Construct

Game Mechanics Summary: Base Movement of 6//, Base AC of 2 thanks to innate armour, dim-witted, but incredibly powerful in combat, soulless, limited class selection, limited use of non-combat skills, Construct immunities and vulnerabilities, and can gain a soul under special circumstances, suffer experience penalties.

Whereas the life energy of a sentient being is the soul, Constructs do not have such a thing. Instead, they are imbued with an artificial anima called a Theoretical Engine. Mathematicians alone have the power to create a Theoretical Engine. While most Constructs are essentially unthinking drones that thoughtlessly obey the commands of their master, a minuscule few become "awakened" and leave their master in search of its own destiny.

optional Rule: Players must get the Game Master’s permission to play a Construct character.

An awakened Construct treads the line between that which is living and that which is not. An awakened Construct can think, act on its own volition, and can reason, but it isn't truly alive. It has no soul, and thus no Body-Mind-Spirit rating.

An awakened Construct can only have the Warrior profession. Although a creature of this type can have any appearance, the most common form is that of an animate suit of plate mail called an armored drone (see the Creatures Guide for more details on armored drones). Usually an armored drone has a small shield (buckler), a long sword, and one accessory. The sword, shield, and accessories are all fully retractable into the Construct's body.

A Construct always has a variant of the Complete Regeneration innate power. A Construct needs neither to eat, sleep, and can move at maximum speed indefinitely without fatigue. A Construct can speak, but it sounds monotonous.

An awakened Construct is immune to illusions, empathic manipulation, and any other mental-affecting spells that do not specifically target Constructs. They are also nearly immune to Death Magic; they fail their save only on a critical fumble. They remain vulnerable to all Mathematician formulae - including Stun Construct, which could incapacitate the creature at inopportune times.

With most creatures, their health is measured in hit points. A Construct, however, has structural points instead. In combat, this is a significant advantage, as it takes ten points of physical damage to be dealt in a single attack sequence to remove a structural point. Thus, a Construct can sustain an infinite number of attack sequences that do a total of nine hit points or less.

An armored drone generally starts "life" with two structural points, two weapon skills, and 1d4+1 non-combat skills. From then on, a Construct gains new skills as per a normal warrior. However, new combat skills often take the form of "accessories" which aid the Construct in combat and its day-to-day existence.

A Character armored drone has a movement rate of 6, and has AC(2) - note that Constructs cannot wear any normal armour of any sort since their armour is their body. The majority (70%) of Constructs have the Lawful alignment (Ordered ethics, Neutral morals). Some, however, are Saintly (20%), while a very few are Despotic (10%).  The Complete Regeneration power heals one structural point per day.

Because a Construct is not truly alive, supernatural healing spells have no effect on the creature. A character with armour Craft and/or Blacksmithing, and Engineering, however, could make repairs on the Construct, given proper tools and a functioning forge. Because all awakened Constructs have the Complete Regeneration innate power, any Construct not destroyed by its injuries will eventually recover.

A Construct brought to zero StP is incapacitated but not destroyed (much like a living person between -1 and -10 hit points. If a Construct is brought to -1 StP, it is destroyed, and only a wish or similar power can restore it.

A Construct does not learn new weapon skills in the usual fashion. Instead, it grows new retractable parts called "accessories". It costs one slot to grow a "1 slot" accessory, and it takes two slots to grow a "2 slot" accessory.

Table: Construct Accessories that cost one slot
Accessory Function
Additional melee weapon As per the weapon type. Must be small size.
Compass Allows for directional orientation.
Chainsaw This melee weapon inflicts 2d6 damage, and functions for half an hour per level of the Construct. Great for gritty, post-apocalyptic urban encounters.
Electric Fist Punch does additional 1d6 electrical damage in addition to normal Strength bonuses. The electric fist functions for four attacks per day per level. Once this is exceeded, it becomes an ordinary fist attack.
Energy weapon 1d6 damage, 12// range. Spending this cost twice allows another weapon port that does additional 1d6 damage. This energy weapon can be fired four times per day per level of the Construct.
Fire Extinguisher This weapon is sufficient to put out a fire that covers a 10’x10’ surface. The device implements carbon dioxide (great for plants, rotten for mammals). Against fire-based creatures (or creatures vulnerable to fire), this weapon inflicts 4d6 damage because it is both cold, and suffocates flame. This device can be used twice per day per level. The area of effect is a 1// cone. For an additional slot, the area of effect is a 2// cone, and can extinguish a 20’x20’ surface.
Grappling Hook Can launch a projectile that can stick into a wall, tree, pole, or other object, and can allow the Construct to pull itself up to that level. This device has a 20// range. Although this device is not intended to be a weapon, the Construct can use it as such. It deals 1d4+1 in bludgeoning damage. For an extra slot, the Construct can extend the grappling hook range to 30//.
Infravision Can see in infrared to 12//. This range can be expanded by an additional 12// for each additional slot spent.
Light beacon Illuminates a conical region 10// long. This range can be extended an additional 10// for each slot spent. The light is very bright, but does not affect Undead because the light is artificial. The light lasts up to one hour per level per day.
Life Detection Unlike the Changeling Sense Presence, this is a non-spiritual means of detecting life. The Construct can sense the electrical signature of a living person or creature’s heartbeat. The creature must have a heart rate (thus insects, jellyfish, and similar creatures are not detected.)
Lock Pick Fist Allows construct to pick locks (but not disarm traps). Success% = Skill*5. Spending an additional slot also grants the Construct the ability to disarm traps; Success= Skill*4.
Logic unit Allows interface between construct and ancient tech (cyber technology), such as computers, security systems, PDAs, robots, and other Constructs.
Lowlight vision Can see as if Elven.
Radar Can utilize Detect Motion Vectors to 12//. The range can be extended by 12// for each additional slot spent.
Shield This is a simple, physical shield rated for AC+2. While the shield is activated, the Construct cannot use weapons embedded into the arm in which the shield is mounted.
Stun baton Renders target unconscious for 2d4 rounds if failed save vs. system shock. This attack can be attempted four times per day per level of the Construct. If used more than this, the weapon is still available, but functions as a club.
Tether Spear Can impale a target (1d12 damage). Range is 6//. Can drag target to Construct ("Get over here!!")
Welding torch Allows use of metal craft w/o a forge. 1d10 fire damage (melee range). The Construct can weld for an hour per level. When not welding, this device also functions as a simple torch (for illumination purposes.) for heating a room, the torch can provide warmth in a 10’10 area.

 

Table: Construct Accessories that cost two slots
Accessory Function
Absolute Positioning Can determine exact position on the globe.
Additional Melee Weapon As per weapon type. Can be medium or large size.
Air Purifier While pointless to the Construct, this attachment can aid the Construct’s organic allies. The Construct can create a breather mask that spools out on a flexible tube 15’ long. For each additional slot spent, the Construct can create another breather mask. This accessory is particularly useful in underwater or poisonous atmosphere situations. The Construct can generate enough air for one man-hour hour per level of the Construct.
Booster Rockets Allows the Construct to briefly fly. The rockets create a lot of smoke and burn a 5’ radius swatch of ground when launching. For one turn, the Construct can fly at 12// Mc(B). The rockets take an hour to regenerate.
Circular Saw This missile weapon has a 10// range and inflicts 1d20 damage. Once fired, the Construct may choose to manually retrieve the saw blade, otherwise the Construct can fire this weapon twice per day per level. The range is 15//. For construction purposes, the blade does not launch and can be used for an hour per day per level.
Field Emitter This accessory generates a force field 1// diameter with strength of 1 structural point. Once collapsed, it takes a day to regenerate. The shield has AC(0).
Flame Thrower Target saves vs. area effect for half damage. 3d6 damage. Damage is 3d6 and takes a turn to regenerate after each blast. The area of effect is a 2// cone.
Flood Lamps Similar to the Light Beacon, except the area of effect is a 4// radius instead of a 10// cone. For each additional slot spent, the radius increases by 4//. The light is very bright, but does not affect Undead because the light is artificial. The light lasts up to one hour per level per day.
Laser Surgical Logic Unit Allows Construct to emit low intensity lasers from fingertips. Grants skill of Advanced Medical (2)
Nail Gun Shoots nails. Range is 6//, damage 2d6. Can fire up to 6 bursts per level per day. For construction purposes, the Construct can generate nails on demand because the muzzle velocity required for building a house is a lot less than for killing a man, and that “construction” nails are smaller in size than “combat” nails.
Nuke Blaster This weapon emits a stream of beta particles. It inflicts 1d4+1 physical damage and 1d4+4 REM. If the target makes a save versus magical weapon, the radiation damage is avoided. For each extra slot, the Nuke Blaster increases by another 1d4+1 in physical damage and inflicts an extra 2 REM. This weapon can be fired three times per day per level.
Projectile Weapon Can mount a gun equivalent to a pepperbox (4d4 damage). The Construct can generate up to 8 rounds per day per level (i.e. the weapon can be fired twice per day per level.) Each extra slot creates an additional gun port that shoots an additional projectile. The capacity for ammunition generation is unchanged, however.
Remote Probe A detachable sensor with AC(1), 1 structural point, 18// Mc(A), and has a range of 2 miles. It can map, and has colour vision only. The Construct can communicate through others through a tiny, tinny-sounding speaker. By spending an additional slot, the remote probe gains small manipulator arms, a light source (2// cone), and a small laser (1d4 damage).  More senses can be added by expending accessory points. The probe does not have its own mind, but is actually an extension of the Construct’s senses.
Taser projectile Like Stun Baton but has a 6// range. It can be fired three times per day per level. If used more than this, the weapon is still available, but functions as a dart gun.

Of course these two tables are merely examples of what a Construct may acquire. A creative player and Game Master may invent other things for the Construct.

Unlike most characters, whose saving throws are based on their character class, an awakened Construct uses the Item Save charts instead, saving as a metal object. A Construct's saving throw increases by one point in all categories every two levels, with a minimum save of d20=2.  Some spells and powers specifically target Constructs. In these cases, the Construct should use the Warrior's saving throw table.

An awakened Construct, while sentient, is not truly alive. Thus, if the Construct dies, it is truly dead, without hope of resurrection or an afterlife. There are a few ways that an awakened Construct can cross over into life.

A Construct can save three wishes and use them to become a living being. Alternatively, a willing good-aligned Priest of a good-aligned deity can attempt a divine intervention (optional rule). If this rule is used, the Priest can make one attempt per week. A Priest can also use Imbue with Life Energy. This has a change of success equal to 1% per level of the Priest. Finally, a cadre of Wishsingers can attempt the Song of Life Magic. In this instance, a focal Wishsinger must since Song of Life Magic, while a chorus of Wishsingers equal in number to the structural points of the Construct must sing Song of Many Voices. Again, this has a change of success equal to 1% per level of the focal Wishsinger.

Becoming real has several important ramifications. First and foremost, the Construct is granted a soul. As a result, the Construct now has a Body-Mind-Spirit rating. This allows the Construct to advance in other professions. A Construct will always be a Warrior first, but will also be able to advance in another class as a secondary should the creature decide to do so.

Another consequence of becoming alive is that the Construct loses most of its resistance to empathic manipulation. Against empathy, illusions, and Death Magic, the resistance is reduced to 20%. However, supernatural healing spells will actually function. These powers must confer at least 10 hit points of healing in order to replace one structural point.

Oddly enough, becoming a living Construct does not cause the creature to eventually die of old age. While the Construct is mortal, it never grows infirm. It can only be destroyed by injury.

A living Construct, however, retains the vulnerability of being animated by a Theoretical Engine. Should this anima be destroyed, the Construct is not slain but is rendered immobilized until it can be imbued with a new Theoretical Engine. Moreover, a Steal Construct formula, and other related powers, cannot enslave, but can still bring grief and inconvenience to the living Construct by effectively de-animating them for the duration of the power.

For Living Constructs most of the saves are still based on the Item Save chart. Where applicable, however, a Living Construct uses the Warrior's saving throw chart. For example, a living construct is no longer immune to mental attacks, and would use a Warrior's save versus sleep/charm if a mental attack were waged against the Construct. If a Living Construct is split-classed, it may use the more favorable of the two saves.

All Constructs, whether Living or Awakened, take a 10% experience penalty due to their extraordinary combat capabilities and the fact that their health is based on Structural points rather than hit points.