Colonial Progeny are shorter, slighter versions of the Blackmoor Imperial Soulbound Construct. While they use the same biomagimechanical shell, differences in the magical fields and mineral makeup of the red planet have effected certain changes to soulbound awakened on Sarimaar.
Most of the Colonial Progeny emerge from the Well of Souls slightly shorter than their Imperial counterparts, averaging between 4 and 4 1/2 feet in height, and weighing around 85 to 90 lbs. Their hair is universally straight and black, with each of the seven colonies preferring various different styles. Progeny’s irises are a flat, unreflective (and somewhat unsettling) gray. This color changes to either a smoky purple or crystalline blue when they are augmented with black or blue dragonstones.
Bereft of a dragonstone personality or intelligence graft, Progeny are quiet and unresponsive, relying exclusively on verbal orders, after which point they carry out their tasks with a cold and mindless efficiency.
Unlike other classes, Colonial Progeny are unable to gain levels in the traditional sense. In their base state, they are little more than golem-like quasi-living dolls. They require either a black dragonstone containing a Stored Intelligence or a blue dragonstone Siren Intelligence Imprint to function independent of direct orders.
Rather than a Prime Requisite, Progeny all begin with the same base ability score array. Intelligence and Wisdom are modified by their dragonstone augmentation (see below)
STR 8 INT 6* WIS 9* DEX 14 CON 8 CHA 12
Progeny do not increase hit points as they gain levels. Rather, they start with their full allotment of 9d4-9 hit points out the gate. They are unable to heal through normal rest, by the use of healing potions, or clerical healing magics. Artificer repairs are only half as effective in the field. A full day’s work in a fully equipped artificer laboratory, and alchemical ingredients totaling 100 gp per hit point to be restored are necessary to bring one of the Progeny back to full health.
Because of their half-sidhe nature, Progeny are unable to wear metal armor of any kind. Though they can wear magical metal armors, anything heavier than chain mail negates their ability to use magic or their natural ability to hide.
Progeny can use any one-handed melee weapon. Due to their smaller size, they cannot use longbows or heavy crossbows in ranged combat.
Due to the sidhe-half of their parentage, Progeny retain the keen senses of the fey, and a limited command of their kind’s invisibility.
Progeny detect hidden or secret doors, either 1 in 6 if passing within 30’, or on a 1 or 2 on 1d6 if actively searching.
Outdoors, progeny are difficult to spot, having the ability to seemingly vanish into woods or underbrush. In such cover, they can only be detected 10% of the time. Progeny can even hide in dungeons, though not with as much success. In normal light, with shadows or cover to hide in (remaining absolutely quiet and not moving), the attempt at hiding will succeed 1/3 of the time, on a roll of 1or 2 on 1d6.
Magical light, such as a cleric’s Light
spell, will ruin the attempt. If the character is carrying any light, it will be impossible to hide.
Due to the nature of their magical construction, Progeny use the Dwarf Saving Throw tables.
Their magical nature interferes with the use of magic items and casting of magical spells. If their Stored Intelligence is capable of using magic, the Progeny shell must succeed in a Save vs. Spells in order to cast the spell properly. Otherwise, the spell fizzles and is lost*. Similarly, upon first use of a magical item, the Progeny must succeed in a Save vs. Spells or the item does not function for them for 24 hours (at which point, another save can be attempted). The item remains magical for purposes of being able to hit certain creatures, but the Progeny would not receive any of the bonuses.
*If the DM and player wish, a botched Save could result in the spell going off in some unexpected way (random direction/target, halved range, halved damage). On a natural 1, the spell could go off with the Progeny at “ground zero.”
Though they are only half-sidhe in nature, cold iron still effects the Progeny. While their Imperial sisters cannot abide the iron-laced sands of Sarimaar (suffering 1 point of damage per turn on a failed Save vs. Poison, and losing a point of CON after three failed Saves), Colonials are somewhat hardened against the ravages of the planet (as indicated by their use of Dwarven Saving Throws); they can endure a hour's exposure to the planet's sands before needing to make a Saving Throw vs. Poison.
grant +3 bonuses to their Saving Throw rolls against Sarimaar's sands.
Progeny Augmentation: Stored Intelligences and Siren Intelligence Imprints
(From Chimpman’s “700 Years After the Flames” Thread
in the BC 2300 project board)
These items store and maintain an individual creature’s entire “intelligence” or essence. Some strip portions of that intelligence (such as ambition or emotion) to make dealing with such entities easier.
Some Blackmoorian noble lines took to the practice of wearing Heirloom Brooches. These trinkets were worn throughout the life of the noble, and were able to “record” the knowledge and personality of the wearer during that time. Upon death, the brooch was placed in an Heirloom Vault – a location accessible by future generations of the family line. Various brooches (and their stored personalities) could then be consulted during times of family crisis.
modified for installation in Colonial Progeny shells transfer the personality, mannerisms, and knowledge of the recorded former-wearer into the magi-mechanical shell.
usually 2-8 (2d4, if unknown); replaces the Progeny’s Intelligence and Wisdom scores with those of the recorded personality. Magic, be it arcane or clerical, is subject to the chance of magical failure above. If the recorded personality is of the thief class, the Progeny operates as a thief of the recorded individual’s level. Either the “Hide in Shadows” or innate Progeny’s “Hide” ability are used, whichever is the more effective of the two; they do not “stack.” Brooch-augments are unable to gain levels, or XP.
These small dark crystals, based on the same principles of Heirloom Brooch, are able to capture the wearer’s “essence” during a special ceremony that culminates in the physical death of the wearer’s body. Unlike the Brooches however, these shards are designed to be placed in an artificially constructed body of stone, steel, and wood. Many powerful wizards, in the late Blackmoorian era, transferred their intellects into such shards in order to prolong their lives. Unfortunately these transferences rarely maintained attributes of the psyche such as morality and emotion.
Magic User, cleric 9-36; replaces Progeny’s Intelligence and Wisdom with that of the recorded individual. These shards are engineered to bypass the Progeny’s anti magical nature, allowing the stored personality to cast spells as normal. However, this adversely effects the life-cycle of the magi-mechanical shell, dealing 1 point of damage per level of the spell being cast. Shard-augments do not gain XP or further levels.
]Siren Intelligence Imprint
Blue dragonstones are formed when a siren perishes after entering stoneformed hibernation. The oval-shaped stones that can be plucked from the broken remains retains an imprint of the siren’s consciousness, as well as a catalog of everything the siren has seen and done while active. These cannot be “reused” or “reinstalled” in Imperial Progeny. However, those of the Colonial variety are able to interface with the encapsulated intelligence; the rudimentary personality and stunted free will that is the curse of a Colonial Progeny’s shell is thought to be what allows it to fuse with an Intelligence Imprint, and carry on that imprint’s work.
2-7 (2d6+1); Imperial sirens filled a variety of roles, from administrative aides and facility maintenance managers to performing covert intelligence operations, in addition to their civil defense roles. The majority advanced as sidhe-thieves.
An Intelligence Imprint imparts an additional 2d6 points of intelligence to its Colonial Progeny host. Some (25%) also impart an additional 1d6 Wisdom, or 1d4 to Charisma.
Imprint-augments are able to gain XP and can improve as sidhe-thieves or sidhe-fighters (see PC1: Tall Tales of the Wee Folk), but use the Elf XP table. Unfortunately, the limits of the Progeny magi-mechanical frame prevent the Intelligence from learning further magics (though those they already know can be used, subject to Saving Throw hinderances above.)