Clockman

Size medium

Attributes STR +1 END +2 LOG +2 WIL +2 REP+1

Skill Choices engineering, astronomy, law, history, medicine, astrogation


Mechanoid. Clockmen share the same range of traits as other mechanoids: they are immune to any attacks which target MENTAL DEFENSE; an Android's PSI attribute can never rise above zero, and a Clockman cannot spend LUC dice to gain bonus dice when making attributes; Clockmen are vulnerable (1d6) to electricity damage, and vulnerable (2d6) to ion damage, and Clockmen do not need to eat, sleep, or breathe.

Repair. Once per day Clockmen can repair themselves in a patchwork fashion to an amount equal to half their normal maximum HEALTH by spending two actions and resources from their environment.

Wind-up. Clockmen can spend two actions winding themselves up. For the next minute, they move at a faster speed (making a rapid clockwork ticking noise while they do so), gaining an extra action each turn, but at the end of the minute they wind down and cannot act or move for one hour.

Internal Clock. Clockmen track the passage of time accurately, to the very second.

Attachments. Clockmen can attach any items they acquire, making them integrated parts of their bodies, up to a total weight equal to their carry increment. They can exchange these items at will; this process takes one hour per item.

Durable. Clockmen get a bonus +1d6 HEALTH.