[Name: Tapper]
[Ancestry: Golem (Robot)]
[Background: Bartender (Novice)]
[Class: Machine Mage (Witchcraft/Cybroid)]
[Level: 3]
[XP: 36/75]
[HP: 4/4]
[MP: 11/11]
[Dodge: 12]
[Armor: 1]
[Strength: 4]
[Dexterity: 2]
[Constitution: 5]
[Logic: 2]
[Awareness: 5]
[Willpower: 3]
[Primary Class Features
Witches use Awareness as their spellcasting attribute and start with a Spellcraft die of (1d4). They gain 1 HP every (3) levels, an extra wound box every (4) levels, and (2) MP every level. Whenever one is available, witches can use an open feat to instead learn either two random spell components OR choose one of their own. Mana can restore by meditating while taking a breather, by a total of (1d4+1d8) per attempt. First level gift is (3) spell components, randomly chosen based on the witch's mental and physical characteristics.]
[Secondary class features
Cybroids are not limited by the traditional calculations for augments, and can install up to (5) before risking an overload. They have a special Chrome die of (1d3) that applies to any check involving their augments.]
[Feats]
[Articulus Foci
Threads of the Weave run from head to toe. Your body fills the minimal requirements for a spellcasting focus, so you no longer need to wield one. But the same thing applies to any other spellcaster making direct contact with your body.]
[Potion Brewing
The focus of your witchy training was finding ingredients and coaxing out their essence for your potions, and as a result you can achieve more with crude materials than alchemists would ever dream of attempting. After all, despite what academics might say any bush witch knows that even the most common weeds and berries can make effective healing salves and poisonous tinctures alike! Your spellcasting die now applies to all attempts of both gathering materials for brewing and the actual process itself. Furthermore, you can more easily pour your own mana into any brewing attempts to make up for any inconsistencies in the ingredients or tools, resulting in a 1-to-1 bonus on your brewing check for every point of mana spent.]
[Automatic Response Module
The ARM upgrade offers a helping hand in avoiding dangers, even those which you cannot perceive. Your base dodge threshold is increased by the number of augmented cyberlimbs you have installed, and cyberlimbs will move themselves to avoid or mitigate damage when possible.]
[Perks]
[Spell Growth
You have relied on the Suck spell component above all others, growing its spell die by one step.]
[Arcane Familiar
They even come with a tiny wizard hat! Your soul is bound to that of another creature that will serve you and work with you until the end of days. Unlike the full Familiar class your companion will not naturally grow in size or strength, but they do know magic at half of your capacity and they even learn their own spell components. They understand your commands and you understand their feelings, and you can choose from a limited selection of feats to deepen that connection.]
Taken from Royal Road, this narrative should be reported if found on Amazon.
[Ministry of Silly Walks
Keep your feet unpredictable to keep stable, giving you advantage on saves against getting tripped, pushed, or knocked down whenever you are moving.]
[Spells]
[Spray, Suck, Track, Drill]
[Augmentations]
[Drillbert's Drill Bit, Left Arm
+1 Strength for actions using limb, drill takes 1 turn to activate and can be used as an unarmed weapon for 1d6 + Strength piercing damage]
[Suck-o-matic Vacuum, Left Back
Pulls in small objects within (1) m cone]
[Spray Spritzer, Right Back
Shoots liquid in (4) m line]
[Empty slot]
[Empty slot]
----------------------------------------
[Name: Phanya]
[Background: Deputy (Novice)]
[Class: Monk (Body Mastery/Commander)]
[Level: 2]
[XP: 42/50]
[HP: 6/6]
[Strength: 3]
[Dexterity: 5]
[Constitution: 4]
[Logic: 3]
[Awareness: 3]
[Willpower: 4]
[Primary class features
Body Masters start with a special Flex die of (1d4) that gets added to all unarmed attacks. They also receive a bonus, depending on which physical attribute has the highest score:
Strength: Flex die applies to Strength saves, and bonus natural armor.
Dexterity: Flex die applies to Dexterity saves, and bonus dodge threshold.
Constitution: Flex die applies to Constitution saves, and bonus wounds.
Body Masters are only trained in simple gear, and lose the above bonuses when using weapons or armor heavier than simple.]
[Secondary class features
Commanders start with a special Trick die of (1d3) to replace any direct attack with an indirect maneuver: physical status buffs and debuffs, repositioning, and commanding. You can use a trick in tandem with an attack for called shots, and enemies can make a contested check to negate the effects of the trick.]
[Feats]
[Leverage
Be the fulcrum upon which you move the world. You can now use your Dexterity to replace Strength checks regarding moving, breaking, or otherwise interacting with inanimate objects, so long as you have proper leverage.]
[Equipment]
[Aerobic Set
You are the champion! Spend 1 minute stretching and limbering up, and for the next (2) hours your Dexterity will increase by one step for athletic acts. Usable once per day.]
[Safety Pads
Be careful out there! Limbs will not be targeted in sprain checks that result from attacks, but harsher wounds can still hit.]
[Knucklebusters
Unarmed, blunt, 1d4 + Strength damage]
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[Name: Ricky McCormick]
[Background: Blacksmith (Novice)]
[Class: None (Armaments/_)]
[Level: 2]
[XP: 2/50]
[HP: 3/3]
[Strength: 3]
[Dexterity: 3]
[Constitution: 4]
[Logic: 6]
[Awareness: 2]
[Willpower: 2]
[Primary class features
Armaments heroes start with a special Mettle die of (1d3) that is added to all checks regarding their personal gear — attacking with weapons, repairing armor, upgrading equipment, etc. They are the only class trained in simple, light, medium, and heavy equipment from the beginning, and are proficient in dual-wielding weapons (simple or light weapons only in the off hand).]
[Feats]
[Brimstone Home
Smells like pushing up daisies. You have a natural resistance to extreme heat, allowing you to use both your Constitution and Willpower dice for such saves. However, you are susceptible to extreme cold temperatures and make those saves without any attribute dice.]
[Perks]
[Bulwark
Waves shall crash against you. If an ally within melee range is to be struck by an external source of damage, you can willingly move to intercept the attack instead. You cannot dodge this attack, but any damage applied to your armor in this fashion is reduced by 25%.]
[Equipment]
[P-1000 Powered Work Loader
+1 Strength, 0/1 armor; can support up to medium armor]
[Scrap Musket
Medium, bolt action, 100/200 m range, 1d6 + ammo damage]