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    Ogre in the Playground
     
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    Jul 2008

    Default Re: Like a clockwork corpse, yet living [3.5 PEACH]

    Works

    These are the portions that control what everything ends up doing. This affects whether at the end of the day you have a hand, an arm, a heart, or a carriage. With that, it also impacts what things like power end up doing for the device (since you were probably wondering).

    As for reading these. The required parts are the minimum number of parts needed for the final device to function. Note, you need one nerve for every tendon the final device will include if it is attached to a person, and if it doesn't connect directly to a person (but another necroclock device), then any nerves in it need to run through the other device as well. Slots, show how many nerves an components there is room for in the work. These include the required ones.

    If a work has room for more than one gear component, there are a few ways you can make use of this.
    Note that if a work mentions lesser or least gear component, then these may not be done between more than one required gear component in that work. Only with optional gear components and a required one.
    Run them offset: This grants twice the responsiveness of the lowest gear component's responsiveness (if three, then triple, etc.). Uses the lowest gear component's power.
    Run them as backup: You may switch between which is currently providing power as a swift action, however only if the one you are switching to is not fully unwound. Uses the active gear components power and responsiveness.
    Run them in parallel: This grants twice the power of the lowest gear component's responsiveness (if three, then triple, etc.). Uses the lowest gear component's responsiveness.
    If you have more than two, you may mix and match these.
    Some works have multiple sets of inner workings. In these cases, gear components will be split into sets. In these cases, you can not do the above with gear components in different sets.

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    Hands
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    Basic Hand
    This is a standard necroclock hand, with no extra features.
    Required Parts: Material for main frame, 5 gears (material), 1 gear component, 1 nerve.
    Slots: 4 nerve at wrist. 2 gear component. 1 cover component.
    Power: As gear components -4
    Effect: Grants equivalent strength bonus to climb checks, attempts to resist disarming, and grapple check if not holding a weapon.
    Responsiveness: As gear components -4
    Effect: Grants equivalent dexterity bonus to checks requiring fine manipulation.
    Defence: As cover.
    Effect: undecided.
    Decoration: As cover.
    Effect: undecided.
    Craft DC: 35 + 1/4 cover craft DC + 1/4 (each gear component DC - 20)
    Cost: undecided.

    Tool Hand
    This is a necroclock hand designed to contain a set of tools. These may be Thievesí tools, artisan's tools, decided when the hand is made. Revealing the tools for use is a standard action as is concealing them. When tools are exposed for use, the hand may not be used for other tasks. The bonus granted by the tools is the same as that granted by those used in making the hand. Note that in addition to the mentioned tools above, similarly small tool sets of other types may be used in addition to things like keys (both for locks and for winding).
    Required Parts: Material for main frame, 6 gears (material), 1 gear component, 1 tiny gear components, 3 nerve. Tools
    Slots: 8 nerve at wrist. 2 gear component. 2 tiny gear component. 1 cover component.
    Power: As gear components -4
    Effect: Grants equivalent strength bonus to climb checks, attempts to resist disarming, and grapple check if not holding a weapon.
    Responsiveness: As gear components -4
    Effect: Grants equivalent dexterity bonus to checks requiring fine manipulation.
    Defence: As cover.
    Effect: undecided.
    Decoration: As cover.
    Effect: undecided.
    Craft DC: undecided
    Cost: undecided.

    Clawed Hand
    This is a necroclock hand, designed to have claws. As such it grants a single claw attack which deals 1d4+strength damage if medium. This claw attack may not be used if the hand is holding a weapon. Claws count as materials in frame and cover for the purposes of bypassing DR.
    Required Parts: Material for main frame, 5 gears (material), 1 gear component, 1 nerve.
    Slots: 4 nerve at wrist. 2 gear component. 1 cover component.
    Power: As gear components -4
    Effect: Grants equivalent strength bonus to climb checks, attempts to resist disarming, and grapple check if not holding a weapon. Also grants equivalent strength bonus to claw attacks granted by the hand.
    Responsiveness: As gear components -4
    Effect: Grants equivalent dexterity bonus to checks requiring fine manipulation. Also grants equivalent dexterity bonus to attack and damage rolls made with granted claw attack (only impacts rolls if you would normally add dexterity modifier to them).
    Defence: As cover.
    Effect: undecided.
    Decoration: As cover.
    Effect: undecided.
    Craft DC: undecided
    Cost: undecided.


    Arms
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    Basic Arm
    This is a standard necroclock arm, with no extra features. Does not include a hand. May have a necroclock hand attached, or a living hand if it is attached quickly enough (as in before it dies from being cut off).
    Required Parts: Material for main frame, 4 gears (material), 2 gear components, 1 nerve.
    Slots: 20 nerve at shoulder. 8 nerve at wrist. 5 gear component. 1 cover component.
    Power: As gear components (max lowest gear (material)) -4
    Effect: Grants equivalent strength to attack and damage rolls made using that limb (or weapons held by it), as well as grapple checks and other strength checks using the limb.
    Responsiveness: (As gear components (max lowest gear (material)) -4)/2 (rounded down)
    Effect: Grants equivalent bonus to attack rolls.
    Defence: As cover.
    Effect: undecided.
    Decoration: As cover.
    Effect: undecided.
    Craft DC: undecided
    Cost: undecided.

    Shield Arm
    This is a necroclock arm, with a side widened out for use as a shield. Does not include a hand. May have a necroclock hand attached, or a living hand if it is attached quickly enough (as in before it dies from being cut off).
    Required Parts: Material for main frame, 4 gears (material), 2 gear components, 1 nerve.
    Slots: 20 nerve at shoulder. 8 nerve at wrist. 5 gear component. 1 cover component.
    Power: As gear components (max lowest gear (material)) -4
    Effect: Grants equivalent strength to attack and damage rolls made using that limb (or weapons held by it), as well as grapple checks and other strength checks using the limb.
    Responsiveness: (As gear components (max lowest gear (material)) -4)/2 (rounded down)
    Effect: Grants equivalent bonus to attack rolls.
    Defence: As half cover.
    Effect: Grants an equivalent shield bonus to AC. This stacks with other shield bonuses.
    Decoration: As cover.
    Effect: undecided.
    Craft DC: undecided
    Cost: undecided.

    Switch Weapon Arm
    This is a necroclock arm, with a weapon attached to it, such that it may switch between having a hand and the weapon available for use. The weapon is not hidden when not in use. Switching between the weapon and hand is normally a standard action, and requires the hand not be holding anything. The weapon may not be disarmed and is treated as a component for salvaging and modifying. Only light or one handed weapons may be used. Does not include a hand. May have a necroclock hand attached, or a living hand if it is attached quickly enough (as in before it dies from being cut off).
    Required Parts: Material for main frame, 4 gears (material) (set a), 2 gears (material) (set b), 2 gear components (set a), 1 gear component (set b), 1 nerve. 1 weapon.
    Slots: 30 nerve at shoulder. 8 nerve at wrist. 4 gear component (set a). 2 gear component (set b). 1 weapon. 1 cover component.
    Power (set a): As gear components (max lowest gear (material)) -4
    Effect: Grants equivalent strength to attack and damage rolls made using that limb (or weapons held by it), as well as grapple checks and other strength checks using the limb.
    Power (set b): As gear components (max lowest gear (material))
    Effect: Grants equivalent strength to next attack and damage rolls made using attached weapon during the round in which you switch to it.
    Responsiveness (set a): (As gear components (max lowest gear (material)) -4)/2 (rounded down)
    Effect: Grants equivalent bonus to attack rolls.
    Responsiveness (set b): As gear components (max lowest gear (material))
    Effect: If 4 or greater, may switch to/from weapon as a move action. If 6 or greater, as a swift action. If 8 or greater, as an immediate action.
    Defence: As cover.
    Effect: undecided.
    Decoration: As cover.
    Effect: undecided.
    Craft DC: undecided
    Cost: undecided.


    Legs
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    Basic Leg
    This is a standard necroclock leg, with no extra features. This is only a single leg.
    Required Parts: Material for main frame, 6 gears (material), 3 gear components, 1 nerve.
    Slots: 20 nerve at hip. 6 gear component. 1 cover component.
    Power: As gear components (max lowest gear (material)) -4
    Effect: Grants equivalent strength for determining carrying capacity.
    Responsiveness: As gear components (max lowest gear (material)) -4
    Effect: Grants equivalent bonus to speed in feet rounded down to increments of 5.
    Defence: As cover.
    Effect: undecided.
    Decoration: As cover.
    Effect: undecided.
    Craft DC: undecided
    Cost: undecided.


    Throat
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    Basic Throat
    This is a standard necroclock throat, with no extra features. It's main focus is on reproducing vocals. When made, it may be set with a number of vocals ranges equal to the gear components contained within. These may not be changed short of removing the gear components and replacing them. A vocal range may be made to mimic another's voice, in which case a +5 bonus is added to checks made to imitate that voice.
    Required Parts: Material for main frame, 2 gears (material), 1 gear components, 1 nerve.
    Slots: 10 to spine in neck. 3 gear component. 1 cover component.
    Power: As gear components (max lowest gear (material)) -4
    Effect: The maximum volume one can speak in is increased. Decrease the listen checks to hear them by that amount, and increase the max distance one can be heard from be 10 times as many feet when shouting.
    Responsiveness: As gear components (max lowest gear (material)) -4
    Effect: Grants equivalent bonus Perform (oratory), Perform (sing), and checks made to mimic voices.
    Defence: undecided.
    Effect: undecided.
    Decoration: undecided.
    Effect: undecided.
    Craft DC: undecided
    Cost: undecided

    Tunable Throat
    This is a standard necroclock throat, with no extra features. It's main focus is on reproducing vocals. When made, it may be set with a number of vocals ranges equal to one less than the number of gear components contained within. If one has an example to tune against, the person with the throat may adjust the range of one of the vocal ranges to match. Doing so requires a sample to tune it against for 10 minutes and that no other strenuous activities be taken during that time. A vocal range may be made to mimic another's voice, in which case a +5 bonus is added to checks made to imitate that voice.
    Required Parts: Material for main frame, 2 gears (material), 2 gear components, 2 nerve.
    Slots: 12 to spine in neck. 4 gear component. 1 cover component.
    Power: As gear components (max lowest gear (material)) -4
    Effect: The maximum volume one can speak in is increased. Decrease the listen checks to hear them by that amount, and increase the max distance one can be heard from be 10 times as many feet when shouting.
    Responsiveness: As gear components (max lowest gear (material)) -4
    Effect: Grants equivalent bonus Perform (oratory), Perform (sing), and checks made to mimic voices.
    Defence: undecided.
    Effect: undecided.
    Decoration: undecided.
    Effect: undecided.
    Craft DC: undecided
    Cost: undecided


    Head
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    Basic Head
    This is a standard necroclock head, with no extra features. Note, that while it replaces the visible portions, skull, facial muscles, and mouth it does not replace eyes, ears (the inside portion), noses (again, the inside portion), or the brain.
    Required Parts: Material for main frame, 8 gears (material), 2 gear components, 2 nerve.
    Slots: 12 nerve to brain. 4 gear component. 2 cover components (face and scalp).
    Power: As gear components (max lowest gear (material)) -4
    Effect: Grants equivalent strength for checks made to bite something.
    Responsiveness: As gear components (max lowest gear (material)) -4
    Effect: undecided.
    Defence: As 1/4 average cover.
    Effect: grants bonus to AC.
    Decoration: As average cover.
    Effect: Upon making the cover, choose Intimidate, Bluff, or Diplomacy. An equivalent bonus is granted to the selected skill (DM discretion as to if a cover fits that skill).
    Craft DC: undecided
    Cost: undecided.


    Sensory
    Sensory necroclock grafts replace things like eyes, ears, and noses. Due to being located inside the body (usually the head), they lack covers, and as such like vitals require going through the body (or head) to maintain or wind. If a necroclock head is being used, it need only be opened to access sensory grafts.
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    Eye
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    Basic Eye
    This is a standard necroclock eye with no extra features. Note that it replaces a single eye.
    Required Parts: Material for main frame, 1 tiny gears (material), 1 tiny gear components, 1 nerve.
    Slots: 4 nerve to back. 1 tiny gear component.
    Power: As gear component (max lowest gear (material)) -4
    Effect: if 2 or greater, grants lowlight vision.
    Responsiveness: As gear component (max lowest gear (material)) -4
    Effect: Grants equivalent bonus so search and spot checks.
    Defence: NA.
    Effect: NA.
    Decoration: NA.
    Effect: NA.
    Craft DC: undecided
    Cost: undecided.

    Darkvision Eye
    This is a standard necroclock eye with no extra features. Note that it replaces a single eye.
    Required Parts: Material for main frame, 2 tiny gears (material), 1 tiny gear components, 1 nerve.
    Slots: 6 nerve to back. 1 tiny gear component.
    Power: As gear component (max lowest gear (material)) -4
    Effect: Grants 5 times as many feet of Dark vision. This stacks with other sources of Darkvision.
    Responsiveness: As gear component (max lowest gear (material)) -4
    Effect: Grants equivalent bonus so search and spot checks.
    Defence: NA.
    Effect: NA.
    Decoration: NA.
    Effect: NA.
    Craft DC: undecided
    Cost: undecided.


    Ear
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    Basic Ear
    This is a standard necroclock ear with no extra features. Note that it replaces a single ear, and is only the interior portion.
    Required Parts: Material for main frame, 2 tiny gears (material), 1 tiny gear components, 1 nerve.
    Slots: 5 nerve to back. 2 tiny gear component.
    Power: As gear component (max lowest gear (material)) -4
    Effect: NA.
    Responsiveness: As gear component (max lowest gear (material)) -4
    Effect: Grants equivalent bonus so listen checks.
    Defence: NA.
    Effect: NA.
    Decoration: NA.
    Effect: NA.
    Craft DC: undecided
    Cost: undecided.


    Nose
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    Basic Nose
    This is a standard necroclock nose with no extra features. Note that it is only the interior portion.
    Required Parts: Material for main frame, 4 tiny gears (material), 1 tiny gear components, 1 nerve.
    Slots: 8 nerve to back. 2 tiny gear component.
    Power: As gear component (max lowest gear (material)) -4
    Effect: If greater than 4 grants scent.
    Responsiveness: As gear component (max lowest gear (material)) -4
    Effect: Grants equivalent bonus so survival checks to track by scent.
    Defence: NA.
    Effect: NA.
    Decoration: NA.
    Effect: NA.
    Craft DC: undecided
    Cost: undecided.


    Spine
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    Basic Spine
    This is a standard necroclock spine, with no extra features. It is designed to replace a spine with a bundle of nerves that can be used to connect various necroclock devices. While lacking the unlimited number of nerve connections a normal spine would have, a necroclock spine can be useful for those who lost or damaged theirs, need it extended, or desire slightly improved reflexes. Note that the number of nerves in the spine limit the number of nerves that may be connected to, and thus the sum of nerves from other necroclock grafts from the neck down are limited to the number in the spine.
    Required Parts: Material for main frame, 3 gears (material), 2 gear components, 60 nerve.
    Slots: 300 nerve along length. 6 gear component.
    Power: NA
    Effect: NA.
    Responsiveness: As (gear components (max lowest gear (material)) -4) / 6 (rounded down)
    Effect: Grants equivalent bonus reflexes.
    Defence: NA.
    Effect: NA.
    Decoration: NA.
    Effect: NA.
    Craft DC: undecided
    Cost: undecided.


    Torso
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    Torso Hatch
    Not a true necroclock torso, a torso hatch is nonetheless a simple method to provide easy access to necroclock vitals for maintenance. Simply put, a torso hatch is a hatch built into a person's torso that can provide access to their innards. When attempting to perform maintenance on necroclock vitals for a creature with a torso hatch, only 1 minute is added to the time for opening it at the start and closing it at the end, rather than the time normally needed to open someone up and operate on them.
    Required Parts: Material for main frame, 2 gears (material), 1 cover component.
    Slots: 3 nerve. 1 cover component.
    Power: NA
    Effect: NA
    Responsiveness: NA
    Effect: NA
    Defence: 1/4 cover rounded down.
    Effect: Bonus to Natural Armor.
    Decoration: 1/3 cover.
    Effect: undecided.
    Craft DC: undecided
    Cost: undecided.

    Basic Necroclock Torso
    A standard necroclock torso. This replaces someone's normal torso, though still contains most of their internal organs unless those too are replaced by necroclock vitals. Normal limbs or necroclock limbs may be attached to this, though in the case of normal ones they must still be alive. When maintaining necroclock vitals inside this torso, you need only add the time for opening this torso to their maintaining time, rather than the time needed to operate on the individual. Because the spinal cord is still present within the torso, an effectively unlimited amount of nerve slots are available to things inside the torso and the torso itself for functioning, though nerves going to other limbs or grafts are still limited.
    Required Parts: Material for main frame, 15 gears (material), 3 gear components (group a), 3 gear components (group b), 1 cover component.
    Slots: 40 nerve at each shoulder. 30 at left and right side of hip (each). 8 gear components (group a). 8 gear components (group b). 1 cover component.
    Power: Half lesser of group a & b gear components (max lowest gear (material)) -4
    Effect: Bonus to Strength for calculating carrying capacity.
    Responsiveness: Half lesser of group a & b gear components (max lowest gear (material)) -4
    Effect: Bonus to Dexterity for AC
    Defence: as cover.
    Effect: Bonus to Natural Armor.
    Decoration: as cover.
    Effect: undecided.
    Craft DC: undecided
    Cost: undecided.


    Vitals
    Note: All necroclock vitals have a backup system inside them in case they fail. If either system jams or otherwise fails, the person using them is able to tell.
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    Heart
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    Basic Necroclock Heart
    This is a standard necroclock heart. It contains two sets of workings, one main, and the other as a backup if the main one jams or fully unwinds. Like all vital grafts, it is completely enclosed in the torso when in use preventing easy maintenance unless one uses a necroclock torso. Set a is the primary set, and if it jams or otherwise fails set b will automatically start functioning. While set a is active, set b is inactive.
    If the heart is completely non-functional, and the creature has no backup, it begins dying as if from a heart attack (likely will detail rules later if there aren't any already).
    Required Parts: Material for main frame, 4 gears (material) (set a), 4 gears (material) (set b), 2 gear components (set a), 2 gear components (set a), 4 nerves.
    Slots: 24 nerve. 2 gear component (set a). 2 gear component (set b). 1 cover component.
    Power: Active set. Lesser gear components (max lowest gear (material)) -4
    Effect: Grants equivalent constitution bonus to fortitude saves.
    Responsiveness: Active set. Lesser gear components (max lowest gear (material))
    Effect: For determining chance of jamming, count responsiveness days as 1 day (or responsiveness months as one month if inactive)
    Defence: As cover.
    Effect: undecided.
    Decoration: As cover.
    Effect: undecided.
    Craft DC: undecided
    Cost: undecided.


    Respiratory
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    Basic Necroclock Lungs
    This is a standard necroclock respiration device. It contains two sets of workings, one main, and the other as a backup if the main one jams or fully unwinds. Like all vital grafts, it is completely enclosed in the torso when in use preventing easy maintenance unless one uses a necroclock torso. Set a is the primary set, and if it jams or otherwise fails set b will automatically start functioning. While set a is active, set b is inactive.
    If the respiration device is completely non-functional, and the creature has no backup, it begins suffocating until the device is repaired.
    Required Parts: Material for main frame, 4 gears (material) (set a), 4 gears (material) (set b), 1 gear components (set a), 1 gear components (set a), 4 nerves.
    Slots: 40 nerve. 3 gear component (set a). 3 gear component (set b). 1 cover component.
    Power: Active set. Gear component (max lowest gear (material))
    Effect: Can hold breathe an extra power rounds.
    Responsiveness: Active set. Gear component (max lowest gear (material))
    Effect: For determining chance of jamming, count responsiveness days as 1 day (or responsiveness months as one month if inactive)
    Defence: As cover.
    Effect: undecided.
    Decoration: As cover.
    Effect: undecided.
    Craft DC: undecided
    Cost: undecided.

    Basic Necroclock Aquatic Lungs
    This is a standard necroclock respiration device altered to breathe in water instead of air. As such it is incapable of breathing outside of water. It contains two sets of workings, one main, and the other as a backup if the main one jams or fully unwinds. Like all vital grafts, it is completely enclosed in the torso when in use preventing easy maintenance unless one uses a necroclock torso. Set a is the primary set, and if it jams or otherwise fails set b will automatically start functioning. While set a is active, set b is inactive.
    If the respiration device is completely non-functional, and the creature has no backup, it begins suffocating until the device is repaired.
    Required Parts: Material for main frame, 5 gears (material) (set a), 5 gears (material) (set b), 1 gear components (set a), 1 gear components (set a), 4 nerves.
    Slots: 40 nerve. 3 gear component (set a). 3 gear component (set b). 1 cover component.
    Power: Active set. Twice gear component (max lowest gear (material))
    Effect: Can hold breathe an extra power rounds.
    Responsiveness: Active set. Gear component (max lowest gear (material))
    Effect: For determining chance of jamming, count responsiveness days as 1 day (or responsiveness months as one month if inactive)
    Defence: As cover.
    Effect: undecided.
    Decoration: As cover.
    Effect: undecided.
    Craft DC: undecided
    Cost: undecided.

    Basic Necroclock Amphibious Lungs
    This is a standard necroclock respiration device altered to breathe in water or air. However the added parts needed reduce how much air it can hold. It contains two sets of workings, one main, and the other as a backup if the main one jams or fully unwinds. Like all vital grafts, it is completely enclosed in the torso when in use preventing easy maintenance unless one uses a necroclock torso. Set a is the primary set, and if it jams or otherwise fails set b will automatically start functioning. While set a is active, set b is inactive.
    If the respiration device is completely non-functional, and the creature has no backup, it begins suffocating until the device is repaired.
    Required Parts: Material for main frame, 7 gears (material) (set a), 7 gears (material) (set b), 2 gear components (set a), 2 gear components (set a), 4 nerves.
    Slots: 40 nerve. 3 gear component (set a). 3 gear component (set b). 1 cover component.
    Power: Active set. Half lower gear component (max lowest gear (material))
    Effect: Can hold breathe an extra power rounds.
    Responsiveness: Active set. Lower gear component (max lowest gear (material))
    Effect: For determining chance of jamming, count responsiveness days as 1 day (or responsiveness months as one month if inactive)
    Defence: As cover.
    Effect: undecided.
    Decoration: As cover.
    Effect: undecided.
    Craft DC: undecided
    Cost: undecided.


    Digestive
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    Basic Necroclock Digestive Tract
    This is a standard necroclock digestive tract. It contains two sets of workings, one main, and the other as a backup if the main one jams or fully unwinds. Like all vital grafts, it is completely enclosed in the torso when in use preventing easy maintenance unless one uses a necroclock torso. Set a is the primary set, and if it jams or otherwise fails set b will automatically start functioning. While set a is active, set b is inactive.
    If the digestive tract is completely non-functional, and the creature has no backup, it is unable to process food it eats until repaired, thus counting as not eating during that time period.
    Required Parts: Material for main frame, 8 gears (material) (set a), 8 gears (material) (set b), 3 gear components (set a), 3 gear components (set a), 6 nerves.
    Slots: 30 nerve. 5 gear component (set a). 5 gear component (set b). 1 cover component.
    Power: Active set. Least gear component (max lowest gear (material)) -4
    Effect: Grants equivalent bonus to saves against ingested poisons or diseases.
    Responsiveness: Active set. Least gear component (max lowest gear (material))
    Effect: For determining chance of jamming, count responsiveness days as 1 day (or responsiveness months as one month if inactive)
    Defence: As cover.
    Effect: undecided.
    Decoration: As cover.
    Effect: undecided.
    Craft DC: undecided
    Cost: undecided.


    more to come


    Owrtho
    Last edited by Owrtho; 2011-09-07 at 05:52 PM.

    My Homebrew
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