Constructed beings are those who were forged - like constructs and other mechanical beings.
Constructed Stat Line-Up:
Physique: 9 (Health is renamed to "Integrity" but otherwise functions the same, no Stamina score (counted as 0))
Dexterity: 8
Intellect: 9
Wisdom: 6
Charisma: 4
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Creature Type: Construct (Constructed)
Constructed use the Construct properties and defensive traits, except they are not always Indifferent only.
Each Constructed also uses "Bonus Stamina" and "Stamina Recovery" due to Constructs lacking a Stamina score and age categories, instead relying on the subspecies to determine their Bonus Stamina and Stamina Recovery.
Age Categories: N/A (Constructed are ageless)
Darkvision: Constructed can see in Darkness just as well as daylight.
Hollow sets of armor which have souls imbued within them, and a seal to house said soul seal on their body.
Physical Description
Sets of armor animated with magic and now brought to a new 'life', these souls are usually beings who have died and had their soul preserved or resurrected without their original body to return to. Souls radiate a brilliant blue-white color typically, spilling through cracks in the armor giving them the appearance of a magically enchanted set of armor, and the armor worn is usually heavy and bulky in nature to hold their body. These towering sets of armor are bulking 12'6'' monstrosities.
Personality
Spirit Armor usually have personalities similar to what they had in their past life save for their emotions becoming a lot more hollow and deadened due to their lack of physical stimuli, being unable to engage in much of what they could in the past. What little they can do they take extreme pleasure in, wishing to hold onto what little they can of their past.
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Spirit Armor Stats
Ability Bonus: Spirit Armor receives a +1 to Power and Integrity
Armored Shell: Spirit Armor is made entirely of armor and thus cannot wear armor over their body, their armor equal to 10 multiplied by their Integrity per body part (Head, Body, Arms, and Legs). They are able to modify, enchant, and upgrade their armor and can replace pieces if they are lost or stolen
Strong Spirit: Spirit Armor receive a +2 bonus to Mental Defense, and maximum Sanity points.
Base HP: 22
Bonus Stamina: 30
Stamina Recovery: 1d10
Size: Large
Speed: 6 sq. + (1/2 of Agility + 1/2 of Reaction)
Native Language: As per Human
Creatures constructed through the union of magical energies and large formations of crystal, these beings are highly attuned to magic.
Physical Description
Crystalline creatures who stand around 6'4'' on average, their bulky frame tapering off to fine points at their feet. Their crystal bodies are semi-translucent, displaying flowing magic through them like veins through a human body, thin filaments running up and down their body with a mass bundle in their chest and head. Mage Shards come in a variety of colors, mimicking different crystals like jade, aquamarine, and ruby.
Personality
Mage Shards are contemplative creatures who, through their long lives, enjoy learning as much as they can from the world. Those who cannot or are unable to read do so through other methods however they often know how to read and thus take to reading for years and years, scouring ancient libraries or finding basements to civilized libraries and sneaking their way in to read their way through it before moving on to new ones.
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Mage Shard Stats
Ability Bonus: Mage Shards receive a +1 to Reason and Common Sense
Mystic Connection: Mage Shards increase their maximum Magic Points by 10.
Reflect Spells: Mage Shards have a chance to reflect spells back at their caster; once per day if a single target spell has targeted them and failed to hit their Physical Defense they can choose to reflect the spell back at the caster, forcing the caster to attack themselves.
Base HP: 13
Bonus Stamina: 15
Stamina Recovery: 1d4
Size: Medium
Speed: 6 sq. + (1/2 of Agility + 1/2 of Reaction)
Native Language: As per Human
Stone or clay figures of Jewish mythology who are animated through magical energy.
Physical Description
Golems are shaped by a master to look a certain way (usually as a nondescript humanoid) and possess only indentations where facial features are supposed to be. On their forehead is their name written in Hebrew, which is seen as sacred and not to be spoken by random individuals unless they are close to the Golem or their owner. Due to being made of earthen materials; they are usually slow, lumbering, and have many small jagged edges of rocks and pebbles in their skin which is always shifting.
Personality
Immature Golems (as in those who are newly created) have very little in the ways of independent thought, emotion, and personality, usually being taught as time goes on by their master or caretakers as to how to act or what the correct or incorrect way to interact with people is. Older, more experienced Golems have more defined personalities, their age determining how much they think for themselves and how much their owner has taught them.
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Golem Stats
Ability Bonus: Golems receive a +1 to Power and Agility
Tough Exterior: Golems have 20 natural Defense Points and a +2 bonus to their Physical Defense. These Defense Points stack with armor worn or magical effects, but not other forms of natural Defense Points.
Heavy Burden: Golems ignore penalties that would be imposed by Burden Limit.
Base HP: 18
Bonus Stamina: 20
Stamina Recovery: 1d8
Size: Medium
Speed: 4 sq. + (1/2 of Agility + 1/2 of Reaction)
Native Language: As per Human
These items are possessed by a spirit and have two forms - as a body, or as the item.
Physical Description
As their physical body, Living Items appear to be normal humanoids with features they decide for themselves when presenting themselves to others (usually choosing some way to stand out or be unique), as their item form they have little control over how it looks however the weapons are usually glowing and radiate magic energy frequently.
Personality
Living Items have personalities forged by endless days, months, years, or even centuries of waiting for a potential owner to reach them. This can drive some insane, and drive others to profound wisdom unmatched by others. This is due to their 'activation' needing to take place, a lengthy ritual process in which the Living Item is claimed by another sentient being as theirs. Once this happens the Living Item can freely transform between their item form and physical body, even if the owner relinquishes control. Some however are more complicated, requiring different rituals to be performed in order for them to be free of their inanimate shell.
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Living Item Stats
Ability Bonus: Living Items receive a +1 to Integrity and Intuition
Change Shape: Living Items are able to change between two forms; a physical body, and the item they really are. While in their physical body they act as normal, and while in their item form they retain all of their attributes save that they are unable to take any actions which would cost Stamina to perform, unable to move on their own, and are otherwise an object with the ability to think and speak. Transforming between these two forms costs 5 MP, however if you're knocked unconscious you automatically revert to your item form.
As an item they are a mundane version of that item, and the item cannot cost more than 75 silver or be larger than Medium size.
Conjure Self: Living Items can (while in their physical body) create a translucent and semi-physical version of their item form in their hands and either wield or wear this item. If this is a weapon, the weapon is counted as magical.
Base HP: 15
Bonus Stamina: 15
Stamina Recovery: 1d6
Size: Medium
Speed: 6 sq. + (1/2 of Agility + 1/2 of Reaction)
Native Language: As per Human
Fashioned from stone, gargoyles are statues come to life who hunt for treasure to fill their stomach.
Physical Description
Gargoyles range from being on the shorter side (around 5') to being incredibly tall (around 7'6''), their height primarily derived from how they were initially sculpted, however all end up being of standard humanoid heights. Their stone skin makes them gray from head to toe with the only other color being their clothes if any are worn, and their eyes shining a deep blood red while they are awake. Due to the denseness of their bodies, their wings and tail are often vestigial, remnants of when they were sculpted.
Personality
Unnerving and strange, the nature of gargoyles causes them to hunt for food at night and rest during the day (rest at least meaning not looking for food). When wanting to feed, gargoyles hunt down various metals, wishing to stuff said metals into their molten stomach to digest as 'fuel' to keep them active. This need for feeding isn't all encompassing and overtakes their sense of reason and self, but it is a strong desire which they often will aim to fulfill if and when they can.
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Gargoyle Stats
Ability Bonus: Gargoyles receive a +1 to Power and Health
Body of Stone: Gargoyles receive a +4 bonus to Physical Defense, and have Natural Defense Points for every body part equal to 10 plus their Health. These Natural Defense Points do stack with worn armor or other forms of Natural Defense Points gained.
Consume Metal: Gargoyles can consume metal as if it were food, and doing so causes the metal to be melted down into the molten 'stomach acid' they possess. Once melted in this way the gargoyles can regurgitate the molten metal as material to be used in crafting or as a ranged spit attack (3 square range, deals 3d6 fire damage and 1d6 bludgeoning damage). This can only be used to destroy mundane items, weapons, and armor.
Base HP: 18
Bonus Stamina: 30
Stamina Recovery: 1d10
Size: Medium
Speed: 6 sq. + (1/2 of Agility + 1/2 of Reaction)
Native Language: As per Human