Professional Documents
Culture Documents
Livro Dos Automatos
Livro Dos Automatos
48
W hat T ype of A utomaton A re Y ou ? Christina decides Anna recently escaped from her inventors
and smuggled herself out of Russia. Anna knows no one in
First, determine the type of Automaton you will
New Europa outside of her native land and, so she assigns her
be portraying. There are four: Automatons of Flesh,
additional Poor Rank to Connections.
Clockwork Automatons, Mystical Automatons, and Steam-
powered Automatons. Additional details on each can be
found in their entries below.
W hat P owers Y ou ?
All Automatons operate due to some sort of power
As an example, Christina wishes to play an Automaton source, be it steam, clockwork, electricity, or something
designed to entertain the masses by a Russian scientist loyal to more exotic. Consult the listing for your Automaton type
the Czar. Looking over options, she finds inspiration in the idea of and select the power source for your Dramatic Character
an Automaton who is as much the slowly twirling ballet dancer from the available options. Note, the listing for power
on an antique music box as a sentient being. However, Christina source not only explains what fuels your Automaton but
also wants an additional spark to the Character’s creation. She under what conditions they enter Dormancy.
confers with the Host, who suggests the Automaton gained
sentience due to Spells cast upon her by a Sorcerer. Bearing this in
mind, Christina decides her Dramatic Character, Anna, will be a The mystical Automaton listing gives two options for Anna’s
Mystical Automaton. power source: Magickal and mechanical. Christina considers and
then chooses mechanical and, specifically, clockwork. Anna must
be wound each day, or she risks entering Dormancy. While Anna
W hat A re Y our A bilities ? is a Mystical Automaton, Christina likes the idea of the Character
still being that dancer atop a music box, deep inside.
Next, Abilities should be chosen and assigned Ranks.
Each type of Automaton has a starting Template, with
Abilities and Ranks already assigned. These Abilities
and Ranks are inherent to the kind of Automaton and
cannot be changed during creation, although they can be
improved through play just as with any other Dramatic
Character. Beneath the base Abilities list for each type of
Automaton are unassigned Ability Ranks. The Ranks listed
there can and should be assigned to any Ability not already
part of the Template. Abilities unique to a type of Dramatic
Character, such as Faerie Etherealness, cannot be chosen.
49
selects the one which turns Anna into a gadgetech container and,
D ormancy as the Automaton is human-sized, gains 8 spaces. Not only does
Much like a human being, most Automatons require she believe it to be thematically appropriate, she thinks it quite
some sort of fuel to continue operating. However, splendid as well. With this Circumstance, Anna can install a
unlike a human being, Automatons risk shutting down phonautograph inside herself and always have a tune to which
completely when their power source stops functioning. she can dance!
This is known as entering Dormancy. While in Christina also notes Anna’s Unfortunate Circumstance as a
Dormancy, an Automaton cannot move, think, speak, mystical Automaton. Specifically, Anna’s vulnerability to iron.
observe, or perform any sort of action.
50
A utomaton of F lesh Y our A dditional A bilities are
While the zombi of legend rises from the grave through Choose one additional Poor Ability, two additional Good
curses and spells, Automatons of Flesh are either semi- Abilities, and one additional Great Ability.
organic beings grown through alchemy and chemistry or
otherwise corpses restored to a semblance of life through
the power of Science! An Automaton of Flesh might come Y ou are P owered by
to life from a single mass, perhaps via a formulation or Biology: You are powered much like any living being and
mechanical augmentation, or might be the fused as a require regular intake of food, water, and oxygen. If they
patchwork whole from multiple corpses with the help encounter circumstances that would typically cause
of chemistry and the mysterious potency of electricity! a human to pass out or die due to lack of oxygen or
Powered by scientific genius, these beings are physically sustenance, you enter Dormancy.
powerful and the type of Automaton most innately capable or
of appearing fully organic. No matter how they entered
the world, each is tortured by it or by their previous lives. Electricity: You require an infusion of at least one large
To most, Automatons of Flesh are monsters. For the rare battery’s worth of electricity once per week or risk
few willing to look past the horror, these creations are sad entering Dormancy.
souls in need of acceptance and love.
51
• Strength of the Dead: You possess tremendous Y our A dditional A bilities are
physical power. While you use Physique as normal
Choose one additional Good Ability.
to determine Health Points, you can lift a maximum
of 800 pounds and bend steel bars with effort.
Y ou are P owered by
Y our U nfortunate C ircumstance is Clockwork: You are powered by a series of coiled springs
that must be wound daily or risk entering Dormancy.
Phobia: You entered this world with an irrational fear,
Your winding requires a properly fitted key. Should the
perhaps related to either the death of the person
key be misplaced or lost, you cannot be wound until it is
whose brain you possess or to the circumstances of
found or a replacement fashioned.
your creation. Choose something to fear, such as fire,
darkness, confined spaces, electricity, or firearms. When
confronted by the source of your fear, you must succeed
at a Great Courage Feat to move within 10 feet of it or an
Exceptional Courage Feat to remain near it each round
if within 10 feet.
C lockwork A utomaton
Automatons powered by complex clockwork
mechanisms have existed for centuries, and examples have
drawn crowds throughout New Europa. More recently, the
work of Master Elrich Clocktinker has elevated Clockwork
Automatons from mere spectacle to productive tools
capable of bettering society. Master Clocktinker has
not only perfected the delicate balance of mechanisms
needed to allow these fantastic Automatons to perform
strenuous labor, he has developed a miniature “Babbage
Brain,” which enables owners to program each Automaton
with instructions for specific tasks depending upon the
needs of their owner! Of course, as is always the case with
engineering and science, other inventors throughout the
world have seen Master Clocktinker’s work and now seek
to improve upon it. Rumors have begun spreading of
Clockwork Automatons that can not only perform labors
but who can even think for themselves!
52
Y our F ortunate C ircumstances are based on your size for the purposes of installing
gadgetech. If you are small, perhaps in the form of a
Babbage Brain: Your Babbage Engine mind can be
clockwork Pixie, you possess 4 spaces. If you so choose,
programmed to perform specific feats using specialized
you can use 2 of them to fit clockwork wings, allowing
punch cards. In addition to the Abilities noted above,
you to fly. If you are larger, in the form of a Dwarf
you begin play with one additional Good Ability which
or human, for example, you possess 8 spaces but
remains unassigned, known as your Babbage Engine
cannot benefit from clockwork wings. Your gadgetech
Ability. By spending ten minutes to reprogram the
spaces can also be used to reinforce your chassis by
punch cards, you or an ally can switch out the current
sacrificing half the spaces to install 1 point of Armor
Babbage Engine Ability for any Ability governed by Clubs
(Light Armor). This armor does not stack with worn
or Diamonds so long as it is one in which you currently
armor. You should use whichever is higher when
possess an Average Rank. The newly chosen Ability rises
injured.
in Rank to Good and is now designated as the Babbage
Engine Ability while the former Babbage Engine Ability, • Precise Timing: As a being of clockwork, you always
if there is one, descends to Average. A Good Sorcery know the current time. Moreover, your aptitude for
achieved using this Circumstance gives you knowledge precision timing gives you an advantage when it
of Magick but not the aptitude to cast Spells. comes to matters of finesse. Once per session, you
can convert any card in your hand into a Club before
Clockwork Fortitude: As a mechanical entity, you possess
playing it on an Athletics Feat.
immunity to disease and poison and cannot die due to a
lack of oxygen or sustenance. You do not heal naturally,
nor do you gain benefit from medicine or restorative
Magick. Instead, you require repair. Doing so requires
Y our U nfortunate C ircumstance is
one hour’s time and access to appropriate tools and Delicate: You are particularly delicate as your complex
materials. The Character performing the repairs must assembly of inner gears can easily be knocked out of
succeed at a Tinkering Feat with a Requirement of Great. alignment. As a result, a High Success on an attack
Success means you heal a number of Health Points equal against you not only causes damage but creates a
to the value of the Tinkering Ability being used. malfunction. Reduce the Rank of all your Abilities by
one. Further reductions are cumulative, although no
You possess one additional Fortunate Circumstance, chosen from
Ability can be reduced below the Rank of Poor. These
the following:
penalties remain in place until your clockwork is
• Clockwork Heart: Perhaps due to your internal realigned, which is a Tinkering Feat with a Requirement
workings, you possess an intuitive understanding of of Great and requires one hour’s work.
mechanical devices. Once per session, you can convert
any card in your hand into a Diamond before playing
it on a Tinkering Feat. M ystical A utomaton
• Excellent Engineering: Clever constructions allows The Hebrew Golem. The Bronze Horseman. Pinocchio.
you to continue functioning no matter the conditions. Stories have been told throughout the ages of simulacrums
Consider your Physique to be Ranked at Extraordinary brought to life through the power of Glamour or Magick.
when withstanding the effects of extreme temperature, These are Mystical Automatons, which are usually crafted
pressure as one might find deep underwater, or other through human of Dwarfen hands and then given the gift
intense environmental conditions. of animation through Sorcery or Faerie power or due to
their possession by spirits or other supernatural beings. In
• Gadgetech: Your body can be further modified.
ancient times, such Automatons were most often statues
Consider it to be a container with a number of spaces
53
or sculptures, but in the modern-day they may well be your power source. If you are mechanically powered
clockwork or steam-powered Automatons granted the gift Automatons, you must be repaired with the Tinkering
of life through Magick! Ability, while if you are Magickally powered you must
be repaired with the Sorcery Ability. If the Feat to repair
the Automaton is successful, you recover a number
Y our B ase A bilities are of Health Points equal to the value of the mechanic/
Courage [GD] • Perception [GD] • Physique [GR] Sorcerer’s relevant Ability.
You possess one additional Fortunate Circumstance, chosen from
the following:
Y our A dditional A bilities are
• Enhanced Senses: Your senses are particularly acute.
Choose one additional Poor Ability and two additional Once per session, you can convert any card in your
Good Abilities. hand into a Diamond before playing it on a Perception
Feat.
54
S team -P owered A utomaton Y ou are P owered B y
Recent advancements in technology have allowed Radium Steam Engine: A steam engine powers you, but
inventors to create small yet powerful steam engines. your heat source is not coal or wood but radium or a
Proclaiming such innovations to represent the future, some similarly mysterious element. The engine’s water must
engineers have chosen to forgo the interweaving of brass be restocked once per day, or you risk Dormancy. Should
and copper gears used to build Clockwork Automatons the heating element be removed or lost, it can be quite
and, instead, are creating artificial beings using boilers challenging to replace.
and burners. With internal mechanisms that feature fewer or
but less delicate moving parts, the modern Steam-powered
Traditional Steam Engine: You are powered by a basic
Automaton works well in rugged conditions and is well
steam engine which includes a boiler and burner. The
armored against external dangers.
engine’s water and fuel must be restocked once per
day, and your burner must be kept aflame or you risk
Y our B ase A bilities are Dormancy.
55
Steam-powered Fortitude: As a mechanical entity, you Y our U nfortunate C ircumstance is
possess immunity to disease and poison and cannot
Susceptible to Rust: Born of iron and steel, you rust
die due to a lack of oxygen or sustenance. You do not
quite easily. Should you be doused in enough water to
heal naturally, nor do you gain benefit from medicine or
cover your entire body, be it from falling into a lake or
restorative Magick. Instead, you require repair. Doing so
being out in a severe rainstorm, you must draw a card
requires one hour’s time and access to appropriate tools
from the Fortune Deck. If you draw a Spade, your joints
and materials. The Character performing the repairs
quickly rust, reducing the Rank of all Club-based Abilities
must succeed at a Tinkering Feat with a Requirement
of Great. Success means you heal a number of Health by two, to a minimum of Poor. Removing this condition
Points equal to the value of the Tinkering Ability being requires drying off and then oiling your joints, a process
used. that requires ten minutes’ time and a lubricant.
56