Who We Once Were
‘Clanks’ is a catch all term for the Automata, a fabricated race made of clockwork.
The first Clank was built by an aging inventor who was lonely desperately wanted a son to pass down his legacy to. He worked day and night, pouring his heart and soul into his work. A steel skeleton, gears and pulleys for muscles, wood and ceramics for skin, but when it came right down to it, he lacked a heart. So like the rest of him, he made it. A clockwork heart, perfect for his clockwork son.
The details of his ’son’s birth’ is sketchy at best, but the results were clear. He had created life. And a son. For years, he loved him and taught him his trade until the day came were he gave him a sword and told him to go seek his fortune. It only took the Clanks’s cold logic to come up with the best solution. He killed his father and creator and took over his shop, setting to work to create more of himself.
For he was lonely and desperately wanted a son.
To this day, it is debated just how this mysterious inventor granted his ‘son’ a life with a clockwork heart. Their creation process is a closely guarded secret by the Clanks and their secrets have yet to be gleaned by the Mechaniks and Engineers that have hunted them down and took them apart.
Personality: Clanks are cold and calculating, seeing each situation as a problem and coming up with the best and most practical solution. Emotions have no hold over a Clank and play no role in their decision making.
Physical Appearance: Clanks are painted and constructed carefully to give the illusion of humanity. Their bodies are typically covered in cloaks, and their face contains sophisticated mechanics that allow them to express themselves. A Clank laid out bare would lack any anatomy, but still have form. Around each join is a seam that betrays their human like appearance. Should a Clank be wearing the necessary clothing, than it is more than likely that he would be mistaken for the race of his construction. Their wind-up keys tend to be over the heart or inserted into the backs of their necks.
Relations: Clanks as a whole, do their best to avoid social interaction with unfamiliar people or keep it on a simple basis when need be. When a Clank finds a person that they can call an acquaintance, they tend to be more open and talkative. It isn’t until they grasp the concept of ‘friend’ and apply it to someone do they actually seek out this person to interact with.
Alignment: Clanks are generally Lawful or Neutral, tending towards more rigid schools of thought than chaotic actions, although it is not unheard of.
Clank Lands: Clanks have no home of their own, but tend to congregate in abandoned residences where they repair each other or share experiences.
Language: Clanks speak common as a whole, but pick up a whole variety of tongues along the way out of sheer curiosity.
Names: Clanks take whatever name they are called the most or whatever they feel appropriate, whether it be a serial number or single adjective that describes them.
Strength +2, Intelligence +2, Wisdom -2, Charisma -2. Clanks were designed stronger than their human creator and possess the cold logic of a machine, but their ability to comprehend other beings and think creatively are hampered by their fragmented souls.
Medium Construct (Living Construct). As medium creatures, Clanks have no bonuses or penalties associated with size.
Base Land Speed 30 ft.
+2 on Craft (Clockwork) checks. Craft (Clockwork) is always a class skill for Clockwork Men.
Dead Ringer (Ex) – Clanks are made to look almost like the real deal. Upon character creation, choose one of the following races. You are constructed to look just like this race and gain a +4 circumstance bonus to Disguise checks to look like that race.
Overdrive (Ex) – Once per encounter, as a swift action, a Clank can force his gears into an overdrive, gaining a +2 on attack and damage rolls, as well as saving throws, for a number of rounds equal to his character level. At the end of the duration, the gears slow down, and many catch badly in the Clank’s body; he recieves a -2 penalty to attack rolls, damage rolls, and saving throws, and recieves one point of damage per character level, ignoring damage reduction. These penalties last until the end of the encounter.
Reconstruct (Ex) – Repairs may be made to a Clank by anyone with ranks in Craft (Clockwork), including the Clank himself. If another being is repairing the Man, the DC is 15; the Clank heals an amount of damage equal to the amount by which the DC is beaten. A Clank attempting to repair himself must beat a DC of 20.
Shattered Soul (Ex) – Clanks do not possess whole souls, instead having fragmented soul-shards loosely cobbled together by some strange process. They are immune to death effects, fear effects, and anything that would steal their soul. Anyone attempting to raise or ressurect them must make a caster level check vs. a DC equal to 10 + the Clank’s character level.
Tick, Tock, Tick (Ex) – Clanks are constantly ticking, but this sound is usually inaudible. Once per encounter, as a standard action, the Clank may increase the volume of this ticking to a deafening level. All creatures within ten feet must make a Fortitude save (DC = 10 + the Clank’s constitution modifier) or be deafened for the duration of the encounter and dazed for one round; creatures who succeed the save are merely dazed for one round.
Wood and String and Strange Other Things (Ex) – Being artificially made out of many and diverse materials, Clanks react differently from other constructs to certain kinds of magic. Any spell that would destroy or affect wood, metal, or glass in a negative fashion (such as warp wood or rusting grasp) deal them 1d6 points of damage per caster level of the spellcaster (Fortitude save half). Spells that would affect wood, metal, or glass in a positive fashion (such as ironwood or glassteel) instead grant them DR 5/- for one round per caster level of the spellcaster.