"The golem makers of old poured life into clay. An Artificer pours something more dangerous - intention."

— Thessaly Orvane, professor of Construct Theory, College of Arcana

An Elemental Construct is not merely a machine. It is a living runic framework, shaped from elemental materials and awakened through a gift of the Artificer's own soul. Where other crafters build tools, the Artificer who pursues Elemental Constructs builds a companion - one that thinks, learns, and grows alongside them.

Elemental Constructs require significant runic mastery to design and build. They cannot be purchased or commissioned from a shop. Each construct is a unique creation, assembled from a set of blueprints chosen by the Artificer and brought to life through the Awaken Elemental Construct skill. An Artificer may only maintain one Elemental Construct at a time. A second cannot be built unless the first is destroyed or formally decommissioned.

The Blueprint System

Elemental Constructs are built using a Design Points (DP) budget determined by the Artificer's crafting level. Every aspect of the construct be it its core, body, movement, senses, limbs, and special traits, is purchased from one of six blueprint categories using this budget.

Crafting Level Design Points
Novice Runic Crafting 200 DP
Better Runic Crafting 350 DP
Advanced Runic Crafting 500 DP

Points not spent are lost. The Artificer must finalize their blueprint before beginning construction. Changes to the blueprint after construction begins require starting over.

Blueprint Categories

Core

The Core is the heart of the construct. It is the runic engine that powers everything else. Every construct must have exactly one Core. The Core determines the construct's elemental affinity and Soul capacity.

Crystal & Precious Stone Cores

These cores draw on their inherent magical resonance. These cores draw from the construct's donated Soul pool rather than needing recharging.

Blueprint Vitality Soul Power Physical Armor Magical Armor Blueprint Notes DP Cost
Crystal Core N/A +5 Soul capacity N/A N/A N/A
  • Uses the Artificer's runic element.
  • Provides elemental effects based on the Artificer's element, same as Crystal Core elemental effects for runic weapons.
25
Jade Core N/A +3 Soul capacity N/A N/A N/A
  • Locks construct's element to Earth.
  • Provides earth elemental effects.
30
Meteorite Core N/A +3 Soul capacity N/A N/A N/A
  • Locks construct's element to Space.
  • Provides space elemental effects.
30
Onyx Core N/A +3 Soul capacity N/A N/A N/A
  • Locks construct's element to Death.
  • Provides death elemental effects.
30
Pearl Core N/A +3 Soul capacity N/A N/A N/A
  • Locks construct's element to Life.
  • Provides life elemental effects.
30
Quartz Core N/A +3 Soul capacity N/A N/A N/A
  • Locks construct's element to Time.
  • Provides time elemental effects.
30
Ruby Core N/A +3 Soul capacity N/A N/A N/A
  • Locks construct's element to Fire.
  • Provides fire elemental effects.
30
Sapphire Core N/A +3 Soul capacity N/A N/A N/A
  • Locks construct's element to Water.
  • Provides water elemental effects.
30
Topaz Core N/A +3 Soul capacity N/A N/A N/A
  • Locks construct's element to Air.
  • Provides air elemental effects.
30

Ylem Cores

These cores provide greater Soul capacity and always use the Artificer's element. Like ylem cores in runic weapons, they can be inscribed with a spell using the Rune Stone Theory ability.

Blueprint Vitality Soul Power Physical Armor Magical Armor Blueprint Notes DP Cost
Black Ylem Core N/A +10 Soul capacity N/A N/A N/A
  • Spell Tier Access: Tiers 1–2.
  • Can be inscribed with a Tier 1 or 2 spell using the Rune Stone Theory ability.
  • Requires Novice Runic Crafting ability
  • Locks construct to Artificer's element
35
Clear Ylem Core N/A +40 Soul capacity N/A N/A N/A
  • Spell Tier Access: Tier 6.
  • Can be inscribed with a Tier 6 or lower spell.
  • Requires Advanced Runic Crafting skill
  • Locks construct to artificer's element
150
Gray Ylem Core N/A +15 Soul capacity N/A N/A N/A
  • Spell Tier Access: Tier 3.
  • Can be inscribed with a Tier 3 or lower spell.
  • Requires Better Runic Crafting skill
  • Locks construct to artificer's element
50
Silver Ylem Core N/A +20 Soul capacity N/A N/A N/A
  • Spell Tier Access: Tier 4.
  • Can be inscribed with a Tier 4 or lower spell.
  • Requires Better Runic Crafting skill
  • Locks construct to artificer's element
70
Teal Ylem Core N/A +30 Soul capacity N/A N/A N/A
  • Spell Tier Access: Tier 5.
  • Can be inscribed with a Tier 5 or lower spell.
  • Requires Advanced Runic Crafting skill
  • Locks construct to artificer's element
100

Body

The Body determines the construct's physical form - the material it is built from - which determines its base Physical Armor, Magical Armor, and weight class.

Blueprint Vitality Soul Power Physical Armor Magical Armor Blueprint Notes DP Cost
Bone N/A N/A N/A 1d4 1d6
  • Frames made of bone
  • Increase Physical Armor, Magical Armor, Armor Defense, and Armor Spirit based on values of material
  • Includes effects of material
  • Weight Class: Medium
25
Cloth / Organic Light N/A N/A N/A 1d4 1d6
  • Frames made of fur, leather, or manna silk
  • Increase Physical Armor, Magical Armor, Armor Defense, and Armor Spirit based on values of material
  • Includes effects of material
  • Weight Class: Light
20
Metal N/A N/A N/A 1d8 0 (add in any Magical Armor from material only)
  • Frames made of metals such as steel, argentum, and aurum
  • Increase Physical Armor, Magical Armor, Armor Defense, and Armor Spirit based on values of material
  • Includes effects of material
  • Weight Class: Heavy
35
Prescious / Exotic N/A N/A N/A 1d6 1d10
  • Frames made of Dragon Scale, Crystal, Ylem, and similar materials
  • Increase Physical Armor, Magical Armor, Armor Defense, and Armor Spirit based on values of material
  • Includes effects of material
  • Weight Class: Medium
50
Salvaged / Found N/A N/A N/A Derived from base material Derived from base material
  • Frames made of objects found
  • Increase Physical Armor, Magical Armor, Armor Defense, and Armor Spirit based on values of base material, as determined by GM
  • Includes effects of base material, as determined by GM
  • Weight Class: Depends on base material, as determined by GM
30
Wood N/A N/A N/A 1d6 1d6
  • Frames made of Oak, Black Maple, Blood Wood, and other woods
  • Increase Physical Armor, Magical Armor, Armor Defense, and Armor Spirit based on values of material
  • Includes effects of material
  • Weight Class: Medium
25

If using a found or salvaged object as the body (a First Era ruin artifact, an old machine, etc.), the GM determines PA, MA, and weight class based on its primary material. Cost is always 30 DP.

Locomotion

Locomotion determines how the construct moves. Every construct must have at least one primary Locomotion blueprint. An optional secondary locomotion method may also be selected at half its DP cost (rounded up).

Blueprint Vitality Soul Power Physical Armor Magical Armor Blueprint Notes DP Cost
Aquatic N/A N/A N/A N/A N/A
  • Speed: Standard Human in water - follows Human movement chart
  • Water-based movement
  • +3 swim movement speed
  • -1 movement speed on land
30
Bipedal (2 legs) N/A N/A N/A N/A N/A
  • Speed: Standard Human - follows Human movement chart
  • Can move across all terrain
20
Flight N/A N/A N/A N/A N/A
  • Speed: Standard Angerian +2 - follows Angerian movement chart
  • Can Fly, gaining Fly movement modifier of x3
60
Hover / Float N/A N/A N/A N/A N/A
  • Speed: Standard Human +1 - follows Human movement chart
  • Ignores ground terrain
40
Multi-legged (6-8 legs) N/A N/A N/A N/A N/A
  • Speed: Standard Human +1 - follows Human movement chart adding +1 to all movement ranges
  • Can move across all terrain and can climb
  • +2 Brace
35
Quadruped (4 legs) N/A N/A N/A N/A N/A
  • Speed: Standard Human +2 - follows Human movement chart adding +2 to each movement range
  • Can move across all terrain
  • +1 Brace and Athletics
25
Stationary N/A N/A N/A N/A N/A

Cannot move independently

5
Wheels N/A N/A N/A N/A N/A
  • Speed: Standard Human +3 - follows Human movement chart +3 to all movement ranges
  • -2 to movement range on rough terrain
20

Sensory

Sensory blueprints define what the construct can perceive. A construct with no Sensory modules is effectively blind and deaf.

Blueprint Vitality Soul Power Physical Armor Magical Armor Blueprint Notes DP Cost
Antennae N/A N/A N/A N/A N/A

Detects life via vibration in a 20 x 20 space area (100x100 foot area)

30
Auditory N/A N/A N/A N/A N/A

+2 Perceive (sound-based)

15
Canine / Feline Sensory N/A N/A N/A N/A N/A

+3 Perceive via smell and hearing

20
Compound Eyes N/A N/A N/A N/A N/A
  • +4 Perceive
  • 360° vision
  • Light Sensitive: +2 Perceive Penalty in bright light
30
Enhanced Vision N/A N/A N/A N/A N/A
  • +2 Perceive
  • Low-light sight: receives no perceive penalties in low light
20
Runic Sensor N/A N/A N/A N/A N/A

Detects magic, rune stones, and ylem within 10 spaces

25
Shadow Eye N/A N/A N/A N/A N/A

Sees into the Shadow Realm

25
Spiritual Eye N/A N/A N/A N/A N/A
  • Sees spirits and magical auras
  • Can detect runic element type from aura
25
Visual (Eyes) N/A N/A N/A N/A N/A

Standard Sight

10

Limbs

Limbs give the construct the ability to interact with the world such as to strike, grab, wield, or perform tasks. A construct with no Limbs cannot make physical attacks or manipulate objects.

Blueprint Vitality Soul Power Physical Armor Magical Armor Blueprint Notes DP Cost
Claws (fixed) N/A N/A N/A N/A N/A
  • Attack: 1d8 + material attack value
  • Range: melee 1 space
  • Cannot grip tools or weapons
25
Claws (retractable) N/A N/A N/A N/A N/A
  • Attack: 1d6 + material attack value
  • Range: melee 1 space
20
Humaniod Arms (pair) N/A N/A N/A N/A N/A
  • Attack: material attack value
  • Range: melee 1 space
  • Can use weapons and tools
30
No Limbs N/A N/A N/A N/A N/A

Cannot interact physically with the environment.

Runic Cannon Mount N/A N/A N/A N/A N/A
  • Attack: Core's attack value + rune cannon's attack value
  • Range: rune cannon's range
  • Fire's using the construct's core element
  • Uses the construct's soul to fire
40
Single Arm N/A N/A N/A N/A N/A
  • Attack: material attack value - 1d4
  • Range: melee 1 space
  • One-handed weapons and tools only
20
Spines/ Thorns N/A N/A N/A N/A N/A
  • Attack: 1d4 + material attack value (passive)
  • Range: passive 1 space when touched/encountered
  • Deals damage to melee attackers automatically
20
Tail N/A N/A N/A N/A N/A
  • Attack: 2 x Runic Power
  • Range: melee 1-2 spaces
30
Tentacles (pair) N/A N/A N/A N/A N/A
  • Attack: 1d4 + material attack value
  • Range: melee 2 spaces
  • Can grab
25
Tool Mount N/A N/A N/A N/A N/A
  • Permanent tool attachment point.
  • Has no attack value on its own
  • Used to attach weapons and other tools but not rune cannons
15

Special Traits

Special Traits are unique abilities and enhancements that define the construct's role and personality. These are the most expensive blueprints and often define what the construct truly excels at.

Blueprint Vitality Soul Power Physical Armor Magical Armor Blueprint Notes DP Cost
Armored Plating N/A N/A N/A +2 N/A

+2 Armor Defense

30
Elemental Aura N/A N/A N/A N/A N/A

When attacked by a melee attacker, the attacker receives 1d4 elemental magic damage.

35
Elemental Immunity N/A N/A N/A N/A N/A
  • Immune to one chosen element
  • Element chosen during construction
60
Elemental Scales (100%) N/A N/A N/A 1d4 vs chosen element flat 25 vs chosen element
  • Element chosen at construction
  • Always active bonus to PA and MA against chosen element
150
Elemental Scales (20%) N/A N/A N/A 1d4 vs chosen element flat 25 vs chosen element

Element chosen at construction.

25
Elemental Scales (40%) N/A N/A N/A 1d4 vs chosen element flat 25 vs chosen element
  • Element chosen at construction
  • 40% chance to activate bonus to PA and MA against chosen element
50
Elemental Scales (60%) N/A N/A N/A 1d4 vs chosen element flat 25 vs chosen element
  • Element chosen at construction
  • 60% chance to activate bonus to PA and MA against chosen element
75
Elemental Scales (80%) N/A N/A N/A 1d4 vs chosen element flat 25 vs chosen element
  • Element chosen at construction
  • 80% chance to activate bonus to PA and MA against chosen element
100
Exoskeleton N/A N/A N/A N/A N/A
  • Physical damage halved
  • −1d6 movement
  • −2 evade
40
Extended Reach N/A N/A N/A N/A N/A

All melee attacks gain +1 space of reach

20
Hollow Frame N/A N/A N/A N/A N/A
  • Movement ×2
  •  jump ×3
  •  attacks deal 50% less damage
  •  carry capacity −75%
30
Natural Regeneration Regenerates 1% of Max Vitality per round in battle, 10% per hour out of battle. N/A N/A N/A N/A

Regenerates 1% of Max Vitality per round in battle, 10% per hour out of battle.

50
Runic Broadcast N/A N/A N/A N/A N/A

Telepathic link with the Artificer within 50 spaces or 250 feet.

30
Runic Eye N/A N/A N/A N/A N/A

Projects a runic blast using the Core's element and damage value

45
Self-Repair N/A N/A N/A N/A N/A

Once per day: spend 5 Soul to restore 1d10 Vitality

35
Stealth Shell N/A N/A N/A N/A N/A
  • +3 Stealth
  • Construct muffles its own sounds
25
Wall Walker N/A N/A N/A N/A N/A

 climb and walk on walls and ceilings

25

Awakening the Construct

A completed construct is not yet alive. To awaken it, the Artificer must donate a portion of their own Vitality, Soul, and Power, temporarily transferring a measure of their life force into the construct's Core. These stats are loaned, not lost permanently. While the construct is active, the donated stats are unavailable to the Artificer. If the construct is destroyed, the donated stats return over 1d4 days. If the Artificer willingly dismisses the construct, they return immediately.

  • Minimum donation: 10 in each stat
  • Maximum donation by crafting level: 30 each (Novice), 60 each (Better), 100 each (Advanced)
  • The construct's starting Vitality, Soul, and Power are equal to the amounts donated.
  • Vital stats cannot grow past these donated values until a profession is assigned via the Runic Profession ability
  • The awakening requires the Awaken Elemental Construct skill and takes 8 hours of uninterrupted work.

Maintaining Your Construct

An Elemental Construct requires regular maintenance to remain functional. Damage taken in combat does not repair itself. The Artificer must use the Runic Tech Repair skill and a Runic Tech Repair Kit to restore lost Vitality. If a construct reaches 0 Vitality, it is disabled and cannot act until repaired. If destroyed and not repaired within 24 hours, it is lost permanently.

Experience and Growth

If the artificer has the Runic Profession ability, the artificer can select a Profession for the construct, but only one profession. The construct cannot have dual professions. This will allow the construct to increase in levels, growing their Vitality, Soul, and Power following the Level Up Gen Dice of the profession, as well as acquire XP (experience points) and nodes, following the Character Growth system. This opens up the possibilities for the construct to learn skills and abilities from their assigned profession, and even learn magic. 

Having the Construct Improvement ability allows for the artificer to improve upon their construct even without them having a profession, by allowing the artificer to give the construct their own stat points, which they sacrifice from themselves. 

If the Adaptive Learning special trait is purchased, the construct earns XP independently of its Artificer, even without having a profession. However, the amount of stat growth the construct can have this way is limited by the special trait. The GM awards the construct XP for encounters it participates in directly. For every 100 XP earned, the construct may improve one stat by +1, up to a maximum of 3 total improvements across its lifetime. This trait can be used alongside having a profession and following the character growth system for that profession.

Create Your Construct

Ready to design your Elemental Construct? Use the interactive worksheet below to plan your blueprint and calculate your DP budget.

🔧 Open the Elemental Construct Creation Worksheet