fluid will turn into ichor once sealed with a purpose and the creator's seal. If this vein is compromised the automaton will die.
=== Creation ===
Automatons must be created by a child of Hephaestus with the "Talos Dynamics" power or Hephaestus himself.
== Culture ==
=== On island ===
Any automation that can from off of the island, or ones that have listened to the life’s of those who did immigrate in know how lucky they are. The islands leadership will punish anyone who treats automations inhumanely but there’s tales about gods using them as nothing but tools, some children of Hephaestus making them just to send them into war, and much more. 
Godly connections: Some of them maintain faith in Hephaestus, while other view him with total distain for how little he seems to care about them, or his own kids. 
=== Off island ===
Godly connections: Automatons are a direct result of Hephaestus, and, as such, are very devoted to him.
== Powers ==
Abilities are going to be very specific to each automaton, so don't be afraid to get creative! Please refer to the power-sets on the lineage page when choosing their powers. 
=== Majors ===
What I Do (Major/Moderate/Minor)
* Every automaton has a purpose, this is your chance to create your own unique power for that purpose. Go ahead and make one under this power name! If you make something relatively weak it’ll count as a minor with your power slots. If you make something strong it’ll count as a major. In between counts as a moderate
Personal Upgrades (Major/Moderate/Minor)
* Your automaton may have a set of Upgrades in comparison to the squishy meat people. These can vary from projectile launcher arms, sword arms, Thermal vision, double jump wind feet, And anything in between. Just don't go overboard with the upgrades and consider how your automaton could physically have all the ones it does. This power will take up a higher level slot if you do want some crazy strong upgrades.
Infusion (major) *Some automatons have such a presence within their material that their energy seeps into it. Then if their material gets scrapped they can lie in wait until it’s used again for an automaton, at which point some fun things can happen. 
**Passive: The parts from automatons with their presence tied to their material will never truly feel like apart of the future automatons body.
**Level 1-2: when the past automaton starts to reach out they can only do small things, like encourage flight over fight durning or flight reflex. They can also give the current automaton a +3 to one attack per day.
** Level 3-4: the past automaton can also now whisper ideas into the current one’s consciousness. Also they can give the automaton an energy surge which will give them a +3 to one saving throw against a physical effect per day.
**Levels 5-6: They can now take control of the current automaton if that automaton allows it for split seconds. There is always some tell to when the past automaton is in control. Also the past automaton can send an energy surge capable of giving the automaton +3 to one of any saving throw now (instead of just the physical ones) once per day.
**Levels 7-8: The energy surges which give +3’s for either a saving throw or attack can be sent twice a day for each now. Also the past automaton can take control for up to an hour if the current one allows it.
=== Minors ===
Divine Conduit (Minor)
* Some Automatons have the ability to use a talisman battery to activate powers from a deity. While a god's empowered talisman battery is slotted into the Automaton, they may temporarily use any power from that god's power set at a level 1 proficiency.
* The creation of a talisman battery requires a blessing directly from the gods, (if created in role play it’ll require a roll of 15 or higher) and creates a battery specific to the power of the god that blessed it.
* If you wish to have your character refill their talisman battery they must make an offering to the god and then roll any roll below 11 is failure. 11 will get them one charge, 12 two, and then so on and so forth until their battery is full. It can’t go beyond full. They can only make one offering per day and roll once per offering
** 1: They can hold 3 charges at a time in their battery
** 2: 5 charges
** 3: 7 charges
Curse Engine (Minor)
* Some automatons are created with a special type of device within them known as a curse engine, A small, powerful gadget that looks a bit like a miniature multi-chambered engine. However, this device does not process gas, but mental energy, allowing the automaton to unleash temporary curses when fully charged. After each curse, the engine must recharge for three days. The automaton must touch the target to curse them. Here are the primary curses Deployable through a curse engine.
Curses 
Name 	What Happens
Curse of Obedience 	Some of the earliest automatons were effectively slaves, and this curse forces such a position upon the flesh beings. After it's used, the target must obey any command they hear that wouldn't cause them to injure themselves for 3 turns. IE, They could be forced to Dance like a chicken, they could not be forced to stab themselves
Curse of Paralysis 	This curse, created out of the hatred of automatons merely told to "stand still" by their creators, forces the target to be incapable of movement for 3 turns.
Curse of Nature's Foe	Given that automatons are usually diametrically opposed to natural beings, they can force this condition onto others with this curse. When activated, all beings of nature (nymphs, animals, and even plant life) feel a light hatred (or less if they have a bond with the target) towards the target for an hour. It takes a bit of willpower for natural beings to avoid beating up whoever has this curse upon them.
Blessing Engine (Minor)
* Some automatons are created with a blessing engine, a small powerful gadget that looks a bit like an electromagnetic engine. However, an automaton may not have both a blessing engine and a curse engine within them. The conflux of mental energies would tear apart the Automaton, and so they must either have an blessing engine or a curse engine. Each blessing must be applied by touche, and after usage, the engine takes three days to recharge. Here are the primary blessings deployable through a blessing engine.
Blessings
Name 	What Happens
Blessing of Metal Flesh 	Seeing as most automatons are made of metal, this blessing allows a squish meat being to have skin as strong as celestial bronze for 6 turns
Blessing of Free Will 	This Blessing was created out of the joy of some of the first automatons who were left mostly free, with their purpose to guide them, not control them. It snaps whoever it is used upon out of any type of mind control ability.
Blessing of Machines' Ally	Given that Automatons are usually very chill with machinery and industry, this blessing grants that state to whoever it is used upon. It makes any machines they hang out with just a little more kind to them for an hour, like a busted printer doing something right
Elemental Capacitor (Minor)
* This device, usually placed in the torso of more humanoid automatons, allows the automaton to absorb elemental energy. This means that if they got hit with an electric attack, they could absorb that electricity instead of taking any damage from it. The capacitor will explode in a blast of the stored elemental energy and need to be repaired after a week of unusability if the limit of the capacitor is reached
** 1: They can block 2 attacks
** 2: 3 attacks
** 3: 4 attacks
=== Givens ===
Persistent Memory (Given)
* Automatons learn from mistakes and have a nearly indefinite memory. This is what allows them to perfect their purpose.
Consume (Given)
* If any physical damage occurs an automaton can self heal by consuming the materials they are made of. This could be metal, porcelain, oil, or anything that is part of their body. This process allows damage to be repaired and broken areas to be “healed.”
Creator’s Weakness (Given)
* Automatons are permanently tied to their creators. The person who creates the seal is the only person who can program the automaton, even one that has reached beyond human level intelligence. This means that once the creator of the automaton dies the automaton cannot be reprogrammed.
Empathy Circuit (Given)
* Most automatons have an inherent sense of empathy. Even if they mostly show it to their creators, they can sympathize with the suffering of demigods and humans, even if they are deeply different from them. However, if they have an empathy circuit, they can turn off or have turned off their own sense of emotional compassion towards others. This can be very dangerous, especially if they have their empathy ciruit turned off for long enough that all they care about is fulfilling their purpose, regardless of who they have to hurt.
Gift of Language (Given)
* When an automaton is created, they are gifted three languages that they can speak completely fluently. The first is the Language that their creator speaks the most, usually english. The second is the language that their Purpose is written in on their seal. This can vary wildly, and means that some particularly ancient automatons speak fluent ancient greek. In cases where the language the creator speaks the most and the Language the purpose is written in are the same, they only know one language. The third language is that of machines. They are machines, and as such can communicate with other machines.
Final Overdrive (Given)
* In emergency scenarios, Some Automatons are authorized to Begin boiling their Vital fluid, killing them but giving them incredibly enhanced abilities for the duration. Only some automatons are created with this feature, and a few of those that are have a backdoor built in by their creators that has this effectively function as a kill switch.
Reboot (given) 
* Rebooting is basically the automation version of sleep, these are definitely comparable to a deep sleep though as the automation cannot wake up until the reboot is done. There are a couple different types of reboots that can occur. The most common are voluntary reboots. These are when the automation has a lot of information to process, or just needs a mental break. The other is malfunction reboots. These happen out of control to the automation and take much longer to recover from as they often involve the mast majority of their systems being shut down and then very slowly recovering and starting to work again.
== Credits ==
The original writer of this species is Ash (@catgirlcourt on discord) 
Mclevy (@mclevystrongmorse on discord) created 
* empathy circuit
* final overdrive
* blessing engine 
* curse engine
* elemental capacitor 
* divine conduit 
Puffin reworked / added levels too 
* what I do
* personal upgrades
* elemental capacitor
* blessing engine
* curse engine
* divine conduit
Puffin made 
* reboot
* infusion