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Amalgamators     Amalgamators were a later derivative of reanimator technology. Some Alacrian rulers wanted to take advantage of the cost savings of reanimator armies, without the grisly appearance that often provoked public outcry; less scrupulous factions simply sought extra combatants that were not tied to the necessity of a corpse. In any case, amalgamators eschew the skeletons of their reanimator counterparts, instead coating themselves in various elements of their environment. Whether rocks, wood, or battlefield debris, these coatings become both an amalgamator's protection, and the components of an elaborate system of counterweighting that lends strength to their movements.

    In practice, the much lower speed of amalgamators limited their applications in comparison to reanimators. Naturally, the slower units were employed mainly in defense, freeing up other tech types for offensives. Today, amalgamators are encountered far less often outside of Alacrian ruins, and do not menace settlements nearly as often as reanimators. However, adventurers who delve into ancient outposts or city strata can count on seeing them frequently; dealing with these hulking rocky masses is often a party's first motivation to invest in anti-armor weaponry.

    All amalgamators have two hands and wield handheld weapons normally. They all have natural armor ranges and cannot wear normal armor. All amalgamators have shadow vision, seeing in any Low Light environment as if it was Medium Light.

    An amalgamator may drop its coating as a slowing major action. In their "naked" form, amalgamators resemble a collection of metallic tentacles, cable spools, and oddly-shaped machinery, along with various numbers of "eye stalks." Without a coating, their STR and SPD are set to 1, and their WGT to 10% of their normal WGT. If an amalgamator finds a sufficient quantity of its preferred coating materials in this state, it can gather them over the course of 2 minutes. Once complete, the amalgamator regains its normal stats.

    Whenever an amalgamator's WGT changes due to abandoning or re-amalgamating its coating, any current damage is adjusted proportionally, keeping the same number of injury degrees. Because amalgamators have the ability to maintain and replenish their coating, they are rarely seen outside of it. Still, both bound and unbound ones may occasionally leave it behind if they need to fit through a narrow passage.

    Although amalgamators cannot repair themselves simply by changing coatings, they are fairly efficient in their use of repair materials. A successful repair roll expends 1 pound of repair materials for every 10 damage repaired (or a minimum of 1 pound); this is changed to 1 pound per 1 damage if the amalgamator is outside of its coating.

    Typically, amalgamators are preferred by necromancers who need strength and durability from their minions far more than speed or dexterity. Though incredibly dangerous to targets they are able to hit and better-protected than even many constructs, the clumsy units typically need a necromancer's assistance to exhibit very many Study-equivalent Abilities.

    Amalgamators are powered by an insendite crystal in an internal housing - for larger units, these crystals can be similar in size to those used for vehicles. Unlike reanimators, amalgamators have almost always led a sedentary, defensive existence since the Fall, and they rarely run out of power or need to scavenge more. Even for bound and active techs, their existing insendite is typically sufficient to last for an entire adventuring campaign.


Saxulum Stats: 8 bSTR, 2 bDEX, 6 bCON, 3 bINT, 4 bSPD, 15 WGT
Factors: 18 Injury, 56 Weight, 12 Carry, 12 Fatigue
Progression Tier: 1; Binding Difficulty: 1; Natural Armor Range: 24-36
Programmed Abilities: Melee Competency (categories vary) (Close Combat)
Common Inventories:
1: Steel SR5 malleus (32 drv44; 2off1def; 50 value; 6lbs)
2: Steel SR5 mortsirclus (54 drv24; 2off1def; 75 value; 6lbs)

    The most basic type of amalgamator, saxulums are actually stripped-down versions of the slightly more common nuno, made during difficult wartime periods when quantity was prioritized over quality. Vaguely resembling a hunched, pebble-covered antecessoroid and standing barely 5 feet tall, they are infamous for falsely building up the confidence of adventurers who go on to believe themselves ready to face more dangerous amalgamators.


Gremlin Stats: 5 bSTR, 8 bDEX, 5 bCON, 3 bINT, 7 bSPD, 10 WGT
Factors: 10 Injury, 35 Weight, 9 Carry, 12 Fatigue
Progression Tier: 2; Binding Difficulty: 2; Natural Armor Range: 22-32
Programmed Abilities: Melee Competency (categories vary) (Close Combat); Greater Evasion, Stealth Melee Specialist, Environmental Camouflage (realm varies) (Stealth)
Common Inventories:
1: Steel SR4 malleus (23 drv36; 2off1def; 40 value; 5lbs), Kinetic Shield w/ full crystal (standard; 130 value; 4lbs)
2: Steel SR4 mortsirclus (34 drv20; 2off1def; 45 value; 4lbs), Kinetic Shield w/ full crystal (standard; 130 value; 4lbs)

    A rare departure from the defensive design of most amalgamators, gremlins were intended to camouflage themselves and deliberately allow invading enemy forces to overtake their position. If not located during the offensive, gremlins would awaken only later, now far behind enemy lines and ready to wreak havoc against the enemy's supplies and logistics personnel. Today, these gangly "creatures" of mossy debris occasionally find their way into villages to reprise their ancient role as agents of chaos.


Nuno Stats: 10 bSTR, 3 bDEX, 7 bCON, 3 bINT, 6 bSPD, 15 WGT
Factors: 21 Injury, 70 Weight, 12 Carry, 15 Fatigue
Progression Tier: 3; Binding Difficulty: 3; Natural Armor Range: 26-40
Programmed Abilities: Melee Competency (categories vary), Power Offense (Close Combat)
Common Inventories:
1: Steel SR6 malleus (39 drv50; 2off1def; 60 value; 7lbs), Kinetic Shield w/ full crystal (standard; 130 value; 4lbs)
2: Steel SR6 mortsirclus (65 drv26; 2off1def; 90 value; 7lbs), Kinetic Shield w/ full crystal (standard; 130 value; 4lbs)

    The most common variety of amalgamator, nunos appear similar to saxulums, but are stronger and typically better-equipped (including kinetic shields). Although overshadowed in popular tales by the larger amalgamators, nunos form the bulk of defenses in many military outposts, and are frequently encountered there by modern adventurers.


Larys Stats: 14 bSTR, 5 bDEX, 7 bCON, 3 bINT, 6 bSPD, 30 WGT, 25 AWGT
Factors: 35 Injury, 98 Weight, 16 Carry, 15 Fatigue
Progression Tier: 4; Binding Difficulty: 5; Natural Armor Range: 33-54
Programmed Abilities: Melee Competency (categories vary), Power Offense (Close Combat); Ranged Competency (categories vary), Shooting Stances (Marksmanship)
Common Inventories:
1: Steel SR8 malleus (53 drv62; 2off1def; 80 value; 9lbs), 14dw compound bow (46dmg; d8/2d8/2d20; 440 value; 11lbs), 40 quartz arrows (38drv; 160 value; 4lbs), 10 adamant arrows (42drv; 120 value; 1lb), Kinetic Shield w/ full crystal (1 SI; 180 value; 7lbs)
2: Steel SR8 malleus (53 drv62; 2off1def; 80 value; 9lbs), 5 quartz SR5 javelins (40 drv25; d12/2d20/X; 600 value; 25lbs), 2 volatite satchels (220 value; 20lbs), Kinetic Shield w/ full crystal (1 SI; 180 value; 7lbs)
3: Steel SR8 malleus (53 drv62; 2off1def; 80 value; 9lbs), Exuro Deléo (60dmg; d6/d12/X; 1000 value; 21lbs), 5 volatite crystals (150 value; 5lbs), Kinetic Shield w/ full crystal (1 SI; 180 value; 7lbs)
4: Steel SR8 malleus (53 drv62; 2off1def; 80 value; 9lbs), Elæa launcher (d20/d12/d20; 1000 value; 12lbs), 3 Elæa SC ammo (540 value; 48lbs), Kinetic Shield w/ full crystal (1 SI; 180 value; 7lbs)

    Although occupying an awkward middle-ground between the more well-known nunos and golems, larys were vital to ancient amalgamator garrisons for their unusual focus on ranged weaponry. With enough strength to manage extraordinarily heavy bows, as well as easily aiming large launchers and Exuros, larys are a deadly menace to those unprepared to counter ranged attacks. They can be easily identified by their less "hunched" appearance, and stand around 8 feet tall. They cover themselves in common stones, and unlike smaller amalgamators, typically have more than one eye.


Golem Stats: 25 bSTR, 3 bDEX, 6 bCON, 3 bINT, 6 bSPD, 70 WGT, 40 AWGT
Factors: 48 Injury, 175 Weight, 24 Carry, 15 Fatigue
Progression Tier: 7; Binding Difficulty: 7; Natural Armor Range: 36-60
Programmed Abilities: Melee Competency, Massive Swipe, Power Offense, Sweeping Offense (Close Combat)
Common Inventories:
1: Quartz SR14 malleus (101 drv100; 2off1def; 840 value; 15lbs), Kinetic Shield w/ full crystal (2 SI; 230 value; 13lbs)
2: Quartz SR14 mortsirclus (171 drv45; 2off1def; 1260 value; 15lbs), Kinetic Shield w/ full crystal (2 SI; 230 value; 13lbs)

    Infamous in both ancient and modern times, golems are arguably the most iconic amalgamator - 10-foot masses covered in rough rocks, with two eyes, deliberately evoking the image of a hulking antecessoroid brute. Armed with immense hammers and axes, they embody the finesseless smashing their appearance suggests, and rare is the adventurer who can endure a hit from one. They are typically found in larger Alacrian ruins that can accomodate their size, though important smaller outposts might still have some lurking outside.


Golant Stats: 25 bSTR, 3 bDEX, 5 bCON, 3 bINT, 9 bSPD, 60 WGT, 37 AWGT
Factors: 37 Injury, 140 Weight, 22 Carry, 15 Fatigue
Progression Tier: 8; Binding Difficulty: 7; Natural Armor Range: 32-50
Programmed Abilities: Melee Competency, Massive Swipe, Power Offense, Sweeping Offense (Close Combat)
Common Inventories:
1: Quartz SR14 malleus (101 drv100; 2off1def; 840 value; 15lbs), Kinetic Shield w/ full crystal (2 SI; 230 value; 13lbs)
2: Quartz SR14 mortsirclus (171 drv45; 2off1def; 1260 value; 15lbs), Kinetic Shield w/ full crystal (2 SI; 230 value; 13lbs)

    Golants are a later derivative of golems, intended for defensive strategies requiring more mobility. Rather than stones, golants coat themselves in fallen branches, chopped wood, woven brush, and other plant matter. This reduces their effective armor quality compared to golems, but their lower weight and taller stature (typically around 12 feet) affords them greater speed.


Ved Stats: 45 bSTR, 3 bDEX, 6 bCON, 4 bINT, 6 bSPD, 250 WGT, 85 AWGT
Factors: 102 Injury, 315 Weight, 46 Carry, 15 Fatigue
Progression Tier: 8; Binding Difficulty: 7; Natural Armor Range: 40-68
Programmed Abilities: Melee Competency, Massive Swipe, Power Offense, Sweeping Offense (Close Combat)
Common Inventories:
1: Quartz SR24 malleus (177 drv160; 2off1def; 1240 value; 15lbs)m Kinetic Shield w/ full crystal (7 SI; 480 value; 88lbs)

    Though not the most advanced, veds represent the pinnacle of amalgamator physicality. Typically standing 18 feet tall or more, they armor themselves with large stones, and their crystalline hammers are likely the largest melee weapons ever produced by the Alacris. Not produced in large numbers, veds can still be found outside of important Alacrian ruins, or on the streets of ancient city strata. Their size typically prevents them from being of use in more confining indoor environments.


Déva Stats: 40 bSTR, 8 bDEX, 7 bCON, 4 bINT, 7 bSPD, 80 WGT, 42 AWGT
Factors: 58 Injury, 280 Weight, 25 Carry, 20 Fatigue
Progression Tier: 11; Binding Difficulty: 11; Natural Armor Range: 39-66
Programmed Abilities: Strength Surge (Athletics); Melee Competency, Defend Others, Expert Attack, Massive Swipe, Power Offense, Sweeping Offense (Close Combat); Ranged Competency, Expert Aiming, Shooting Stances (Marksmanship); Counter-Evasion (Stealth); Technology Competence - Adamantology (Technology);
Common Inventories:
1: Steel SR21 malleus (144 drv140; 2off1def; 300 value; 22lbs), Kinetic Shield w/ full crystal (3 SI; 280 value; 21lbs), Volatite Power Pack (2 SI; 200 value; 40lbs), 10 volatite crystals (300 value, 10lbs), Energy Shielding Device (4 SI; 200 shielding points; 3000 value; 110lbs)
2: Steel SR14 malleus (83 drv86; 2off1def; 195 value; 15lbs), quartz kite shield (7def; 16ab; 486 value; 127lbs), Kinetic Shield w/ full crystal (3 SI; 280 value; 21lbs), Volatite Power Pack (2 SI; 200 value; 40lbs), 10 volatite crystals (300 value, 10lbs), Energy Shielding Device (4 SI; 200 shielding points; 3000 value; 110lbs)

    Originally mistaken for constructs by those unlucky enough to have been the first to encounter them after the Fall, dévas are typically found only in deep city strata or high-security military bases; according to many records, they were most commonly used to protect high-ranking military personnel. Their unusual appearance is a result of their practice of polishing and trimming their rock coating over time, largely for prestige and aesthetic concerns. Although still lacking the agility and skill of high-end constructs, dévas' advanced construction and programming overcome many of the weaknesses of lesser amalgamators.



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