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| weird-wizard:ancestries:clockwork [2026/01/15 20:20] – removed - external edit (Unknown date) 127.0.0.1 | weird-wizard:ancestries:clockwork [2026/01/15 20:20] (current) – ↷ Links adapted because of a move operation lwelyk | ||
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| + | ~~hero-subtitle Built for a Purpose ~~ | ||
| + | {{tag> | ||
| + | ====== Clockwork ====== | ||
| + | {{: | ||
| + | ===== Clockwork Traits ===== | ||
| + | * **Size:** 1 | ||
| + | * **Speed:** 4 | ||
| + | * **Natural Defense:** +3 | ||
| + | * **Health:** +8 | ||
| + | * **Immune:** asleep, poisoned, deprivation, | ||
| + | * // | ||
| + | * //**Grind the Gears:**// At the start of your turn, if you lack the confused, controlled, stunned, and unconscious afflictions, | ||
| + | |||
| + | ==== Form Defines Function ==== | ||
| + | Your purpose determines your physical characteristics as well as the training you received. Choose one of the options below in place of your profession at character creation. | ||
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| + | ===== Clockwork Novice Path ===== | ||
| + | |||
| + | ==== Level 1 Clockwork ==== | ||
| + | |||
| + | **Suggested Attributes: | ||
| + | |||
| + | **Natural Defense:** 13 (includes increases from your ancestry traits) | ||
| + | |||
| + | **Health:** 22 (includes increases from your ancestry traits) | ||
| + | |||
| + | * // | ||
| + | * Increase your Size by 1 and your Health by 5 | ||
| + | * Gain the [[..: | ||
| + | * Gain the [[..: | ||
| + | * // | ||
| + | * You ignore the requirements for wearing armor and using weapons. You roll to attack with 1 boon. | ||
| + | * Gain a second profession of your choice from the [[#Form Defines Function]] list above, and add an additional language to the list of those you know. | ||
| + | * You make rolls in social situations with 1 boon. | ||
| + | * // | ||
| + | * When you get a success on a roll to attack, you can choose to treat the success as a critical success. You can use this talent once. At level 5, you can use it twice. You regain the uses of this talent after you rest. | ||
| + | * You discover two traditions and one novice spell. | ||
| + | * When you get a critical success on a roll, you regain the use of your Grind the Gears trait. | ||
| + | |||
| + | * //**Archon Recovery: | ||
| + | |||
| + | ==== Level 2 Clockwork ==== | ||
| + | **Health:** +8 | ||
| + | |||
| + | **Speed:** +1 | ||
| + | |||
| + | * //**Custom Gearbox: | ||
| + | * // | ||
| + | |||
| + | ==== Level 5 Clockwork ==== | ||
| + | |||
| + | **Health:** +8 | ||
| + | |||
| + | **Bonus Damage:** +1d6 | ||
| + | |||
| + | * //*Advanced Clockwork Upgrade**// | ||
| + | * Gain the Da discover two traditions, learn two novice spells, or learn one expert spell. | ||
| + | * Gain a fighting style of your choice from the options available to [[..: | ||
| + | * Gain the Climber or Fly trait. You lose the Fly trait while injured. | ||
| + | {{page> | ||