Crafting: Constructs

## Summary

### Rules

Crafting a Construct follows all of the general rules of *Crafting Items*, including materials, time and tools.

## Components of a Construct

*Constructs are universally made from a total of four main components.*

### Form Material

The *Form Material* is the material out of which the construct is usually named. Examples include *Flesh*, *Steel* and *Stone* (this list is not exhaustive). The *Form Material* dictates many of the constructs basic abilities such as its *Health*, *Resistance* and *Physical* *Characteristics*.

### Conduit Material

The *Conduit Material* is a secondary material out of which the construct gains its mobility and rudimentary intelligence. *Conduit Materials* rarely are mentioned in a construct's common name but are essential to its function. Examples include *Metallic Wires*, *Glass Pneumatic Tubes* and *Stone Gears*. The *Conduit Material* also requires a secondary element, such as *Lightning* for *Metallic Wires*, *Water* for *Pneumatic Tubes* and *Force* for *Stone Gears*.

 Hydraulic Tubes
 Pneumatic Tubes
 Organic
 Gears

### Power Source

*Power Sources* are the most varied of the four components of a *Construct*. *Power Sources* indicate how the *Construct* brings itself to life. This can be *Organically* such as a *Flesh Golem* or *Electrically* as in a *Golem* with *Metallic Wires*.

### Processing Unit

*Processing Units* are the part of the construct that perform all the calculations based on its inputs. Without a *Processing Unit* a construct is a puppet without a puppeteer.

## Building a Construct

Things to consider:

* Size
* Material
* Processing Unit
* Power Source
* Sensory Systems
* Appendages

### Base Characteristics

*Constructs* are naturally slow but tough and powerful.

 Fortitude
 +2

### Size

Size is the most relevant factor for determining how long a *Construct* will take to make and the amount of material required.

### Form Material

*Form Materials* massively affect the difficulty of building *Constructs*. Building a *Wood Golem* and a *Steel Golem* may end up using the same volume of materials and requiring roughly the same physical form, but working *Wood* is far easier than working *Steel*. The *Working Factor* is a multiplier to determine how long it takes to build (i.e. from its *Base Cost*). The *Weight Factor* is simply a multiplier on the *Form* and *Conduit* *Materials* to show how much more material is required (due to weight).

#### Insulator

*Glass* and *Stone* are highly non-conductive. A construct made from these materials is immune to *Lightning* damage.

#### Regeneration

*Plant* and *Flesh* are naturally healing materials. While this healing takes a long time (half Vitality/8 hours rest), it reduces the maintenance requirements.

### Power Source

*Power Sources* vary in the material of construction and their energy conversion mechanism. Each *Construct* is required to specify its power source.

 Clockwork Spring
 Combustion Engine
 Fly-Wheel
 Organic Engine

### Processing Unit

Much of the advantage of a *Construct* comes from the synthetic information processing that allows it to function autonomously. The more complex the brain of a *Construct* the more time it will take in the construction.

### Sensory

*Sensory Units* are designed to allow a *Construct* to obey particular commands. Simple *Constructs* may interpret gestures while more sophisticated *Constructs* can use a variety of cues, including smell to govern their actions.

## Maintenance

Each day that a *Construct* is actively used, it requires maintenance. The maintenance cost of any *Construct* is one hundredth of its *Crafting Cost*.

If a *Construct* is damaged, a character with suitable crafting tools can restore one half of its *Vitality* by expending *Crafted Items* (for maintenance) equal to its *Maintenance Cost* (this is on top of regular *Maintenance*).

## Refining Constructs

When initially crafted, *Constructs* are usually crude constructions with minimal skills. While they broadly function, they are nowhere near the level of a true creation.

### Unrefined

When initially constructed, *Constructs* haven't yet been *Refined*. While in this *Unrefined* state, *Constructs* are considered *non-proficient* on all rolls (i.e. D12). Any saves they generate are likewise non-proficient (8+). A *Construct* that has been in use for at least three days and maintained during that period loses the *Unrefined* state. The *Construct* also gains its 1st level of *Refinement* (see below).

### Further Refinement

After its initial *Refinement* a *Construct* can be further *Refined*. For every ten days of use a *Construct* undergoes, the maintainer may opt to *Refine* the *Construct*. This process is similar to *Leveling Up* in so far as the *Constructs Skills* are increased. This process requires 200 *Crafted Items* to achieve but does not alter the *Construct's* *Maintenance Cost*.

Unlike regular characters or creatures, *Constructs* instead gain *Refinement* (rather than *Talents*, *Vitality* etc). Each level, the creator may grant two additional *Refinements* to a *Construct*.

A *Construct* may not be *Refined* to a level above the *Creator's* *Level*.