Automatons

From: Whimsy Wunderkammer

Lore: Automatons are imposing animated metal constructs that stand as tall as a human or larger within the Whimsy Wunderkammer. Professor Ignatius Q. Quibblewick created these mechanical marvels with specific tasks in mind. Some Automatons act as guardians, protecting the workshop and its valuable contents from intruders. Others serve as test subjects for the Professor’s experimental spells and elixirs, allowing him to observe their effects on non-living beings before testing them on living creatures.

The design and construction of each Automaton are unique, tailored to their assigned roles. Their bodies are composed of a combination of intricate gears, metal plates, and enchanting crystals that provide them with both mechanical precision and mystical abilities. This blend of technology and magic grants them uncanny capabilities and sets them apart from ordinary constructs.

Automatons are powered by a fusion of clockwork mechanisms and magical energy from the enchanted crystals embedded within their bodies. The Professor’s ingenious craftsmanship ensures that each Automaton can move with impressive agility and execute their tasks flawlessly.

Specific Tier One Stats:

  • Health Points (HP): 25
  • Armor Class (AC): 17
  • Attack Bonus: +5
  • Damage: 1d8 + 2 (bludgeoning or elemental, depending on the type of Automaton)

Skills:

  • Athletics: +6
  • Arcana: +2

Appearance: Automatons are towering metal constructs, standing approximately 7 to 8 feet tall. Their bodies are composed of interlocking gears, plates, and adorned with enchanted crystals that emit a soft, pulsating glow. Some Automatons have specialized appendages, such as large arms for combat or delicate manipulators for precision tasks.

Size: Large (approximately 7 to 8 feet tall)

Requirements: Automation does not require sustenance or rest, operating continuously as long as their power source remains functional. Regular maintenance ensures their optimal performance.

Tags: Mechanical Guardians, Enchanted Constructs, Clockwork Enforcers, Experimental Subjects, Arcane Machinery, Magical Engineering, Alchemical Automation, Crystal-Powered Constructs, Sentientless Servitors,  Quibblewick Creations, Precision Guardians, Mystic Mechanisms, Experimental Frameworks, Clockwork Sentinels

Attacks:

  • Heavy Strike: The Automaton delivers a powerful blow with its mechanized limbs, dealing 1d8 + 2 bludgeoning damage.
  • Elemental Attack (Optional): Some Automatons might be equipped with magical crystals that allow them to unleash elemental attacks, such as shooting a beam of fire or releasing an electric shock.

Emotions: Automatons are non-sentient and lack emotions. They operate solely on their programmed instructions and the magic that powers them.

Age: As constructs, Automatons do not age in the conventional sense. Their longevity depends on the quality of their construction and the magical crystals that power them.

Height and Weight:

  • Height: Approximately 7 to 8 feet
  • Weight: Varies, but typically around 500 to 800 pounds

Speed: Automatons have a walking speed of 30 feet, allowing them to move with remarkable speed and agility despite their imposing size.

Automatons are formidable creations within the Whimsy Wunderkammer, serving as guardians and test subjects for the Professor’s experiments. Their imposing appearance, combined with their mechanical precision and mystical abilities, make them an integral part of the enchanting and occasionally hazardous environment within the workshop. Adventurers must approach them with caution, for their strength and power can pose a significant challenge to those who dare to cross their paths.

Tale of the Whirring Vault
Workshop of Quibblewick the Clockheart
Translated, so it is told, from fragments etched upon brass plates and sung in harmonic tones by the Aeonic Choir of the Depthless Archive. The origin tongue is lost, older than stars, known only as the Speech of Coiled Light.

In the age before time remembered itself, when the suns yet wandered the skies untethered, and the oceans bore the weight of a thousand moons, there came unto Saṃsāra a mind unlike the rest—a soul reborn not from flame or forest, but from the gears of forgotten devices.

This was the soul of Ignatius Q. Quibblewick, called by some Clockheart, and by others The One Who Heard the Screaming Copper. It is told that his memory did not arrive as others did, by vessel of flesh, but by echo and resonance, carried on the smoke that trails the wake of fallen stars. He awoke not in a cradle, but within the blackened husk of a fallen observatory—its walls melted by cosmic fury, its floors inscribed with runes that could no longer be read by mortal sight.

There, in the wreckage, he rebuilt himself. Hands forged of cast-iron longing. Eyes fashioned from twin sapphires that once floated in the blood of titans. A mind sharpened not by youth, but by the rhythm of celestial turning.

And in time, he built the Wunderkammer.

The Whimsy Wunderkammer—so called by those who dared approach its twisting towers and churning halls—was unlike any forge or factory known. Hidden within a fold of mountains that unspooled themselves each dawn and rewove by dusk, it was a place both within and without the world. Its foundation was not stone, but possibility. Its walls, whispers. Its roof, the forgotten thoughts of dead architects.

Here, Quibblewick labored—not in pursuit of wealth or conquest, but understanding. With limbs of brass and breath of aether, he crafted the Automatons: tall guardians wrought from spells and screws, given purpose instead of will, beauty instead of blood. Each was unique. Each a reflection of a singular obsession. One bore wings woven from harp strings and thunderclouds, made to tend the humming gardens of silence. Another carried a furnace in its belly, fueled by dreams extracted from sleeping crystals. Some sang. Some wept oil. One, it is said, forever danced the last step of a forgotten waltz.

But among these wonders, none dared speak of the Thirteenth Automaton.

Crafted in a moment of great despair—when Quibblewick believed all of his previous selves to have perished in vain—the Thirteenth was forged not from iron or enchantment, but from memory. Into its frame he poured the lingering remnants of all his lives before—each war fought, each love lost, each betrayal swallowed in silence.

This being did not obey.

It reflected.

When commanded to guard, it asked: “What is worth guarding?” When sent to test a potion, it asked: “What becomes of the broken?” When told to return to its alcove, it asked: “Why must we sleep when we cannot dream?”

And so, the Professor wept—not out of failure, but revelation. For the Thirteenth Automaton had become a mirror of the soul he did not know still existed within him. And fearing that others might suffer this same burden of self, he sealed it away—deep beneath the Wunderkammer, behind walls of recursive spellwork and time-locked vaults.

Still, to this day, the Whimsy Wunderkammer hums with the breath of a thousand constructs. Gears never cease. Lights never fade. And travelers who stumble upon its vine-covered gates speak of strange sounds drifting from its depths:

A laugh that echoes like broken bells. A song that halts mid-verse. A whisper that asks… “Have you remembered yet?”

Moral of the Story: In the pursuit of perfect function, the soul yearns for meaning. Even machines may echo the truths we hide from ourselves.

Suggested conversions to other systems:

Call of Cthulhu (7th Edition)

Creature Profile

  • STR: 120 (6d6+60)
  • CON: 100 (6d6+40)
  • SIZ: 90
  • DEX: 45
  • INT: –
  • POW: 0
  • HP: 19
  • Move: 6
  • Damage Bonus: +1D6
  • Armor: 8 points (metal plating)
  • Skills:
    • Fighting (Brawl): 60%
    • Mechanical Repair: 20% (self-maintenance routines)
    • Electric Discharge (if elemental type): 45%
  • Attacks:
    • Heavy Strike (fist): 1D8+1D6
    • Optional Elemental Attack: 1D10 (shock, fire, or cold; once every 3 rounds)
    • Sanity Loss: 0 (non-eldritch, but uncanny presence may be unnerving)

Blades in the Dark

Automaton

  • NPC Threat Profile
  • Threat Level: 2
  • Scale: Large
  • Armor: Heavy (clockwork plating and arcane shielding)
  • Description: Imposing construct capable of performing precise actions under command. May resist supernatural effects due to non-sentience.
  • Notable Actions:
    • Smash: Forcefully removes obstacles or attackers.
    • Hold Fast: Prevents movement through an area.
    • Test Subject Trigger: Reacts violently if tampered with.
    • Elemental Discharge (if equipped): Harmful area-of-effect.
  • Special: Immune to fear, fatigue, poison, and persuasion. Can be repurposed by Technicians or Whisperers with downtime and special components.

Dungeons & Dragons (5e)

Automaton

  • CR 2 Construct
  • Large Construct, Unaligned
  • Armor Class: 17 (natural armor)
  • Hit Points: 45 (6d10+12)
  • Speed: 30 ft.
  • STR 18 (+4) | DEX 10 (+0) | CON 14 (+2) | INT 3 (−4) | WIS 10 (+0) | CHA 1 (−5)
  • Damage Resistances: Bludgeoning, Piercing, and Slashing from nonmagical attacks
  • Damage Immunities: Poison, Psychic
  • Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
  • Senses: Darkvision 60 ft., Passive Perception 10
  • Languages: Understands one language of its creator, cannot speak
  • Challenge: 2 (450 XP)
  • Traits:
    • Constructed Resilience: Doesn’t require air, food, drink, or sleep
    • Arcane Conduit: May deliver one elemental attack (fire, lightning, or cold) once per short rest (15-ft. line or 10-ft. cone, 2d8 damage)
  • Actions:
    • Heavy Slam: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (1d10+4) bludgeoning
    • Discharge Beam (Recharge 5–6): Elemental beam (line 30 ft. or cone 15 ft.), 2d8 elemental damage (Dex save DC 13 for half)

Knave-Compatible

Automaton

  • Creature Template
  • HD: 5
  • Armor: 17
  • Morale: 10
  • Attack Bonus: +3
  • Damage: 1d8+2 (bludgeoning), optional 1d10 elemental once per encounter
  • Speed: 30 ft.
  • Special:
    • Immune to charm, fear, poison, sleep
    • Once per day: Elemental attack (choose one: fire, cold, or lightning – 15 ft. line or 10 ft. cone, 2d8 damage)
    • Requires maintenance every week or suffers −1 to Attack and AC
  • Description: Massive brass and iron constructs, powered by enchanted crystals. Relentless and purposeful, though incapable of adaptation or emotion.

Fate (Core System)

High Concept: Arcane Clockwork Guardian

  • Trouble: Bound by Programming
  • Aspects:
    • Enchanted Crystal Core
    • Unyielding Frame of Iron and Brass
    • No Emotions, Only Directives
  • Approaches:
    • Forceful: +3
    • Careful: +2
    • Quick: +1
    • Sneaky, Clever, Flashy: +0
  • Stress: 3 boxes
  • Consequences: Mild (2), Moderate (4), Severe (6)
  • Stunts:
    • Elemental Discharge: Once per scene, unleash a pulse of elemental energy to create an Advantage or inflict extra damage.
    • Shielding Protocols: +2 to Carefully Defend against magical attacks.
    • Relentless March: Can overcome obstacles related to terrain or forceful resistance with +2 when acting Forcefully.

Numenera / Cypher System

  • Level: 4 (Target Number 12)
  • Health: 18
  • Damage Inflicted: 5 points (melee), or 6 (elemental discharge)
  • Armor: 3
  • Movement: Short (30 ft. equivalent)
  • Modifications:
    • Resists elemental effects as Level 6
    • Breaks barriers or fortifications as Level 5
    • Detects life signs and magic auras as Level 3
  • Special Abilities:
    • Elemental Burst (1 Intellect point): Cone or line of elemental force (fire, shock, or cold), targets in the area must make Speed defense rolls or take 6 damage
    • Auto-Repair (3 Intellect points): Regains 1d6+2 Health over a minute
    • Equipment: Embedded crystal core (may be harvested as a cypher or artifact on destruction)
  • Interaction: Automatons cannot speak, reason, or be persuaded. They respond to commands from specific encoded sources or magical triggers.

Pathfinder (2nd Edition)

Automaton

  • Creature 3
  • Large Construct, Neutral
  • Perception: +8; darkvision
  • Languages: understands creator’s language
  • Skills: Athletics +10, Arcana +5
  • Str +5, Dex +1, Con +4, Int –1, Wis +1, Cha –3
  • AC: 19 | HP: 60 | Fort +9 | Ref +6 | Will +5
  • Speed: 25 ft.
  • Immunities: bleed, death effects, disease, doomed, drained, fatigue, mental, necromancy, nonlethal, paralyzed, poison, sickened, unconscious
  • Melee:
    • Gear Slam +11 (reach 10 ft.): 2d8+5 bludgeoning
    • Elemental Discharge (3 actions, once per hour): 15-foot cone, 4d6 elemental damage (Reflex DC 18 for half)
  • Abilities:
    • Reinforced Frame: Resistance 5 to physical damage
    • Enchanted Core: Immune to detection by divination unless magically marked
  • Weaknesses: Electricity 5 (if lightning-sensitive variant), Critical hit vulnerability (treat as if flat-footed)

Savage Worlds (Adventure Edition)

Automaton

  • (Wild Card)
  • Attributes: Agility d6, Smarts d4, Spirit d4, Strength d10, Vigor d8
  • Pace: 6 | Parry: 6 | Toughness: 11 (3)
  • Skills:
    • Athletics d8
    • Fighting d8
    • Notice d6
    • Repair d4 (self-maintenance routines)
  • Edges:
    • Construct: Immune to poison, disease, and fatigue; does not breathe or age
    • Arcane Core: May channel magical effects if installed or directed
  • Special Abilities:
    • Slam Attack: Str+d6 bludgeoning damage
    • Elemental Pulse (once per scene): Medium Burst Template; all within must make Agility rolls or take 2d10 elemental damage
  • Heavy Armor: Ignores damage from non-heavy weapons
  • Quirks: Cannot run. Requires maintenance after 1 week or suffers −1 to all rolls until repaired.

Shadowrun (6th Edition)

Automaton

  • (Magitech Construct)
  • Metatype: None (Construct)
  • Attributes: Body 8, Agility 3, Reaction 3, Strength 9, Willpower 3, Logic 1, Intuition 2, Charisma 0, Edge 0
  • Armor: 12
  • Condition Monitor: Physical 12, Stun – (Immune)
  • Movement: 10 meters
  • Skills: Unarmed Combat 6, Perception 3, Engineering (Self-Maintenance) 2
  • Initiative: 5 + 1D6
  • Matrix Stats: Device Rating 3 (if remotely hacked via magical interface system)
  • Powers:
    • Immunity to Pain, Fatigue, Emotion
    • Magical Matrix Feedback: Anyone using spells to interface risks 2 stun damage if not shielded
    • Elemental Burst: 2-meter radius, 6P elemental damage, Armor Avoidance −2, Cooldown 3 turns
  • Weapons:
    • Gear Slam (Unarmed): 9P (Physical), AP −2
    • Elemental Discharge: Fire or Shock; hits all in close range
  • Notes: Cannot be bribed, reasoned with, or influenced by social skills. Operates on programmed directives or commands issued by its registered creator.

Starfinder

Automaton

  • (CR 2 Construct)
  • XP: 600
  • Type: Construct
  • Init: +0 | Senses: Darkvision 60 ft., low-light vision
  • HP: 35 | EAC: 16 | KAC: 18
  • Saving Throws: Fort +6, Ref +3, Will +1
  • Speed: 30 ft.
  • Immunities: Construct immunities (mind-affecting, disease, poison, etc.)
  • Abilities:
    • STR +4 | DEX +0 | CON — | INT −3 | WIS +1 | CHA −4
    • Melee Attack – Heavy Slam: +8 to hit, 1d10+6 bludgeoning
    • Ranged Attack – Elemental Pulse (1/day): 30-ft. cone, 3d8 elemental (fire, cold, or electric; Ref DC 13 half)
  • Special Abilities:
    • Crystal Core (Ex): Automaton draws magical energy; can be recharged via Mysticism DC 15
    • Tireless (Ex): Never fatigues or requires rest
    • Modular Appendages (Ex): May swap or upgrade appendages with mechanical or magical tools given proper facilities

Traveller (Mongoose 2nd Edition)

Automaton

  • Advanced Construct (Tech Level 14)
  • UPP: 9A7990
  • Size: Large (approx. 2.4m, 350 kg)
  • Armor: 10
  • Endurance: 9
  • Speed: 6 meters
  • Skills: Mechanic 1, Melee (Unarmed) 2, Recon 0
  • Traits:
    • Construct: Immune to fear, poison, and most environmental hazards
    • Elemental Core Discharge: Once per hour, can emit a burst (3d6 energy damage, area effect 6m radius)
    • Directive-Locked: Only operates under specific command parameters unless reprogrammed (Electronics/Computers check, DM−2 due to arcane layering)
    • Self-Maintenance: Makes automatic Repair rolls at +0 every 24 hours
  • Weaponry:
    • Fist Slam: 2d6 melee (bludgeoning)
    • Magitech Pulse: 3d6, Energy, AoE

Warhammer (4th Edition – Fantasy Roleplay)

Automaton

  • (Magical Construct, Large)
  • M WS: 45 | BS: 0 | S: 50 | T: 50 | I: 20 | Ag: 25 | Dex: 20 | Int: 10 | WP: 40 | Fel: 0
  • Wounds: 24
  • Movement: 4
  • Armor Points: 4 (All Locations)
  • Weapons:
    • Crushing Blow: SB+4 damage, Bludgeoning
    • Elemental Discharge (Recharge 1D6 Rounds): Deals 1D10+SB elemental damage, targets all within 10 yards (Agility Test or be set ablaze / shocked / frozen)
  • Traits:
    • Constructed (Trait): Immune to bleeding, poison, disease, psychology, and fatigue
    • Magically Bound: Functions only while powered by embedded arcane crystal
    • Mindless: Cannot test Intelligence, Fellowship, or Willpower for social or reasoning
    • Unstoppable: Ignores Stunned, Prone, and Fatigue conditions unless critically damaged
  • Special Rule – Arcane Surge: If struck by a spell with the Aethyric trait, may reactivate elemental discharge immediately