From: Forsaken Alchemists Abode
Lore: The Clockwork Automaton represents one of Arion’s earliest attempts at creating a functional and loyal mechanical assistant. Inspired by ancient clockwork designs and driven by his desire for precision and efficiency, Arion constructed the humanoid automaton using gears, cogs, and brass plates. Its seven-foot-tall frame exudes an imposing presence, and its mechanical face, adorned with glowing blue eyes, gives it an enigmatic and stoic appearance.
Originally envisioned as a versatile helper, the Clockwork Automaton was designed to perform repetitive tasks, intricate measurements, and precise calculations with ease. It proved itself to be an asset in Arion’s laboratory, aiding him in his alchemical experiments and maintenance of his apparatus.
As an added layer of protection, Arion equipped the automaton with powerful, mechanized limbs that could be used for self-defense. When the laboratory faced threats from intruders or outside forces, the Clockwork Automaton would rise to its duty, confronting them with its unwavering strength and formidable combat capabilities.
However, the passage of time has taken its toll on the once-efficient automaton. Neglect and lack of maintenance have caused its gears to rust and stiffen, leading to a slow and erratic movement. Although it can still perform some tasks and serve as a deterrent to potential intruders, it has become less effective and dependable in both assistance and combat.

Specific Tier One Stats for the Clockwork Automaton:
- Cost: Varies depending on condition and rarity, but it could be worth several hundred to a few thousand gold pieces.
- Size: Large (about 7 feet tall)
- Requirements: The Clockwork Automaton requires skilled mechanical expertise and proficiency in clockwork engineering to repair and restore its functionality.
- Tags: Clockwork, Mechanical, Guardian, Precision, Efficiency, Brass, Gears, Defense, Rust, Laboratory, Intruders
Temporary Skills Gained (Avatar Bound) while in use:
- Athletics: +4
- Investigation: +1
- Perception: +1
How it Might Be Sold: The Clockwork Automaton, being a remarkable creation and a rare marvel of clockwork engineering, would likely attract the interest of collectors, wealthy patrons, and enthusiasts of mechanical constructs. Potential buyers could include inventors seeking to study its design, powerful individuals seeking bodyguards or guardians, or simply those fascinated by the beauty and ingenuity of the clockwork artistry.
The sale of the Clockwork Automaton might take place in exclusive auctions, gatherings of mechanical craftsmen, or specialized markets catering to rare and magical artifacts. The process would involve a thorough inspection of its current condition and capabilities, ensuring that potential buyers understand the extent of its functioning and the potential costs of restoration.
Environment and Usage: The Clockwork Automaton is typically found in places of mechanical and alchemical significance, such as Arion’s abandoned laboratory or the workshops of skilled clockwork engineers. Its purpose revolves around assisting in alchemical experiments, carrying out precise measurements, and providing security against intruders.
In a functional state, the Clockwork Automaton can perform intricate tasks that require precision and strength, making it an invaluable assistant to alchemists, inventors, and engineers. Its powerful mechanized limbs make it an effective guardian and deterrent against those who would threaten the laboratory or seek to steal its knowledge and treasures.
As a guardian, the automaton can be programmed or controlled to patrol the laboratory, defending it against intruders with its formidable strength and combat prowess. However, due to its current state of disrepair, it might require restoration before it can effectively fulfill these roles once again. An adventurer seeking to restore the Clockwork Automaton could gain a loyal ally, a powerful guardian, or a companion skilled in the art of clockwork engineering.
Legend of Arion’s Iron Sentinel
In the shadowed epochs of yore, when the earth was yet a cradle of untamed magics and the heavens spoke in tongues no mortal could grasp, there was woven a tale of Arion the Unbound, a sage whose name was etched in the whispers of the aether. From a language older than the stars, its glyphs long crumbled into the dust of forgotten realms, this story was passed through the trembling hands of ancient scribes, translated with reverence into the dialects of old. It is most believed to tell of the Clockwork Automaton, a mechanical marvel born of Arion’s ingenuity, a sentinel of brass and gears that stood as both servant and guardian, a relic that haunts the Forsaken Alchemist’s Abode with its rusted frame and glowing eyes.
Arion was no mere alchemist, but a visionary whose heart burned with the fire of precision. In an age when the lands of Saṃsāra were yet wild, their skies alight with the dance of comets and their seas echoing the tides of fate, Arion dwelt in the Forsaken Alchemist’s Abode, a sanctum carved from the bones of a fallen star. Its halls hummed with the breath of magic, a place where the veils of reality shimmered, and the winds of invention danced in patterns unseen. Arion, with his mind as sharp as the edge of dawn, sought to craft a servant that could match his own precision, a companion of gears and cogs that could labor without tire, measure with unerring accuracy, and guard his secrets with unyielding strength.
With hands guided by ancient clockwork designs, Arion forged the Clockwork Automaton. He wrought it from brass and iron, its seven-span frame a tower of interlocking gears and cogs, each piece a testament to his mastery. Its mechanical face, adorned with glowing blue eyes that burned with the light of the aether, gave it an enigmatic and stoic visage, a sentinel that stood as both tool and protector. Arion imbued it with a purpose: to perform the repetitive tasks of his laboratory, to measure with precision the essences of his experiments, and to calculate the intricate formulas that fueled his alchemical dreams. As a final gift, he equipped its mechanized limbs with the strength to defend, a guardian that could rise against any who dared to threaten the abode.
In its prime, the Clockwork Automaton was a marvel of efficiency. It moved with the steady rhythm of a metronome, its gears turning in perfect harmony as it measured the powders of Arion’s potions, stirred the cauldrons with unerring care, and calculated the ratios of his transmutations with a mind of metal and magic. When intruders came—thieves seeking Arion’s secrets, or beasts drawn by the abode’s arcane glow—the Automaton rose to its duty, its glowing eyes a beacon of warning, its powerful limbs striking with the force of a hammer. It stood as a tireless sentinel, a loyal assistant, a testament to Arion’s genius, and the Forsaken Alchemist’s Abode became a fortress of both creation and protection, its name sung in awe by those who dared to dream of mechanical wonders.
But the Automaton’s perfection was not to last, for time is a foe that even the greatest creations cannot escape. Arion’s ambition grew beyond the bounds of his laboratory, his experiments spiraling into realms of forbidden magic that strained the very fabric of reality. In his pursuit of the aether’s deepest secrets, he neglected the Automaton, leaving its gears to rust and its cogs to stiffen. The blue light in its eyes dimmed, its movements grew slow and erratic, and the once-steady rhythm of its mechanisms became a halting stutter. The Forsaken Alchemist’s Abode fell into ruin, its halls darkened by Arion’s final cataclysm, and the Automaton was left alone, a rusted guardian in a chamber of forgotten dreams, its purpose unfulfilled.
The tale of the Automaton spread through the ages, carried by scribes who translated it from tongues older than memory, a story of ingenuity and neglect that became the most believed legend of the abode. Adventurers who sought the ruins spoke Arion’s name with a mix of reverence and caution, for the Clockwork Automaton was both a treasure and a shadow, a relic that could serve as a loyal ally but whose rusted frame whispered of the perils of forgotten care. Those who found it faced its diminished form—its gears creaking with every step, its once-powerful limbs sluggish in combat, its calculations marred by the grind of rust. Yet, with skilled hands and mechanical expertise, they could restore its function, oiling its gears and mending its cogs, bringing back the sentinel that had once guarded Arion’s secrets.
Some sought to claim the Automaton as a servant, using its strength to aid in their own labors, its precision to measure the essences of their craft, its might to defend against the dangers of the ruins. Others saw it as a guardian, programming it to patrol the halls of their own sanctums, its glowing eyes a deterrent to those who would trespass. But those who failed to heed its need for care found themselves facing its wrath—its erratic movements striking friend as easily as foe, its rusted gears jamming at the moment of greatest need, a reminder of the cost of neglect. The Legend of Arion’s Iron Sentinel became a cautionary hymn, sung in the halls of inventors and the firesides of villages, a reminder that even the greatest creations require the hand of care to endure.
Moral of the Story: Craft not with gears what cannot be tended, for the sentinel of iron stands only as long as its maker’s care endures, and those who neglect their creations risk their own undoing. True ingenuity lies in stewardship, and the greatest works are those that are nurtured through the ages.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
- Overview: In Call of Cthulhu, the Clockwork Automaton is a mechanical construct within the Forsaken Alchemist’s Abode, a derelict site steeped in occult energies. Crafted by Arion the Unbound, it was once a precise assistant and guardian, but its current state of disrepair makes it erratic and dangerous. Investigators might encounter it as a potential ally or foe, using its abilities for their purposes, but its instability risks violent malfunctions, fitting the game’s theme of perilous discovery.
- Stat Block and Mechanics:
- Clockwork Automaton
- Description: A 7-foot-tall humanoid construct of brass plates, gears, and cogs, with glowing blue eyes and rusted, stiff movements.
- STR: 80 (powerful limbs)
- CON: 60
- SIZ: 80 (large frame)
- INT: 40 (limited but precise cognition)
- POW: 50 (arcane power source)
- DEX: 30 (slowed by rust)
- HP: 14
- Damage Bonus: +1D6
- Build: 2
- Move: 6 (erratic due to disrepair)
- Sanity Loss: 0/1D4 to see the Automaton activate; 1/1D6 if it malfunctions violently.
- Attacks:
- Mechanized Strike: Fighting 50%, 1D8+DB (blunt force from limbs).
- Armor: 4 (brass plating, but rusted and vulnerable).
- Skills:
- Precision Assistance: Science (Chemistry) 60%, Mechanics 50% (can assist in alchemical tasks or repairs, granting +20% to the user’s roll).
- Guardian Duty: Spot Hidden 40% (detects intruders, though slowed).
- Erratic Malfunction (10% Chance per Action): Roll 1D100:
- 01-50: The Automaton’s action fails, and it stalls for 1 round.
- 51-90: The Automaton strikes randomly, attacking the nearest target (ally or enemy) with its Mechanized Strike.
- 91-00: A catastrophic malfunction causes an explosion, dealing 1D6 damage to all within 10 feet (bypass armor) and disabling the Automaton until repaired.
- Repair: Restoring the Automaton requires a Mechanical Repair roll (70%) and rare materials (worth 500 gold pieces), removing the Erratic Malfunction chance and increasing DEX to 50 and Move to 8.
- Befriending: Investigators can command the Automaton with a Mechanics roll (60%). On a success, it assists for 1D6 hours. On a failure, it becomes hostile, attacking until disabled or destroyed.
- Drawback: Each activation has a 10% chance per day of attracting a Mythos entity (e.g., a Dimensional Shambler), drawn by its arcane signature.
Blades in the Dark
- Overview: In Blades in the Dark, the Clockwork Automaton is a mechanical construct within the Forsaken Alchemist’s Abode, a crumbling arcane site in Duskwall’s underbelly. It can assist in tasks or defend against threats, but its rusted state makes it unreliable, fitting the game’s supernatural heist theme. A crew might use it as a tool or guardian during a score, but its erratic malfunctions could complicate their plans.
- Stat Block and Mechanics:
- Clockwork Automaton
- Description: A 7-foot-tall humanoid construct of brass plates, gears, and cogs, with glowing blue eyes and rusted, stiff movements.
- Tier: III (capable but unreliable due to disrepair).
- Threat Level: Moderate (can be dangerous but prone to failure).
- Abilities:
- Precision Assistance: The Automaton can assist in alchemical or mechanical tasks (Tinker or Study roll, Controlled position, Standard effect). On a success, gain +1d to the roll. On a 1-3, trigger an erratic malfunction (see below).
- Guardian Duty: The Automaton can defend an area or fight (3d attack roll, deals Level 2 Harm: “Crushed” on a hit). It can detect intruders with a 3d roll (success means it attacks or alerts the crew). On any action, roll a d6: on a 1, trigger an erratic malfunction.
- Erratic Malfunction (10% Chance or on Failed Roll): Roll a d6:
- 1-3: The Automaton stalls, losing its action for 1 turn.
- 4-5: The Automaton strikes randomly, attacking the nearest target (ally or enemy) with a 3d attack roll (Level 2 Harm: “Crushed”).
- 6: A catastrophic malfunction causes an explosion, dealing Level 1 Harm: “Burned” to all within 5 yards and disabling the Automaton until repaired.
- Repair: Restoring the Automaton requires a Tinker roll (Risky position, Standard effect) and rare materials (2 Coin), removing the Erratic Malfunction chance and increasing its attack roll to 4d.
- Befriending: The crew can command the Automaton with a Tinker roll (Controlled position, Standard effect). On a success, it assists for the score. On a failure, it becomes hostile, attacking until disabled and adding 1 Heat.
- Drawback: Each use adds 1 Heat due to its arcane signature, risking attention from the Spirit Wardens or rival factions.
- Narrative Impact: The Automaton offers utility and defense but can escalate the score with its malfunctions (e.g., an explosion draws attention, adding Heat).
Dungeons & Dragons (5th Edition)
- Overview: In Dungeons & Dragons, the Clockwork Automaton is a mechanical construct within the Forsaken Alchemist’s Abode, a ruined arcane site. It can assist in tasks or defend against threats, but its rusted state makes it unreliable, fitting D&D’s high-fantasy tone. Adventurers might use it as an ally or guardian, but its erratic malfunctions pose a risk in combat or utility scenarios.
- Stat Block and Mechanics:
- Clockwork Automaton
- Large Construct, Neutral
- Armor Class: 15 (brass plating, rusted)
- Hit Points: 76 (8d10 + 32)
- Speed: 20 ft. (slowed by rust)
- STR: 18 (+4)
- DEX: 8 (-1)
- CON: 18 (+4)
- INT: 6 (-2)
- WIS: 10 (+0)
- CHA: 4 (-3)
- Saving Throws: Str +6, Con +6
- Damage Immunities: Poison, Psychic
- Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
- Senses: Darkvision 60 ft., Passive Perception 12
- Languages: Understands Common but cannot speak
- Challenge: 4 (1,100 XP)
- Traits:
- Erratic Malfunction (10% Chance per Action): Roll a d20:
- 1-2: The Automaton stalls, losing its action for 1 round.
- 3-4: The Automaton strikes randomly, targeting the nearest creature (ally or enemy) with its Slam attack.
- 5-6: A catastrophic malfunction causes an explosion, dealing 3d6 fire damage to all within 10 feet (DC 14 Dexterity save for half) and disabling the Automaton until repaired.
- Precision Assistance: The Automaton can assist an ally with alchemical or mechanical tasks, granting advantage on Intelligence (Arcana) or Wisdom (Investigation) checks for crafting or repairs.
- Erratic Malfunction (10% Chance per Action): Roll a d20:
- Actions:
- Slam: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
- Repair: Restoring the Automaton requires a DC 15 Intelligence (Investigation) check, proficiency with tinker’s tools, and rare materials (worth 500 gp). On a success, remove the Erratic Malfunction trait, increase Speed to 30 ft., and increase AC to 16.
- Befriending: A character can command the Automaton with a DC 15 Intelligence (Arcana) check. On a success, it becomes a friendly ally for 24 hours, assisting in tasks or combat. On a failure, it becomes hostile, attacking until disabled.
- Drawback: Each activation has a 10% chance (roll a d20, on a 1-2) of attracting a planar entity (e.g., a CR 3 Shadow), drawn by its arcane signature, which appears within 1d4 hours.
Knave (2nd Edition)
- Overview: In Knave, the Clockwork Automaton is a mechanical construct within the Forsaken Alchemist’s Abode, a ruined dungeon brimming with arcane dangers. It can assist in tasks or defend against threats, but its rusted state makes it unreliable, fitting Knave’s minimalist, old-school vibe where items and allies are central to survival. Adventurers might use it as a tool or guardian, but its malfunctions add a survival challenge.
- Stat Block and Mechanics:
- Clockwork Automaton
- HD: 5 (25 HP)
- Armor: 15 (brass plating, rusted)
- Move: Slow (20 ft., slowed by rust)
- Morale: 8
- Attack: Slam +5, 1d8 damage (blunt force from limbs)
- Description: A 7-foot-tall humanoid construct of brass plates, gears, and cogs, with glowing blue eyes and rusted, stiff movements.
- Special:
- Precision Assistance: The Automaton can assist in alchemical or mechanical tasks (Intelligence check, DC 10). On a success, gain a +1 bonus to the roll. On a failure, trigger an erratic malfunction (see below).
- Guardian Duty: The Automaton can defend an area or fight (Slam attack). It can detect intruders within 30 feet (Wisdom check, DC 12). On any action, roll a d6: on a 1, trigger an erratic malfunction.
- Erratic Malfunction (10% Chance per Action): Roll a d6:
- 1-3: The Automaton stalls, losing its action for 1 turn.
- 4-5: The Automaton strikes randomly, targeting the nearest creature (ally or enemy) with its Slam attack.
- 6: A catastrophic malfunction causes an explosion, dealing 1d6 fire damage to all within 10 feet (no save) and disabling the Automaton until repaired.
- Repair: Restoring the Automaton requires a DC 12 Intelligence check, proficiency with tinker’s tools, and rare materials (worth 250 coins). On a success, remove the Erratic Malfunction trait and increase Move to Normal (30 ft.).
- Befriending: A character can command the Automaton with a DC 12 Intelligence check. On a success, it assists for 1d6 hours. On a failure, it becomes hostile, attacking until disabled.
- Treasure: If destroyed, the Automaton leaves behind a Clockwork Core (worth 200 coins, 1 slot), which can be used as a one-use tool to gain +1 to a crafting roll.
- Encounter Note: Roll 1d6 when encountering the Automaton: on a 1, it’s hostile; on a 2-6, it’s dormant, awaiting a command.
Fate Core System
- Overview: In Fate Core, the Clockwork Automaton is a mechanical construct within the Forsaken Alchemist’s Abode, a crumbling arcane site steeped in mystical history. It can assist in tasks or defend against threats, but its rusted state makes it unreliable, fitting Fate’s narrative-driven system where aspects and stunts drive the story. Players might use it as a tool or guardian, but its erratic malfunctions introduce complications, adding to the game’s dramatic tension.
- Stat Block and Mechanics:
- Clockwork Automaton
- Description: A 7-foot-tall humanoid construct of brass plates, gears, and cogs, with glowing blue eyes and rusted, stiff movements.
- Aspects:
- Arion’s Mechanical Sentinel
- Precision Assistant and Guardian
- Rusted and Erratic
- Skills:
- Great (+4): Physique (for strength-based tasks)
- Good (+3): Notice (for detecting intruders)
- Fair (+2): Crafts (for assisting in tasks)
- Stunts:
- Precision Assistance: The Automaton can assist in alchemical or mechanical tasks, granting +2 to a Craft or Lore roll for crafting or repairs (once per scene). On a failed roll, the GM can compel Rusted and Erratic to introduce a complication.
- Guardian Duty: The Automaton can defend an area or fight, using its Physique skill (+4) to attack or create an advantage like Intimidating Presence with two free invokes. On any action, roll a Fate die: on a [-], trigger an erratic malfunction (see below).
- Erratic Malfunction (10% Chance or on Failed Roll): When the GM compels Rusted and Erratic, they can create a situational aspect like Stalled Gears (the Automaton loses its next action) or Random Strike (it attacks the nearest target, ally or enemy, dealing 2 stress). Alternatively, a catastrophic malfunction causes an explosion, dealing 2 stress to all nearby characters and disabling the Automaton until repaired.
- Stress: [ ] [ ] [ ] [ ] (4 stress boxes, reflecting its durability).
- Consequences:
- Mild (2)
- Moderate (4)
- Repair: Restoring the Automaton requires a Craft roll (Difficulty: Great, +4) and rare materials (equivalent to 2 resources). On a success, remove the Rusted and Erratic aspect and increase its Notice skill to Good (+3).
- Befriending: A character can command the Automaton with a Craft or Lore roll (Difficulty: Good, +3). On a success, it becomes a friendly ally for the scene. On a failure, it becomes hostile, attacking until disabled.
- Narrative Impact: The Automaton provides utility and defense but can escalate scenes with its malfunctions (e.g., a random strike hits an ally, creating tension within the party).
Numenera (Cypher System)
- Overview: In Numenera, the Clockwork Automaton is a numenera construct within the Forsaken Alchemist’s Abode, a Ninth World ruin where arcane energies linger. It can assist in tasks or defend against threats, but its rusted state makes it unreliable, fitting the Cypher System’s focus on discovery and the weird. Characters might use it as a tool or guardian, but its malfunctions add significant risk to its use.
- Stat Block and Mechanics:
- Clockwork Automaton
- Level: 5 (15 health)
- Description: A 7-foot-tall humanoid construct of brass plates, gears, and cogs, with glowing blue eyes and rusted, stiff movements.
- Motive: Assist in tasks; defend against threats.
- Environment: Found within the Forsaken Alchemist’s Abode, patrolling its corridors or assisting in labs.
- Damage Inflicted: 5 points (mechanized strike).
- Movement: Short (20 feet, slowed by rust).
- Modifications: Mechanics tasks as level 6 (for assisting in crafting); perception as level 4 (for detecting intruders).
- Combat: The Automaton attacks with a mechanized strike, dealing 5 points of damage. It can also assist in combat by creating a distraction, reducing an enemy’s attack difficulty by 1 step for one round (once per encounter).
- Interaction:
- Precision Assistance: The Automaton can assist in crafting or repair tasks, granting a +1 asset to the roll (Intellect task, difficulty 3). On a failure, trigger an erratic malfunction (see below).
- Guardian Duty: The Automaton can defend an area or fight (attacks as level 5). It can detect intruders within short range (30 feet) as level 4. On any action, roll a d10: on a 1, trigger an erratic malfunction.
- Erratic Malfunction (10% Chance per Action): Roll a d10:
- 1-4: The Automaton stalls, losing its action for 1 round.
- 5-7: The Automaton strikes randomly, targeting the nearest creature (ally or enemy) with its mechanized strike (5 damage).
- 8-10: A catastrophic malfunction causes an explosion, dealing 5 points of ambient damage (ignores Armor) to all within short range and disabling the Automaton until repaired.
- Repair: Restoring the Automaton requires a difficulty 5 Intellect task and rare materials (worth 300 shin). On a success, remove the Erratic Malfunction trait and increase its movement to normal (30 feet).
- Use: The Automaton can be an ally, assisting in tasks or combat, but its malfunctions risk attracting numenera-related threats (GM intrusion: a level 4 energy pulse disables it for 1d6 rounds).
- Loot: If destroyed, the Automaton leaves behind a cypher (e.g., a Level 4 Clockwork Core: grants +1 asset to a single crafting task).
Pathfinder (2nd Edition)
- Overview: In Pathfinder 2E, the Clockwork Automaton is a mechanical construct within the Forsaken Alchemist’s Abode, a ruined arcane site where magical energies linger. It can assist in tasks or defend against threats, but its rusted state makes it unreliable, fitting Pathfinder’s crunchy mechanics and high-magic setting. Adventurers might use it as a tool or guardian, but its malfunctions pose a significant challenge.
- Stat Block and Mechanics:
- Clockwork Automaton
- Level 6
- Uncommon, N, Large, Construct
- Perception: +12; darkvision
- Skills: Athletics +14, Crafting +12 (for assisting in tasks), Perception +12
- Str +5, Dex +0, Con +4, Int -2, Wis +2, Cha -2
- AC: 22 (rusted brass plating); Fort +14, Ref +10, Will +10
- HP: 90; Immunities: bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Weaknesses: electricity 5 (damages internal mechanisms)
- Erratic Malfunction: Whenever the Automaton takes an action, there’s a 10% chance (flat DC 10 check) it malfunctions:
- 1-5: The Automaton stalls, losing its action for 1 round.
- 6-9: The Automaton strikes randomly, targeting the nearest creature (ally or enemy) with its Slam attack.
- 10: A catastrophic malfunction causes an explosion, dealing 4d6 fire damage to all within 10 feet (DC 20 Reflex save for half) and disabling the Automaton until repaired.
- Speed: 20 feet (slowed by rust)
- Melee [one-action] Slam +14 (reach 10 feet), Damage 2d8+5 bludgeoning
- Precision Assistance [two-actions] The Automaton assists an ally within 10 feet, granting a +2 circumstance bonus to the ally’s next Crafting or Perception check for crafting or repairs.
- Repair: Restoring the Automaton requires a DC 25 Crafting check, proficiency with artisan’s tools, and rare materials (worth 500 gp). On a success, remove the Erratic Malfunction trait, increase Speed to 30 feet, and increase AC to 24.
- Befriending: A character can command the Automaton with a DC 20 Arcana or Crafting check. On a success, it becomes a friendly ally for 24 hours, assisting in tasks or combat. On a failure, it becomes hostile, attacking until disabled.
- Treasure: If destroyed, the Automaton leaves behind a Clockwork Core (worth 300 gp, can be used as a spellcasting focus granting +1 to one spell attack roll).
Savage Worlds (Adventure Edition)
- Overview: In Savage Worlds, the Clockwork Automaton is a mechanical construct within the Forsaken Alchemist’s Abode, a ruined arcane site in a high-magic setting. It can assist in tasks or defend against threats, but its rusted state makes it unreliable, fitting Savage Worlds’ fast-paced, pulpy tone. Heroes might use it as a tool or guardian, but its malfunctions add a high-stakes challenge.
- Stat Block and Mechanics:
- Clockwork Automaton
- Attributes: Agility d6, Smarts d6, Spirit d4, Strength d10, Vigor d8
- Skills: Athletics d8, Fighting d8, Notice d6, Repair d6 (for assisting in tasks)
- Pace: 4 (slowed by rust); Parry: 6; Toughness: 8 (2)
- Special Abilities:
- Construct: +2 to recover from being Shaken; immune to poison, disease, and called shots; does not breathe or suffer from environmental hazards.
- Armor +2: Brass plating (rusted).
- Erratic Malfunction (10% Chance per Action): Roll a d10:
- 1: The Automaton stalls, losing its action for 1 round.
- 2: The Automaton strikes randomly, targeting the nearest creature (ally or enemy) with its Slam attack.
- 3-4: A catastrophic malfunction causes an explosion, dealing 2d6 damage (ignores Armor) in a Medium Blast Template (6” diameter) and disabling the Automaton until repaired.
- Precision Assistance: The Automaton can assist in crafting or repair tasks, granting +1 to a Repair or Occult roll (once per scene). On a failed roll (Target Number 4), trigger an erratic malfunction.
- Guardian Duty: The Automaton can defend an area or fight with its Slam attack. It can detect intruders within 12” (Notice roll, Target Number 4).
- Gear: Slam (Str+d6 damage)
- Repair: Restoring the Automaton requires a Repair roll (Target Number 6) and rare materials (worth 300 credits). On a success, remove the Erratic Malfunction trait, increase Pace to 6, and increase Toughness to 9 (3).
- Befriending: A character can command the Automaton with a Repair or Occult roll (Target Number 4). On a success, it assists for the encounter. On a failure, it becomes hostile, attacking until disabled.
- Drawback: Each use has a 1-in-6 chance (roll a d6) of attracting a supernatural threat (e.g., a Toughness 6 spectral entity) drawn by its arcane signature.
- Bennies: The GM gains a Benny each time the Automaton triggers a catastrophic malfunction, reflecting its narrative impact.
Shadowrun (6th Edition)
- Overview: In Shadowrun, the Clockwork Automaton is a rare mechanical construct within the Forsaken Alchemist’s Abode, a mana-rich site in the Sixth World. It can assist in tasks or defend against threats, but its rusted state makes it unreliable, fitting Shadowrun’s blend of magic and tech. Runners might use it as a tool or guardian, but its erratic malfunctions could disrupt their mission and attract unwanted attention.
- Stat Block and Mechanics:
- Clockwork Automaton
- Type: Drone (Magical Construct)
- Availability: 18R (Restricted, rare and dangerous)
- Cost: 120,000¥ (black market value; not typically sold legally)
- Description: A 7-foot-tall humanoid construct of brass plates, gears, and cogs, with glowing blue eyes and rusted, stiff movements.
- Handling: 2 (slowed by rust)
- Speed: 2
- Acceleration: 1
- Body: 6
- Armor: 8 (rusted brass plating)
- Pilot: 3
- Sensor: 2
- Attributes:
- Agility: 4 (slowed by rust)
- Reaction: 3
- Strength: 8
- Charisma: 1
- Intuition: 3
- Logic: 3
- Willpower: 4
- Edge: 2
- Skills: Close Combat 5, Perception 4, Mechanics 6 (for assisting in tasks)
- Powers:
- Precision Assistance: The Automaton can assist in alchemical or mechanical tasks, granting +2 dice to Alchemy or Mechanics tests (requires 1 hour). On a failure (Threshold 3), trigger an erratic malfunction (see below).
- Guardian Duty: The Automaton can defend an area or fight (Close Combat + Agility [5], 8P damage, AP -2). It can detect intruders within 10 meters (Perception + Intuition [4]). On any action, roll a d6: on a 1, trigger an erratic malfunction.
- Erratic Malfunction (10% Chance per Action): Roll a d6:
- 1-3: The Automaton stalls, losing its action for 1 turn.
- 4-5: The Automaton strikes randomly, targeting the nearest creature (ally or enemy) with its attack (8P damage, AP -2).
- 6: A catastrophic malfunction causes an explosion, dealing 6P damage (Resist with Body + Armor, AP -2) to all within 5 meters and disabling the Automaton until repaired.
- Repair: Restoring the Automaton requires a Mechanics + Logic test (Threshold 5) and rare materials (worth 5,000¥). On a success, remove the Erratic Malfunction trait, increase Handling to 3, Speed to 3, and Agility to 6.
- Befriending: A runner can command the Automaton with a Mechanics + Logic test (Threshold 4). On a success, it assists for the run. On a failure, it becomes hostile, attacking until disabled.
- Drawback: Each use has a 1-in-6 chance (roll 1d6) of emitting a magical signature detectable by corp mages or spirits, drawing a response (e.g., a Force 4 Spirit arrives in 1d6 minutes).
Starfinder (1st Edition, 2024 Updates)
- Overview: In Starfinder, the Clockwork Automaton is a hybrid tech-magic construct within the Forsaken Alchemist’s Abode, a derelict station in the Drift where arcane energies linger. It can assist in tasks or defend against threats, but its rusted state makes it unreliable, fitting Starfinder’s sci-fi fantasy blend. A party might use it as a tool or guardian, but its malfunctions could summon threats or disrupt their mission.
- Stat Block and Mechanics:
- Clockwork Automaton
- CR 6
- N Large Construct (Magical, Technological)
- Init +0; Senses darkvision 60 ft.; Perception +13
- Defense:
- EAC 18, KAC 20
- HP 90
- Fort +8, Ref +4, Will +4
- Defensive Abilities construct immunities; Weaknesses electricity vulnerability (takes 5 extra damage from electricity attacks), erratic malfunction
- Offense:
- Speed 20 ft. (slowed by rust)
- Melee slam +14 (2d6+9 bludgeoning)
- Offensive Abilities precision assistance
- Statistics:
- Str +5, Dex +0, Con —, Int -2, Wis +2, Cha -2
- Skills Athletics +14, Engineering +12 (for assisting in tasks), Perception +13
- Special Abilities:
- Erratic Malfunction (10% Chance per Action): Whenever the Automaton takes an action, there’s a 10% chance (flat DC 10 check) it malfunctions:
- 1-5: The Automaton stalls, losing its action for 1 round.
- 6-9: The Automaton strikes randomly, targeting the nearest creature (ally or enemy) with its slam attack.
- 10: A catastrophic malfunction causes an explosion, dealing 4d6 fire damage to all within 10 feet (DC 15 Reflex save for half) and disabling the Automaton until repaired.
- Precision Assistance: The Automaton can assist an ally within 10 feet, granting a +2 bonus to the ally’s next Engineering or Mysticism check for crafting or repairs (once per encounter).
- Erratic Malfunction (10% Chance per Action): Whenever the Automaton takes an action, there’s a 10% chance (flat DC 10 check) it malfunctions:
- Repair: Restoring the Automaton requires a DC 25 Engineering check and rare materials (worth 5,000 credits). On a success, remove the Erratic Malfunction trait, increase Speed to 30 ft., and increase EAC to 20 and KAC to 22.
- Befriending: A character can command the Automaton with a DC 20 Engineering or Mysticism check. On a success, it becomes a friendly ally for 24 hours. On a failure, it becomes hostile, attacking until disabled.
- Drawback: Each use has a 20% chance (roll percentile dice) of attracting a Drift entity (e.g., a CR 6 Akata Voidstalker), which arrives within 1d4 hours to investigate.
Traveller (2nd Edition, Mongoose Publishing 2022 Update)
- Overview: In Traveller, the Clockwork Automaton is reimagined as an ancient robotic construct found in the Forsaken Alchemist’s Abode, a derelict station in a mana-rich nebula. It can assist in tasks or defend against threats, but its rusted state makes it unreliable, fitting Traveller’s sci-fi exploration theme. Travellers might use it as a tool or guardian, but its malfunctions add significant risk to its use.
- Stat Block and Mechanics:
- Clockwork Automaton
- Type: Robot (Ancient Construct)
- Tech Level: 12 (Ancient, beyond modern understanding)
- Description: A 7-foot-tall humanoid construct of brass plates, gears, and cogs, with glowing blue eyes and rusted, stiff movements.
- STR: 12
- DEX: 6 (slowed by rust)
- END: 10
- INT: 6
- EDU: 4
- SOC: 2
- DM: +2 (STR), +0 (DEX), +1 (END)
- Skills: Mechanics 2, Recon 1, Melee (Unarmed) 2
- Attacks:
- Mechanized Strike: Melee (Unarmed) 8+, 2d6 damage (blunt force).
- Special Abilities:
- Precision Assistance: The Automaton can assist in crafting or repair tasks, granting DM +2 to Mechanics checks (requires 1 hour). On a failure (Mechanics check, 8+), trigger an erratic malfunction (see below).
- Guardian Duty: The Automaton can defend an area or fight (attacks as above). It can detect intruders within 10 meters (Recon check, 8+). On any action, roll a d10: on a 1, trigger an erratic malfunction.
- Erratic Malfunction (10% Chance per Action): Roll a d10:
- 1-4: The Automaton stalls, losing its action for 1 round.
- 5-7: The Automaton strikes randomly, targeting the nearest creature (ally or enemy) with its Mechanized Strike (2d6 damage).
- 8-10: A catastrophic malfunction causes an explosion, dealing 2d6 damage (ignores Armor) to all within 5 meters and disabling the Automaton until repaired.
- Repair: Restoring the Automaton requires a Mechanics check (10+) and rare materials (worth 3,000 Cr). On a success, remove the Erratic Malfunction trait, increase DEX to 8, and increase Recon skill to 2.
- Befriending: A character can command the Automaton with a Mechanics check (8+). On a success, it assists for the encounter. On a failure, it becomes hostile, attacking until disabled.
- Drawback: Each use has a 1-in-6 chance (roll a d6) of emitting a signal detectable by Imperial sensors or hostile entities, drawing a response (e.g., a pirate crew arrives in 1d6 days).
Warhammer Fantasy Roleplay (4th Edition)
- Overview: In Warhammer Fantasy Roleplay, the Clockwork Automaton is a Chaos-tainted construct within the Forsaken Alchemist’s Abode, a ruined elven structure corrupted by warpstone energies. It can assist in tasks or defend against threats, but its rusted state makes it unreliable, fitting WFRP’s grim and perilous tone. Adventurers might use it as a tool or guardian, but its malfunctions and warpstone influence pose significant risks.
- Stat Block and Mechanics:
- Clockwork Automaton
- Alignment: Neutral (Chaos-Tainted)
- Description: A 7-foot-tall humanoid construct of brass plates, gears, and cogs, with glowing blue eyes and rusted, stiff movements.
- Traits: Construct, Mechanical, Unstable
- Characteristics:
- M 3 (slowed by rust)
- WS 40
- BS —
- S 50
- T 50
- I 30
- Ag 20
- Dex 30
- Int 20
- WP 40
- Fel 10
- Wounds: 18
- Skills: Lore (Mechanics) 40, Perception 35
- Talents: Hardy (Toughness Bonus added to Wounds), Fearless
- Attacks:
- Mechanized Strike: 2 attacks, 6+1d10 damage (blunt force).
- Special Abilities:
- Precision Assistance: The Automaton can assist in crafting or repair tasks, granting +20 to a Trade (Mechanics) or Lore (Alchemy) test (requires 1 hour). On a failure, trigger an erratic malfunction (see below).
- Guardian Duty: The Automaton can defend an area or fight (attacks as above). It can detect intruders within 10 yards (Perception test, DN 5). On any action, roll a d10: on a 1, trigger an erratic malfunction.
- Erratic Malfunction (10% Chance per Action): Roll a d10:
- 1-4: The Automaton stalls, losing its action for 1 round.
- 5-7: The Automaton strikes randomly, targeting the nearest creature (ally or enemy) with its Mechanized Strike (6+1d10 damage).
- 8-10: A catastrophic malfunction causes an explosion, dealing 1d10 damage (ignores Armor) to all within 5 yards and disabling the Automaton until repaired. All present gain 1 Corruption point.
- Corruption Risk: Each hour spent near the Automaton requires a Challenging (+0) Cool test. On a failure, the character gains 1 Corruption point due to its warpstone-tainted nature.
- Repair: Restoring the Automaton requires a Trade (Mechanics) test (DN 8) and rare materials (worth 300 gc). On a success, remove the Erratic Malfunction trait, increase M to 4, and increase Ag to 30.
- Befriending: A character can command the Automaton with a Lore (Mechanics) test (DN 7). On a success, it assists for 24 hours. On a failure, it becomes hostile, attacking until disabled.
- Drawback: Each use has a 10% chance (roll percentile dice) of attracting a Chaos cult or daemonic entity, who arrive within 1d10 days to investigate.

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