Clockworks are mechanical men and women crafted of steel and operated by intricate mechanisms. They are the result of Dwarven engineering and Human ingenuity. They are slow and strong, and speak via a means of pipe-organ like tubes activated by miniature bellows. They were designed for labor and as domestic servants, and are considered to be property. Domestics were designed with aesthetics in mind and have Human-like faces and “skin” of silk, satin, or other fine cloths. Industrials were not given such considerations.
All Clockworks have the following abilities, plus additional abilities depending on their model.
• BULKY (−2): Clockworks are only slightly taller than Humans but their limbs and torsos are proportionately larger to make room for internal mechanisms. Clockworks subtract 2 from Trait rolls when using equipment that wasn’t specifically designed them and cannot wear Human-sized armor or clothing. Equipment and clothing cost double the listed price.
• CONSTRUCT (8): Clockworks add +2 to recover from being Shaken, don’t breathe, ignore one level of Wound modifiers, and are immune to poison and disease. Constructs cannot heal naturally. Healing one requires the Repair skill, which takes one hour per current Wound level per attempt and is not limited to the “Golden Hour.”
• MAINSPRING (−2): Clockworks must spend at least one hour out of every 24 having their mainspring rewound. As a control feature Clockworks are unable to wind themselves, and are thus dependent on assistance from others. Without winding, a Clockwork becomes Fatigued each day until Incapacitated. A day after that, they shut down and effectively “die” as their difference engines (i.e. brains) reset. A Clockwork that shuts down in this manner can be reactivated by winding, but restarts at Novice rank. Each hour spent winding restores a level of Fatigue.
• METALLIC BODY (1): Clockworks are constructed of stiffened leather, brass, and steel. They have +2 armor.
• OUTSIDER (Major) (−2): Clockworks subtract 2 from Persuasion rolls when interacting with anyone besides other Clockworks, and have no legal rights in most areas (they’re generally considered property).
• TICK-TOCK (−2): Clockworks are mechanical beings filled with turning cogs, ticking clockworks, whirring flywheels, and tension springs. They have a −2 penalty on Stealth checks.
• EFFICIENT SERVANT (1): Domestics are relied upon to provide information and instruct children. They start with a d6 in Common Knowledge instead of a d4, and can increase Common Knowledge to d12+1.
• BUILT FOR LABOR (2): Industrials were constructed as laborers. They start with a d6 in Strength instead of a d4. This increases maximum Strength to d12+1.
• METALLIC BODY (1): Industrials are particularly sturdy. They have an additional +2 armor.
• STOMPING AUTOMATON (−1): Industrials are heavy machinery. Decrease their walking Pace by 1 and their running die by one step.
• HEAVY DUTY WORKS (−1): The internal mechanisms of an Industrial are quite robust. They do not begin with a d4 in Stealth (but can take the skill later during normal advancement).