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Reanimators     Reanimators were produced in the Third Alacrian Era - a time when the Ancient Ones were torn apart by wars of infighting. With military losses mounting faster than could be compensated for by construct production, the Alacris sought a cheaper solution - a machine that could "recycle" the armor and weapons of a fallen soldier, restoring a unit's combat power without the full expense of an entire construct. The resulting invention spread throughout all thirteen ancient factions: a spindly machine that had little power on its own, but once inside a corpse, could leverage the skeletal structure to regain combat capabilities comparable to a living body.

    Eventually, often to the disgust of the few living battalions that survived to the end-stages of the wars, the majority of ancient armies were comprised of reanimators, the Muse supercomputers who controlled them, and the Weavers that endlessly produced and restored them. According to the more disturbing ancient tales, the worst of the ancient factions even air-dropped fresh reanimators onto the hospitals and morgues of their enemies, preventing the other side from recovering their dead and wounded. Even without these stories, the grisly, corpse-dwelling war robots have long since gained a status as the most iconic symbol of the Third Era's depravity.

    All reanimators have two hands and wield handheld weapons normally. Unless otherwise stated, they lack a natural armor range and wear normal armor; they are considered antecessoroids for the purpose of armor fitting, and wear armor sized 2 WGT larger than their listed WGT. All reanimators have shadow vision, seeing in any Low Light environment as if it was Medium Light.

    A reanimator may leave its corpse as a slowing major action, abandoning any inventory in the process. In their "naked" form, reanimators resemble an undulating jumble of wires, spikes, and tendrils, along with two "eye stalks." Outside of a corpse, their STR and SPD are each set to 1, and their WGT reduced by 1. Their AWGT in that state is considered to be 1 for the purpose of narrow passage rules. If a reanimator reaches a dead, paralyzed, or incapacitated character in this state, it can install itself within the body over the course of 1 minute; the character must be an antecessoroid at least 2 WGT larger than the listed WGT for the reanimator, and is killed by this process if not already dead. Once complete, the reanimator regains its normal stats (with some modification if the corpse is not well-decayed; see below). While all reanimators retain the ability to "trim" a corpse to fit their capabilities, bound reanimators (as well as many less-organized unbound ones) no longer have the ability to adjust the WGT of armor. However, reanimators treat all armor types as Loose fit, provided they are indwelling a corpse for whom that particular armor suit was an appropriate fit. If the reanimator still cannot wear the armor, it will cut it off the body as part of the 1-minute installation process.

    If a reanimator indwells a corpse that has not yet decayed to a skeletal state, it takes a penalty to DEX equal to 50% of its bDEX. Its WGT is increased by 4, and it receives an armor bonus of 4 due to the extra "padding." Its appropriate armor size remains unchanged, meaning that it wears armor sized 2 WGT smaller instead of larger.

    Whenever a reanimator's WGT changes due to decay or to entering or leaving a corpse, any current damage is adjusted proportionally, keeping the same number of injury degrees; contrary to popular belief, reanimators do not "heal" by changing bodies. Because reanimators have the ability to preserve and maintain their skeleton, they are rarely seen using their corpse-switching ability. Still, both bound and unbound ones may occasionally get some use out of the ability if they need to fit through a narrow passage, or if the boost to armor from an undecayed corpse is worth the DEX loss.

    Although reanimators cannot restore themselves by changing corpses, the compact machines are extremely efficient in their use of repair materials. A successful repair roll expends a pound amount of repair materials equal to the damage repaired divided by double the reanimator's current WGT (or a minimum of 1 pound). Despite being commonly viewed as the weakest of the three tech types, reanimators are appreciated by many necromancers for this quality, as well as for the many possibilities in their equipment and role.

    Reanimators are powered by an insendite crystal in an internal housing (usually hidden deep within their skeleton's chest, or within their tangle of wires when outside of a corpse). Finding replacement insendite sometimes factors into the calculus that drives haywire techs out to scavenge supplies and menace the countryside. Still, for bound techs, their existing insendite is typically sufficient to last for an entire adventuring campaign.


Ghoul Stats: 3 bSTR, 5 bDEX, 6 bCON, 3 bINT, 8 bSPD, 4 WGT
Factors: 4 Injury, 24 Weight, 6 Carry, 12 Fatigue
Progression Tier: 1; Binding Difficulty: 1
Programmed Abilities: Pack Training (Athletics); Melee Competency (categories vary) (Close Combat); Ranged Competency (categories vary) (Marksmanship)
Common Inventories:
1: Steel SR3 mortsirclus (30 drv19; 2off1def; 45 value; 4lbs)
2: Steel chainmail (16-26; 22 value; 39 lbs), Steel SR3 spear (23 drv14; 7off2def; 24 value; 5lbs); 1 degree encumbrance
3: Steel lamellar armor (18-22; 17 value; 25 lbs), 3dw composite bow (10dmg; d12/d20/3d20; 25 value; 2lbs), 30 steel arrows (13drv; 6 value; 3lbs); 1 degree encumbrance
4: Steel lamellar armor (18-22; 17 value; 25 lbs), 5 steel javelins (13 drv14; d12/2d20/X; 25 value; 10lbs), Steel dagger (9 drv14; 3off1def; 10 value; 1lb); 1 degree encumbrance

    Ghouls were the logistics and support "personnel" of the ancient reanimator armies. Though programmed with basic combat functions, they more often worked in the rear echelons, and were rarely seen on the front lines except when delivering supplies. Today, logistical systems once organized by the Muses have broken down, and ghouls scavenge through ruins and villages just as often as their more advanced counterparts. Always the largest in number of any reanimator type regardless of Alacrian faction, ghouls are often a new adventurer's first real "kill."


V-Ghoul Stats: 2 bSTR, 5 bDEX, 6 bCON, 3 bINT, 8 bSPD, 4 WGT
Factors: 4 Injury, 14 Weight, 6 Carry, 12 Fatigue
Progression Tier: 2; Binding Difficulty: 2
Programmed Abilities: Driving/Piloting Competency (categories vary, but always land vehicles), Gunnery Competency, Vehicle Full-Auto Skill (Vehicles)
Common Inventories: As Ghoul

    Throughout most of the Third Era, conventional vehicles remained the domain of living personnel in Alacrian armies, with only purpose-made Exsomnis being handed off to artificial intelligence. Eventually, though, sentient drivers were removed from the service of reanimator armies, often due to the mental stress associated with working with them. Logistical vehicles were instead handed off to a ghoul variant with modified programming. After the Fall, some "V-ghouls" have been known to scavenge more dangerous vehicles.


Specter Stats: 7 bSTR, 6 bDEX, 8 bCON, 3 bINT, 12 bSPD, 5 WGT
Factors: 8 Injury, 49 Weight, 6 Carry, 15 Fatigue
Progression Tier: 2; Binding Difficulty: 3
Programmed Abilities: Melee Competency (categories vary), Defensive Footwork, Expert Attack (Close Combat); Ranged Competency (categories vary), Basic Ranged Defense (Marksmanship)
Common Inventories:
1: Quartz scale armor (26-36; 255 value; 28 lbs), steel SR5 malleus (30 drv42; 2off1def; 50 value; 6lbs), 2 volatite grenades (40 value; 2lbs), Kinetic Shield w/ full crystal (standard; 130 value; 4lbs)
2: Steel brigandine (18-32; 46 value; 38lbs), quartz SR5 mortsirclus (59 drv27; 2off1def; 450 value; 6lbs)
3: Steel brigandine (18-32; 46 value; 38lbs), 7wgt insendite crossbow (29dmg; d6/d12/2d20; 400 value; 10.5lbs), 30 steel bolts (22drv; 6 value; 3lbs), 10 quartz bolts (30drv; 40 value; 1lb), steel SR3 avertensis (21 drv17; 5off3def; 135 value; 4lbs); 1 degree encumbrance
4: Quartz scale armor (26-36; 255 value; 28 lbs), steel SR3 mortsirclus (31 drv18; 2off1def; 45 value; 4lbs), quartz kite shield (7def; 16ab; 144 value; 24lbs), Kinetic Shield w/ full crystal (standard; 130 value; 4lbs); 1 degree encumbrance

    Although ghouls are the most numerous overall, specters are the reanimator type that dominated the frontline ranks of the ancient armies. Programmed with both melee and ranged capabilities (though tending more toward the former), they often represented an increase in combat power when they indwelt the body of a common conscript. Though easily outmatched by special forces (or the modern adventurer), specters continue to be a danger to all but the most seasoned parties when found in large numbers. And those large numbers are all too frequent in ancient ruins and battlegrounds.


Wraith Stats: 7 bSTR, 8 bDEX, 8 bCON, 3 bINT, 10 bSPD, 5 WGT
Factors: 8 Injury, 49 Weight, 6 Carry, 15 Fatigue
Progression Tier: 3; Binding Difficulty: 4
Programmed Abilities: Melee Competency (categories vary) (Close Combat); Ranged Competency (categories vary), Shooting Stances, Basic Ranged Defense, Expert Aiming (Marksmanship)
Common Inventories:
1: Quartz scale armor (26-36; 255 value; 28 lbs), 7dw compound bow (25dmg; d12/2d8/2d20; 300 value; 7lbs), 30 quartz arrows (27drv; 120 value; 3lbs), 5 adamant arrows (31drv; 60 value; 0.5lbs), 2 volatite grenades (40 value; 2lbs), Kinetic Shield w/ full crystal (standard; 130 value; 4lbs)
2: Steel brigandine (18-32; 46 value; 38lbs), Exuro Præliem (48dmg; d6/d12/X; 800 value; 12lbs), 4 volatite crystals (120 value; 4lbs), Kinetic Shield w/ full crystal (standard; 130 value; 4lbs); 1 degree encumbrance
3: Steel brigandine (18-32; 46 value; 38lbs), Vapos launcher (d12/d12/d20; 600 value; 12lbs), 3 Vapos SC ammo (345 value; 21lbs), Kinetic Shield w/ full crystal (standard; 130 value; 4lbs); 1 degree encumbrance
4: Steel brigandine (18-32; 46 value; 38lbs), Exuro Acus (36dmg; d10/d12/2d12; 800 value; 12lbs), 4 volatite crystals (120 value; 4lbs), Kinetic Shield w/ full crystal (standard; 130 value; 4lbs); 1 degree encumbrance

    Often mistaken for the very similar (and more numerous) specters, wraiths differ in their much greater tendency toward ranged combat. While melee combat predominated in reanimator armies due to the many countermeasures against ranged weapons, a total lack of ranged capability was hardly advisable. Bows, Exuros, and rockets continue to be brought to bear by wraiths today, much to the chagrin of those who have come to adventure in ancient ruins without adequate defenses.


Ghast Stats: 7 bSTR, 8 bDEX, 12 bCON, 3 bINT, 10 bSPD, 5 WGT
Factors: 12 Injury, 49 Weight, 6 Carry, 15 Fatigue
Progression Tier: 4; Binding Difficulty: 5
Programmed Abilities: Melee Competency (categories vary), Anti-Armor Techniques, Defensive Footwork, Shield Mastery, Expert Attack, Defend Others (Close Combat); Basic Ranged Defense (Marksmanship)
Common Inventories:
1: Quartz scale armor (26-36; 255 value; 28 lbs), 7dw compound bow (25dmg; d12/2d8/2d20; 300 value; 7lbs), 30 quartz arrows (27drv; 120 value; 3lbs), 5 adamant arrows (31drv; 60 value; 0.5lbs), 2 volatite grenades (40 value; 2lbs), Kinetic Shield w/ full crystal (standard; 130 value; 4lbs)
2: Steel brigandine (18-32; 46 value; 38lbs), Exuro Præliem (48dmg; d6/d12/X; 800 value; 12lbs), 4 volatite crystals (120 value; 4lbs), Kinetic Shield w/ full crystal (standard; 130 value; 4lbs); 1 degree encumbrance
3: Steel brigandine (18-32; 46 value; 38lbs), Vapos launcher (d12/d12/d20; 600 value; 12lbs), 3 Vapos SC ammo (345 value; 21lbs), Kinetic Shield w/ full crystal (standard; 130 value; 4lbs); 1 degree encumbrance
4: Steel brigandine (18-32; 46 value; 38lbs), Exuro Acus (36dmg; d10/d12/2d12; 800 value; 12lbs), 4 volatite crystals (120 value; 4lbs), Kinetic Shield w/ full crystal (standard; 130 value; 4lbs); 1 degree encumbrance

    Ghasts are readily identified by the "shininess" of their skeletons, as they coat their bones in polymer films for added durability. Of course, their bones can sometimes be hard to see, given their preference for hunkering behind their shields. They function as the "tanks" of reanimator squads, often protecting more vulnerable units such as wraiths, or distracting the enemy while more offense-focused techs move in for the kill.


Wight Stats: 4 bSTR, 15 bDEX, 10 bCON, 3 bINT, 11 bSPD, 5 WGT
Factors: 10 Injury, 28 Weight, 6 Carry, 15 Fatigue
Progression Tier: 6; Binding Difficulty: 6
Programmed Abilities: Sprinting Focus, Jumper's Focus (Athletics); Melee Competency, Advanced Combat Mobility, Anti-Armor Techniques, Defensive Footwork, Dual-Wielding Mastery, Expert Attack (e) (Close Combat); Basic Ranged Defense (Marksmanship)
Common Inventories:
1: 2 quartz SR2 avertensis (16 drv24 each; 4+1off 3+1def; 1080 value; 6lbs), Kinetic Shield w/ full crystal (standard; 130 value; 4lbs), Kinetic Shield Adapter (standard; 1200 value; 3lbs)
2: 2 adamant SR2 avertensis (17 drv28 each; 4+1off 3+1def; 2160 value; 6lbs), Kinetic Shield w/ full crystal (standard; 130 value; 4lbs)

    Wights are hated and feared by those who do not train wholeheartedly in melee combat, as these individuals are the ones deliberately targeted by wights. Typically eschewing armor for maximum mobility, wights are programmed to bypass more difficult adversaries in order to attack vulnerable marksmen, arcanists, or technologists. The sight of the hunched, jittery, dual-wielding skeletons has often sent adventuring parties into a frenzy to focus them down as soon as possible - chaos that is sometimes exploited by other reanimators almost as easily as if the wights had succeeded.


Draogar Stats: 12 bSTR, 12 bDEX, 10 bCON, 4 bINT, 9 bSPD, 7 WGT
Factors: 14 Injury, 84 Weight, 7 Carry, 20 Fatigue
Progression Tier: 7; Binding Difficulty: 7
Programmed Abilities: Strength Surge (e) (Athletics); Melee Competency, Defensive Footwork, Expert Attack, Heavy Attack, Power Offense, Sweeping Offense, Two-Handed Mastery (Close Combat); Basic Ranged Defense (Marksmanship)
Common Inventories:
1: Quartz full plate (32-48; 1140 value; 46 lbs), quartz SR7 malleus (54 drv42; 2+1off1def; 420 value; 8lbs), Kinetic Shield w/ full crystal (standard; 130 value; 4lbs), Kinetic Shield Adapter (standard; 1200 value; 3lbs)
2: Steel full plate (24-40; 190 value; 51 lbs), adamant SR7 mortsirclus (90 drv36; 2+1off1def; 1260 value; 8lbs), Kinetic Shield w/ full crystal (standard; 130 value; 4lbs), Kinetic Shield Adapter (standard; 1200 value; 3lbs)

    Easily identified by their glowing blue eyes (in contrast to the red favored by other types), draogar typically indwell larger corpses with heavier equipment. Prioritizing strength and power far more than other reanimators, but not to the exclusion of agility like the later amalgamators, they are incredibly dangerous in close combat. Although all-draogar units are sometimes seen (particularly in Diran ruins), when found in mixed formations they often engage tougher fighters ignored by wights, to distract them from interfering with the wights' efforts.


Drécavac Stats: 8 bSTR, 16 bDEX, 12 bCON, 4 bINT, 10 bSPD, 8 WGT
Factors: 19 Injury, 70 Weight, 8 Carry, 20 Fatigue
Progression Tier: 8; Binding Difficulty: 8
Programmed Abilities: Dexterity Surge (e), Jumper's Focus (Athletics); Melee Competency, Advanced Combat Mobility, Anti-Armor Techniques, Defensive Footwork, Dual-Wielding Mastery, Expert Attack (e) (Close Combat); Basic Ranged Defense (Marksmanship)
Special Abilities:
Reanimator-Amalgamator - A drécavac cannot wear normal armor, but has a natural armor range of 28-48. Instead of a single corpse, it must indwell a minimum of 2 corpses (or pieces of at least 2 corpses), which together must add up to at least 10 WGT. It gains double the usual armor bonus and WGT increase from using undecayed corpses.
Screeching Horror - A drécavac's voice and appearance strike most sentients as utterly horrific. During combat, it may inflict 8 terror on any sentient who can see or hear it; this terror is treated as terror from the intimidation social action (i.e. not stacking with other terror from intimidation).
Common Inventories:
1: 2 quartz SR3 avertensis (24 drv25 each; 4+2off 3+1def; 1620 value; 8lbs), Kinetic Shield w/ full crystal (standard; 130 value; 4lbs), Kinetic Shield Adapter (standard; 1200 value; 3lbs)
2: 2 adamant SR3 avertensis (26 drv29 each; 4+2off 3+1def; 3240 value; 8lbs), Kinetic Shield w/ full crystal (standard; 130 value; 4lbs)

    The height of both reanimator technology and disgust at it, drécavac adapted amalgamator technology to remove the requirement for a strict 1-to-1 ratio between reanimators and corpses. Officially, they were intended to utilize "minor enemy remains previously overlooked for reanimation." Although this could mean incomplete skeletons, in actual practice, drécavac typically assembled multiple corpses of children. The horror was compounded by the techs' unbearable screeching, added by designers who knew full well how disturbing the units already were to any sane observer. Drécavac continue to be referenced as an example by anyone who wishes to criticize the ethics of the Third Era Alacris; in the ruins where they are found, adventuring parties will have a far less philosophical problem to immediately deal with, as drécavac usually copy the hated combat doctrine of wights.



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