Creature: Clank

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Clanks.

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
Level 5 Ravager (Leader)
Small elemental animate (construct, vilekin)
XP 25
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
Aura icon.png Autorepair (healing) ♦ Aura 1
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
Melee basic icon.png Spanner Blow ♦ At-Will
Physical Attack: Melee 1 (one creature); +7 vs Fortitude
Hit: Potency 4 [1d6+19] bludgeoning damage.
Ranged basic icon.png Power Jolt (lightning) ♦ At-Will
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
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.

EGOTIST
Controller
Traits
Aggression Overwhelming
The clank gains a +2 feat bonus to all attack rolls, and a +1 feat bonus to all damage potency.
Ego Unrestrained
The clank gains a +2 feat bonus to its Fortitude defense, and gains 5 hit points, plus an additional 2 hit points per level after 1st (these bonus hit points are considered a feat bonus).
Standard Actions
Ranged icon.png Lesser Confusion ♦ Recharge 5
Divine Attack: Ranged 10 (one creature); +7 vs Determination
Hit: The target is confused until the end of the clank's next turn.