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.
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.
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.
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.
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.
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.
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.
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.
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.