Clockwork

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## Clockwork *Type*

Any creature, or object can be of keyword/type **clockwork**. Clockwork is defined as a mechanical being usually powered by steam or physics alone. A clockwork is a type of construct and therefore follows all the rules of the *construct* including all advantages and disadvantages that implies. These additional advantages/disadvantages and additional rules are implied as well:

* Resistance to the the following damage type: Psychic
* Weakness to the following damage types: Lighting, Water
* Creatures of the clockwork type gain the following skill automatically:
	+ Clockwork (DEX)
* Creatures of the clockwork type also gain the following actions automatically:
	+ Remove Vital Component
	+ Destroy Vital Component
* When on a plane or in a place *significantly* aligned with Lawful intentions, advantage for all skill checks and attack rolls.
	+ This applies from weapons and equipment made with clockwork as well.
* When on a plane or in a place *significantly* aligned with Chaotic intentions, disadvantage for all skill checks and attack rolls.
	+ This applies from weapons and equipment made with clockwork as well.

### Vital Components

All Clockwork items and creatures must have a new stat which is a whole number integer of how many vital components it contains.

* This number ranges from 1-10.
* For objects with an HP pool each vital component is 1/xth their HP pool where x is the number of vital components the object/creature contains
* Examples of amount of vital components in the device by default (DM Discretion):
	+ A one handed weapon (or something similar) will likely have one
	+ A two handed weapon (or something similar) will likely have two
	+ An object that moves/locks like a door may have 3 or 4.
	+ A complex machine/creature may have 5 to 7.
	+ A city running machine (ventilation system for an underground city) may have 8 or 9.
	+ A world running machine (for instance one that rotates the planet) will have 10.
* Vital Components do not regenerate naturally in anyway but must be *repaired.* (see below)
* If one, or multiple, vital components are removed these effects occur:
	+ If the target has an HP pool it suffers a loss of MAXIMUM HP is lost based on the HP value of each component, any current HP over the new maximum is lost immediately.
	+ If the target does not have an HP pool the device no longer works as well, and for each component taken the DM will decide the effects of the degrading performance.
	+ If *all vital components* are removed that creature or device is reduced to 0 HP Immediately or considered 'inoperable' until repaired.

### Clockwork Skill

Clockwork skill is a skill just like Perception or Sleight of Hand. It is based on Dexterity and gains a bonus from it. Your passive clockwork is 10 + your Clockwork skill total bonus. Passive Clockwork can be used to identify clockwork devices or various things like that. You gain the ability to use this skill when you gain the feat Clockwork Apprentice. You gain proficiency in this skill when you become a Clockwork Journeyman.

### Clockwork Tools

Clockwork Tools can be used by anyone who has the feats Clockwork Apprentice, Clockwork Journeyman, or Clockwork Master. The tools include various tools to make hardware modification easier. They weigh 10 pounds. They can be used on any *melee* skill check or attack roll when the target is of the clockwork type. This adds your proficiency bonus to that roll or check. This is a *stacking* addition of your proficiency bonus added in addition to any other bonuses you receive on that roll. If you have proficiency in the clockwork skill AND you have clockwork tools you are considered to have *expertise*

## Clockwork Feats

These feats can be taken by a player *sequentially.* They must know each feat before learning the next. They rank from Apprentice on the low end to Master on the high end. Each feat when learned *replaces* the previous feat.

### Clockwork Apprentice

* You gain the skill: Clockwork (DEX)
* You also gain the ability to use: Clockwork Tools
* You gain the actions: Repair Clockwork, Physically Upgrade Clockwork & Magically Upgrade Clockwork

### Clockwork Journeyman

* You gain proficiency in the skill: Clockwork (DEX)
* You retain all bonuses from Clockwork Apprentice.
* You also gain the actions: Build Clockwork, Destroy Vital Component & Remove Vital Component.

### Clockwork Master

* You retain all bonuses from Clockwork Apprentice.
* You retain all bonuses from Clockwork Journeyman.
* You also gain the action: Teach Clockwork

## Clockwork Effects

#### Vital Component Immunity

Vital Component Immunity is an effect that can be conferred by any way the DM chooses. However it is always conferred after use of *Remove Vital Component* regardless of success of that skill.

**Name:** Vital Component Immunity

**Duration:** Until the end of the current Encounter, or 1 minute passes, whichever is longer.

**Effect:** The object or creature with this effect cannot be the target of the skill *Remove Vital Component.*