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Constructs

    Constructs are the oldest type of Alacrian technological. Since the later reanimators and amalgamators originated as wartime concessions to manufacturing efficiency, constructs are still prized as the most advanced of the three categories. Although many of their more violent varieties are a product of the Draconic Wars, constructs originally served many civilian purposes throughout the Alacrian Golden Age. In fact, their origins go back even farther, being essentially a refinement of late First Era industrial robotics. Once advances in computing could afford such robots a greater degree of intelligence and independence, and once adamantology had enhanced their physical abilities, Rationalist philosophers began affording them the title of "constructed lifeforms."

    Unlike many of the later amalgamators and virtually all of the Muse-deprived reanimators, constructs can often be found still fulfilling their original programming after the Fall. Some may continue to repel the Subject Species from Alacrian ruins, but virtually none will leave their ruins to attack modern settlements. Their more predictable behavior, as well as their more advanced capabilities, make constructs a dream find for the typical necromancer. However, many necromancers also make constructs the last type they learn to bind, for one disappointing reason: these techs are found much more rarely than the others. Additionally, military models can be rather difficult to neutralize without grievous damage.

    All constructs have natural armor ranges and cannot wear normal armor; their armor may still be described by material, for the sake of interaction with other rules. Unless otherwise stated, they have two hands and wield handheld weapons normally; some constructs have more than two literal arms or hands, but are still considered to have two hands for rule purposes. All constructs have shadow vision, seeing in any Low Light environment as if it was Medium Light. Because of their great reliance on computerization and metallic structure, constructs take 150% electric damage.

    Because constructs do not incorporate expendable materials into their structure as other tech types do, they are the least efficient type in regards to their use of repair materials. A successful repair roll expends a pound amount of repair materials equal to the damage repaired.

    Military constructs are typically powered by insendite crystals like reanimators and amalgamators, while most civilian models are recharged by stationary charging stations in Alacrian ruins. In either case, for bound techs, their initial power level is typically sufficient to last for an entire adventuring campaign.



Servé Stats: 4 bSTR, 3 bDEX, 7 bCON, 3 bINT, 8 bSPD, 6 WGT
Factors: 8 Injury, 32 Weight, 7 Carry, 12 Fatigue
Progression Tier: 1; Binding Difficulty: 1; Natural Armor Range: 26-44 (steel)
Programmed Abilities: Pack Training (Athletics)

    Servé are the most common type of construct, and were produced in the billions during the Alacrian Golden Age. Largely antecessoroid in appearance, they could handle a variety of tasks and vocations that did not require specialized sentient training; their labor contributed significantly to the post-scarcity civilization enjoyed by their masters during this Age. Later, during the Third Era, servé control networks degraded due to wartime infrastructure damage, contributing to a collapse of many planned economies and the rise of Heritage Ascendancy in many realms. By the time of the Fall, servé existed in much smaller numbers, mostly as a luxury of the ruling classes able to manage them with private necromancers.


Volucris Stats: 1 bSTR, 8 bDEX, 10 bCON, 3 bINT, 4 bSPD, 1 WGT
Factors: 2 Injury, 7 Weight, 4 Carry, 20 Fatigue
Progression Tier: 1; Binding Difficulty: 2; Injury Modifier: Winged Biped; Natural Armor Range: 16-26 (steel)
Programmed Abilities: Basic Ranged Defense (Marksmanship); Counter-Evasion (Stealth)
Special Abilities:
Aerodynamic Flight - Has a flying SPD of 12, at a cost of 1 fatigue per minute. This flight is impossible with any degree of encumbrance.

    The Alacris created a wide variety of small, flying constructs. All are covered by the generic term volucris, but they varied in appearance from crude arcjet-lifted boxes to fine winged humanoids or imitations of birds. Their purposes varied as well, from military reconnaissance, to carrying messages during commjamming, to news reporting, to being a luxury "pet." Today, despite their extremely limited physical abilities or combat power, they are prized by necromancers for their scouting capabilities. While able to report back on their findings verbally like any other construct, they are favorite recipients of the Remote Eye device.


Agrificer Stats: 4 bSTR, 4 bDEX, 8 bCON, 3 bINT, 8 bSPD, 6 WGT
Factors: 9 Injury, 28 Weight, 7 Carry, 12 Fatigue
Progression Tier: 2; Binding Difficulty: 3; Natural Armor Range: 26-44 (steel)
Programmed Abilities: Driving/Piloting Competency (categories vary, but always land vehicles), Off-Road Driving (Vehicles)

    In ancient times, Alacrian civilization was fed by a massive ring of hyper-industrialized farms extending many hundreds of miles from the entrances to their fortress-cities. Innumerable agricultural vehicles served these farms, and were originally crewed by Alacris farmers, as their operation could not be safely trusted to the basic programming of servé. Eventually, advances in construct technology overcame this hurdle; farming equipment was now entirely automated and crewed by the agrificers, with farming as a sentient profession largely consigned to mere memory. Today, agrificers have typically outlasted their megatractors, and may entice necromancers looking for a capable land vehicle driver.


Prælitar Stats: 11 bSTR, 6 bDEX, 12 bCON, 4 bINT, 12 bSPD, 8 WGT
Factors: 19 Injury, 77 Weight, 8 Carry, 20 Fatigue
Progression Tier: 4; Binding Difficulty: 5; Natural Armor Range: 35-52 (quartz)
Programmed Abilities: Melee Competency (categories vary), Defensive Footwork, Anti-Armor Techniques, Expert Attack (Close Combat); Ranged Competency (categories vary), Shooting Stances, Basic Ranged Defense (Marksmanship)
Common Inventories:
1: Adamant SR7 adserensis (61 drv31; 7off2def; 840 value; 9lbs), 4 volatite grenades (80 value; 4lbs), Kinetic Shield w/ full crystal (standard; 130 value; 4lbs)
2: Adamant SR7 malleus (44 drv54; 2off1def; 840 value; 8lbs), 4 volatite grenades (80 value; 4lbs), Kinetic Shield w/ full crystal (standard; 130 value; 4lbs)
3: 11dw compound bow (37dmg; d12/2d8/2d20; 380 value; 9lbs), 10 adamant arrows (33drv; 120 value; 1lb), 30 quartz arrows (29drv; 120 value; 3lbs), steel SR4 avertensis (29 drv18; 5off3def; 180 value; 5lbs), Kinetic Shield w/ full crystal (standard; 130 value; 4lbs)
4: Adamant SR7 spear (59 drv30; 7off2def; 672 value; 9lbs), quartz kite shield (8def; 14ab; 162 value; 26lbs), Kinetic Shield w/ full crystal (standard; 130 value; 4lbs)

    At the beginning of the Draconic Wars, construct factories were quickly repurposed to produce artificial soldiers. The first such machines were broadly similar in appearance to the servé and agrificers, but with the addition of armor plating and combat programming, as well as far more durable and powerful components. These first prælitars were quite deadly, and beloved by military commanders who could use them in dangerous maneuvers without backlash from civilian media about sentient casualties. They regularly outperformed early Alacris soldiers, and were unequaled by most reanimators and amalgamators from the later Third Era; however, as the Draconic Wars progressed, prælitars largely fell out of favor once construct engineers abandoned their attachment to the antecessoroid form.


Combæn Stats: 3 bSTR, 15 bDEX, 10 bCON, 3 bINT, 8 bSPD, 6 WGT
Factors: 12 Injury, 21 Weight, 7 Carry, 20 Fatigue
Progression Tier: 6; Binding Difficulty: 6; Natural Armor Range: 30-44 (adamant)
Programmed Abilities: Climbing Proficiency, Jumper's Focus (Athletics); Anti-Armor Techniques, Defensive Footwork, Expert Attack (e), Light Attack (Close Combat); Basic Ranged Defense (Marksmanship)
Natural Weapons: Slash - 33dmg 24drv (dmg: 27+2xSTR, drv: 24), No Tags
Special Abilities:
Amorphous - A combæn consists of hundreds of small adamant discs and spikes, completely interchangeable and able to function together as any type of body part. It can only take Superficial and Core Injuries. It always takes Superficial Injuries first from any damage source, except that an attacker may choose Core for a critical hit. It cannot perform attacks other than with its natural weapon, though it can carry items in its "hands" when not attacking. It is immune to grappling attempts, and cannot attempt grappling. It functions as 1 AWGT for the purposes of narrow passage rules.
Defensive Split - The combæn can temporarily divide itself in reaction to damage, dispersing the impact. Whenever it is struck by an attack or other damage source, it may choose to take 6 fatigue in order to reduce the damage taken to 25%. It cannot do this while stunned, paralyzed, incapacitated, or having any degrees of encumbrance. The combæn immediately drops all carried and inventory items upon using this Ability. It does not interfere with its Defensive Blades, which can react against the same or later attacks.
Defensive Blades - A combæn can churn its component parts into a sharp flurry to discourage attacks. As a free action, it may create a damage aura at a rate of 1 fatigue per 10 damage, to a maximum stored damage of 40; this aura can only react to unarmed or natural-weapon attacks. The combæn cannot create multiple auras nor add damage to a previously created one (though it can replace a previous aura). The drive is always 24. Unused damage will remain in the aura for 15 seconds (3 turns). It cannot create auras if it has any degrees of encumbrance.
Common Inventories: none

    Very different from other constructs, the military combæn was an adaptation of adamant swarm technology used for confined-space cleaning and maintenance in industrial facilities. Each "one" is decentralized into hundreds of interchangeable blades, plus several redundant processors, eyes, and insendite housings. They are notorious for being deceptively difficult to take down. Still, heavy armor can render them mere nuisances, meaning that they were most often employed against smaller dracomorphs and poorer-equipped Hellborn.


Sintar Stats: 6 bSTR, 15 bDEX, 14 bCON, 4 bINT, 16 bSPD, 7 WGT
Factors: 19 Injury, 42 Weight, 7 Carry, 25 Fatigue
Progression Tier: 7; Binding Difficulty: 7; Injury Modifier: Handed Quadruped; Natural Armor Range: 39-57 (adamant)
Programmed Abilities: Sprinting Focus (Athletics); Melee Competency, Advanced Combat Mobility, Anti-Armor Techniques, Defensive Footwork, Expert Attack (e), Flurry Attack, Power Offense, Shield Mastery (Close Combat); Basic Ranged Defense (Marksmanship); Device Affinity (ætherial silencer, shielding melee weapon) (Technology)
Special Abilities:
Three-Armed Construct - A sintar's right arm functions as one hand/arm for the purposes of rules such as free hands and injury types, but actually describes two appendages. It ignores the effects of the Two-Handed tag on any melee weapon it wields in its "right hand."
Common Inventories:
1: Quartz SR3 medensis (22 drv24; 5off4def; 900 value; 4lbs), quartz round shield (6+2def; 12ab; 108 value; 16lbs), Kinetic Shield w/ full crystal (standard; 130 value; 4lbs), Ætherial Silencer (standard; 1100 value; 5lbs), 6 volatite crystals (180 value; 6lbs)
2: Adamant SR3 medensis w/ Shielding Melee Weapon (24 drv28; 5off4def; 2400 value; 4lbs, standard), adamant round shield (6+2def; 15ab; 216 value; 16lbs), Kinetic Shield w/ full crystal (standard; 130 value; 4lbs), 6 volatite crystals (180 value; 6lbs)

    Rationalism demanded abandonment of sentimentality, especially in the face of terrible hardships such as war. The antecessoroid aesthetic was one such loss. Hailing from the middle stages of the Draconic Wars, sintars were bizarre, spindly, three-armed quadrupeds that rapidly began to eclipse prælitars wiith their amazing agility and speed. Entirely abandoning ranged combat to their rotamortis counterparts, sintars focused entirely on melee weaponry. Often deploying a shield in addition to a two-handed weapon, sintar are infamous among modern adventurers; despite lacking the punch of many other techs, sintars can be nigh-untouchable nuisances unless a party can match or work around their close combat dominance.


Rotamortis Stats: 10 bSTR, 14 bDEX, 12 bCON, 4 bINT, 12 bSPD, 8 WGT
Factors: 19 Injury, 70 Weight, 8 Carry, 25 Fatigue
Progression Tier: 7; Binding Difficulty: 7; Natural Armor Range: 39-57 (adamant)
Programmed Abilities: Sprinting Focus (Athletics); Ranged Competency, Basic Ranged Defense, Clear Shot, Cover Speed, Expert Aiming (e), Rapid-Fire Attack, Shooting Stances (Marksmanship); Device Affinity (ætherial silencer, energy shielding device) (Technology)
Common Inventories:
1: Exuro Deléo (60dmg; d6/d12/X; 1000 value; 21lbs), 8 volatite crystals (240 value; 8lbs), 2 volatite grenades (40 value; 2lbs), Kinetic Shield w/ full crystal (standard; 130 value; 4lbs), Energy Shielding Device (standard; 1000 value; 10lbs)
2: Exuro Deléo (60dmg; d6/d12/X; 1000 value; 21lbs), 6 volatite crystals (180 value; 6lbs), 2 disposable Spina KE launchers (d10/d12/d20+1H; 550 value; 12lbs), 2 volatite grenades (40 value; 2lbs), Kinetic Shield w/ full crystal (standard; 130 value; 4lbs)
3: Elæa launcher (d20/d12/d20; 1000 value; 33lbs), 4 Elæa KE ammo (1120 value; 64lbs), 2 volatite grenades (40 value; 2lbs), Kinetic Shield w/ full crystal (standard; 130 value; 4lbs); 1 degree encumbrance
4: Magnesarcus Inflanta (35 drv30-60; d12/d12/2d8-2d20; 1200 value; 26lbs), 160 railgun darts (320 value; 8lbs), 60 railgun bolts (240 value, 6lbs), 2 volatite grenades (40 value; 2lbs), Kinetic Shield w/ full crystal (standard; 130 value; 4lbs)

    Rationalism demanded abandonment of sentimentality, especially in the face of terrible hardships such as war. The antecessoroid aesthetic was one such loss. Hailing from the middle stages of the Draconic Wars, sintars were bizarre, spindly, three-armed quadrupeds that rapidly began to eclipse prælitars wiith their amazing agility and speed. Entirely abandoning ranged combat to their rotamortis counterparts, sintars focused entirely on melee weaponry. Often deploying a shield in addition to a two-handed weapon, sintar are infamous among modern adventurers; despite lacking the punch of many other techs, sintars can be nigh-untouchable nuisances unless a party can match or work around their close combat dominance.


Umbra Stats: 6 bSTR, 16 bDEX, 12 bCON, 5 bINT, 14 bSPD, 7 WGT
Factors: 16 Injury, 42 Weight, 7 Carry, 25 Fatigue
Progression Tier: 8; Binding Difficulty: 8; Natural Armor Range: 33-48 (adamant)
Programmed Abilities: Climbing Proficiency, Sprinting Focus (Athletics); Melee Competency, Anti-Armor Techniques, Defensive Footwork, Expert Attack (e) (Close Combat); Tracking (e) (Nature); Cloaking Proficiency, Greater Evasion, Infiltration Specialist, Predatory Search, Stealth Melee Specialist, Tactical Concealment (Stealth); Technology Competence - Crystallurgy (Technology)
Common Inventories:
1: 2 quartz SR3 avertensis (22 drv25 each; 4off3def; 1620 value; 8lbs), Cloaking Device (1 SI; 2 ranges; 1500 value; 20lbs), Resonance Scanner (standard; 600 value; 5lbs), Kinetic Shield w/ full crystal (standard; 130 value; 4lbs)
2: Quartz SR4 medensis (33 drv25; 5off4def; 1200 value; 5lbs), Cloaking Device (1 SI; 2 ranges; 1500 value; 20lbs), Resonance scanner (standard; 600 value; 5lbs), Kinetic Shield w/ full crystal (standard; 130 value; 4lbs)

    Umbras are an advanced variant of sintar designed for infiltration, assassination, and search-and-destroy roles in the Third Alacrian Era. Although a portion of their mission was eventually usurped by revenants, they remained important in special-forces operations until the Fall, and continue to be incredibly dangerous for adventuring parties who infringe upon their old bases. Umbras which are not seen by such intruders often stalk them for some time, waiting for a particularly vulnerable moment at which to pounce. They are more frequently encountered in Diran territory.


Numin Stats: 10 bSTR, 14 bDEX, 12 bCON, 5 bINT, 12 bSPD, 10 WGT
Factors: 24 Injury, 70 Weight, 9 Carry, 25 Fatigue
Progression Tier: 9; Binding Difficulty: 9; Injury Modifier: Winged Biped; Natural Armor Range: 35-52 (quartz)
Programmed Abilities: Melee Competency, Advanced Combat Mobility, Aerial Expertise, Anti-Armor Techniques, Charging Attack, Defensive Footwork, Expert Attack (e), Massive Swipe, Power Offense, Two-Handed Mastery (Close Combat); Basic Ranged Defense (Marksmanship); Device Affinity (elemental melee weapon, energy shielding device) (Technology)
Special Abilities:
Aerodynamic Flight - Has a natural flying SPD of 12, at the cost of 2 fatigue per round. The fatigue cost is doubled with 1 degree of encumbrance, and impossible with 2 or more degrees. Maintenance cycles make the flight impractical for long-term travel.
Common Inventories:
1: Adamant SR6 adserensis w/ Elemental Melee Weapon (58 drv30, +24 fire dmg; 5+2off1def; 2 SI, external; 1720 value; 20lbs), Volatite Power Pack (1 SI; 150 value; 20lbs), 5 volatite crystals (150 value, 5lbs), Energy Shielding Device (standard; 40 shielding points; 1000 value; 10lbs), Kinetic Shield w/ full crystal (standard; 130 value; 4lbs)
2: Adamant SR6 mortsirclus w/ Elemental Melee Weapon (79 drv34, +24 fire dmg; 1+2off1def; 2 SI, external; 2260 value; 19lbs), Volatite Power Pack (standard; 100 value; 10lbs), 5 volatite crystals (150 value, 5lbs), Energy Shielding Device (standard; 40 shielding points; 1000 value; 10lbs), Kinetic Shield w/ full crystal (standard; 130 value; 4lbs)

    The imposing numin were deployed alongside asuras, and occasionally even sintars, in order to handle more proficient adversaries capable of both flight and ranged defense. Their arcjet-lined crystalline wings made them favorite spectacles for those who wrote of the Draconic Wars, and they quickly became a symbol of hope and courage throughout Alacrian militaries. Later, in the Third Era conflicts, their reputation became more one of fear - a legacy that lasts to this day, whenever adventurers draw their ire within or outside old military ruins.


Asura Stats: 18 bSTR, 16 bDEX, 14 bCON, 5 bINT, 14 bSPD, 12 WGT
Factors: 33 Injury, 126 Weight, 10 Carry, 25 Fatigue
Progression Tier: 11; Binding Difficulty: 11; Natural Armor Range: 43-62 (adamant)
Programmed Abilities: Dexterity Surge, Sprinting Focus (Athletics); Melee Competency, Anti-Armor Techniques, Defend Others, Defensive Footwork, Dual-Wielding Mastery (e), Expert Attack (e), Flurry Attack, Power Offense, Sweeping Offense (Close Combat); Basic Ranged Defense (Marksmanship); Counter-Evasion (e) (Stealth); Device Affinity (ætherial silencer), Technology Competence - Adamantology (Technology)
Special Abilities:
Four-Armed Construct - An asura has two hands/arms for the purposes of rules such as free hands and injury types, but each of these actually describes two appendages on each side. It ignores the effects of the Two-Handed tag on any melee weapon it wields.
Common Inventories:
1: 2 adamant SR7 adserensis (57 drv31 each; 7+3off2+2def; 1680 value; 18lbs), Volatite Power Pack (standard; 100 value; 10lbs), 5 volatite crystals (150 value, 5lbs), Ætherial Silencer (standard; 1200 value; 5lbs), Energy Shielding Device (standard; 1000 value; 10lbs), Kinetic Shield w/ full crystal (standard; 130 value; 4lbs)
2: 2 adamant SR7 malleus (44 drv58 each; 2+3off1+2def; 1680 value; 16lbs), Volatite Power Pack (standard; 100 value; 10lbs), 5 volatite crystals (150 value, 5lbs), Ætherial Silencer (standard; 1200 value; 5lbs), Energy Shielding Device (standard; 1000 value; 10lbs), Kinetic Shield w/ full crystal (standard; 130 value; 4lbs)
3: 2 quartz SR7 malleus (44 drv54 each; 2+3off1+2def; 840 value; 16lbs), Volatite Power Pack (standard; 100 value; 10lbs), 5 volatite crystals (150 value, 5lbs), Energy Shielding Device (1 SI; 80 shielding points; 2100 value; 20lbs), Ætherial Silencer (2 SI; 4x multiplier; 2200 value; 20lbs), Kinetic Shield w/ full crystal (standard; 130 value; 4lbs)
4: 2 steel SR7 malleus (40 drv50 each; 2+3off1+2def; 140 value; 16lbs), Volatite Power Pack (2 SI; 200 value; 40lbs), 10 volatite crystals (300 value, 10lbs), Energy Shielding Device (3 SI; 160 shielding points; 3500 value; 70lbs), Ætherial Silencer (2 SI; 4x multiplier; 2200 value; 20lbs), Kinetic Shield w/ full crystal (standard; 130 value; 4lbs); 1 degree encumbrance

    Asuras were produced as bodyguards for the wealthy and ruling classes of the late Third Era. Appearing initially as finely-polished antecessoroid knights, they quickly reveal their true capabilities if engaged, splitting their two arms into four and grotesquely unhinging their bodies and legs for maximum mobility. Both today and long ago, they are widely esteemed as the ultimate close combat technological, and the pride of any necromancer skilled and lucky enough to bind them away from their decaying defense protocols.


Agnicara Stats: 40 bSTR, 3 bDEX, 6 bCON, 5 bINT, 6 bSPD, 200 WGT, 72 AWGT
Factors: 84 Injury, 280 Weight, 40 Carry, 15 Fatigue
Progression Tier: 8; Binding Difficulty: 13; Injury Modifier: Handed Quadruped; Natural Armor Range: 50-75 (quartz)
Programmed Abilities: Power Offense (Close Combat); Area Tactics, Expert Aiming (e), Shooting Stances (Marksmanship)
Special Abilities:
Volatite Generator - An agnicara has an internal volatite generator, which powers its Exuro Aræ and VS-1A Techshield. The generator can output 20 charge per turn, and is fed by an internal magazine of 15 standard volatite crystals (300 charge). Expended crystals are automatically ejected, and the construct can load 1 new crystal as a major action if its right hand is free. The generator cannot power anything except the agnicara's Exuro and techshields, nor can those components be powered by any other source or uninstalled from the construct. None of the three components add weight or occupy carry slots. They cannot be targeted separately from the construct. Whenever the agnicara has 3 or more degrees of Core Injury, it loses the use of its generator.
Exuro Aræ - An agnicara has an Exuro Aræ installed on its left side. This functions as permanently occupying its left "hand," with left Hand/Arm Injuries interfering only with the operation of the weapon. The weapon consumes 15 charge to inflict 180 particle damage (12 damage per charge). The agnicara functions as competent with this weapon, and gains a +TN of 3 in its offense rolls (in addition to any +TNs from Marksmanship Abilities). The weapon's offense rolls are d20/d12/d20. It does not add Hindrance from one-handed wielding.
VS-1A Techshield - The agnicara can create medium-precision energy shielding for itself. As a free action, it may spend charge to create shielding points; each 1 charge creates 20 shielding points, and the maximum shielding points that can exist in the shield is 200. Unused shielding points expire 5 minutes after they are created. Shielding points cannot be converted back into charge, nor can shielding points be added outside of the construct's turn. The shield may be turned off (wasting all current shielding points) as a free action. The shielding points are doubly effective against blast damage. For as long as the shield is active and has at least 1 shielding point, it is visible and counts as a moderate light source. Whenever the agnicara has 3 degrees of Superficial Injury, it loses the use of its techshield.
Common Inventories:
1: Steel SR14 malleus (83 drv86; 2off1def; 195 value; 15lbs), Kinetic Shield w/ full crystal (6 SI; 430 value; 67lbs), 30 volatite crystals (900 value, 30lbs)
1: Steel SR14 malleus (83 drv86; 2off1def; 195 value; 15lbs), Kinetic Shield w/ full crystal (6 SI; 430 value; 67lbs), 30 volatite crystals (900 value, 30lbs)

    The massive agnicaras represented a significant departure from the Alacrian preference for small, finely-engineered constructs. Often viewed as a middle ground between techs and vehicles, they carried vehicle-grade weapons and techshields, though with simplified combat-technique programming due to the processing requirements of their power generators. Originating long after reanimators and amalgamators dominated Third Era armies, the presence of agnicaras is a sure signal of a military location the Ancient Ones deemed vital to protect.



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