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 generally take on a vaguely humanoid appearance, with two legs and two arms, though their bodies are typically much larger than their limbs and feature at least one "eye." Most clanks typically carry a spanner or other type of tool, which they can also wield as an improvised weapon.

Clanks were the inspiration for the creation of coglings, and those from the Coldlands Territory often also refer to clanks as coglings.

Clank Dingbot

CLANK DINGBOT
Level 3 Brute Minion
Small elemental animate (construct, vilekin)
XP 5
Initiative +4 Force technology; MR 8, PR 8
HP 1; a missed attack never damages a minion; see ablative chassis  
Fort 18, Ref 13, Will 12, Det 16  
Immune disease, poison, psychic; Resist necrotic; Vulnerable magnetic  
Speed 6  
Traits
Hivemind
All clanks that can see each other can communicate radiologically regardless of the distance between them.
Standard Actions
Melee basic icon.png Spanner Blow (weapon) ♦ At-Will
Physical Attack: Melee 1 (one creature); +5 vs Fortitude
Hit: Power 4 [16] bludgeoning damage.
Replicate ♦ At-Will
Effect: The dingbot expends its ablative chassis tech, and produces a clank dingbot of its level in an adjacent square. The constructed creature takes its turn after the fixer, and its starting initiative is equal to that of the dingbot.
Triggered Actions
Ablative Chassis ♦ Encounter
Trigger: The clank dingbot would take damage.
Effect (Immediate Reaction): Roll a d20. On a 10+, the dingbot takes no damage.
Str 12 (+1) ♦ Con 16 (+3) ♦ Dex 15 (+2) ♦ Per 14 (+2) ♦ Int 5 (-3) ♦ Wis 12 (+1) ♦ Cha 10 (+0) ♦ Brv 16 (+3) ♦ Luc 10 (+0)

 

Clank Metalworker

CLANK METALWORKER
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. The metalworker loses this trait if it is unable to standard actions.
Hivemind
All clanks that can see each other can communicate radiologically regardless of the distance between them.
Standard Actions
Melee basic icon.png Spanner Blow (weapon) ♦ 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 metalworker takes power 3 [15] damage, and produces a clank of at least 2 levels lower than the metalworker in an adjacent square. The constructed creature takes its turn after the metalworker, and its starting initiative is equal to that of the fixer.
Swift Actions
Repair (healing) ♦ Recharge 5
Effect: The metalworker or one adjacent ally with the (construct) subtype gains power 5 [28] temporary hit points. This tech can only target a bloodied creature. If the target is a clank minion, it instead recharges its ablative chassis tech rather than gain temporary hit points.
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 and power.
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). Minions gain no bonus hit points from this trait.
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.