Creature: Clank
Mechanical constructs that seemingly arise from piles of scrap and spare parts, clanks are generally benign elemental robots that often spring to life in areas inundated with Technological energy. Once a given area produces at least one clank, they "reproduce" rapidly, building more of themselves out of spare parts and scrap metal; their method of procreation leads to most clanks having at least some unusual design choices, making individual clanks easy to identify.
While not natural creatures, clanks are recognized in Trinity as vilekin, in that they are drawn to myrrh trees and have a known tendency to become aggressive and territorial when in proximity to one.
Overview
Clanks seem to have an innate sense of how many of their kind can be built before they begin damaging occupied structures, or otherwise unduly affect the local ecosystem. Once they have reached their optimal population for an area, they put themselves to work by mending objects and generally busying themselves maintaining what they consider their home. While they can be interacted with and can communicate on some level, most clanks are incredibly dumb - compared to spoken - and for the most part seem to operate on some sort of internal programming, which - while it seems to allow for a good deal of freedom and handles many situations - means that clanks are not sentient.
Clanks were the inspiration for the creation of coglings, and those from the Coldlands Territory often also refer to clanks as coglings.
Clank Fixer
CLANK FIXER
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Level 5 Ravager (Leader)
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Small elemental animate (construct, vilekin)
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XP 25
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Initiative +5 | Force technology; MR 10, PR 10 |
HP 59; Bloodied 29; Critical 15 | |
Fort 18, Ref 17, Will 15, Det 17 | |
Immune disease, poison, psychic; Resist necrotic; Vulnerable magnetic | |
Speed 6 | |
Traits
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Each bloodied ally within the aura of the (construct) subtype gains power 3 [15] temporary hit points at the start of its turn. | |
Hivemind | |
All clanks that can see each other can communicate telepathically regardless of the distance between them. | |
Standard Actions
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Physical Attack: Melee 1 (one creature); +7 vs Fortitude | |
Hit: Potency 4 [1d6+19] bludgeoning damage. | |
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Technological Attack: Ranged 10 (one creature); +7 vs Reflex | |
Hit: Potency 3 [1d4+13] lightning damage. | |
Replicate ♦ At-Will | |
Effect: The fixer takes power 3 [15] damage, and produces a clank of at least 2 levels lower than the fixer in an adjacent square. The constructed creature takes its turn after the fixer, and its starting initiative is equal to that of the fixer. | |
Swift Actions
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Repair (healing) ♦ Recharge 5 | |
Effect: The fixer or one adjacent ally with the (construct) subtype gains power 5 [28] temporary hit points. This tech can only target a bloodied creature. | |
Str 12 (+1) ♦ Con 18 (+4) ♦ Dex 17 (+3) ♦ Per 12 (+1) ♦ Int 5 (-3) ♦ Wis 12 (+1) ♦ Cha 10 (+0) ♦ Brv 16 (+3) ♦ Luc 10 (+0) |
Egotist (Template)
Egotist clanks are those that have been constructed and corrupted by the entity known as Hellion. They are significantly more aggressive and territorial than normal clanks, and incorporate pieces of Hellion's armored chassis, making them significantly more durable than normal. These clanks defend Hellion and his domain with a fervor that approaches religious zealotry.
In addition, Hellion injected part of his essence into the first few clanks he constructed, which has since been passed down throughout the clanks as they built more of themselves: in effect, each of these clanks has within itself a tiny spark of Hellion's power.