Clockwork
Clockwork Traits
- Size: 1
- Speed: 4
- Natural Defense: +3
- Health: +8
- Immune: asleep, poisoned, deprivation, exposure, infection, suffocation
- Mechanical Being: When you become injured, you become slowed until you are no longer injured. To heal damage or regain Health from resting, you must expend a set of spare parts. When you become incapacitated, you count as a magical object and lose no Health at the end of each round. You remain an object until destroyed by harm, at which point your soul departs the body and prevents you from being restored to life by any means short of divine intervention. However, a creature can use an action to stabilize you by turning your key; you heal damage and become a creature again at the end of the round rather than healing damage immediately.
- Grind the Gears: At the start of your turn, if you lack the confused, controlled, stunned, and unconscious afflictions, this trait increases the number of actions you can use on your turn by one. At the end of the round, make a luck roll. On a failure, you become stunned (luck ends). A creature that can reach you can use an action to remove this affliction early by winding your key. Once you use this trait, you lose access to it for 1 minute.
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.
Artisan: You made pipes, hoses, frames, weapons, and components. You repaired damage and constructed new buildings whenever needed. As an artisan, you stand 6 feet tall, weigh 200 pounds, and have a smooth, featureless steel carapace over your inner mechanisms. You have a tool kit.
Research Assistant: You aided in magical research and experiments. You stand 5 feet tall and weigh 175 pounds. The human features of your carapace resemble that of an elderly human and are more expressive. You know Arcane in addition to your other languages.
Entertainer: You were created to entertain others and alleviate the blackest of moods. You stand 4 feet tall, weigh 150 pounds, and you have a brightly colored carapace that gives you fully expressive human or animal features. You have a musical instrument.
Laborer: You were made to repair and maintain, performing menial tasks. You patched walls and replaced roofs, but you also aided in construction. You stand 7 feet tall, weigh 250 pounds, and have a dull iron carapace with no distinguishing facial features. You have a hammer.
Servant: You were created to serve. Keeping a home clean, animals fed, and areas beautiful. You stand 4 feet tall, weigh pounds, and have a shiny copper carapace with a suggestion of human facial features. You have three sets of spare parts.
Soldier You were created to defend and destroy. You stand 7 feet tall, weigh pounds, and have a steel carapace. Your humanoid body has the head of a beast such as a bull, stag, lion, or wolf. You have some range of facial expression and carry a spear and shield.
Clockwork Novice Path
Level 1 Clockwork
Suggested Attributes: Strength 12, Agility 9, Intellect 10, Will 12
Natural Defense: 13 (includes increases from your ancestry traits)
Health: 22 (includes increases from your ancestry traits)
- Clockwork Form Upgrade: Choose one of the following benefits:
- Increase your Size by 1 and your Health by 5
- Clockwork Fit Upgrade: Choose one of the following benefits:
- 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.
- Clockwork Function Upgrade: Choose one of the following benefits:
- 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: : You can use an action (or a reaction when harmed) to heal half your damage total. You emit bright light from your body until the end of your next turn. Enemies in this light roll to attack with 1 bane, or 2 banes if they are demons, fiends, spirits, or undead. Once you use this talent, you lose access to it until after you rest.
Level 2 Clockwork
Health: +8
Speed: +1
- Custom Gearbox: You can us e this talent with your Grind the Gears trait. Choose an attribute and until the end of the round, you make rolls with that attribute with 1 boon.
- Self-Repair: If you have a set of spare parts, you can use an action to expend it, healing damage equal to half your damage total. You can use this talent once. At level 5, you can use it twice. At level 7, you can use it three times. You regain your uses of this talent after you rest.
Level 5 Clockwork
Health: +8
Bonus Damage: +1d6
- *Advanced Clockwork Upgrade** Choose two of the following abilities:
- 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 fighters
- Gain the Climber or Fly trait. You lose the Fly trait while injured.