Unborn

Unborn, are beings constructed from inanimate materials and given the spark of life by magic or technology. They might be a clay golem, an animated brass statue, a creature of living crystal, or even a clockwork device powered by steam. Regardless of its makeup, its unique and bizarre enough to forever dwell outside “polite” society. They are usually built for a single purpose — war, or perhaps labor or companionship — and their master are likely both highly-skilled and wildly eccentric. Some event, maybe their master’s death, obsolescence, or the development of free will, now lets them to write their own story and explore a greater world then a lot of them would have ever known. They tend to be curious and somewhat naïve about emotions and relationships, meeting new experiences
with the wonder and indulgence of a child. Their adventuring
companions might be the only friends they’ve ever had, and their
continued acceptance and support is reason enough for them to
protect their friends to their last spark of life.

Common Personality Traits: Curious, impressionable, lonely, loyal, pensive

Common Physical Traits: Glowing eyes, awkward expressions, hollow or tinny voice

Example Names: Whizgig, Tinker, Gadget, The Monster

Type: Medium biped construct with a Reach of 1 (see page
226). Your maximum wounds equal your Constitution score.

## **Different Types of Unborn**

### **Steel Golem**

* **Attributes:** +2 to any 1 attribute, –4 Charisma
* **Base Speed:** 20 ft.
* **Achilles Heel (Electricity):** When you suffer electrical damage, you also suffer an equal amount of lethal damage.
* **Enlightened Skill:** Choose one skill in Chapter 2. Your maximum rank in that skill increases to your Career Level + 5. Only the highest bonus from any single enlightened ability may apply to each skill.
* **Limited Proficiencies:** You begin play with 2 fewer proficiencies (minimum 0).
* **Lumbering:** You suffer a –2 penalty with all Reflex saves and become flanked any time two opponents are adjacent to you.

### **Special Construction**

*Unlike most of your ‘kin,’ your body is composed of special materials that set you apart.*

Prerequisites: Unborn, Level 1 only

Benefit: Choose a construction.

* **Clay:** Formed of earth and blessed with life, you’re a terror to your foes. You gain sterner stuff (see page 235) and your Achilles heel (electricity) becomes Achilles heel (fire). Also, each time you suffer 10 or more damage from a melee attack you may attempt to Disarm the attacker as a free action.
* **Brass:** Your alloy flesh is amazingly resistant to arcane forces. You gain Spell Defense 20.

* **Clockwork:** As a sophisticated machine, you possess uncanny speed and precision. Your Speed increases by 10 ft., you gain a +2 bonus with Initiative checks, and you lose lumbering.
* **Flesh:** You’re crafted from multiple cadavers and imbued with great strength — and greater rage. You may be healed with both Crafting and Medicine checks, and your Achilles heel (electricity) becomes Achilles heel (fire). Your Strength-based damage rolls inflict 1 additional damage, and each time an opponent attacks you and misses, he suffers 2 stress damage.

* **Gem:** Your body is rough-hewn from razor sharp minerals. You gain natural defense (lethal damage) (see page 234).
* **Granite:** You’re living stone and nearly impossible to move. You gain Damage Reduction 2 and improved stability.
* **Living Metal:** Your steely “flesh” is the product of bizarre alchemy and magic, forged for war and destruction. Your wounds heal normally, the lower of your Strength or Constitution scores rise by 1, and you gain 2 additional proficiencies.

## Unborn Body Modifications

### **Custom Creation**

*Your body is modified in ways most meat-bags can’t fathom.*

* **Prerequisites:** Unborn, Level 1 only
* **Benefit:** Choose a construction.
	+ **Hollow Frame:** Your torso features a secret compartment in which you may store up to 1 object 1 Size smaller than you, 2 objects 2 Sizes smaller than you, 4 objects 3 Sizes smaller than you, and so on. Inspection fails to find the compartment without a threat or critical success. Objects carried in it count against your carrying capacity. The compartment can hold enough air for a character stored within to survive 10 minutes per Size difference between you (e.g. a character 2 Sizes smaller than you would have 20 minutes of air).
	+ **Hulking Frame:** Your Size increases to Large (2×2, Reach 1). This does not affect your maximum wounds.
	+ **Long Arms:** Your Reach increases to 2.
	+ **Long Legs:** Your Ground Speed increases by 10 ft.
	+ **Miniature Frame:** Your Size decreases to Small (1×1, Reach
	+ **Solid Frame:** Your wounds increase to your Constitution score × 1.5.
	+ **Spindly Frame:** You gain a +4 gear bonus with checks and saves to avoid becoming entangled, held, or pinned.
	+ **Tool Hand:** Select 2 kits (see Fantasy Craft, page 159). You’re always considered to have those kits.

### **Floater**

*Your design includes the ability to hover*

* **Prerequisites:** [Unborn], [Level 1 only]
* **Benefit:** You lose Achilles heel (electricity) and gain flight 20 ft. (see page 227), though you may rise no higher than 20 ft. above the ground.

* **Special:** When you gain this feat you may reduce any of your attributes by 2 to gain an additional Species feat with the prerequisite “Level 1 only.

### **Many Armed**

*You have multiple arms and the coordination to use them.*

* **Prerequisites:** Rootwalker or [Unborn], [Level 1 only]
* **Benefit:** You may simultaneously hold and arm up to six 1-handed, four 1-handed and one 2-handed, or two 1-handed and two 2-handed weapons or objects. Also, each round that you hold no more than this, you may Handle an Item as a free action. You also gain a +1 bonus with skill checks made as part of a Grapple action per two of your hands that are free (maximum +3). This feat does not grant additional attacks.
* **Special:** When you gain this feat you may reduce any of your attributes by 2 to gain an additional Species feat with the prerequisite “Level 1 only.

### **Many-Legged**

*You have multiple legs.*

* **Prerequisites:** Rootwalker or [Unborn], [Level 1 only]
* **Benefit:** You have more than 2 legs and gain improved stability and Trample I (see pages 234 and 235)
* **Special:** When you gain this feat you may reduce any of your attributes by 2 to gain an additional Species feat with the requirement “Level 1 only.”

### **Two-Headed**

*They really are better than one…*

* **Prerequisites:** Giant, Ogre, or Unborn, Level 1 only
* **Benefit:** You are only flanked when surrounded by 3 or more adjacent characters, and the penalties you suffer when multitasking (see Fantasy Craft, page 65) or when making attacks with the Two-Weapon Fighting and Two-Weapon Style feats, drop by 2 (minimum 0).
* **Special:** When you gain this feat you may reduce any of your attributes by 2 to gain an additional Species feat with the requirement “Level 1 only.”

### **Wheeled**

*You have wheel or tracks instead of legs, letting you cover lots of ground in very little time. Sadly, they’re particularly vulnerable to damage.*

* **Prerequisites:** Unborn, Level 1 only
* **Benefit:** Your Ground Speed rises by 20 ft. in Settled terrain and you gain the superior runner II NPC quality (see Fantasy Craft, page 235). However, you suffer double the Speed penalty from broken leg (wheel/track) critical injuries.
* **Special:** When you gain this feat you may reduce any of your attributes by 2 to gain an additional Species feat with the requirement “Level 1 only."

### **Living Weapon**

*When you’re the weapon, swords and guns lose their luster.*

* **Prerequisites:** Rootwalker or [Unborn], [Unarmed forte]
* **Benefit:** Select one of the following benefits.
	+ **Crushing Grip:** You gain the Squeeze I natural attack, but suffer a –2 penalty with ranged attacks.
	+ **Hammer Hands:** You gain the Slam III natural attack, but you also gain the Beast Type and therefore lack hands or other fine manipulators and can’t take actions requiring them.
	+ **Powerful Legs:** You gain the Trample I natural attack but suffer a –2 penalty with Balance checks.
	+ **Shearing Jaw:** You gain the Bite I natural attack but suffer a –2 penalty with Impress checks.
	+ **Spines:** You gain the natural defense NPC quality (see Fantasy Craft, page 234), but suffer a –2 penalty with Reflex saves and Tumble checks.