Builds Allies
You create automatons, robots, constructs, or other artificial creatures that do as you command.
Genre themes: golem crafter (fantasy), robot builder (real world, science fiction, superhero)
GM intrusions: The automaton gains a mind of its own. The automaton becomes controlled by someone else. The automaton unexpectedly fails in a spectacular way.
Additional equipment: You have a set of tools, or access to the same, that allows you to build your allies.
Depending on the genre, your automatons might be metallic robots, animated objects, organic androids, magical golems, steampunk constructs, awakened statues, or something else entirely.
Tier 1: Automaton Assistant
You have built a level 2 automaton follower of your size or smaller that accompanies you and follows your instructions. You and the GM must work out the details of your automaton's appearance and personality.
If the automaton is damaged, a few minutes of your attention mends it—the automaton regains 2 health.
If the automaton is destroyed, it can be restored using your resources if you spend a few days tinkering.
Enabler; a few minutes to mend a few points of automaton's health.
Tier 1: Efficient Builder
Anytime you gain resource points, you gain 1 additional point, but that point can be spent only on repairing or crafting. Enabler.
Tier 1: Identify Machine (1 Intellect)
You understand the purpose, function, level, and status of a single robot or powered device within immediate range. Last action.
Tier 2: Automaton Armor Upgrade (3 Intellect)
You've built a new capability into one of your automatons—it can use its action to transform into an armored suit that you wear until you use a one-hour or longer recovery. If you are within an immediate distance when it transforms, it automatically forms itself around you. The transformed automaton acts as light armor; because it anticipates and reacts to your movements, you can freely use this armor. Enabler.
Tier 2: Automaton Cypher Upgrade (3 Intellect)
You've built a new capability into one of your automatons—for one day, the automaton increases your cypher limit by one. Enabler.
Tier 2: Charm Machine (2 Intellect)
You convince an unintelligent machine or automaton within immediate range to "like" you with a successful Intellect attack roll. A machine that likes you is 50 percent less likely to function if said function would cause you harm. For example, if a foe attempts to detonate a bomb near you controlled by a detonator that likes you, there is a 50 percent chance that it won't explode. Action to initiate.
Tier 3: Expert Automaton
You've built a level 3 automaton follower. It otherwise functions much like your level 2 automaton from Automaton Assistant.
Instead of gaining a new level 3 automaton, you can advance your existing automaton follower to level 3 and gain a new level 2 automaton.
You can take this ability multiple times, each time gaining another automaton. Enabler.
Tier 3: Quick Control (4 Intellect)
A successful Intellect attack allows you to command a machine or automaton (intelligent or not) to take one action within its capabilities on its next turn, regardless of its normal programming or attitudes. If this action would cause the machine or automaton direct harm to itself or their allies, your Intellect attack against it is hindered. (If you use this ability to command an intelligent machine or automaton, they likely become hostile to you afterward.) Action.
Tier 4: Automaton Flight Upgrade
You've built a new capability into one of your automatons—it can fly a long distance each round. If you wish, it can carry you but can only move at a rate of up to 20 feet (6 m) per round in any direction while doing so. Enabler.
Tier 4: Automaton Turret Upgrade
You've built a new capability into one of your automatons—it can reconfigure itself and become an immobile energy weapon on a gimbal mount. The turret is a heavy weapon with very long range that inflicts 7 damage. If you have the automaton act on its own, it makes one hindered attack per round. If you or an ally use the turret as a weapon, attacks with it are eased. Action to change the automaton's configuration; Last action to attack with turret.
In a fantasy setting, the automaton turret probably shoots fire or lightning. In a science fiction setting, it probably shoots lasers.
Tier 5: Automaton Fleet
You've built four level 2 automaton followers, each no larger than yourself. You and the GM must work out the details of each automaton's appearance and personality.
If one of these automatons is destroyed, it can be restored using your resources after a few days of labor. Enabler.
Tier 5: Automaton Force Field Upgrade
You've built a new capability into one of your automatons—it can erect a translucent level 5 force field around itself and anyone within immediate range of it until you use a ten-minute or longer recovery. Successful attacks made through the field are reduced by one wound severity (or deal 3 less damage to the automaton). This ability renews after you take a recovery. Enabler.
Tier 6: Automaton Evolution
One of your automaton followers is upgraded, increasing its level by 1. You can select this ability multiple times. Each time, one of your automaton's level increases by 1. Enabler.
Tier 6: Automaton Heavy Armor Upgrade (6 Intellect)
You've built a new capability into one of your automatons—the robot can use its action to transform into an armored suit that you wear until you use a one-hour or longer recovery. If you are within an immediate distance when it transforms, it automatically forms itself around you. The transformed automaton acts as heavy armor; because it anticipates and reacts to your movements, you can freely use this armor. Enabler.