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CLOCKMAN

clock.jpg
clock.jpg

CLOCKMAN

6.00

Medium sentient mechanoid (6d6)   
                                       
Clockwork repair droids who harvest body parts.

STR 6 (3d6) AGI 6 (3d6) END 6 (3d6)
INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)
CHA 6 (3d6) LUC 6 (3d6) REP 6 (3d6)

MELEE DEFENCE 20
RANGED DEFENCE 20
MENTAL DEFENCE 24 (immune)
VITAL DEFENCE 16

HEALTH 36
SOAK 6; VULN none
IMMUNE Sick, Fatigued

INITIATIVE 5d6
PERCEPTION 5d6
SPEED 6; CLIMB 3; JUMP 12'/6'
CARRY 120lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Needle 5d6 (3d6+3 poison damage)
Darts 5d6 (3d6 piercing/poison damage; range 9)

Skills engineering 6 (3d6), astrogation 3 (2d6), computers 3 (2d6),  hardy 3 (2d6), combat 3 (2d6), tactics 3 (2d6), perception 3 (2d6)
Gear integrated scanner, integrated needle, integrated dartgun

Poison. The clockmens' needle attack contains a paralytic poison, as they like to store victims before harvesting them. A creature reduced to 0 HEALTH by a clockman's needle poison is permanently paralysed, but is not unconscious. A minor medical task is needed to remove this condition.

Clockwork. As clockwork mechanoids, clock men are not vulnerable to electricity or ion damage like other mechanoids are.  

Repair.  Clockmen can repair themselves in a patchwork fashion to the amount of 2d6 HEALTH by spending two actions and resources from their environment. 

Augment.  Clockmen can spend two actions to take and affix a body part from a fallen creature, gaining one of the creature's attribute scores.  They can only do so with creatures of the same approximate size (Medium).

Wind-up. Clock men 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.

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