Skip to content
COWBOYS & VIKINGSCompendium of the Wild Wastes

Game Master / Adversaries / Construct

Construct

Constructs are defined by how they were made. They are artificial beings, assembled, forged, carved, stitched or engineered, then kept running by craft, ritual, machinery, bound force, a directive or some other animating method.

Senses: normal (sight, hearing, smell, touch and taste) unless a trait says otherwise.

Subtypes

  • Animate: defined by borrowed motion, inhabited objects, shifting vessels and an animating force more than a fixed body.
  • Clockwork: defined by gears, springs, pressure, timing and mechanical precision.
  • Homunculus: defined by small servant constructs with a specialized purpose, obedience and odd design.
  • Wooden: defined by carved timber, wicker, lacquered frames, puppet bodies and worked wood.
  • Siegeborn: defined by reinforced battle frames, martial purpose, self-hardening and persistence in combat.
  • Geometric: defined by perfect shapes, mathematical order, absolute logic and patterned execution.
  • Arcane: defined by runes, enchantment, bound magic and mystic control.
  • Industrial: defined by boilers, pistons, rivets, smoke, and heavy labor or war design.
  • Guardian: defined by protection, fixed directives, warding purpose and defensive programming.
  • War Machine: defined by built-in weapons, combat purpose and battlefield durability.
  • Patchwork: defined by scavenged parts, unstable assembly and improvised function.

Traits & Maneuvers

Each subtype grants the trait listed under it; a trait and its maneuver are one Build Selection.

Transferred Animus (Animate)

Construct, Maneuver, Recharge · 1 AP

Choose an unattended object within Close of similar size. It moves its essence into that object, which becomes its new body (its old one goes inert). It keeps its stat block, HP, conditions and effects, and gains Strong Magnitude temporary HP.

Crafting tags: Essence Mind; Ingredients none.

Perfect Routine (Clockwork)

Construct, Passive · Passive

When it uses the same maneuver on consecutive turns and the previous use succeeded, it rolls this turn's check with Fortune.

Crafting tags: Essence Mind; Ingredients none.

Servant Logic (Homunculus)

Construct, Passive · Passive

Choose 1 other maneuver it knows: it uses Strong values for it, or if already Strong, gains Fortune on that maneuver's rolls once per round.

Crafting tags: Essence Mind; Ingredients none.

Timber Frame (Wooden)

Construct, Passive · Passive

Resistance to bludgeoning; Vulnerability to fire.

Crafting tags: Essence none; Ingredients Wood, Preservative.

Reinforced Resolve (Wooden)

Construct, Maneuver, Recharge · 1 AP

It braces its frame: gain 5 temporary HP (Average Magnitude) and immediately attempt a save against 1 ongoing condition. If Bloodied, it also regains 5 HP (Weak Magnitude).

Crafting tags: Essence Ward; Ingredients Metallic, Preservative.

Geometric Correction (Geometric)

Construct, Reaction, Recharge · Reaction (1 RP)

Trigger: It is pushed, pulled, slid, slowed or immobilized by an enemy.

It ignores the triggering effect and moves 5 feet (Weak Magnitude), ignoring difficult terrain. If the source is within Close, that creature is moved 5 feet (Weak Magnitude) to a space of the construct's choice.

Crafting tags: Essence Mind; Ingredients none.

Runic Backlash (Arcane / Guardian)

Construct, Reaction · Reaction (1 RP)

Trigger: It is hit by a magical attack or fails a save against a magical effect.

The source of the magic must succeed a Reflex save against its action check or take Average force damage.

Crafting tags: Essence Ward; Ingredients none.

Steam Vent (Industrial)

Construct, Maneuver, Recharge · 1 AP

Each other creature in a Close burst makes a Reflex save against its action check. Failure: Average fire damage and pushed 5 feet (Average Magnitude). Success: half damage. Critical success: none; critical failure: double.

Crafting tags: Essence Fire; Ingredients Metallic, Preservative.

Guardian Directive (Guardian)

Construct, Passive, Reaction · Passive

On Initiative choose a ward (creature, area or object). Enemy effects that would force it away from its ward suffer 1 Disadvantage (Average Step). Interpose Directive (reaction): when a creature targets its ward, that action suffers 1 Disadvantage (Average Step).

Crafting tags: Essence Mind; Ingredients none.

Suppressive Output (War Machine)

Construct, Maneuver, Recharge · 1 AP

Each creature in a 10-foot line (Strong Magnitude) makes a Reflex save against its action check: Average damage on a failure (double on critical failure), half on a success (none on critical success). The line is difficult terrain until its next turn, and creatures in it suffer 1 Disadvantage (Average Step) on attacks.

Crafting tags: Essence none; Ingredients Metallic, Preservative.

Scatterframe (Patchwork)

Construct, Reaction, Recharge · Reaction (1 RP)

Trigger: It would become grabbed, Restrained, immobilized or Slowed by a physical effect.

It rolls its save against the effect with Fortune. On a success it sheds parts, breaks free and shifts 5 feet (Average Magnitude); the space it left becomes difficult terrain until the end of its next turn.

Crafting tags: Essence Motion; Ingredients Metallic, Preservative.