Wednesday, July 19, 2017

Clockwork Tables & Weapons

I've been reading ATWC recently and was thinking about the Clockwork soldiers. Personally I call them Automatons, but when you get your face smashed in by a piston powered by a giant wind-up toy, doesn't really matter what its called right?

Clockwork Dwarf [2]
What happens when you grapple an Automaton?
Roll 1d12

[1] Hidden scythe blade cuts from its neck and tries to slash yours. Once this weapon is revealed just spins it fast like a helicopter blade, charging at you in an attempt to cut you up.

[2] Steam engine spurts boiling water onto you. Machine might break its tank to do this.

[3] Your hands get caught in crushing gears. The machine laughs at the unintentional injury it causes you.

[4] Metal windlass pummels you with counterweight.

[5] Puncturing spike comes from chest, tries to impale you up close.

[6] Spinning metal cylinder on the side of the machine makes you lose your grip.

[7] Coolant spills onto floor, causing you to slip and fall. Clever machine might try to spit it into your mouth. Mildly toxic.

[8] Machine grips you extremely tight, wraps you in bear hug, incredibly strength tries to crush you.

[9] Automaton tension coil dislodged, punches you in chest and sends you flying back.

[10] Pure spite causes it to rip off its robotic head and try to bash you to death with it.

[11] Metal parts slough off robotic body. Was never actually a robot, just a very convincing shell for a humongous crustacean. It just molted and is now very hungry.

[12] Machine reverses its joints and grabs onto you like a backpack, jerkily controlling your limbs and forcing you to move towards more of its kind or off a nearby cliff.

Devastating Clockwork Weapons 
Roll 1d6

[1] Power Piston. Extremely strong punching weapon, using metal plate and springs. Deals 1d8 damage. Slow enough that you can use your sheild to block it. If you use a metal shield it will dent it and stun you one round, wooden shields will tank the damage for you but explode into a million pieces. Takes 1d6 rounds to wind itself back up. Most are shaped like a ram's head or a fist.

[2] Chakram Springs. One shot Chakram launcher. When the ring hits a wall, it fires out another ring inside its tension coil, which fires another ring, and so on. You take 1d6 damage for each wall nearby you, in a small enclosed room you'd take 4d6. Takes ages to pick back up the rings and get ready to fire again.

[3] Unwinder. Fires a twisting machine that unwinds any automaton it lands on, stealing almost all of their energy and disabling them. Does nothing against humans, but will tie your hair up in a big stupid braid as it tries to unwind you.

[4] Banshee Box. Clockwork music box, after a second or two it screams and all creatures with ears nearby must cover their ears and lose a turn (as well as lose AC bonus from shield). If you don't you take 1d4 damage instead and are deafened for 1d6 exploration turns. Elves take 1d8 damage unless they cover their ears and are deafened for 1d6 days due to sensitive hearing.

[5] Sparkthrower. Shitty clockwork flamethrower; hopper filled with flint is grinded by extremely fast metal spinning wheel. Sparks deal 1d4 fire damage, and on a roll of 4 will ignite things that are very flammable, like straw or hay.

[6] Nibbler. Metal creature that bites away swords and metal equipment. Weapons lose a size of their damage die each round (1d8 → 1d6 → 1d4, etc) and armor loses its AC bonus until they can be properly repaired. You can bash the nibbler off by focusing on it for one round, cracking its painted metal teeth.

10 Extra Ways to Rewind your Clockwork Technology
Roll 1d10

[1] Mechanical leg brace put onto a horse. Each time the horse steps, it clicks back a wind-up box near the hoof, which can be removed and used to wind up clockwork technology.

If a horse has an injured leg the springs can be put in backwards and the leg instead supports the horse and lets it walk again without being lame. However this requires one hour of winding for every 2 hour of regular walking, or one hour of winding for one hour of rough riding.

[2] Clockwork dwarf with a single arm, has a carved beard and everything. Every hour of turning his gears lets him wind other devices for two hours. Don't ask how this works. Is extremely heavy to carry around though.

[3] Solar panels. Specific plants are grown inside small boxes with glass tops. The plant expands and pushes back the gears which lock into place, ready to be used to wind other devices. The plant must be scraped out and a new seed replanted and watered every time you use it.

[4] Aqueduct used to bring water to a city (or perhaps the Wicked City) can be channeled into huge metal drums, which when filled up press down on giant tension coils. Then a spigot is opened to let the water drain out, but the tension coil remains charged.

[5] Trained mice that runs endlessly on wheels when prompted with cheese. Can charge up devices above ¼ the speed of hand cranking it per mouse. They will run themselves to death if you let them.

[6] Charged up by a spirit. Regular negotiations and spirit bribes must be done, but the spirits can use its magic to make the clockwork instantly wind up to the amount you bargain for.

[7] Connect to wind mill. Unfurl the corkscrew sails to wind up your devices. Powerful and cheap, but stationary and reliant on mother nature to give you the breeze. It could be utterly still when you need your clockwork weapons.

[8] Using a system of pumps, pulleys, and special lighter then air alchemical lubricant, you can use an 'Ease-Handle' to greatly reduce the resistance of a winder. You still wind it by hand but at 1.5x the winding power. The device itself is not as expensive as the lubricant. If it breaks the liquid will just float away, carried by the wind.

[9] Heartbeat Machine. Requires a dangerous surgery to put metal bands around the heart and interface it to the rest of the body. Creates a clockwork port in the center of the chest, can be used to wind up machines at the cost of slowing your own heart rate and dealing damage to yourself; 1 HP damage per ½ hour of winding something. Every half hour of this winds at the rate of two normal hours.

[10] Conscript the undead. The undead turn the wheels with ancient rotting muscles and decrepit bones, meaning they're only about half as strong as a normal human in terms of winding speed. The undead leak negative energy and/or require human flesh to continue to serve, else they will just go mad and attack anyone who comes near.

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