Clockworks ¶
Mechanics ¶
Clockworks may take Mechanically Efficient from the Heroes' Handbook, page 46. Instead of resistance to necrotic and poison damage, you resist necrotic and holy damage. Soulless bastard you.
You don't need to sleep, breath, eat, drink, or any of that nonsense, should the topic come up. Depending on your make, you may still require mental stimulation, just to stay sane. Maybe you don't, though!
Clockwork Kin Powers ¶
You may take the one of the following kin powers, Overdrive and Reconfigure.
Overdrive ¶
Once per battle, perform the following:
- If the Escalation Dice is 2+, gain an extra standard action, at the cost of a recovery.
- As an Interrupt Action when another combatant uses a Move Action, to use a Move Action yourself. You can't spend this Move Action on a Power that would otherwise use a Move Action, but you may attempt to Disengage per normal rules.
Champion Feat: Once per arc when using Overdrive to make a Move Action, prevent all Opportunity Attacks against you.
Reconfigure ¶
Once per battle, as a quick action, perform the following:
- Spend a recovery to overcome a single save-ends effect.
- Enter active reconfiguration for the remainder of the combat, until you take a hit. The next time you're hit during active reconfiguration, gain Resist Damage 16+ for the type of damage you just took. Keep this resistance until the end of your next turn.
Champion Feat: Once per arc as a Quick Action, swap one of your unspent Powers for a new unspent Power. Only valid for classes that use Powers -- Sorry, Barbarian!
Lore ¶
Clockworks are produced by The Factory in droves. Each one has a unique shape and size, and distinct personalities and drives. Often named after mechanical components, such as Latch, Drive, Clickspring, and Lever.
Clockworks that use magic aren't unheard of. Typically, they'll have some mechanical component nestled inside of them that can 'generate' mana, though some rely on an amalgam of magical items built into their carapace instead.