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The Clockwurk [New Race/transformation]


ForeverGinger
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The Clockwurk: The compromise between Modern and Fantasy

 

The Clockwurk would be a playable… well I guess I could call them a race… but really all a Clockwurk  are is the mind/spirit of another creature put into a mechanical body. The Clockwurk were created by the dwarves to extend the lives of older, wiser elders by transferring the brain into a mechanical body via science and magic combined, however any race with the proper knowledge can create these creatures.

 

The creation of a Clockwurk would be a multi-stage, albeit open ended process. First, you must build a body for the Clockwurk. The body can be of almost any shape, however the body MUST:

Contain at least one fist-sized chunk of crystal (four pixles) located somewhere on the body exposed to the sun to be seen on the skin.

Be approximately the size of the character being transplanted. This does not restrict the form the body may take, however the Transplantee would adjust quicker to a body of the same proportions as their original, so you could be a Dwarf sized Kha’  or an Olog sized mechanical Halfling with four arms, but your character would be more comfortable being a Dwarf sized Dwarf or an Elf sized Elf.

Not have more than four arms. Any more could lead to malfunctions as the Transplantee would not be used to moving any more limbs.

Have some area for the brain to be located. This does not have to be the head and is not required, but strongly advised, to be shown on the skin.

Have reasonable weapons, if any, on its body. These are not required, bit if you would like weapons on your body, keep them simple. No massive telescoping cannons or heat seeking missiles. Maybe a hidden-blade style sword or a small wrist crossbow.

Be built mainly of some type of metal. No full wood Clockwurks or gemstone abominations. Wooden decals and other embellishments are allowed, but the main body and mechanisms must be built of metal.

 

The crystal in the Clockwurk is the source of its power. This power source must be a type of gemstone, but the type is entirely up to the creator and what they prefer to use. The gemstone must be either mechanically or magically altered to turn sunlight into some type of energy, be it heat, electrical or some other type of power. This gem can power some form of engine or power the Clockwurk directly, the internal mechanisms are left entirely up to the creator as long as they are realistic. As Clockwurks are essentially solar powered and can store us a surplus of energy, lack of sunlight will have some adverse side effects:

One week of light depravation will cause the Clockwurk to become lethargic and slightly clumsy

Two weeks of light depravation will cause the Clockwurk to go into an automatic power saving mode. The Clockwurk will move very slowly and make no unnecessary actions.

At the end of the third lightless week, the Clockwurk will shut down, drawing all power to preserving the brain of the Transplantee. The Clockwurk will remain motionless until it is give access to light.

By the fourth week, the Clockwurk will run out of power and the brain will die. Sorry, you’re dead!

 

The final stage of Clockwurk transformation is installing the brain into the finished body. The brain must be removed in one piece and somehow preserved, in any reasonable way, until installation. If they brain is left uninstalled for more than an OOC week, then the brain dies and the Transplantee is permakilled. After installation, the Clockwurk will be disoriented and uncoordinated for a time, as the brain needs time to adjust to its body.

First Week: The Clockwurk will disoriented and very uncoordinated, as the brain tissue is still attempting to reconnect to the sensory devices in the mechanical body. The person will often have lapses in memory and headaches. Transplantees in a body drastically different from their original, such as a Dwarf brain in the body of an Elf, will experience disorientation and severe uncoordination for a minimum of two weeks.

Second Week: The Clockwurk will have better adjusted to its new body and will be more coordinated and able to do slightly dexterous tasks such as grasping and holding small items, swinging a sword, screwing in nails and tying simple knots.

Third Week: The Clockwurk will be fully adjusted to its new body and will be able to do anything it was able to do in its previous body. The lapses in memory will be gone by this time, as the brain has fully connected to the new body (hopefully). If the body is drastically different from the original, the Clockwurk will continue to be clumsy and have minor lapses in memory at times.

 

Strengths:
A Clockwurk eventually retains all of its previous memories aside from the occasional lapse of memory.
Clockwurks can have built in weapons, but these weapons MUST be readied or drawn in RP prior to use
Clockwurks DO feel pain, just not as the original body would. A Clockwurk’s sense of pain is essentially a status report, and the pain is felt in specific broken mechanisms, allowing the Clockwurk to quickly identify the malfunction.
Clockwurks are partially immune to electricity, however too much electricity can overload their circuits and short out the body.

 

Weaknesses:
A Clockwurk cannot repair itself unless it knows how to. Transforming does not automatically give the Transplantee knowledge of the body and how it works.
Clockwurks are vulnerable to fire, as the heat can interfere with the internal workings and, if hot enough will melt the metal.
Clockwurks will short out if they are exposed to water long enough without being waterproofed. If the casing leaks and water gets into the main mechanisms, the Clockwurk can short out and eventually be forced into power save mode to preserve the brain until the machinery dries out.

 

RP Examples:
The Dwarf-Clockwurk Aiden Stonehammer (generic right?) has been confronted by an Orc on the road and he is activating his built-in crossbow:
The giant Olog lumbers closer to the Dwarf machine “Me crush zoulless abomunatin!”
Aiden Stonehammer’s wrist whirrs slightly as two prongs extend from the end of it, strung together by a thin metallic wire
The Olog pounds closer, raising a giant club the size of a small tree all the while bellowing “Me keeeel!”
Aiden levels his wrist crossbow, now fully extended, at the charging Olog, his mechanical face smirking slightly as he nestles a small bolt against the string
The Olog looms over the small Dwarf automaton, raising his club to crush it.
Aiden’s fist clenches and his arm bucks as the crossbow fires, the bolt burying itself in the giant’s chest.

 

Sorry for lack of pics, Imgur was being funky. I have an idea, post a picture of what YOU think a Clockwurk should look like below!

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Over complicating the issue of race in my opinion is a main reason for the significant divide and de-centralisation of RP and so the leading to scarcity of RP unless like Orcs you have little dreams for expansion. As soon as you give opportunity for divide nation RP dies.

 

Maybe this could work but I would advise caution, make sure your not making a sperate group like the Dreadknights and instead you are providing unique RP to settlements, could work well with the Dwarfs. But as stated above be careful not to make more devide in RP.

 

EDIT: The races are polluted as it is, the races need diluting (if this was an essay this could link to my view on protagonists quite well).

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Don't see it as a race, but as an event creature/RP group? Maybe.

Well its not technically a race, because when you transform, you are still your origional race and keep all of your skill and stuff

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I don't see why not

Also most of this is mech stan

Mech standard doesn't exist anymore.

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Mech standard doesn't exist anymore.

Really well this lore is very similar to the plant people lore so I see no problems with it

My suggestion is that the lore should have a bit more depth like perhaps this would use rune magic

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I'm sorry to say this lore has been Denied.

 

This seems to be fairly Overpowered, and without many disavantages. It also a way to prolong life, which could go against the curse of humans, and it's pretty much a golem without the Impera stuff.

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