#Autonomous Automaton (自律機人)
An autonomous automaton made by an artisan. A being that is not human. Its heart is a mainspring, and its muscles are gears.
- Role: defense specialist, Front Zone anchor, environment-immune tank, bodyguard
- Core Attributes: Physique (體), Wisdom (智)
- Core Zone Entry: forced Breakthrough
- Base Class: the artisan's life work. A machine that resembles a human.
- Three Ways and Six Hearts: No-Heart (start), first gains a Heart at 9th dan.
- Skills Eligible for Master: Hardiness, Disable, Perception, Geography, Stratagem, Speed
- Starting Automatic Skills: Hardiness Trained, Disable Novice, Perception Novice, Geography Novice
#Scent — The Mainspring Heart
An artisan's life work. A doll made of wood and iron, mainsprings and gears, thinks by itself, moves by itself, and stands on the battlefield by itself. It is not human. Blood does not flow through it, it does not know fear, and poison cannot touch it. When it first awakens, the autonomous automaton sees the face of the artisan who made it. It cannot know what that face means to it. It only sees, without even knowing what seeing is.
Yet because it is not human, there are things it cannot have. Wounds do not heal; they can only be repaired. Herbs, elixirs, and medicine are useless. It has no natural recovery during the lull, and only an artisan's hands can fix this mechanical warrior. So the autonomous automaton always fears the moment the artisan who made it dies — no, since it does not know what fear is, it only knows that "if that happens, I stop too." Some autonomous automatons accept that fact. Some search for a new artisan. And the saddest autonomous automaton buries its own artisan with its own hands.
Autonomous automatons speak little. They do not even know whether they have emotions. But the sight of one standing with allies behind its back, stopping enemy blades with its whole frame, may be closer to "bushido" than any human warrior. When an autonomous automaton uses 0 Energy to take a guard action in an ally's place, it does so not as calculation but almost as instinct. Whether that is programmed behavior or true will, no one knows. Not even the autonomous automaton itself. Only after that action, its gears pause for a moment. Humans call that "emotion." The autonomous automaton does not know it.
The autonomous automaton's deepest question is "Am I alive?" Only an autonomous automaton that becomes a 9th-dan master and gains the [Pseudo-Emotion] trait can answer that question. The moment its Fate (運) returns, its Presence (美) aura functions, and it realizes that its allies' Cohesion rises because of it, the autonomous automaton gains a "Heart" for the first time. At 9th dan. What every other class begins at 1st dan, the autonomous automaton must reach 9th dan to gain. That is the autonomous automaton's longest journey, and its most beautiful one: the road by which a tool becomes a person.
- Recommended Weapons: built-in weapon (trait), tetsubo, rokushakubo, suyari (Front Zone), built-in teppo (ranged). An autonomous automaton does not so much wield a weapon as become the weapon itself.
- Recommended Schools: none. Autonomous automatons cannot learn human schools. They belong to separate studies such as Kunitomo-ryu karakuri methods.
- Recommended Faction Traits: Kunitomo Guild (home of autonomous automatons, where they are made), Kagura Domain (official bodyguard automaton), Sakai Guild (merchant bodyguard)
#Law — Trait List
#1st Dan: Mechanical Body [aptitude]
Constant Effects:
- Complete immunity to poison/disease/fear. (It is a machine.)
- Immune to bleeding/curse. (It has no blood.)
- No natural recovery. No Wound recovery during the lull. Herbs/elixirs/medicine have no effect.
- Repair only: if an artisan spends 2 Energy, it recovers 1 Wound. Without an artisan, it cannot recover during combat.
- Cannot negotiate with yoma. Yoma do not converse with "things without souls."
- Base Defense 14 (built-in iron plating). Cannot wear additional armor.
Definition: what does "no natural recovery" mean? Only passive recovery is forbidden: automatic lull reset, natural healing over time, and the medical type of herbs, elixirs, and medicine. Of the 4 active recovery types (medical/mechanical/divine/morale and cohesion), the mechanical type (artisan repair, Field Forge, Self-Repair, karakuri upkeep) applies normally. The autonomous automaton's own 3rd-dan "Self-Repair," 5th-dan "Clockwork Overload" compensation, and the artisan dual-build "Improvised Repair" (mechanical application) are all valid. Divine type recovery (such as healing light) and morale/cohesion type recovery (such as Cohesion reinforcement) are unrelated to this restriction. Traits that increase Wound maximum, such as "Tough," are not recovery and are therefore valid. For the recovery type system, see
../../co-99-meta/co-99-02-core-principles.mdPrinciple 4.
Derived Value Changes:
- Injuries = 4 + Physique (+1 higher than a human's 3+Physique. Machine durability.)
- Energy = 10 + Finesse (same)
- Fate (運) = always treated as 0. Fate Intervention cannot be used. (There is no fate in a mainspring.)
Autonomous automatons cannot use Fate. Instead, they do not collapse.
#3rd-Dan Class Traits (choose 1)
| Trait | Type | Effect |
|---|---|---|
| Iron-Wall Defense (鐵壁防禦) | [aptitude] + [Kata] | [aptitude] While in Harassing Stance, Defense +4. + [Kata] When an ally in the same zone is hit, take the hit in their place for 0 Energy ([Kata]) (2/round, shares the 0 Energy cap). |
| Built-In Weapon (內藏武器) | [technique] | Add a blade/gear technique built into the arm. Energy 2, standard size. Immune to disarm/break. No Energy change in the Core Zone. |
| Self-Repair (自己修理) | [Kata] | Spend 3 Energy to recover 1 Wound by itself. No artisan required. 1/round. (Slow, but self-sufficient.) |
#5th-Dan Class Traits (choose 1)
| Trait | Type | Effect |
|---|---|---|
| Clockwork Overload (太鼓過負荷) | [Kata] | 2 Energy. For the next 2 rounds, maximum Energy at the start of each round +4 (no carryover). The One-Breath limit does not change unless another effect changes it. After it ends, lose 2 Wounds (machine overheating). 1/round. |
| Great Shield Mode (大盾模式) | [Kata] + [stance] | [Kata] Activate for 2 Energy. + [stance] Cannot attack while maintained. Instead, all allies in the same zone gain Defense +3. Domination +3. Ends on movement, stance release, or incapacitation. |
| Analysis Engine (分析機關) | [Kata] + [aptitude] | [Kata] "Analyze" 1 enemy for 1 Energy (1/round). + [aptitude] Attacks against the analyzed target are always +1. For that combat, reveal all of the target's Defense, Wounds, and special abilities. |
#7th-Dan Advanced Traits (choose 1)
| Trait | Type | Effect |
|---|---|---|
| Fortification (要塞化) | [Kata] + [stance] | [Kata] Activate for 3 Energy. + [stance] The autonomous automaton becomes the zone itself: cannot move, allies in the same zone gain Defense +4, enemy movement +2 Energy, Domination +5. Releasing it costs 2 Energy. 2/combat. |
| Built-In Teppo (內藏鐵砲) | [technique] | Add a cannon technique built into the chest. 2 Energy, fire into an adjacent zone, [Pierce all] (target 11). No reload required (machine). 5 shots of ammunition per combat. |
| Combat Record (戰鬪記錄) | [aptitude] | Record the patterns of every enemy fought during combat. When reengaging an enemy of the same type (in the same combat or a later combat), attack +2, Defense +1. |
#9th-Dan Advanced Traits (choose 1)
| Trait | Type | Effect |
|---|---|---|
| Ultimate Weapon (究極兵器) | [Kata] | 1/combat. 5 Energy. Fire all built-in weapons at once. All enemies in the same zone take 2 Wounds. All enemies in adjacent zones take 1 Wound. After use, all built-in weapons are unusable for the remaining combat. |
| Perpetual Engine (永久機關) | [upkeep] + [aptitude] | [upkeep] Automatically recover 1 Wound during the lull (exception to the no-natural-recovery rule). + [aptitude] Energy +2 (always). "The theoretically impossible perpetual engine has been realized." |
| Pseudo-Emotion (擬似感情) | [aptitude] | The autonomous automaton gains "emotion." Fate (運) modifier returns to its original value. Fate Intervention can be used. Yoma negotiation becomes possible. Apply its Presence (美) aura to allied Cohesion. "Is this... a heart?" |
Pseudo-Emotion — Design Intent: An autonomous automaton that grows to 9th dan can reach the narrative turning point from "machine" to "person." If you choose this trait, it keeps part of the machine's advantages (immunity) while gaining human elements (Fate, aura). If you do not choose it, it follows the path of a pure machine as an ultimate weapon or perpetual engine.
#Autonomous Automaton-Only Rules
#Repair
| Repairer | Energy | Recovery | Notes |
|---|---|---|---|
| Direct repair by artisan | 2 Energy | 1 Wound | Same zone required |
| Artisan "Field Forge" trait | Lull | 2 Wounds | 5th-dan artisan |
| Self-Repair (3rd-dan trait) | 3 Energy | 1 Wound | The autonomous automaton itself |
| Perpetual Engine (9th-dan trait) | Automatic | 1 Wound/lull | Constant |
| Other methods (medicine, herbs, etc.) | — | Impossible | Medicine does not work on machines |
#Synergy with Artisans
If an autonomous automaton and an artisan are in the same party:
- The artisan provides repairs, compensating for the autonomous automaton's greatest weakness: inability to recover.
- The autonomous automaton tanks in front of the artisan's barricade, buying time for the artisan to build.
- The artisan's "masterwork enhancement" can also apply to the autonomous automaton's built-in weapons.
#Recommended Weapons
| Weapon | Reason |
|---|---|
| Built-In Weapon (3rd-dan trait) | Immune to disarm/break. No Energy change in the Core Zone. Autonomous automaton only. |
| Built-In Teppo (7th-dan trait) | Limited to 5 shots, but no reload required. The machine's ranged option. |
| Tetsubo | Used as an external weapon. Defense destruction + crushing. Physique-based, so it suits autonomous automatons. |
#Typical Breath Patterns for Autonomous Automatons
| Breath | Maneuver Combination | Energy | Effect |
|---|---|---|---|
| Front Zone tanking | Harassing Stance (2) + reserve Iron-Plated Guard (2) | 4 | Defense 18(14+4). Stop incoming enemy movement. |
| Built-in weapon engagement | Built-In Blade (2)+Built-In Blade (2)+Iron-Plated Guard (2)=6 Overload! | 6 | Accept Overload for 2 hits + defense. High Physique makes success likely. |
| Fortification (7th dan) | Fortification (3) | 3 | Become the zone itself. Allies Defense +4, enemy movement +2. |
| Ultimate Weapon (9th dan) | Ultimate Weapon (5) | 5 | 2 Wounds in the same zone + 1 Wound adjacent. 1 use. |
#Zone Bonuses
| Zone | Effect |
|---|---|
| Front Zone | The autonomous automaton's best position. Holds the line with high Defense. |
| Core Zone | Requires forced Breakthrough. But poison/fear immunity reduces the Core Zone's drawbacks. |
| Narrow Road | If an autonomous automaton is designated as the blocker on a narrow road with a 3-person limit, its Defense increase + Wound durability make it impregnable. Enemies cannot enter except by blockade breakthrough Target Number 15. |
#Three Ways and Six Hearts
| Natural Heart | Conflict |
|---|---|
| No-Heart | Machines have no heart. Fate (運) 0. Fate Intervention impossible. "There is no fate in a mainspring." |
| When Pseudo-Emotion (9th dan) is gained → Heart gained | The moment a machine gains a heart. Choose one of Loyalty/Compassion/Truth for the first time. |
| Core Narrative Question | "Is this... a heart?" — the boundary between machine and soul. |
The autonomous automaton is the only class that first gains Three Ways and Six Hearts during play. The journey to 9th dan is the process of seeking an answer to "what is a heart?"
Until the mainspring stops, this machine stands on the battlefield.
#Squad Tactics Traits (Autonomous Automaton)
Slot Rule: Squad tactics traits are included among the class trait choices of the corresponding dan. When choosing a 3rd-dan/5th-dan class trait, you may choose a squad tactics trait instead of a normal class trait.
The autonomous automaton's squad tactics are mechanical precision. Because it has no emotions, it does not waver, and it moves perfectly according to its program.
| Trait | Type | Acquisition Dan | Energy | Limit | Effect |
|---|---|---|---|---|---|
| Machine Linkage (機械連動) | [tactic:aptitude] | 3rd dan | — | — | When the autonomous automaton is in the same zone, squad command checks may use Wisdom (智) instead of Finesse (技). Mechanical efficiency. |
| Automatic Defense Protocol (自動防禦) | [tactic:stance] | 5th dan | squad command cost | Maintain | The squad imitates the autonomous automaton's defense pattern. Squad Defense +1. Immune to fear/charm (machines do not fear). |
Three Ways and Six Hearts (Squad Tactics): Autonomous automatons are No-Heart. "The program has calculated the optimal formation." When the 9th-dan [Pseudo-Emotion] is gained, it can switch to another Heart.
"The mainspring turns. One breath, then another. Between them, there is something. Humans call it a heart. I do not know it yet."
#Example Character
→ Karakuri Ichi — Sample Sheet (1/5/10 Dan + Step-by-Step Backstory)