mythfish wrote:
modus666 wrote:
im working on it, i'm not sure HOW different to make the clockwork borg from the standard steamborg though. my tendency is to make is a slight variant, keeping artificial parts and steam powers intact, and modifying some of the specials they get over time. i'll post it once i get the time to put something coherent on paper
.
Yeah, I was thinking about doing it too, and had the same thought process. To do it the way I think it should be done, it's really just a steamborg variant and not really a class unto itself.
Although I was thinking the clockborg wouldn't get steam powers. After all, they're not running on a steam engine. They could still carry one around like a coglayer, but it's not the same natural fit as it is with a steamborg.
I dunno. I think to really do this justice, this looks like it really would be a class unto itself--another next step in the evolution of the steamborg.
For one thing, they don't have steam engines constantly sucking water out of their bodies, so they don't drink like fishes and they don't have a big exhaust pipe coming out of them. Although they probably make noticeable tick and whirr sounds.
But that raises several questions:
-Is this clockwork done internally, implanted via surgery, or is it integrated into the body as a second, outer skeleton?
-Because Dragonmech clockwork really does seem to be the business when it comes to precision, it'd be cool to have the clockborg reflect this. But what can do you (besides with switch out Fort and Reflex saves) to help make them into a class that really does show nigh-total control of their bodies and movements?
-What about winding requirements of their clockwork? How often should that be required?
-Do they get steam powers? If not, then what do they get to replace them?
I'd really like to see this as its own class, related to the steamborg but still a horse of a different color. So I'd be nulling their steampowers and replacing them with some some nifty precision-related abilities (like a limited ability to combine both strength and dexterity when wielding weapons, or increased jumping/tumbling/balancing ability) and possibly that "overwind" state.
But, hey, that's me.