So here is the Automaton of the evolving Clockpunk. (I think I settled on his name – Clockpunk.)
Automaton
You have created an independent clockwork agent, the size of a rat. It’s artificial intelligence is based on clockwork mechanisms harnessing zero-point time-space sourcery. It is roughly as smart as a trained monkey or a stupid goblin.
Choose its form: arachnoid, insectoid, reptiloid or animaloid.
It has a mechanical eye and can record everything it sees, to be read later by anybody with the technological know how.
Choose 2 upgrades
It is stealthy.
It can squeeze through very small openings.
It can fly with mechanical propellers or wings.
It is waterproof and can move under water with no problem.
It has mechanical ears and can record sound also.
It has an inbuilt flintlock pistol and can deliver one shot for 1d6 damage at close range to a predetermined target. (Gunpowder has to stay dry!)
When you have wound the automaton you may send the automaton to scout, it will come back a bit later with information. It must be wound up for a few minutes before it can be used again.
Automaton upgrade: Jump back
When you send your automaton to scout, it can jump back to the time you sent it out when it returns. The effect is that for you, it takes the automaton no time to scout.
You may send the automaton back in time for up to a few months or even years to scout for you and bring information back to the present. Remember that if your automaton changes history, you will know that before you send him back… (The past cannot be moved…)
Mechanical eye.
When you lost your eye in battle (or otherwise), the next time you level up you may install (with the help of healing magic) a mechanical eye in your eye socket. It is linked via a zero-point time-space rift to your automaton, so you see everything it sees in real time, even if it is scouting the past.