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Clockworks

The products of an inventor most call mad, the Clockworks were created roughly 170 years ago. As the name implies, their inner workings are generally composed of extremely intricate clockwork mechanisms, the substances composing their bodies varying wildly but typically being some variant of iron, steel, or brass. Their inventor disappeared after creating a thousand of the artificial beings, leaving them to fend for themselves.   Many Clockworks are built for niche or outright seemingly-bizarre purposes, and even those that are not are still relatively often designed in very eccentric ways. Functional, pragmatic designs are more common, but not overwhelmingly so, and as a result many Clockworks have found themselves without an easy career path in the realities of imperial life. On the opposite end of the population are the fortunate Clockworks that have managed to come into significant wealth, often through the last will and testaments of eccentric nobility, and who have eternity to consider how they will spend it. "Clockwork Dynasties", as they have come to be known, are a contested subject of debate, as fears of economic and social stagnation under an immortal upper class have begun to spread throughout regions in which such Clockworks hold dominion.   The legal status of Clockworks was initially hotly disputed, but after a handful of years popular opinion had largely shifted in their favour, and within a decade all Clockworks were granted legal citizenship in the Aldrastian Empire, with all accompanying benefits. While anti-Clockwork sentiment is occasionally seen among the particularly gods-fearing or xenophobic, the empire at large lacks such social issues. Due to their incredibly small numbers, Clockworks are most commonly found in the handfuls or dozens in the empire's more populous cities.       Attributes
Strength: 9
Agility: 8
Intellect: 9
Will: 9
You may raise any one attribute by 2.   Characteristics
Perception: Equals Intellect.
Defense: 13
Health: Equals Strength.
Healing Rate: Equals a quarter of Health, rounded down.
Size: 1
Speed: 8
Power: 0
Damage: 0
Insanity: 0
Corruption: 0
Languages and Professions: You speak Aldrasti, the language of the Empire.   Talents
Key: You have a key somewhere on your body that you cannot reach. When the key is cranked and turning, you count as a creature. When it stops, you become an object. Your key stops turning when you become incapacitated. It also stops turning at the end of any round in which you got a total of 0 or lower on an attack roll or challenge roll.
While you are an object, you cannot use actions, move, talk, or perceive your surroundings. Any creature that can reach you can use an action to wind up your key. If you are not incapacitated, you become a creature once more. If you are incapacitated, roll a d6. On a 3 or lower, there is no effect. On a 4 or higher, you heal 1 damage and become a creature at the end of the round.
Although you are an object while you are incapacitated, you are still subject to the rules for incapacitated creatures.
Mechanical Body: You do not eat, drink, or breathe. You do not age and you cannot be transformed into an undead creature. Your mechanical body makes it impossible for you to swim, so you sink to the bottom when you are submerged in liquid.
Repairing Damage: While a creature, you heal damage as any other creature. If you are an object, a creature can use an action to start repairing you with a tool kit. The creature must work for at least 4 hours. At the end of this time, it makes an Intellect challenge roll with 1 bane. On a success, you heal damage equal to your healing rate.   Expert Clockwork
Upon reaching level 4 as a Clockwork, you either learn one spell, or gain Overclock. You also gain 5 Health.
Overclock: You can increase the number of actions you can use on your turn by one. When you finish your turn, roll 1d6. If you roll an odd number, you become an object at the end of the round.
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