Search Term: KeloidHere are the first two Wall Street Construct units I have been writing up. The main idea behind them is to have pre-packaged, pre-characterized, pre-approved mooks available for usage as either allied or hostile NPCs. They're mindless, obedient and mass produced. Note however, that attempting to modify their equipment will void their warranty and will likely trigger their failsafes.
Since they are purchased, just about any organization with enough funds to spare can field them.
Stats are given with each unit since it isn't meta-ing if there is already plenty of combat data on these that may be gleaned from various sources. Also because they are capable of being an actual threat due to their +10 single-use weapons.
Description
A vaguely humanoid being of amorphous form, it consists of flowing streams of an assortment of mundane substances with the majority seeming to be asphalt and cement. Small rigid plates of dull black coloration ride these currents, randomly concentrating and dispersing, forming transient armor pieces over the seemingly liquid form of its wearer whilst a pellucid metallic crystal occasionally surfaces from where its face should be. The barrel of a gun with an inbuilt pair helical rails is visible within the grasp of the figure, the rest of the firearm is difficult to examine due to being partially fused with the creature's hand, though the streamlined, compact construction and drum magazine are evident. Fleeting glimpses of additional magazines may be caught in the brief moments where they bob up from within its forearm. Resting in a hip-mounted scabbard is what appears to be a twin-bladed sword, however, odd the grip and presence of rearrangable components suggests that it may be usable as a firearm as well.
Statistics
ESS: 20
SPD: 30
SKL: 15
STR: 15
MAG: 0
DEF: 10
RES: 10
Traits
Wall Street Construct: Health and Mana stats are replaced with an Essence stat which serves the role of both. 1 point in the stat results in 2.5 essence points.
Skirmish Bias: Essence is lost every turn but recharges rapidly out of combat.
Artificial Intelligence: Unfamiliar situations hamper this unit.
Arcane Vampirism: Downing or killing creatures of the same affinity drains some of their mana and recovers essence.
Creation Affinity: This entity is comprised of creation substances.
Equipment
General Purpose Railgun (+5): A compact helical railgun enchanted with a kinetic embargo, small enough to be used effectively even in close quarters. Possesses an unparalleled rate of fire and flawless accuracy with no recoil though it drains essence when firing. Utilizes drum magazines.
Extremity Combat Railgun (+10): A linear railgun the length of a claymore, with edged rails and a kinetic embargo. It has a limited quantity of capacitors due to the sheer power required. These capacitors may be discharged to fire a large round at high velocities from long range or deliver a severe electric shock in melee combat. After discharging, becomes a (+3) melee weapon.
Adaptive Armor (+5): A lightweight array of armor plates that arrange themselves to protect against both magical and mundane attacks. Will only trigger if the SKL vs SPD roll difference is low enough. Cannot defend against another attack executed from a different direction in the same turn.
Directional Flashbang Unit: Emits an intense flash of light and loud noise before releasing smoke. The flashbang reduces SPD and SKL for one turn whilst the smoke reduces SKL of units trapped inside it. Can only be used once per encounter. Retreating and later entering combat counts as a different encounter.
Resource Denial Unit: Multiple failsafes equipped on all pieces of equipment. As soon as the equipment is stolen, the AI is destroyed or its body proves unresponsive, power is automatically cut off from the failsafes resulting in them destabilizing and completely obliterating the equipment they are attached to.
Behavior
These units operate as a collective unit and abide by the directions they have been given. Should an enemy succeed in engineering a scenario not within the bounds of the data and orders given, they begin becoming unresponsive and uncoordinated.
Behavior is primarily governed by Objectives and Thresholds. Objectives dictate what they need to perform and the conditions surrounding them. Thresholds are the triggers for certain behavior.
Usually, they possess two default Thresholds. These are the Withdrawal and Re-engage thresholds, both of which are tied to Essence. When a unit in a squad has its Essence below its Withdrawal threshold (60% is the factory default), the entire squad begins a withdrawal procedure, escaping combat. They will then opportunistically attack once again when all units are above their Re-engage threshold (100% is the factory default).
An Elimination Objective however, can override this. Should a pre-designated target be close to death (as in, proper death, not just being incapacitated), units will seek to ensure that the target does die even if it results in their own destruction. Directional Flashbangs and Extremity Combat Railguns tend to be used more liberally in this event.
Note that an Objective must be specific, for example, a construct cannot be assigned "eliminate the player party" as an objective as it has no idea what the player party is. It would instead have be assigned Elimination Objectives against every member of the player party. Furthermore if the party receives or summons backup, they will not be covered by the Elimination Objective. This may be partially covered with a 'Retaliate Against All Attacks' Objective, however this will ensure that the units only act against unidentified personnel when they attempt to attack, leaving them free to maneuver or buff themselves. Alternatively, the Objective, "Attack All Units Near Targets" may be used, however this can result in the constructs wasting their time, hunting down wildlife and civilians.
Generally, these units focus on their fire on the most vulnerable hostile present and will conserve their Directional Flashbangs for retreats and Extremity Combat Railguns for more defensive actions, or as a finishing blow. The high ammunition capacity of their General Purpose Railgun magazines combined with the weapon's innate accuracy and utter lack of recoil result in these units tending to fire in full-auto with unnerving precision. Burst-fire is reserved for fast targets and long-range engagements. True to its name, this weapon is used in all ranges and is capable of performing well in all ranges.
Description
A vaguely humanoid being of amorphous form, it consists of flowing streams of an assortment of mundane substances with the majority seeming to be asphalt and cement. Small rigid plates of dull black coloration ride these currents, randomly concentrating and dispersing, forming transient armor pieces over the seemingly liquid form of its wearer whilst a pellucid metallic crystal occasionally surfaces from where its face should be. A wide gun-barrel not unlike those found on infantry-portable artillery pieces rests upon the shoulder of the figure, seemingly merged with the hand that held it. Its other hand has the benefit of greater delineation, owing to the taloned gauntlet encasing it. The metallic frame possesses an unearthly aura, the fingertips tracing thin, bright lines into the air whilst a dim white glow emanates from its palm.
Statistics
ESS: 35
SPD: 15
SKL: 15
STR: 0
MAG: 15
DEF: 10
RES: 10
Traits
Wall Street Construct: Health and Mana stats are replaced with an Essence stat which serves the role of both. 1 point in the stat results in 2.5 essence points.
Skirmish Bias: Essence is lost every turn but recharges rapidly out of combat.
Artificial Intelligence: Unfamiliar situations hamper this unit.
Arcane Vampirism: Downing or killing creatures of the same affinity drains some of their mana and recovers essence.
Creation Affinity: This entity is comprised of creation substances.
Equipment
Adaptive Arcane Discharger (+5): An enchanted gauntlet that rapidly rends magical circles in mid-air. These circles discharge creation magic in the form of beams or explosions. They may be discharged at will upon deployment or simultaneously after several have gathered up, they are aimed at the time of discharge. Out of combat, they may deploy circles as anti-personnel mines. Drains essence when used.
Field Lance (+10): A recoilless rifle loaded with a single warhead. Upon impact, the warhead distorts reality in the area in front of it, making the very laws of physics hostile to the living. This may even be fired at point-blank with no risk to the user. After firing, becomes a (+3) melee weapon.
Adaptive Armor (+5): A lightweight array of armor plates that arrange themselves to protect against both magical and mundane attacks. Will only trigger if the SKL vs SPD roll difference is low enough. Cannot defend against another attack executed from a different direction in the same turn.
Directional Flashbang Unit: Emits an intense flash of light and loud noise before releasing smoke. The flashbang reduces SPD and SKL for one turn whilst the smoke reduces SKL of units trapped inside it. Can only be used once per encounter. Retreating and later entering combat counts as a different encounter.
Resource Denial Unit: Multiple failsafes equipped on all pieces of equipment. As soon as the equipment is stolen, the AI is destroyed or its body proves unresponsive, power is automatically cut off from the failsafes resulting in them destabilizing and completely obliterating the equipment they are attached to.
Behavior
These units operate as a collective unit and abide by the directions they have been given. Should an enemy succeed in engineering a scenario not within the bounds of the data and orders given, they begin becoming unresponsive and uncoordinated.
Behavior is primarily governed by Objectives and Thresholds. Objectives dictate what they need to perform and the conditions surrounding them. Thresholds are the triggers for certain behavior.
Usually, they possess two default Thresholds. These are the Withdrawal and Re-engage thresholds, both of which are tied to Essence. When a unit in a squad has its Essence below its Withdrawal threshold (60% is the factory default), the entire squad begins a withdrawal procedure, escaping combat. They will then opportunistically attack once again when all units are above their Re-engage threshold (100% is the factory default).
An Elimination Objective however, can override this. Should a pre-designated target be close to death (as in, proper death, not just being incapacitated), units will seek to ensure that the target does die even if it results in their own destruction. Directional Flashbangs and Field Lances tend to be used more liberally in this event.
Note that an Objective must be specific, for example, a construct cannot be assigned "eliminate the player party" as an objective as it has no idea what the player party is. It would instead have be assigned Elimination Objectives against every member of the player party. Furthermore if the party receives or summons backup, they will not be covered by the Elimination Objective. This may be partially covered with a 'Retaliate Against All Attacks' Objective, however this will ensure that the units only act against unidentified personnel when they attempt to attack, leaving them free to maneuver or buff themselves. Alternatively, the Objective, "Attack All Units Near Targets" may be used, however this can result in the constructs wasting their time, hunting down wildlife and civilians.
Generally, these units focus on their fire on the most vulnerable hostile present and will conserve their Directional Flashbangs for retreats and Field Lance for more defensive actions, or as a finishing blow. They tend to rapidly deploy and discharge their Adaptable Arcane Discharger circles as beams, though should enemies take cover, they will continue to fire, waiting for an opportunity to discharge all their circles at once. Explosive discharges are mainly reserved for melee combat and anti-personel mine use. True to its name, this weapon is used in all ranges and is capable of performing well in all ranges.
Description
A vaguely humanoid being of amorphous form, it consists of flowing streams of an assortment of mundane substances with the majority seeming to be asphalt and cement. Slight protrusions allude to an indistinct ribcage-like structure beneath roiled fluid. Small rigid plates of dull black coloration ride these streams, concentrating and dispersing in a regular pulse-like pattern as they drift along in some mocking imitation of a circulatory system. A pellucid, metallic crystal occasionally surfaces from where its face should be, its rise and fall dictated by a sinusoidal pattern, not unlike that of a human's breathing. A ghastly wail, soundless yet somehow still perceptible seems to emanate from its very form, ragged breaths, shrill screams, agonized cries and desperate gasps all coalescing into a hellish cacophony.
Statistics
ESS: 28
SPD: 22
SKL: 15
STR: 10
MAG: 10
DEF: 5
RES: 5
Traits
Wall Street Construct: Health and Mana stats are replaced with an Essence stat which serves the role of both. 1 point in the stat results in 2.5 essence points.
Skirmish Bias: Essence is lost every turn but recharges rapidly out of combat.
Artificial Intelligence: Unfamiliar situations hamper this unit.
Warforged Essence: Can instinctively wield and use unfamiliar equipment to a highly skilled degree though doing so drains Essence.
Creation Affinity: This entity is comprised of creation substances.
Equipment
Adaptive Armor (+5): A lightweight array of armor plates that arrange themselves to protect against both magical and mundane attacks. Will only trigger if the SKL vs SPD roll difference is low enough. Cannot defend against another attack executed from a different direction in the same turn.
Resource Acquisition Unit (+5): An intricate network of transaction amplifiers that manipulate and direct the internal transactions of this unit. Automatically activates when the user attempts to steal enemy equipment, imparting its bonus to all relevant rolls in this process.
Breaching Unit : A centralized array of transaction amplifiers designed to facilitate hit-and-run tactics. Allows the unit to silently glide straight through solids at high speeds. May be used twice per encounter. Retreating and later entering combat counts as a different encounter.
Directional Flashbang Unit: Emits an intense flash of light and loud noise before releasing smoke. The flashbang reduces SPD and SKL for one turn whilst the smoke reduces SKL of units trapped inside it. Can only be used once per encounter. Retreating and later entering combat counts as a different encounter.
Resource Denial Unit: Multiple failsafes equipped on all pieces of equipment. As soon as the AI is destroyed or its body proves unresponsive, power is automatically cut off from the failsafes resulting in them destabilizing and completely obliterating the equipment they are attached to.
Behavior
These units operate as a collective unit and abide by the directions they have been given. Should an enemy succeed in engineering a scenario not within the bounds of the data and orders given, they begin becoming unresponsive and uncoordinated.
Behavior is primarily governed by Objectives and Thresholds. Objectives dictate what they need to perform and the conditions surrounding them. Thresholds are the triggers for certain behavior.
Usually, they possess two default Thresholds. These are the Withdrawal and Re-engage thresholds, both of which are tied to Essence. When a unit in a squad has its Essence below its Withdrawal threshold (60% is the factory default), the entire squad begins a withdrawal procedure, escaping combat. They will then opportunistically attack once again when all units are above their Re-engage threshold (100% is the factory default).
Note that an Objective must be specific, for example, a construct cannot be assigned "eliminate the player party" as an objective as it has no idea what the player party is. It would instead have be assigned Elimination Objectives against every member of the player party. Furthermore if the party receives or summons backup, they will not be covered by the Elimination Objective. This may be partially covered with a 'Retaliate Against All Attacks' Objective, however this will ensure that the units only act against unidentified personnel when they attempt to attack, leaving them free to maneuver or buff themselves. Alternatively, the Objective, "Attack All Units Near Targets" may be used, however this can result in the constructs wasting their time, hunting down wildlife and civilians.
Generally, these units operate in pairs within whatever larger formation they have been assigned, stalking their targets until the opportunity to make an effective attack. They attack simultaneously, blitzing the enemy by erupting out of the ground, the ceiling or through walls using their Breaching Units. They target the units possessing the most useful equipment with one construct activating its directional flashbang to disrupt the unit whilst their partner rushes in immediately and activates their Resource Acquisition Unit. Depending on their objectives and thresholds, the constructs will either proceed to withdraw using their Breaching Units after the second construct flashbangs the area, or continue to fight, utilizing the captured equipment and capturing more equipment should an acceptable opportunity, determined by the Capture Threshold, presents itself. As there is no guarantee that the equipment they take takes the form of a weapon, they may be equipped prior to deployment with weaponry as their user sees fit.
Description
A translucent orb the size of a medicine ball, slowly undulating with invisible forces.
Statistics
ESS: 2
SPD: 3
SKL: 0
STR: 0
MAG: 0
DEF: 0
RES: 0
Traits
Wall Street Construct: Health and Mana stats are replaced with an Essence stat which serves the role of both. 1 point in the stat results in 2.5 essence points.
Artificial Intelligence: Unfamiliar situations hamper this unit.
Metastable Bubble: Single use. This unit may absorb an attack, delaying its impact to until the next time it gets hit.
Creation Affinity: This entity is comprised of creation substances.
Ghostly Form: This entity is very stealthy but takes double damage from all sources.
Equipment
Disposable Reconnaissance Unit: A rudimentary camera and tracking system. Transmits its visual feed and location when activated. Very compact and very fragile.
Self Destruct Mechanism: A small single-use unit of eldritch origin that disrupts the internal transactions of Light Reconnaissance constructs. Deals 5 damage to its user upon activation. The damage is limited to the user and will not damage anything nearby, no matter how close.
Behavior
These units operate as a collective, though due to their simplistic Artificial Intelligence, their coordination is effectively limited to swarming and protecting each other.
They may be given Routines and Triggers. Routines are actions to take, such as patrolling along a set path, swarming with nearby units or hiding in ambush. Triggers are events that cause changes in Routine, such as the detecting of an enemy unit causing it to abandon its patrol and shadow the hostile, or shifting towards the center of a swarm upon absorbing an attack, or activating its Self Destruct Mechanism when near an enemy.
A near-invisible eldritch inscription reverse-engineered from magic circles, vastly reducing visibility and fundamentally changing the capabilities at the cost of increasing the resource consumption of both creation and activation (along with purchase price of course). Unlike their mundane counterparts, these sigils must be destroyed to activate and unleash their immense power. This may be achieved by something as simple as placing it across a door and wall so that opening the former breaks it. Each unit comes as a single-use application tool that is used to place it on the desired surface.
Upon being triggered, everything in the vicinity is undergoes an involuntary transaction, ones where a significant net gain is made by the user. This exchange is not of finances, nor of resources, but rather one of the most valuable commodities: information. The fact that this symbol has been activated, its exact location and what it precisely does are automatically sent into the minds of whatever is in the area along with any information the user wishes to include. This information must be truthful and of sufficient value to those who triggered it in order to be considered a legal tender. Note that this means that it must not already be known. No equivocation, no falsifications, no half truths may be given.
In exchange, information is forcibly extracted from the area. Illusions and enchantments are but futile in attempts to conceal the truth. This more information has been given, the more information may be extracted in exchange. This output is always greater than the input. Any combat and scenario data that has been found may be remotely delivered into anything with the Artificial Intelligence trait, making it very unlikely for the trait to hinder them in the trigger location (as long as the location is not changed significantly) and granting a proportional statboost to all opposing rolls against the scanned units.
The activation, location and property data of the modified circle are considered to be legal tender, hence even if no additional information is given, some data may still be gleaned.
The less one's enemy knows and the more one knows about one's enemy, the more dangerous this becomes.
A limpid sphere, the size of a bowling ball plunges into the pavement, seemingly phasing straight through. The pulse comes seconds later, though the blast itself is not visible, but the effects certainly are. Cement and asphalt seemingly liquefy, ripples racing across their viscous surfaces before violently erupting as a mass of shifting tendrils, blindly lashing in stoic fury as they begin to intertwine. Brief scintillations within the rapidly rising mass signify the emergence of various implements as the aberration's movements begin harmonizing with mechanical precision, the clumsy lurches quickly becoming mathematical approximations of more natural movement.
For when deployment spheres are launched into a pavement of cement and asphalt.
The haphazard movement of the plates comes to a sudden, cataclysmic end. Skimming across the viscid surface, they lock into place. By the time the attack connects, it impacts not the bare mass of the construct, but rather, a thick umbral plate.
For when adaptive armor successfully activates.
The crystal violently erupts forward before the world collapses into a cataclysmic coruscation, a phantasmal roar howling into the ears of the unfortunates caught in the blast. Intense vertigo plagues every movement whilst a dark fog haunts the area rendering movement difficult and visibility abhorrent.
For when a PC is caught in a directional flashbang blast.
The helical railgun was silent. There was neither the malevolent roar of propellant, nor even the faintest of coughs. Then again, that accounted for little as the near-continuous stream of hypersonic metal was far from silent. It sounded like death. Like the reaper's scythe as it cleaves mortality's veil asunder.
For an attack using a general purpose railgun.
With an unearthly shriek, a small piece of metal was propelled at re-entry speeds. Were it not for its enchantment, it would have been reduced to little more than mere plasma.
With an unearthly shriek, a small piece of metal streaked through the air. An enchantment primed to ensure that there would be no overpenetration to deliver thankless mercy to its mark.
With an unearthly shriek, a small piece of metal tore into its rightful prey.
For when a character is hit by an extremity combat railgun shot.
With nonchalant malice, the entity buries its blade into its quarry. Before even the first droplets of blood began to spill, the discharge occurred. Direct current. Extremely high current. Not able to cause cardiac arrest, but that would far from the most pressing concern.
For when a character is hit by an extremity combat railgun melee.
The circles flare with power as they activate, the vestigial energies of genesis gathering within their infinitely thin forms. As the circles implode at blinding speeds, brilliant lances of radiance rip through reality, impaling everything in their path with explosive force. The indiscriminate light of judgment burning for brief instants.
For an attack using an adaptive arcane discharger's beam attacks.
Violently undulating, the sigils tremble with power. As they shatter, miniscule explosions rip through the air from where their centers once lay. Inflation and baryogenesis arising once more in minute, homicidal recreations of the big bang.
For an attack using an adaptive arcane discharger's explosive attacks.
A concussive blast from the rear of the barrel engenders all who are present to the warhead spiraling down the tube. The crushing blow of the impact was but a harbinger for what would follow. Reality unravels and light distorts around the area of impact, a lance of eldritch power impales the victim. From within the perturbation, a blasphemous phantasmagoria of visions, vision better left unstated, beckon in the instant before the rift mercifully closes.
For when a character is hit by a field lance attack.
The monstrosity shifts and seemingly evaporates into a probability cloud. The bellowing haze hurtles towards its adversary, as echoing cries in foreign tongues bombard them, though several were recognizable as distinctively human. It seemed to pervade the very existence of the area, relentless burrowing into everything, attempting to covet, to take, to assimilate.
For when a resource acquisition unit is activated.
The being abruptly stops, its paraphernalia spontaneously dissipating in bursts of radiance as the moving mass of cement and asphalt unceremoniously collapses, promptly solidifying in an uneven heap.
For when a combat specialist construct is destroyed.
Roaring one final time in an unnatural amalgamation of fury, terror and sorrow, the abomination's form writhes and twists. Spinal columns, tentacles and random limbs ripping out of its body as it is consumed in a bright blaze. A myriad of distorted faces, some human, others alien, some old, others young erupt from the protrusions, all of them screaming. The horrid concretion tears itself asunder with its last heartbeat, leaving but an inconsistent heap of cement and concrete.
For when a guerilla warfare construct is destroyed.