Slime Squisher
Posts: 365
Joined: Monday, 7th January 2013, 08:22
Species idea: Construct
Construct
Constructs are artificial humanoid creatures, crafted by talented artificers. They may embark on an adventure following orders or by their own will, whether their emancipation was in good terms or the result of a violent upheaval. Their metallic bodies are strong, and their mechanical minds are as sharp and capable of understanding magic as that of any intelligent species. However, the magical energies fueling constructs aren't limitless, and they must keep them high by constantly absorbing energy from all sorts of enchanted items.
Summary of mechanics
- Undead-like resistances, with a twist.
- They are resistant to negative energy, Poison and Torment. However, they don't have the Cold Resistance usual to undeads.
- Constructs suffer extra damage from Lightning.
- Mutation causes Rust instead, which is mechanically identical to Rot. Staying in water for extended periods of time, as well as heavy elemental damage may also cause Rust.
- Constructs don't need to breathe.
- Constructs can't eat or drink, and don't have a hunger clock.
- Constructs, like Vampires, have their own version of the food clock, called Charge. It reflects the reserves of magic powering their core, and is increased by absorbing energy from magic items, disenchanting them.
- There is a species-specific item, Blueprints, that Constructs may find in the dungeon and benefit from.
Construct Aptitudes
Keep in mind this is completely temporary, and possibly imbalanced. It is just meant to reflect the principles!
Air: 2, Armour: 2, Axes: 0, Bows: 0, Charms: 0, Conj: 2, Xbows: 1, Dodge: -1, Earth: 2, Evo: 4,
Exp: 150, Fighting: 1, Fire: 2, Hexes: -2, Ice: 2, Inv: -2, Long: 0, Maces: 0, Nec: -4, Poison: -2,
Polearms: 0, Shields: 0, Short: 0, Slings: 0, Splcast: 1, Stab: 0, Staves: 1, Stealth: -1, Summ: 0,
Throw: 0, Tloc: 1, Tmut: 0, Traps: 3, Unarmed: 1
Constructs are adept at spellcasting and excel at most forms of pure elemental magic, while dabbling at translocations. However, their lack of understanding and intuition when it comes to living beings makes them unsuited for the more "flesh and bones" arts such as Posion and Hexes. They are particularly inept at Necromancy. While Constructs are perfectly capable of worshipping a god, their mechanical approach to ritualistic endeavours isn't too well received. Although not too agile, they're competent warriors with decent armour and fighting aptitudes. They're good at Staves and Crossbows, by virtue of being the weapons that usually benefit from complicated mechanical designs, and they also enjoy hammering enemies with their bare metallic limbs. Anyway, the Constructs true excellence lies in their interaction with other magically enhanced items, thus their Evocations aptitude (the highest in the game) and their high intuition for dealing with traps.
Attributes and Level Bonuses
I don't have the game knowledge to make a balanced level-by-level list, so I will just mention general principles. Constructs should have reasonably high INT and STR, while falling behind in DEX. They should improve them both while leveling up, as well as gaining some MR on the side.
The Construct Clock: Charge
The Construct's particular hunger clock is called Charge, and has the following levels:
Overflowing
Very High
High
Charged (displays nothing)
Low
Very Low
Almost Empty
Discharged
In this aspect they're similar to Vampires: they can't die from their clock, but their gameplay will vary greatly depending on their position on it. In broad terms, the highest a Construct is in the tiers, the more adept at magic it will be, while sacrificing dexterity and precision. An Overflowing construct is living a magical nirvana, he zooms around carelessly displaying all sort of magical fireworks, waking everybody up. As you might imagine a well fed Construct isn't particularly stealthy. In the other extreme, a Discharged Construct is completely unable to do magic, but all of its security alarms are up and it becomes a precision machine. It gains bonuses to physical aptitudes such as accuracy and damage, as well as a dex increase.
Spells and other Hunger costs work normally on Charge, so the Construct must be careful and keep its spells well trained to avoid discharging itself too fast. Constructs do regenerate health. However, this is obviously not a product of natural processes, but rather their magical core reconstructing their damaged body. Therefore, exactly like Vampires, their regeneration lowers with their Charge. being unable to regenerate health when Discharged.
Here are the mechanics behind Charge:
- Numbering them from 0 to 8, the Charge levels affect the final amount of maximum Mana in the following way =0.2*N*Max_Mana. This means a Charged construct will have a normal amount of mana. When Overflowing, it would have 1.6 times as much, and while Discharged, no mana at all.
- While I'm not confident about numbers, Dexterity and Stealth should decrease as Charge goes up, while spell power and succes rate go up. Health Regeneration caps at Charged (normal value) and decreases until it reaches 0 at Discharged. The two extreme states (Overflowing and Discharged) have special mechanics that I'll list below:
- Overflowing: An Overflowing Construct is literally radiating magic. It becomes completely unstealthy and easier to hit. Its unstable core leaks magic into the air, creating periodic elemental magic miscasts, either on yourself or in nearby monsters. Dexterity is at its lowest, but spellcasting enjoys its peak (significant bonuses to Mana, Spell Power and Success as explained before).
- Discharged:A Discharged Construct keeps a low profile. Unable to cast spells, its whole body is attracted to magic like a silent moth to a candle. On this state it is completely impossible to cast any spells. Dexterity, accuracy and damage are enhanced, and it gains Stlth+. The Construct's body is so desperate for magic it may be wise to stay away from evocable items at this stage. There is a chance for Wands, Rods and other evocables to lose a random amount of their charges when activated, that will directly feed the Construct.
This is how Charge is obtained:
While resting on a tile occupied by items, pressing 'e' will drain all magic from them, feeding the Construct. Powerful items such as artifacts, as well as multiple items from the same tile will prompt the player. It is also possible to consume items in the Construct's inventory. Consumed items will revert to their +0/+0 vanilla form. Scrolls will become the defunct scrolls of paper, and wands will be destroyed (or replaced by a disenchanted wand). The most powerful items such as artifacts are easier to absorb and will be consumed in one turn, which may be advantageous in combat. Magic potions may also be consumed (this leaves out Potions of Water, Potions of Blood, Potions of Porridge... And any other non-magical concoctions.
Here is the nutrition (charge) gained from consumption:
1 level of enchantment = 100 charge (so a +3 /+3 dagger would be 600). Negative levels don't count.
1 Brand or Ego = around 2500.
1 Good Scroll = around 1000.
1 Good Potion = around 1000.
1 Wand = 500 per charge.
Rods = 1000 per MAX charge (the rod is destroyed).
Rods and artifacts are "easy to absorb" and are digested in one turn, unlike other items which may take longer.
Cursed items may cause instability, which is similar to Nausea in that you can't consume for a while, and you may get random miscasts similar to those in the Overflowing state.
Potions of Heal Wounds, Curing and Restore Abilities have a chance to reduce Rust (higher for Restore Abilities). This is the main way for a Construct to deal with Rust.
Species Item: Blueprints
Blueprints are book-like items specific to Constructs that may be found by any character through the game. Like Naga and Centaur Bardings, they will appear gray to any character of the wrong species. Blueprints may be found laying on the ground or at book stores. They are readable items that identify on first read. They work as follows:
The Blueprint title will identify the type of modification it can do on the construct. For instance, a Blueprint may be identified as "Sawblade". It will also contain a succint description of what the modification does, and a list of materials. The materials are similar to the Treasure Trove requirements. By gathering the necessary materials with the adequate enchantment levels, the Construct character may consume the blueprint and materials, imprinting a permanent modification on its body. These are powerful, build-defining changes that may alter anything from active abilities, to resistances, aptitudes, or wearable armour. Materials are items but could perhaps also be situations (can only be crafted while surrounded by lava, in deep water, on certain areas...). Please note that materials are not random. Things such as enchantment levels may be, but the general list of items is the same. This is to reward knowledgeable players who hold back on "eating" certain items, maximizing their chances to apply a certain blueprint if they find it.
Optional: At some levels the Construct could get a random Epiphany, which would be like an itemless Blueprint that he can activate at any point. Whether this is interesting or not is up to you. Would you rather keep this mechanic as blueprint-only?
Blueprints should be rare and a Construct should see between one and two per game, at most.
Here are some Blueprint examples, just for fun and a bit of flavour. This is the fun part of the construct so feel free to imagine any sort of wacky mechanics in here.:
Sawblade.
- Requirements: Artifact Long Blade, 7 branded Daggers.
- Effect: The Construct removes its left arm, substituting it with a chainsaw-like contraption. From then on he can only use one-handed items (similar to wearing a cursed shield) and gains a powerful auxiliary melee combat attack, that strikes a random number of times (up to 7). Each strike carries the brand effects of the corresponding dagger used in the Sawblade construction.
Core Exhaust.
- Requirements: 2*Disc of Storms, 2*Lamp of Fire.
- Effect: The Construct modifies its magical core, gaining the active ability "Discharge". Using it immediately reduces its Charge three levels (from Overflowing to Charged, for example) releasing extremely powerful cloud attacks in the vicinity.
Gold Plating.
- Requirements: Gold Dragon Hide, 5000 Gold.
- Effect: The Construct coats itself with pure, magically enhanced gold. It becomes immune to rust, receives +10 to AC and a passive chance to reflect spells back at the enemy.
Wrap up and justification
Someone said to me that it is important to put mechanics behind flavour, so as I wrap this up I wanted to add a small section to try and explain why Constructs could be a nice addition to the game aside from their flavour. Here are a list of the reasons why I think they fit the roster while not being redundant with the rest of the cast.
- High STR+INT species with low DEX are rare. STR is usually opposed to INT for most of the species design.
- There isn't a species which provides random evolution which requires player effort/confirmation. Species such as Demonspawn or Draconian are random, but the changes are imposed to the player. Construct would go a different route by offering a sort of "side-quest" to obtain a powerful modification when a blueprint is found.
- They have an aptitude layout quite different to the rest of the roster.
- They offer interesting dilemmas in playstyle. They're powerful spellcasters and specially evocators, but they depend on the very magic of their items to stay powerful. They can be played fully discharged, as a dangerous Overflowing spell machine or as a hybrid of both, exploiting the two extremes.
- They can be progressively implemented. The Construct concept could kick in with just the bare mechanics and a couple Blueprints, and keep on being expanded by people who want to add their own.
That was all. Thank you very much for reading. I have a lot of fun writing this sort of stuff, even if it just stays in the drawing board. I'm looking forward to your comments!
- For this message the author Steel Neuron has received thanks: 4
- CykusX, khalil, red_kangaroo, siggboy