CV Race: Clockwork Men

Clockwork Men

Created by the Steam King over 100 years ago, most are limited to their particular functions. Some however are created with a more general skill set. These seem free willed and may well be, though some wonder if their will would bend to the Steam King.

A few years ago one free-willed clockwork man who was crafted in the image of a local prince sued for free person status. He and the prince had grown up together at various intervals he was rebuilt to simulate aging and growth starting as a small boy and ending as a young man. He and the prince had become the best of friends and they agreed that the clockwork mean should be completely free. Working together they successfully sued for his freedom within the Grey Empire. He was the first, but it set a precedent so that others could become free as well. Not all lands recognize the free-will status of Clockwork Men. Not people within the Grey Empire recognize the dictate of the Empire.

Most free-willed clockwork men strugle with finding meaning and purpose for themselves. They also strugle with the prejudice that many people have with regard to “their tools” now wanting to be free, “who ever heard of a hammer wanting to be free or of a bail of hay wanting its rights?” Often a clockwork man will associate themselves with a person or group who they can claim as their “owner” if they get into trouble in areas where their freedoms are not as well protected as within the Empire. Some however find this dependency to be a strike against their very freedom and so intentionally resist this and flaunt their independence.

There are rumors that the Steam King created a variation of the free-willed clockwork men who are still free-willed but who are enforced pacifists as a means of assuaging the fears of some of the people in power with regards to the danger posed by free-willed combat units runnig around.

There are two subtypes of clockwork men: combat units and communication/scout units.

Clockwork Men Traits

All PCs are exceptional All non-human races +2 to two stats of choice, regardless of subrace. This replaces all stat bonuses listed for each race. [NPC Clockworkmen have +2 to Con and either +2 Str for Combat Units or +2 Dex for Scout Units]
Age Clockwork Men are created as adults and usually start showing signs of wear and tear after about a century but they do not appear to actually die of old age.
Alignment Clockwork Men tend toward no particular alignment. The best and worst are found among them.
Size Combat units are slightly larger than a human but still medium sized. Communication/scout units are slightly smaller than a human but still medium sized.
Speed Your base walking speed is 30 feet.
Darkvision You have enhanced visual sensors, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as it it were dim light. You can’t discern color in darkness, only shades of gray.
Living Construct Even though you were constructed, you are a humanoid. You are immune to disease. You do not need to  eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter a sleep-like state. You need to remain in it for only 4 hours each day. You do not dream; instead,  you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Language You can speak, read, and write Common and one extra language of your choice based on your background.

Combat Unit

Composite Plating As a constructed being you have armor built into your body. You have AC 16 even when not wearing any armor (you can add your dex mod, if any, to a max of 2). However, you have disadvantage on stealth checks. You can wear armor over your skin, but you only take the better of the armors.
Fearless Advantage on saves vs. Fear
Menacing Advantage on Intimidate checks

Communication/Scout Units

Composite Plating As a constructed being you have armor built into your body. You have AC 13 even when not wearing any armor (this can be improved with dexterity). You can wear armor over your skin, but you only take the better of the armors.
Keen Senses Advantage on perception checks
Fleet of Foot Speed 35 feet
Extra Languages One Extra language