# Thread: Like a clockwork corpse, yet living [3.5 PEACH]

1. ## Re: Like a clockwork corpse, yet living [3.5 PEACH]

Components

Components are the next part of making necroclock devices, being made from materials. These are mainly the pieces that make it function and effect how powerful the end result is. These include things like gear tendon combinations that power the device, as well as protective coverings for the device.

Spoiler
Gears: These are the power sources of the necroclock device.
There are two kinds of standard variations for gear components. In any place that a tendon is being used, it is possible to use multiple tendons for improved results. Count all tendons in a given series or parallel group as a single tendon for the purposes of the component or making a series parallel group.
Note that in the case of these tendon groupings, only one nerve per 2 tendons is required for it to function in the completed device.
In Series: (DC +2 +1 per tendon already in the series) The elasticity is equal to the sum of the elasticity of each tendon in the series. However, both power and elasticity are that of the lowest tendons in the series.
In Parallel: (DC +4 +1 per tendon already in the group of parallel) The total power of the tendons in parallel is equal to the lowest ones power multiplied by the number of tendons in parallel. However, both responsiveness and elasticity are that of the lowest tendons in parallel.

In addition to the normal gears and the above, there are smaller than normal gear components and gears, hereafter referred to as tiny gear components. They require similarly small winding gears, gears, and winding keys which require half the normal materials, and have a craft DC 1.5 times normal (rounded up). The tiny gear component itself has a craft DC twice normal. Due to their small size though power is reduced by 1.
Spoiler
Standard Winding Gear w/ Key
This is a gear designed to be wound with a key. When not wound, it provides no power to the device, and if it is the only source of power, will cause the device to stop functioning.
Required Materials: 1 Winding Gear, 1 Winding Key, 1 Tendon (positive or negative).
Power: Tendon Power (Maximum of winding gear power).
Responsiveness: Tendon Responsiveness (Maximum of winding gear responsiveness).
Maximum Winding: Tendon Elasticity hours
Can Rapid Unwind: Yes
Craft DC: 32
Variations: Key connected (standard). Removable Key (+2 craft DC). Concealable Key (+4 craft DC).

Standard Everwound Gear
This gear is designed by using two gears and two tendons to act like a pendulum, the gear with the tenons connected continually rotating back and forth, while only turning the other gear when rotating in the primary direction. By doing so, it never needs to be wound, however this causes it to be slower than it otherwise would be and unable to rapid unwind.
Required Materials: 1 Winding Gear, 1 Gear, 2 Tendon (positive or negative. One counted as primary, other secondary).
Power: Primary Tendon Power (Maximum of winding gear or gear power, whichever is lower).
Responsiveness: Half the lower of the two Tendons' Responsiveness (Maximum of winding gear or gear responsiveness, whichever is lower).
Maximum Winding: NA
Can Rapid Unwind: No
Craft DC: 38
Variations: NA

Basic Self Winding Gear
This gear is designed by combining a everwound gear with a standard winding gear in such a way it can toggle between having the everwound gear wind the standard winding gear and running off the standard winding gear.
However, changing between the two modes is a move action. This gear requires two gear component slots from the work.
When in the automatic winding mode, it acts as if fully unwound, and gains winding time at a rate of the automatic winding rate * time spent in the mode.
Required Materials: 2 Winding Gear (one counted standard), 1 Gear, 3 Tendon (positive or negative. One counted as primary, one secondary, one standard).
Power: Standard Tendon Power (Maximum of standard winding gear power).
Responsiveness: Standard Tendon Responsiveness (Maximum of standard winding gear responsiveness).
Automatic Winding Rate: (2*Everwound gear portion's responsiveness)/Tendon Responsiveness on the standard winding gear
Maximum Winding: Standard Tendon Elasticity hours
Can Rapid Unwind: Yes
Craft DC: 40
Variations: Key connected (+1 craft DC). Removable Key (+3 craft DC). Concealable Key (+5 craft DC).

Separate Wind Everwound Gear
This gear is designed by combining a everwound gear with a standard winding gear in such a way that either can turn the non-component gear of the everwound gear. This allows the constant wound ability of an everwound gear, while still allowing rapid unwind.
Changing between the two modes is a swift action. This gear requires two gear component slots from the work.
The winding portion does not unwind when not in use.
Required Materials: 2 Winding Gear (one counted everwound, one separate), 1 Gear, 3 Tendon (positive or negative. One counted as primary, other secondary, one separate).
Power (separate mode): Separate Tendon Power (Maximum of separate winding gear or gear power, whichever is lower).
Power (everwound mode): Primary Tendon Power (Maximum of everwound winding gear or gear power, whichever is lower).
Responsiveness (separate mode): Separate Tendon Responsiveness (Maximum of separate winding gear or gear responsiveness, whichever is lower).
Responsiveness (everwound mode): Half the lower of the primary & secondary Tendons' Responsiveness (Maximum of everwound winding gear or gear responsiveness, whichever is lower).
Maximum Winding: Separate Tendon Elasticity hours
Can Rapid Unwind (Separate mode): Yes
Can Rapid Unwind (Everwound mode): No
Craft DC: 45
Variations: Key connected (+1 craft DC). Removable Key (+3 craft DC). Concealable Key (+5 craft DC).

More to come.

Covers: These protect the necroclock device's inner workings from the elements (and anything else that may harm them).
Note: Unlike gear components, which outside of normal sized and tiny ones are interchangeable between any types of works, covers are generally only usable for the type of work they were designed for. DM fiat may be used to determine if certain types of works are similar enough in design for covers to be interchangeable.
Spoiler
Single Layer Cover
This is a single layer protective cover for the inner workings and the simplest kind. If a soft material is used such as cloth or hide, a structure is needed to keep it from getting jammed in the gears.
Required Materials: Material used for covering. Material for frame (if needed)
Defence: Material Defence
Decoration: Material Decoration
Hinged Opening: No
Winding Key Hole: No
Craft DC: 10 + material defence
Variations: Add Winding Key Hole (Craft DC +2)

Single Layer Hinged Cover
This is a single layer protective cover for the inner workings. It includes a hinged opening to allow easy access to the inner workings for maintenance. If a soft material is used such as cloth or hide, a structure is needed to eep it from getting jammed in the gears.
Required Materials: Material used for covering. Material for frame (if needed)
Defence: Material Defence
Decoration: Material Decoration
Hinged Opening: Yes
Winding Key Hole: No
Craft DC: 15 + material defence
Variations: Add Winding Key Hole (Craft DC +2). Add lock (Craft DC +5 requires a lock to add)

Double Layer Cover
This is a two layer protective cover for the inner workings. If a soft material is used for the inner cover such as cloth or hide, a structure is needed to keep it from getting jammed in the gears.
Required Materials: Material used for inner covering. Material used for outer covering. Material for frame (if needed)
Defence: Higher of Inner and Outer Material Defence
Decoration: Outer Material Decoration
Hinged Opening: No
Winding Key Hole: No
Craft DC: 10 + Inner material defence + outer material defence
Variations: Add Winding Key Hole (Craft DC +3)

Double Layer Hinged Cover
This is a two layer protective cover for the inner workings. It includes a hinged opening to allow easy access to the inner workings for maintenance. If a soft material is used for the inner cover such as cloth or hide, a structure is needed to eep it from getting jammed in the gears.
Required Materials: Material used for inner covering. Material used for outer covering. Material for frame (if needed)
Defence: Higher of Inner and Outer Material Defence
Decoration: Outer Material Decoration
Hinged Opening: Yes
Winding Key Hole: No
Craft DC: 15 + Inner material defence + outer material defence
Variations: Add Winding Key Hole (Craft DC +3). Add lock (Craft DC +6 requires a lock to add)

More to come

Owrtho