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.
Contents
[hide]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
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Level 3 Brute Minion
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Small elemental animate (construct, vilekin)
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XP 5
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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, sleep; Resist necrotic; Vulnerable magnetic | |
Speed 6 | |
Traits
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Hivemind | |
All clanks that can see each other can communicate radiologically regardless of the distance between them. | |
Standard Actions
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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 dingbot, and its starting initiative is equal to that of the dingbot. | |
Triggered Actions
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Ablative Chassis ♦ Encounter | |
Trigger: The clank dingbot would take damage other than magnetic 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 Cannoneer
CLANK CANNONEER
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Level 4 Ravager
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Small elemental animate (construct, vilekin)
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XP 5
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Initiative +4 | Force technology; MR 9, PR 9 |
HP 40; Bloodied 20; Critical 10 | |
Fort 16, Ref 19, Will 15, Det 16 | |
Immune disease, poison, psychic, sleep; Resist necrotic; Vulnerable magnetic | |
Speed 6 | |
Traits
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Hivemind | |
All clanks that can see each other can communicate radiologically regardless of the distance between them. | |
Standard Actions
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Physical Attack: Ranged 10 (one creature); +7 vs Reflex | |
Hit: Potency 4 [1d4+14] piercing damage. | |
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Effect: The cannoneer uses its snipe tech against up to three targets. | |
Overwatch ♦ At-Will | |
Effect: The cannoneer designates a 15 foot square area within 10 squares that it can see. Until the end of its next turn, the cannoneer can make an opportunity attack against any creature that enters the area or ends its turn in the area. | |
Replicate ♦ At-Will | |
Effect: The cannoneer takes power 3 [11] damage, and produces a clank of at least 2 levels lower than the cannoneer in an adjacent square. The constructed creature takes its turn after the predator, and its starting initiative is equal to that of the cannoneer. | |
Swift Actions
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Take Aim ♦ At-Will | |
Effect: The cannoneer chooses one creature within 10 squares. The cannoneer gains a +2 power bonus to ranged attacks against that creature until it uses this ability again. | |
Str 10 (+0) ♦ Con 14 (+2) ♦ Dex 13 (+1) ♦ Per 21 (+5) ♦ Int 5 (-3) ♦ Wis 12 (+1) ♦ Cha 10 (+0) ♦ Brv 14 (+2) ♦ Luc 10 (+0) |
Clank Predator
CLANK PREDATOR
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Level 4 Sentinel
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Small elemental animate (construct, vilekin)
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XP 15
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Initiative +6 | Force technology; MR 9, PR 9 |
HP 62; Bloodied 31; Critical 15 | |
Fort 20, Ref 14, Will 15, Det 20 | |
Immune disease, poison, psychic, sleep; Resist necrotic; Vulnerable magnetic | |
Speed 6 | |
Traits
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Hivemind | |
All clanks that can see each other can communicate radiologically regardless of the distance between them. | |
Standard Actions
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Physical Attack: Melee 1 (one creature); +7 vs Fortitude | |
Hit: Potency 6 [1d6+22] bludgeoning damage, and the target is marked until the end of the predator's next turn. (A creature that is marked suffers a -2 penalty to attack rolls against creatures other than the one that marked it. Multiple marks stack: a creature can make attacks against any creature that marked it with no penalty, but suffers the total penalty against any other creature.) | |
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Effect: The predator uses its spanner tech. On a hit, the target is also knocked prone, and the predator uses spanner against a different target. | |
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Technological Attack: Close burst 3; +7 vs Fortitude | |
Hit: Potency 4 [1d4+14] sonic damage, and the target is dazed and deafened (save ends both). | |
Miss: Half damage and not dazed or deafened. | |
Replicate ♦ At-Will | |
Effect: The predator takes power 3 [11] damage, and produces a clank of at least 2 levels lower than the predator in an adjacent square. The constructed creature takes its turn after the predator, and its starting initiative is equal to that of the predator. | |
Triggered Actions
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Shifting Steel ♦ At-Will | |
Trigger: A creature adjacent to the predator shifts. | |
Effect (Immediate Reaction): The predator shifts into the vacated space. | |
Str 16 (+3) ♦ Con 18 (+4) ♦ Dex 12 (+1) ♦ Per 14 (+2) ♦ Int 5 (-3) ♦ Wis 12 (+1) ♦ Cha 10 (+0) ♦ Brv 18 (+4) ♦ Luc 10 (+0) |
Clank Metalworker
CLANK METALWORKER
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Level 5 Elite Ravager (Leader)
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Small elemental animate (construct, vilekin)
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XP 50
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Initiative +5 | Force technology; MR 10, PR 10 |
HP 118; Bloodied 59; Critical 28 | |
Fort 20, Ref 19, Will 17, Det 19 | |
Immune disease, poison, psychic, sleep; 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. The metalworker loses this trait if it is unable to take standard actions. | |
Hivemind | |
All clanks that can see each other can communicate radiologically 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 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 metalworker. | |
Swift Actions
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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.