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Construct

De Runarcana Wiki
Esta página é uma versão traduzida da página Construto. Sua tradução está 100% completa.

This Article is in accordance with the version 0.94 of Runarcana RPG

Constructs are extremely rare on Runeterra, in a land fueled by magic and with the existence of Hextech crystals, manufactured in Piltover (sometimes even from chemtech energy, a Zaunite technology manufactured from the waste of hextech production), the creation of life is not a power exclusive to the deities, but rather something that can be done by unscrupulous or even desperate people.

Individuality

As with living things, constructs are usually unique creatures, have a unique appearance and hardly resemble other creations even if they are from the same creator.

Its creators are diverse, being able to make its appearance and functioning unique, so its interior can be an extremely complex creation. Therefore, each one is as individual as a person, which includes their stories, their levels of intelligence and even their function.

While each of them lives their life, fulfills their function and follows the script to which they were linked, others end up awakening awareness and finding their individuality.

Perhaps this is a side effect of the hextech crystals used for its construction, crystals extracted from creatures that have been asleep for centuries (perhaps even millennia), which over time manage to find a way to re-establish themselves as a living, sentient being.

But maybe it's just a natural consequence of trying to deal with forces we don't know, like the creation of life and consciousness.

Either way, constructs are a reality. How long can they last? This is an unanswered question and one of Runeterra's many mysteries.

Appearance

There is no uniform appearance for the constructs, but it seems a great irony that most of those who become aware have normally anthropomorphic appearance: two arms, two legs, head and torso.

The colors can vary radically, as well as the material from which they are made, but usually inside all of them there is a hextech crystal that is, at the same time, heart, power source and brain, slowly creating thinking and, who knows, maybe even dreams.

Culture

Constructs are not a people and therefore do not have a common culture. Although they are originally from Zaun or Piltover, there is no society and values being transmitted and cultivated.

Construct culture can be boiled down to form and function. Although some bring erudition and a very large volume of information, their consciences are still in formation and in search of what human beings consider to be “identity”.

Perhaps the closest thing to culture is a rumor that has been swirling around Zaun and Piltover about man's next step, a so-called "Glorious Evolution". Although it has few followers here and there, these ideas have grown, especially when there are men who seek more and more to resemble machines, while there are machines who seek more and more to resemble men.

Peculiarities

Whether due to some specific aspect of their creation or some relation to their source, constructs usually have one or two quirks in their creation. You can choose to make a roll or choose one from the quirks below:

Peculiarities
1d10 Traits
1 You analyze (out loud) the threat potential of each creature you meet.
2 You don't understand emotions and often misinterpret emotional situations.
3 You are highly protective of everyone you consider friends.
4 You oftenly say things you're thinking out loud without even realizing it.
5 You try to apply war tactics and discipline to all situations.
6 You don't know how to filter your feelings and you're always on the verge of dramatically exploding your emotions.
7 You don't understand clothing beyond its usefulness and assume that what a creature wears indicates its job and status.
8 You are obsessed with your appearance and constantly polish your armor.
9 You are deeply concerned about following proper procedures and protocols.
10 War is the only thing that makes sense to you. And you're always looking for a fight.

Construct Names

The constructs have names that vary from names given by their creators, to names that were given by people with whom they had contact, so these names can be from codes involving letters and numbers, to even being named after a function such as “Can-Trumpler”.

Male Names: Blitzcrank, Sentinel, Aggressor, Harry, Aegis, Otis, Blade, Blowtorch, Cutthroat, Ravenger, Titan, Graven, Morg, Rune

Female Names: Orianna, Dame, Cherry, Alsatia, Ava, Gale, Eve, Galatea, Niya, Dorothy, Alice, Cassandra, Helen, Wendy, Zelda

Construct Origin Traits

Attributes: You can add 2 points to an attribute and 1 to a second attribute.

Heritage: You have 2 Origin Heritage points, see Chapter 5: Customization for the list of Heritages available. You gain 1 Origin Heritage point at levels 5, 9, 13 and 17.

Age: The lifespan of a Construct is indeterminate, as long as it has a source of energy and remains whole, it can last forever.

Size: Constructs can be of different sizes, from 1.5 to 2 meters tall. With the exception of the Brutal model that can reach up to 2.9 meters in height. You can choose between the sizes Small , Medium e Large.

Speed: Your base walking speed is 30 feet.

Past: Choose a Past. See Chapter 4: Detailing for the list of Pasts available.

Region: You have 1 Region Heritage point and 1 language from that region, you must choose your Region which will define where you grew up and much of how you see the world. You can see more about this in Chapter 11: Runeterra.

Living Construct: When you take a rest you don't recover hit points like other origins normally do, instead you need to repair yourself or get someone else to do it. It takes 6 hours of careful work to do this. However, constructs are built to last, so they receive the following traits:

  • Resistance to poison and poison damage.
  • Immunity to non-magical diseases.
  • Does not need to eat, drink or breathe.
  • Does not need sleep, does not suffer from Exhaustion from lack of rest and does not suffer effects from sleep magic.
  • Heals only half the hit point with healing spells and effects. The repair damage spell heals normally.
  • Disadvantage on saving throws from hostile climates, such as cold or desert, if you don't have proper equipment.

Adjustable Protection: Your body has layers of defense that define your Armor Class. You do not benefit from wearing armor, but you can add a shield 's AC normally. Each model has its own limitations. You can, during a long rest, adjust your body to different armor modes. If you have the Defense without Armor class feature, you will always have Null mode.

Natural Armor
Mode Requirement Armor Class DR Model
Null None +1 AC - Todos
Light None AC = 13 + Dex. Mod. 1 All
Medium Proficiency with Medium armor AC = 16 + Dex. Mod.(Max of 2) 2 All
Heavy Proficiency with Heavy armor AC = 19 4 Brutal and Envoy


Lineages. You must choose one of the following models:

Models

When we talk about constructs, what is considered a rule does not cover a huge amount of samples, perhaps the less numerous origin of Runeterra, the constructs end up following patterns based on each creator, however it is customary to follow a logic regarding function and utility which makes there be three standard models.

Brutal

Brutal constructs belong to the category of constructs made primarily with metal and, as the name implies, are made following more robust models and with functions that require greater strength. They are usually demolishers, bouncers, civil builders, among other functions

Surpass the Limits: Using your internal energy, you can increase the speed of your moving pistons temporarily, increasing your speed but overheating your circuit. As an action, you increase your speed for the next 3 turns and your base speed becomes 40 feet, but at the end of the 3rd turn you become overheated, reducing your base speed to 15 for 2 turns. You can take this action a number of times equal to half your Proficiency bonus per long rest.

Resistant: You have resistance to one of the following types of damage, chosen during creation: acid, lightning, force, fire, cold, necrotic, psychic or radiant.

Envoy

Envoy constructs are made up of various materials, without a predominance of a specific type, they are very similar to humans, be it in shape or size. They are usually responsible for delivering messages over long distances, because of this feature they have protection against most environments, making sure that the message will be delivered.

Geolocation: Your model is equipped with a secondary perception system. Using an action, you gain 60 feet of Blind Sense until the end of your next turn. Besides that, for that duration, this system gives you advantage on checks to perceive illusions. You can activate this feature a number of times equal to your proficiency bonus per long rest. Additionally, you have advantage on saving throws for hostile climates, such as the heat of the desert or the frigid climate of the Freljord. You also ignore difficult terrain made of mud, ice or sand.

Functional: You were built for a purpose. Gain proficiency with a Skill, Craft, or Martial Weapon.

Nimble

The nimble model constructs are built with light materials, mostly light metal alloys or resistant wood normally used in naval constructions, and are based on the human structure, but are usually thinner and more delicate, built with the intention of lightness and finesse, usually for functions that require greater manual precision or even as duelists.

Kinetic Energy: When using the Dash action, you do not cause attacks of opportunity. Additionally, you can power up one unarmed or melee weapon attack (the weapon must be made of metal) while moving. Using a bonus action, you can make this energized attack, dealing an additional damage of 1 for every 5 feet you moved while using Dash. You can use this ability a number of times equal to half your proficiency bonus per long rest.

Duelist: When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to make an attack with advantage on the attacker.