Marauding Vault 5 (15)

Jade Colossus

Multiple manipulator arms of black synth emerge from beneath the wide golden dome of these hovering automatons the size of a large cart. Marauding vaults also support less obvious limbs, sensory devices, and other accoutrements that allow them to sense their environment, and in particular, devices that retain function or at least residual power. Marauding vaults seem to be collectors, as they use their synth manipulators to accumulate objects (and creatures) and stash them beneath their domes, which might be a kind of force field shell that keeps the prizes in stasis until released.

Marauding vaults don't seem to have any personal fear of destruction; however, they are intelligent, and they recognize that their destruction would interfere with their mission to collect.

Marauding vaults might deliver their collections to an ancient cache, or possibly to someone who has learned to override and command these automatons.

Motive: Collect powered devices

Environment: Anywhere, usually in groups of two or three

Health: 23

Damage Inflicted: Moderate wound (6 points)

Armor: 2

Movement: Short when hovering

Modifications: Perception of devices of the numenera as level 8; knowledge of the numenera as level 6; Speed defense as level 4 due to size.

Combat: Marauding vaults can defend themselves with their multiple synth manipulator arms, attacking up to two foes as a single action. If not resisted, a marauding vault deposits targeted items of the numenera into its dome, which is a force field that allows objects to selectively pass through.

Depending on the situation, a marauding vault could attempt to snatch a device from a creature instead of dealing damage, or simply grab the whole creature (if it has multiple powered items) and pop it into the dome. In the latter case, a creature that takes damage must also succeed on a difficulty 5 Might defense task to avoid going into the dome. Once in the dome, creatures and objects are in stasis, and only destroying the marauding vault, or convincing it to switch off its dome, provides freedom.

Alternatively, a marauding vault can fire a beam of power at an object or creature within short range. This ability can be used in at least two ways. It can simply deal 6 points of damage to a target, or it can attempt to reprogram another automaton or device of the numenera, which if successful acts as the marauding vault desires. This could be as simple as detonating on command to as complex as animating and attempting to insert itself into the marauding vault's stasis dome.

Interaction: Marauding vaults are extraordinarily single-minded and literal. They speak a wide variety of languages, but first attempt to gain what they want by force before considering negotiation.

Use: These creatures might appear in a newly discovered ruin, strip it of the numenera over the course of several months, and then disappear again.

Loot: A marauding vault usually carries 1d6 + 1 cyphers, 1d6 oddities, and possibly an artifact.

GM Intrusion: While placing an object into its dome, the marauding vault's stasis field flickers, allowing a previously collected level 4 creature or automaton to escape. The escaped creature lashes out at the character and the marauding vault in equal measure.