Attrachnid

Introduced in the companion episodes To Koboldly Go and A Shot In The Dark, these quirky little automatons were helpful in solving various puzzles in the underground treasure vault, and would even carry gold for the adventurers, how nice!
Mechanics
*The Attrachnid was introduced as custom Companion Magic Item in the TTRPG system Dungeoneering.
*Companion (has 1 in all stats and 1 HP) A clockwork spider with a charged magnet underneath it. It likes to wander around and pick up loose coins. Can carry up to 200 coins before being weighed down. Press the button on top to activate / deactivate. LOAD 1 (when in inventory); LOAD 0 (when active).
*There are two types of Attrachnids: Red and Blue.
*Each one has a corresponding magnetic charge: Positive and Negative.
*Red has a “V” button on its back pointing ahead. Blue has the same, but behind.
*Reds and Blues can interact with each other normally, but two of the same color can’t get close to one another. They will be pushed away from each other by an invisible force. Roll Intellect to discern magnetic fields.
*Reds and Blues will only get stuck if their magnets (underside) are held up to each other. If they get stuck, press the buttons on their backs to free them. Roll Might +3 to pull apart.
Personalities
*Attrachnids are adorable, football sized boingy-boofs! Each was lovingly programmed with a bit of their creator’s personality. They’re inspired by Pokemon like Spinarak and Magnemite. Refer to Pokemon Natures / Characteristics for personality ideas.
Category:Artifacts