Chapter I · Ancestry

Clockwork

You are a sentient machine.

Ancestry Details

Reference during character creation

You are a sentient machine.

Clockworks’ bodies facilitate the tasks for which they were created. Most clockworks stand between 4 and 8 feet tall and weigh as much as 800 pounds. All have humanoid shapes, but soldiers sport animal heads—stags, wolves, and lions being the most common. Clockworks who were servants more closely resemble humans, some slim and sleek, others short and portly. Clockworks are made from base metals, and their components have little value beyond maintaining their existence.

Clockwork Traits

Natural Defense: +3, Health: +8
Size: 1, Speed: 4 (no swimming)
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.