Live around the Gears



Live around the Gears

Draggable: No
Recursions: Custom Clocktown
Recommended Laws: Mad Science, Clockwork Mechanics Physics
Connection: If this is your starting focus, choose one of the following connections.
1: choose a PC: long time ago while repairing a gear close his house you discovered a dark secret about her. you don'nt know if this is true nor is she knows you know
2: choose a PC: you think she's got talent and could be a great clockworker, if someone would teach her, but she seems to be refusing this.
3: choose a PC: while working too close to a gigantic gear teeth you lost something very important; sometime ago you saw your lost belonging on her hands
4: choose a PC: you have this strange feeling everytime she's too close to something mechanics, this will stop working. Maybe it's just your paranoia, or her bad luck, but you don't like seeing her around critically important machine
Equipment: clockworker suit (leathery, full of pocket and hinges, complete with big round welding goggles and respirator) with a lot of repairing tools in the pocket. You also own a leather lined notebook where you write down secret access to important areas, notes about city factory or mechanism you worked on, etc
Minor Effect Suggestion: a mechanism you just repaired give a +1 bonus to his users next time is used
Major Effect Suggestion: while repairing an item you enhanced and can be used as an additional asset

Your father was a Clockworker. Your grandfater was a Clockworker. Your mother worked as a specilised technician in a very important factory of the city, and you claim Central Tower Clock was made by one of your ancestor.
You should be a Clockworker too, but something gone wrong: maybe your social class is too low, you lack the confidence, or you accidentally trip hot coffe on your chief supervisor’s clockgimp and now are fired. Maybe you where a clockworker, then you got quickened and decided you will leave the town to another recursion, inthe future.
You know this town’s secret places, and you can repair almost everything is working on this town. You got the skill to be a wonderful Clockworker, and maybe you once where, before something happened and you started adventuring, or decided you should “have a life” outside the gears.

  • tier 1: mechanical knowledge [+4 bonus to your intellect]
    everything is a tool (1 intellect) [ignore penalties for lack of normal tools if can use something else as a substitute]
  • tier 2: hidden city knowledge [got an asset for chasing, finding hiding spots, or when an extensive knowledge of hidden place could be useful]
  • tier 3: tinkerer [after 1 day tinkering with an artefact or cypher it works as 1 level higher. this applies only to the clockworker]
  • tier 4: cyphersmith [after 1d6 days working on a depleted mad science/mechanical/clockwork cypher can create a new one (random generated) working at half level than previous one. Cannot be used on a depleted lvl 1 cypher. Only the clockworker can use it.]
  • tier 5: mechanical resonance (3 intellect) [all clockwork brained, hybrid, or mechanical automatic creature are friendly; if forced to attack, act at 1 level lower]
  • tier 6: complete understanding (5 intellect) [can take control of a mad science/mechanical and clockwork machine or artefact within immediate range for up to 1 hour and use it at will; must maintain focus on them. can take control of mechanical and/or clockwork automatic creature like clockgimp or mechanical pet (but not clockwork companion of another player)