Lore
- Crafted in a coastal workshop where steam pistons, bone charms, and whispering gears shared the same bench.
- Inspired by ancient tupilak figures, but reimagined through mechanical obsession: protection not by spirit alone, but by clever construction and deterrence.
- Artificers say this item was first made by a tinkerer who feared spirits yet trusted levers and springs more than prayers.
- Among sailors and gadgeteers, it is believed the clicking sound it makes at night is the tupilak “counting threats.”
Description
- A palm-sized carved bone idol reinforced with brass plates, exposed clockwork joints, and tiny steam vents.
- One eye is an inset rotating lens of smoky crystal that slowly turns when danger approaches.
- When worn, faint ticking and soft pressure changes can be felt, as if the item is constantly adjusting itself.
Rarity and Tier
- Common
- Tier 1
Slot
- Trinket (neck charm, belt-hung idol, or chest-mounted gadget mount)
Skills Gained While Openly Worn
- +1 Gadgetry or Tinkering-related skill checks
- +1 Awareness or Perception checks related to traps, ambushes, or hidden mechanisms
Passive Magical Effects
- Mechanical Ward:
- Minor hostile spiritual or magical influences are subtly resisted; the avatar gains a small situational bonus when resisting fear, possession, or unseen threats.
- Threat Calibration:
- When danger is nearby, the idol’s ticking subtly changes rhythm, giving the wearer a brief intuitive warning moments before trouble begins.
- Clockbound Balance:
- While worn, the avatar gains steadier hands and posture, reducing penalties from working under stress when using tools or devices.
Activatable Magical Effects
- Spring-Triggered Decoy (1/day):
- The idol unfolds into a rattling, clicking mechanical effigy that scuttles a short distance away, drawing attention from nearby enemies or spirits for a brief moment before collapsing into inert parts.
- Steam Pulse Warding (2/day):
- A sharp release of condensed steam and magical pressure forms a brief protective buffer, slightly reducing incoming damage or deflecting a single minor hit.
- Tupilak’s Mechanical Glare (1/day):
- The rotating lens locks forward, projecting an unsettling hum and focused gaze that imposes hesitation or unease on a nearby foe, making them slower to act or less precise for a short time.
Roleplay Notes
- The idol occasionally “ticks louder” when the wearer ignores obvious danger.
- Gadgeteers often talk to it while adjusting gears or tightening screws, believing it listens.
- Some claim dismantling it fully is impossible; one gear always seems to vanish, only to reappear later.
Tags
Tupilak, Gadgetry, Protective, Clockwork, Steampunk, Defensive, Trinket, Magical, Tier1, Animistic, Bonecraft, Steam-Powered, Artifice, Deterrent, Tinkered, Ritual-Influenced, Mechanical-Idol, Coastal-Craft, Threat-Sensing, Construct-Like
How this item might be obtained
- Commissioned from a gadgeteer who specializes in hybrid spiritual–mechanical charms, usually requiring the buyer to provide a small personal object or bone fragment to “tune” the idol’s warning rhythms.
- Salvaged from abandoned coastal workshops where early steam-era artisans experimented with protective devices against spirits, often found amid broken pistons and corroded tools.
- Earned as payment from sailors, dock-wardens, or island traders after resolving a threat involving hauntings, sabotage, or mechanical failure in ports or airship moorings.
- Assembled as part of an apprenticeship task under a master tinker, where the avatar proves patience and care rather than combat ability.
Shops where it might be bought and sold
Coastal Gadgeteer Stalls
- Small open-front workshops near docks, airship towers, or steam yards.
- Items are displayed hanging from hooks, slowly ticking or venting faint steam.
- Sellers emphasize practical defense against “bad luck, spirits, and sabotage.”
- Cost typically ranges from 6 to 10 silver, depending on port traffic and superstition levels.
Artificer Guild Annexes
- Semi-formal shops attached to guild halls where licensed craftsmen sell certified devices.
- Each tupilak is inspected for mechanical safety and magical stability.
- Buyers may pay extra for minor aesthetic customization.
- Cost usually ranges from 8 to 14 silver due to guild fees and reputation.
Curio and Relic Shops
- Dimly lit stores packed with mixed cultural artifacts, charms, and odd machines.
- Sellers often exaggerate the spiritual potency of the item, focusing on its tupilak roots.
- Bargaining is common and expected.
- Cost fluctuates widely, usually between 5 and 15 silver depending on the buyer’s gullibility and negotiation skill.
Floating Market Barges
- Traveling merchants operating from barges or airship docks that appear briefly in major trade hubs.
- Items are sold as “limited finds” from distant islands.
- Prices shift quickly based on demand and timing.
- Cost commonly falls between 7 and 12 silver, sometimes lower if bought in bulk or traded for parts.
Back-Alley Tinker Dens
- Hidden workshops run by unlicensed mechanics and spirit-fearers.
- Items may show wear, mismatched parts, or unique quirks.
- Buyers accept higher risk for lower prices.
- Cost usually ranges from 4 to 8 silver, but reliability varies from piece to piece.
Roleplay use by environment
Urban streets and cities
- Defense:
- The ticking rhythm subtly changes near alley ambushes, giving the avatar a reason to slow their pace, cross the street, or “adjust a glove” before trouble starts.
- Steam Pulse Warding manifests as a sudden hiss and pressure burst that deflects a thrown bottle, knife, or spell fragment, startling onlookers as much as attackers.
- Offense:
- Spring-Triggered Decoy scuttles into crowds or down side streets, drawing pursuers away or creating confusion during chases.
- Tupilak’s Mechanical Glare is played as an unnerving confrontation tool, making thugs hesitate, back down, or miss their timing in a brawl.
Coastal docks and ships
- Defense:
- The idol reacts strongly to supernatural threats tied to water, fog, or drowned spirits, its ticking syncing with waves or rigging creaks.
- Steam Pulse Warding appears as a salty vapor burst that disrupts boarding attempts or spectral interference.
- Offense:
- The decoy can be released across planks or rigging, luring enemies toward unstable footing or overboard hazards.
- Mechanical Glare feels like the idol “recognizing” hostile intent, unsettling pirates or saboteurs who believe in portside superstitions.
Wilderness and ruins
- Defense:
- Threat Calibration is roleplayed as the idol reacting to unseen movement, shifting pressure, or ancient wards buried beneath the ground.
- The steadying passive helps when navigating traps, crumbling structures, or unstable terrain.
- Offense:
- The decoy distracts predators, spirits, or guardians long enough to reposition or escape.
- The glare manifests as an uncanny presence that disrupts instinct-driven creatures or constructs.
Underground cities and cave systems
- Defense:
- The ticking echoes softly, giving the sense that the item is mapping tunnels and danger through vibration.
- Steam bursts briefly illuminate tight spaces, deflecting sudden strikes from the dark.
- Offense:
- The decoy’s noise becomes amplified by stone, misleading enemies about numbers or direction.
- Mechanical Glare feels oppressive in confined spaces, forcing hesitation or panic.
Airships, balloons, and high-altitude travel
- Defense:
- The idol compensates for motion and wind, subtly stabilizing the wearer during turbulence or sabotage attempts.
- Steam Pulse Warding releases pressure outward, countering sudden impacts or midair attacks.
- Offense:
- The decoy can be released into open air, drifting or tumbling away to draw attackers off course.
- Mechanical Glare is roleplayed as locking onto a foe mid-motion, disrupting their balance or timing.
Social and diplomatic environments
- Defense:
- The idol’s warning shifts during tense negotiations, hinting at betrayal or hidden hostility without openly accusing anyone.
- Its presence discourages magical spying or subtle coercion attempts.
- Offense:
- The glare becomes a quiet intimidation tool, reinforcing threats or leverage without violence.
- The decoy may be used theatrically to demonstrate preparedness or unsettle rivals before talks escalate.

Perception of Activation:
User’s Perspective
- Sight:
- The idol’s crystal lens spins rapidly, emitting a cold teal glow that pulses in rhythmic intervals rather than a steady light.
- Fine seams between bone and brass briefly illuminate as if traced by flowing runes, then fade.
- Sound:
- Internal ticking accelerates into a layered cadence of clicks, hisses, and tiny metallic snaps, like a pocket watch arguing with itself.
- A sharp steam exhale follows, short and controlled.
- Touch:
- A sudden tightening sensation against the chest or belt, followed by a stabilizing warmth that spreads outward.
- Vibrations run through the avatar’s posture, subtly correcting balance and stance.
- Smell:
- Clean steam mixed with faint mineral bone dust and machine oil.
- Extrasensory (Mind’s Eye / intuition):
- A clear awareness of hostile intent nearby, perceived not as location but as pressure or “weight” in the surrounding space.
- A brief sense that the idol has “locked onto” a threat, as though a mechanism has clicked into alignment.
Observer’s Perspective
- Sight:
- The idol’s eyes glow intensely for a moment, casting mechanical shadows that seem sharper than natural light should allow.
- Steam vents visibly open and close with precision, like breathing valves.
- Sound:
- Audible ticking becomes noticeable even in noisy environments, cutting through ambient sound.
- A distinct metallic click marks the moment the magic engages.
- Environmental reaction:
- Loose dust, mist, or hanging cloth nearby stirs subtly toward the idol, as if drawn by pressure changes.
Positives
- Activation is unmistakable to the wearer, reducing uncertainty or wasted reactions.
- The warning sensation arrives before direct harm, reinforcing the item’s defensive role.
- The mechanical nature makes the magic feel controlled and deliberate rather than chaotic.
Negatives
- The ticking and steam release can give away the avatar’s readiness or alertness.
- Sensitive or superstitious observers may react with fear, suspicion, or hostility.
- Prolonged activation can cause sensory fatigue, especially in confined or quiet spaces.
Recipe: Clockbound Tupilak Construction Rite
Materials Needed
- Carved bone core from a sea mammal, large predator, or magically resonant creature
- Small brass plates and gears suitable for fine clockwork
- One rotating crystal lens infused with minor detection magic
- Steam valve bead or miniature pressure vent
- Alchemical binding resin mixed with powdered bone ash
- Fine copper wiring for internal magic flow paths
- Personal token from the intended wearer (hair, scale, scrap of cloth, or tool shard)
Tools Required
- Precision carving knives and fine chisels
- Miniature gear press and hand-crank assembly jig
- Steam etching tool or heat focus rod
- Alchemical mixing bowl and stirrer
- Magnifying lens or monocle for fine assembly
- Soft leather clamps to hold components without cracking bone
Skill Requirements
- Basic Gadgetry or Artifice training
- Bonecraft or carving proficiency
- Familiarity with steam mechanisms
- Minor magical manipulation or ritual focus skill
Crafting Steps
- Carve the bone core into a compact tupilak form, hollowing internal channels for gears and wiring without weakening the structure.
- Press and fit brass plates and gears into the carved channels, ensuring all moving parts rotate freely and produce a steady ticking rhythm.
- Set the crystal lens into the primary focal socket, aligning it so it can rotate smoothly when activated.
- Install the steam valve bead, carefully sealing it so it releases pressure in controlled bursts rather than continuous flow.
- Thread copper wiring through the interior to create a closed loop for magic flow, anchoring each end with resin.
- Mix the alchemical binding resin with bone ash and seal all seams, allowing it to cure fully.
- Perform a short focusing rite while holding the personal token, letting the item attune its threat-sensing cadence to the intended wearer.
- Test the idol by exposing it to sudden motion or hostile intent; successful construction is marked by a sharp change in ticking rhythm followed by a brief steam pulse.
Bone That Learned to Count
Hear now the words as they were bent and broken, carried from tongue to tongue, scraped into salt-eaten stone, and translated by hands that no longer remembered the meaning of their own prayers.
In the age before the ports had names, when steam had not yet learned to obey valves and wheels, there lived a watcher who feared the unseen more than the seen. The watcher’s name is lost, for the glyph that held it cracked, and later tongues read it as wind, or hinge, or warning. This watcher lived where the sea met bone, and spirits walked as freely as gulls.
In those days, the dead did not always know they were dead. They lingered. They whispered. They pushed the living from ladders and loosened knots in the night. The watcher begged the spirits to leave, but spirits do not hear begging. The watcher begged the gods, but the gods were counting greater things.
So the watcher did what no priest had done. They took bone from what once swam and brass from what once sang in fire. They did not ask permission. They did not pray correctly. They assembled.
The bone was carved wrong, for the watcher’s hands shook. The brass was cut uneven, for the tools were crude. Gears were placed where eyes should be, and vents where breath should never go. The watcher bound it together with resin mixed from mistakes and patience.
When it was finished, it did not look holy. It looked angry.
The watcher set it near their bed, and that night the spirits came again. But the bone thing began to click. It clicked once for hunger. Twice for jealousy. Three times for violence. And the spirits, who had never been counted before, recoiled at being numbered.
They tried to lie, but the clicking changed. They tried to hide, but the clicking grew faster. They tried to strike, and the bone thing hissed steam like a lung that had learned fury.
The watcher lived.
Word spread badly, as words do. Some said the bone thing ate spirits. Some said it imprisoned them. Some said it was a god that had fallen into gears. No translation agreed, but all agreed on this: it worked.
Others tried to copy it. Most failed. Some succeeded, but never the same way twice. Each one ticked differently. Each one warned differently. None could be fully disassembled, for one piece always vanished when counted, then returned when ignored.
Later, when steam learned discipline and cities grew tall enough to cast long shadows, the bone things were called gadgets, charms, idols, mistakes. Scholars argued whether they were magic at all. Sailors did not argue.
They wore them openly. They listened when the ticking changed. And when the world hissed warning through brass and bone, they lived a little longer than those who trusted silence.
The Moral of the Story:
That which is built with attention will warn you, even if the builders did not understand what they were making.
Suggested conversions to other systems:
—
Call of Cthulhu (7th Edition)
Tupilak 742 of Clockbound Vigil: The Ticking Ward-Idol
Type: Enchanted Protective Charm (worn; counts as a talisman)
Rarity/Access: Uncommon in most CoC settings, but “common” in Saṃsāra-like high-magic markets (keeper’s call)
Attunement: Requires 1 minute of focused handling; only one owner at a time
Game Effects
- Passive: Clockbound Warning
- When an immediate threat is about to occur (ambush, betrayal in the next exchange, sprung trap, sudden violence), the idol’s ticking spikes.
- Mechanically: Once per scene, you may ask the Keeper “Is there an immediate threat within the next minute?” The Keeper must answer yes/no truthfully. This does not reveal what the threat is.
- Passive: Steady Hands
- While worn openly, gain a bonus die on one Mechanical Repair or Locksmith roll per scene (choose when you attempt the roll).
- Active (2/day): Steam Pulse Guard
- Trigger: When you take damage from a single attack.
- Effect: Reduce that damage by 1d4 (minimum 0).
- Active (1/day): Spring-Triggered Decoy
- Effect: Create a noisy, scuttling distraction. You gain a bonus die on one Stealth, Dodge, or Fast Talk roll made immediately to break line of sight, reposition, or escape pursuit.
- Active (1/day): Mechanical Glare
- Effect: Force one target who can see the idol to make a POW roll opposed by your POW. If they fail, they suffer a moment of hesitation: they act last next round (or lose their next immediate action, Keeper’s call).
Costs/Trade Notes for CoC Tone
- Sanity: No SAN loss for use. If the Keeper wants a harsher tone, the first time the idol “answers” a threat question, require a 0/1 SAN check due to the certainty of looming harm.
—
Blades in the Dark
Tupilak 742 of Clockbound Vigil: The Brass-Ticked Sentinel Charm
Type: Gear (Worn Charm)
Load: 1
Quality: Fine (for gadget work), but common in a high-magic steampunk setting
Attunement: Not required; it’s gear-based. If your table uses “bonding,” require a brief 10-minute tuning during downtime to unlock actives.
Passive Benefits
- Clockbound Warning
- When danger is about to snap shut, the charm ticks loud and wrong.
- Mechanically: Gain +1d to an Assess or Survey roll to notice an ambush, trap, or sudden betrayal. This applies once per score (or once per scene in a longer score).
- Steady Hands
- Gain +1d to Tinker when working under pressure (during a score), once per score.
Actives
- Steam Pulse Guard (2 uses per score)
- When you would mark 2 or more stress from resisting a consequence, reduce the stress cost by 1 (minimum 0). Describe the steam venting as the charm “catching” the hit.
- Spring-Triggered Decoy (1 use per score)
- Create a clattering effigy distraction. Take +1 effect on a Prowl, Finesse, or Skirmish action used to reposition, withdraw, or set up an ally via distraction.
- Mechanical Glare (1 use per score)
- Confront a target at close range with the lens-lock glare. Roll Command (or Attune if your table frames it as mystic tech). On success, the target’s next action is impaired, or they hesitate long enough to give you improved position (GM chooses a consequence on partial).
Special Note
- The charm is loud when it matters. If you lean on it repeatedly, expect complications: attention, suspicion, or escalating responses from wary foes.
—
Dungeons & Dragons (5e, current)
Tupilak 742 of Clockbound Vigil: Clockbound Vigil Charm
Wondrous item, common (requires attunement)
Worn Slot
- Amulet/Trinket (worn openly)
Attunement
- You can attune to any number of items, but if your campaign uses Saṃsāra rules, this item counts toward your worn-attuned limit.
- Only one creature can be attuned to the charm at a time.
Passive Properties
- Steady Hands: While wearing the charm, you gain a +1 bonus to Dexterity (Sleight of Hand) checks and to ability checks you make using thieves’ tools or tinker’s tools.
- Threat Calibration: While wearing the charm, you gain advantage on Wisdom (Perception) checks made to detect traps, ambushes, or hidden mechanisms.
Activatable Properties
- Steam Pulse Warding (2/long rest): When you take damage from an attack you can see, you can use your reaction to reduce the damage by 1d4 + your proficiency bonus (minimum 0).
- Spring-Triggered Decoy (1/long rest): As a bonus action, you deploy a chittering clockwork decoy in an unoccupied space you can see within 30 feet. The decoy lasts 1 minute or until destroyed (AC 13, 1 hit point). While it persists, the first attack roll made against you by a creature that can see the decoy is made with disadvantage, as the creature’s attention is pulled off-target.
- Mechanical Glare (1/long rest): As an action, choose one creature you can see within 30 feet. The target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom or Intelligence modifier, your choice when you attune) or be rattled until the end of your next turn. While rattled, the creature can’t take reactions and has disadvantage on its next attack roll.
—
Knave (2nd Edition)
Tupilak 742 of Clockbound Vigil: Ticking Ward-Idol
Type: Magical Trinket (Worn)
Usage: Worn openly to function
Bulk/Slots: 1 slot (unless your table treats trinkets as negligible; default to 1)
Passives
- Threat Ticking: Once per exploration turn, if danger is imminent (trap, ambush, sudden violence within the next minute), the idol’s ticking changes. The GM must answer truthfully if you ask: “Is immediate danger near?” (yes/no only).
- Steady Mechanist: You gain advantage on checks to build, repair, pick, disarm, or improvise mechanisms while the idol is worn.
Actives
- Steam Pulse Guard (2/day): When you take damage, reduce it by 1d4. Declare after the hit is confirmed.
- Spring-Triggered Decoy (1/day): Deploy a clattering decoy that distracts foes for a moment. Gain advantage on your next check to flee, hide, or reposition, or grant an ally advantage on their next attack against a distracted foe (your choice).
- Mechanical Glare (1/day): Force a nearby foe to make a WIS check (or save vs. WIS, depending on your table). On a failure, they hesitate: they lose their next action or attack (GM adjudicates based on pacing and fiction).
Downside (fits Knave’s tone)
- Loud When It Matters: If you rely on the idol’s warning in a quiet place, the GM may increase the chance of attracting attention, as the ticking and steam are hard to fully conceal.
—
Fate (Condensed / Core)
Tupilak 742 of Clockbound Vigil: Aspect of the Counting Idol
Type
- Gadget-Idol, worn trinket
Aspects
- High Concept: Clockbound Tupilak of Brass and Bone
- Trouble: It Always Ticks When I’d Rather Be Silent
Stunts
- Threat Calibration
- Gain +2 when using Notice to detect ambushes, traps, or sudden hostile intent. This may be used once per scene without spending a Fate point.
- Steady Mechanist
- Gain +2 when using Crafts to repair, disable, or improvise mechanical or gadget-based solutions while under pressure.
Invocations (Limited Uses)
- Steam Pulse Warding (2 per session)
- After you take stress from a physical attack, reduce the stress taken by 2. Describe the charm venting steam or snapping gears into place.
- Spring-Triggered Decoy (1 per session)
- Create the situational aspect “Distracted by the Clockwork Effigy” with one free invoke on a nearby zone or enemy group.
- Mechanical Glare (1 per session)
- Force a nearby target to take the mild consequence “Rattled by the Counting Idol” or allow you to immediately create an advantage with Provoke using the idol instead of words.
Compels
- The ticking grows louder at the worst possible moment.
- Superstitious NPCs may react with fear, suspicion, or reverence.
—
Numenera / Cypher System (Discovery / Destiny)
Tupilak 742 of Clockbound Vigil: Clock-Tupilak Detector
Cypher Type
- Subtle Artifact (Wearable)
Level
- Level 2
Wear Slot
- Worn trinket; occupies one wearable slot
Passive Effects
- Threat Detection
- The wearer gains an asset on perception-related tasks to notice traps, ambushes, or hostile intent before it manifests.
- Stabilizing Mechanism
- The wearer gains an asset on tasks involving crafting, repairing, or manipulating devices under stress.
Usable Abilities
- Steam Pulse Guard (2 uses per day)
- When the wearer takes damage, reduce that damage by 2 points.
- Spring-Triggered Decoy (1 use per day)
- Deploy a scuttling mechanical distraction. For one round, enemies in the immediate area treat all actions not involving the wearer as hindered.
- Mechanical Glare (1 use per day)
- Choose one creature within short range. That creature must succeed on an Intellect defense task or be dazed for one round, taking an asset penalty on their next action.
Depletion
- 1 in 20. On depletion, the idol becomes inert but can be repaired with appropriate skills and materials.
—
Pathfinder (Second Edition)
Tupilak 742 of Clockbound Vigil: Clockbound Vigil Tupilak
Item 1
Magical, Gadget, Invested, Worn
Usage
- Worn trinket; invested
Passive Effects
- Steady Hands
- Gain a +1 item bonus to Crafting checks related to gadgets, mechanisms, or traps.
- Threat Calibration
- Gain a +1 item bonus to Perception checks to detect traps, ambushes, or concealed hazards.
Activate
- Steam Pulse Warding (Reaction; Frequency twice per day)
- Trigger: You take damage from a Strike or hazard.
- Effect: Reduce the damage by 1d4.
- Spring-Triggered Decoy (Two Actions; Frequency once per day)
- Effect: You deploy a clattering mechanical effigy in an adjacent square. Creatures within 10 feet must succeed at a Will save or become flat-footed until the end of their next turn due to distraction.
- Mechanical Glare (One Action; Frequency once per day)
- Effect: One creature within 30 feet must attempt a Will save. On a failure, the creature is frightened 1 and cannot take reactions until the end of its next turn.
—
Savage Worlds (Adventure Edition)
Tupilak 742 of Clockbound Vigil: The Brass-Ticked Ward
Type
- Worn Gadget Charm
Requirements
- Must be worn openly to function
Passive Benefits
- Threat Sense
- Gain +1 to Notice rolls made to detect ambushes, traps, or sudden danger.
- Steady Mechanist
- Gain +1 to Repair and Thievery rolls involving mechanical devices.
Powers
- Steam Pulse Guard (2/day)
- When the wearer is hit, reduce the damage by 2 (after the hit is confirmed).
- Spring-Triggered Decoy (1/day)
- Create a noisy mechanical distraction. The wearer gains +2 to a Stealth or Athletics roll to reposition, withdraw, or escape, or grants +2 to an ally’s next attack via distraction.
- Mechanical Glare (1/day)
- Make an opposed Intimidation roll against a target within 6 inches. On success, the target is Distracted and Vulnerable until the end of their next turn.
Drawback
- Audible Mechanism
- In quiet or tense scenes, the ticking may impose situational penalties or trigger complications at the Game Master’s discretion.
—
Shadowrun (Sixth World Edition)
Tupilak 742 of Clockbound Vigil: Brass-Ticked Guardian Idol
Type
- Magical Gadget Focus (Worn Charm)
Availability
- Restricted; availability rating comparable to low-grade magical foci
Attunement / Bonding
- Requires attunement by wearing and focusing on the idol for 10 uninterrupted minutes
- Only one owner may be bonded at a time; bonding breaks if forcibly removed and claimed by another
Passive Effects
- Threat Calibration
- Gain +1 die on Perception tests made to detect ambushes, traps, concealed attackers, or imminent hostile actions.
- Stabilized Hands
- Gain +1 die on Engineering, Hardware, or Mechanic tests performed under stress or during combat turns.
Active Effects
- Steam Pulse Guard (2/day)
- Triggered as a reaction after being hit.
- Reduce incoming damage by 2 (before soak).
- Spring-Triggered Decoy (1/day)
- Deploy a clattering mechanical distraction.
- Gain +2 dice on a Sneaking or Athletics test to reposition, withdraw, or escape line of sight.
- Mechanical Glare (1/day)
- Opposed test: Willpower + Intuition vs. target’s Willpower.
- On success, the target suffers –2 dice on their next action due to hesitation and sensory disruption.
Drawbacks
- Audible ticking and steam hiss may impose situational penalties in stealth-heavy scenes.
—
Starfinder
Tupilak 742 of Clockbound Vigil: Clockbound Vigil Tupilak
Level
- Item Level 1
Type
- Hybrid Technomagical Trinket (Worn)
Slot
- Accessory
Passive Effects
- Mechanist’s Balance
- Gain a +1 circumstance bonus to Engineering checks.
- Threat Calibration
- Gain a +1 circumstance bonus to Perception checks made to detect traps, ambushes, or hidden threats.
Activated Abilities
- Steam Pulse Warding (Reaction; 2/day)
- Trigger: You take damage.
- Effect: Reduce the damage by 1d4.
- Spring-Triggered Decoy (Standard Action; 1/day)
- Deploy a clockwork distraction in a nearby square.
- Enemies within 10 feet must succeed at a Will save or be flat-footed for 1 round.
- Mechanical Glare (Standard Action; 1/day)
- Target within 30 feet must succeed at a Will save or take a –2 penalty to attacks and reactions until the end of their next turn.
Special
- Counts as both technological and magical for purposes of detection and interference.
—
Traveller (Mongoose Traveller, 2nd Edition)
Tupilak 742 of Clockbound Vigil: Clock-Tupilak Defensive Charm
Type
- Exotic Defensive Gadget (TL equivalent adapted to setting)
Slot
- Worn accessory
Passive Effects
- Threat Awareness
- Gain DM+1 to Recon or Sensors checks to detect ambushes, traps, or hostile intent.
- Steady Operator
- Gain DM+1 to Mechanic or Engineer checks performed under time pressure or in hazardous conditions.
Active Effects
- Steam Pulse Guard (2/day)
- When damage is taken, reduce damage by 2 points.
- Spring-Triggered Decoy (1/day)
- Creates a distracting mechanical effigy.
- Gain DM+2 on the next Athletics or Stealth check to disengage, reposition, or evade pursuit.
- Mechanical Glare (1/day)
- Opposed INT or SOC check against target’s INT.
- On failure, the target hesitates, losing their next minor action.
Limitations
- Audible ticking may compromise stealth in quiet environments.
—
Warhammer Fantasy Roleplay (4th Edition)
Tupilak 742 of Clockbound Vigil: The Counting Bone Idol
Type
- Enchanted Trinket (Worn)
Availability
- Rare in the Old World, more common in exotic or coastal regions
Passive Effects
- Ominous Ticking
- Gain +10 to Perception tests made to detect ambushes, traps, or hidden threats.
- Steady Mechanist
- Gain +10 to Trade (Engineer) or Trade (Tinker) tests made under stress.
Activated Effects
- Steam Pulse Guard (2/day)
- Triggered after being hit.
- Reduce Damage by 2 before applying Wounds.
- Spring-Triggered Decoy (1/day)
- Deploy a rattling effigy.
- Enemies within nearby range must succeed at a Cool test or suffer –10 to their next test due to distraction.
- Mechanical Glare (1/day)
- Target must succeed at a Willpower test or gain the Broken Condition until the end of their next turn.
Side Effects
- Superstitious NPCs may react with fear, reverence, or suspicion toward the wearer.
