The document summarizes the abilities and traits of a clockwork automaton known as a hull. A hull is an artificial construct with a spirit animating a mechanical body. It has human-like strength and senses. Its functions are to guard, destroy, discover, or acquire as commanded by its master. A hull recharges by connecting to generators and takes drain instead of stress. It can choose frame and appearance options. Abilities include electroplasmic projectors, interface with electroplasmic fields, and carrying a secondary hull. The document provides options for frames, load capacity, skills, and experience progression.
The document summarizes the abilities and traits of a clockwork automaton known as a hull. A hull is an artificial construct with a spirit animating a mechanical body. It has human-like strength and senses. Its functions are to guard, destroy, discover, or acquire as commanded by its master. A hull recharges by connecting to generators and takes drain instead of stress. It can choose frame and appearance options. Abilities include electroplasmic projectors, interface with electroplasmic fields, and carrying a secondary hull. The document provides options for frames, load capacity, skills, and experience progression.
The document summarizes the abilities and traits of a clockwork automaton known as a hull. A hull is an artificial construct with a spirit animating a mechanical body. It has human-like strength and senses. Its functions are to guard, destroy, discover, or acquire as commanded by its master. A hull recharges by connecting to generators and takes drain instead of stress. It can choose frame and appearance options. Abilities include electroplasmic projectors, interface with electroplasmic fields, and carrying a secondary hull. The document provides options for frames, load capacity, skills, and experience progression.
Lead a group action name alias Protect a teammate Set up a teammate
look planning & choose load
Assault: Point of attack heritage: akoros — dagger background: academic — labor Deception: Method isles — iruvia — severos — — law — trade — military — skovlan—tycheros noble — underworld Stealth: Entry point my functions are: to guard—to destroy—to discover—to acquire— Occult: Arcane power to labor at ...that which my master commands. Social: Connection Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator. When you do this, clear 5 drain. Transport: Route
sparking — unstable harm healing 3 need project clock help armor uses 2 -1d armor 1 less heavy effect special hull gather information What should I lookout for? What do they intend to do? Where’s the weakness here? How can I get them to [X]? How can I find [X]? What are they really feeling? What’s really going on here? “ghost” abilities from original playbook hull traits 1 Automaton: You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn’t count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three (at left). You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead. Overcharge: Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect. Compartments: Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load. hull Choose your frame & look (or create one). Choose a starting feature. hull traits 2 frame frame features Electroplasmic Projectors: You may Small (cat size, -1 scale): | Levitation release some of your plasmic energy as an A metal orb, a mechanical | Reflexes electrical shock around you or as a directed doll, a clockwork spider. | Life-like Appearance Levitation — Reflexes beam. You may also use this ability to create | Spider Climb a lightning barrier to repel or trap a spirit. Medium (human size): A metal mannequin, a | Interior Chamber Take 1 drain for each level of magnitude. clockwork animal. Life-Like | Plating Interface: You may attune to the local Appearance — Spider Climb electroplasmic field to control it or something | Phonograph Heavy (wagon size, +1 connected to it (including another hull). | Sensors scale): A metal giant, a self- driving vehicle. Interior Chamber | Smoke Projectors Secondary Hull: Choose an additional frame and its starting feature. You may — Plating (special armor) | Spring-Leap Pistons transfer your consciousness between your Options for any frame: Phonograph Swap out features with frames at will. (Record & Playback) — Sensors — a downtime activity. Smoke Projectors — Spring-Leap Pistons Frame Upgrade: Choose an additional frame feature. notes/recovered memories load 3 light 6 heavy A hull has no coin or stash 5 normal of their own, but might be A Blade or Two granted access to the resources Throwing Knives of their master. A Pistol A 2nd Pistol playbook A Large Weapon An Unusual Weapon insight Armor +Heavy hunt Burglary Gear study Climbing Gear survey Arcane Implements tinker Documents prowess Subterfuge Supplies finesse Demolition Tools prowl Tinkering Tools skirmish Lantern wreck resolve hull xp attune Every time you roll a desperate action, mark xp in that action's attribute. command At the end of each session, for each item below, mark 1 xp (in your consort playbook or an attribute) or 2 xp if that item occurred multiple times. sway You fulfilled your functions despite difficulty or danger. bonus die You suppressed or ignored your former human beliefs, drives, heritage, push yourself (take or background. + 2 stress) -or- accept a You struggled with issues from your wear during the session. devil's bargain.