Constructors
A gift from The Creator, those who have the ability to form constructs from the raw elements around them and use those to benefit the party, or to the detriment of their foes, are sometimes known as constructors. They are able to call upon the elements of creation to rain fire upon their enemies, build walls of water, send lightning clashing down, mend broken bones or even to float upon the air itself.

Except at the discretion of the Storyteller, the choice to make a character a constructor is one that must be made during initial character creation. This is due to the gift often making itself known at puberty or young adulthood; though late bloomers have been noted from time to time.

This manifestation is referred to as ‘the breaking’ and is the result of elements of creation welling up within the person and attempting to burst forth. Without the knowledge to control this gift, or a nearby constructor to help them through their transition, the event can sometimes transform the person into a mindless maelstrom of energy and broken will. This incredibly destructive force is often called, a wraith.

Stories have been told of wraiths who wonder the land, aimlessly destroying all in their path.

Players will work with their Storyteller to define how a character fits within a particular campaign, work out their origin story and discuss the events that led up to and followed their breaking. At the discretion of the Storyteller a constructor may also suffer a weakness brought on by how their story unfolds, though this weakness is often improved over time. One example might be a character becoming sensitive to light.

Given the nature of the breaking, constructors who survive typically fit into one of two categories.

A closed or sealed constructor is one who has the gift but, for one reason or another, are limited in what they can do with it. This limitation may be the result of the inexperience of the one who helped them during their breaking, or because they were found too late and it was the only way to save them. Their use of the gift varies, but is often limited to what some might call parlor tricks, though some make use of it in their day-to-day lives as a utility. A closed or sealed constructor may never advance any constructor skill beyond the Novice tier.

An open constructor is one who has the gift and are not limited in their skill advancement.

Constructors consume points from their Faith pool while manifesting their abilities. The Faith pool is determined by adding the value of the character’s Virtue to that of their Intelligence attribute. Characters with less than ten points in their Virtue attribute may not be constructors, unless otherwise agreed by the Storyteller.

Characters with a Virtue attribute of fourteen or more may be either an open or closed constructor at their player’s will, while those with less than fourteen may only choose to be an open constructor if they roll a percentage die and get a value greater than fifty-percent. Those who fail their percentage (chance) check may still choose to be a closed constructor provided their Virtue attribute value is ten or more.

If a character is confirmed to be a constructor by the Storyteller, constructor skills should be allocated on their character sheet during initial character creation. A constructor character is not limited to only using those initially selected skills, but must spend points in at-least one constructor skill during character creation. Constructor is a skill and follows the standard skill progression ladder.

Play
To enable the use of constructor manifestations you must spend at-least one skill point in a ‘Constructor’ skill during character creation. There are thirteen possible elements or skills at the command of a constructor. Each element must be acquired and mastered separately, and will require that skill points be spent to first unlock the use of an element and then to increase the dice used along the standard skill progression ladder.

All constructor skills are tied to the Virtue attribute; therefore, a character may not advance any skill rank in a constructor element higher than their Virtue attribute.

At the core of a constructor’s gift is the ability to manipulate their surroundings and use the elements to construct something useful to their situation. At their command are the following:

Skill Name Examples of Effect
Constructor, Cold Cooling, Freezing, Snow, Ice
Constructor, Distortion Illusion, Feints, Visual or Auditory Deception
Constructor, Decay Harm, Malice, Death – the antithesis of Growth
Constructor, Earth Crushing, Holding, Building
Constructor, Electricity Electrocuting, Blasting, Zapping
Constructor, Empathy Emotional Support, Encouragement, Buffs
Constructor, Fire Fireballs, Setting objects ablaze, Razing, Warmth
Constructor, Force Lifting, Levitating, Carrying, Pushing, Pulling
Constructor, Growth Healing, Curing, Mending, Growing
Constructor, Light Light, Distraction, Blindness
Constructor, Shadow Darkness, Stealth, Unnatural Darkness
Constructor, Water Creating, Providing, Flooding, Moving
Constructor, Wind Insulating, Weather, Falling, Flying

Combat
Use of these skills functions the same as any other skill with one exception: when used offensively as a physical attack, constructors do not need to roll for attack nor does the target roll defense. A constructor’s gift is given by The Creator and exercised through sheer will; it cannot miss. Any damage done may however be mitigated through armor, should the target be wearing any.

But remember Storyteller discretion always applies, and targets beyond line of sight may require a percentage die or simply be unreachable at the time. This does not necessarily mean they are immune to area affects however.

For non-physical attacks, such as attempting to compel a target to perform a certain action or reconsider its current action, and when the target of a constructor’s ability is another player character, a non-player character, creature, or essentially anything with a will of its own, a roll against the target’s Steadfast quality will be required. This is a measure of the target’s Will to resist the constructor’s influence.

Beasts do not often have a will of their own, merely an instinct, however Beasts may be under the influence of a more powerful will, in which case the constructor is rolling against the influencer and not those they influenced.

Damage
To determine damage, the appropriate skill dice are used and the player will need to determine whether to apply none, some or all of their skill level as a damage bonus. A constructor must declare whether or not they are rolling with just their skill dice, or if they intend add some or all of their skill level as a bonus, before they roll. Bonus damage is a one for one exchange, whereas one skill level used as a point of bonus damage will cost one additional point of faith.

If a constructor with four points in the skill wishes to roll their base 2d6, the cost is one Faith. If they choose to roll 2d6+4, the total cost is five Faith. This is universal regardless of the effect and subject to the discretion of the Storyteller.

The target of the manifestation may roll their armor in most cases, to mitigate some or all of the damage, at the discretion of the Storyteller. All manifestations are line of sight unless otherwise agreed by the Storyteller and may affect multiple targets.

Range
All manifestations have an effective range of up-to thirty feet unless otherwise agreed when declared. If the scenario calls for and allows such an action, a player may ask if it is possible to spend more Faith in order to extend the range of their manifestation. Such requests are often situational and are thus at the sole discretion of the Storyteller.

Spending one additional point may allow the manifestation an additional thirty foot of range, but the total points spent may never exceed that of the skill level in the skill used. To borrow from the example at the top of the page, if a constructor has four points in a skill they may potentially extend their range an additional thirty feet with one point and then apply three extra points of damage.

When using growth to grow non-player entities such as trees or plant life, a constructor may spend additional Faith up-to their skill level bonus at a rate of ten feet per point of faith. The intent or desired outcome of the constructor in performing these manifestations should be declared to the Storyteller.

Multiple Targets
If an attack contains multiple targets the damage is divided equally amongst the targets and each target will get to roll armor if they are so equipped. Round down if necessary, to a minimum of one damage per target. The same is true when beneficial effects, such as healing, are applied to multiple targets at once.

Note that spending additional points of Faith, up to the skill level of the skill used, adds to the number being divided between targets and not to each target individually.

Flourishes
Flourishes are not just for melee weapons – you can work with your Storyteller to come up with constructor abilities unique to your character. See the section on Combat Tactics & Flourishes for examples.

Organizations
Constructors go by many names with some preferring titles such as shaman, healer, or magician; while others hold true to the legends and refer to themselves in much simpler terms. A servant of The Creator or simply a gifted traveler. Some organizations assign labels or create orders for themselves, such as the word Diakon, used by some religions, or The Order of Kings: an ancient society who is sworn to advise the rules of their land.

The use of the word Diakon first appeared in Havrion during the age of shadow, as a label applied by the church at large to distinguish their constructors from apostates and rogues. Fighting together they waged war with The Nine in an attempt to reclaim creation and purge the land of corruption. They failed.

The Free
Being that no one knows of their gift until it makes itself known and that nobility or bloodline have little to do with what some view as a curse, constructors can come from any means; from the farmhand to the orphaned to the firstborn of the king. As no one knows the exact time a child may be chosen, many constructors choose to roam the countryside from town to town in search of those whom they might help; just as someone did for them.

These constructors are often referred to simply as, “The Free.”

The Order of Kings
Well known in the nobility and the halls of academia, The Order of Kings believes it their sole purpose to both seek and record knowledge. They view and defend their ‘birthright’ as a blessing by The Creator himself and not a curse; indeed some go as far as to call themselves ‘the elect’ of The Creator. Whether you choose to agree or disagree with their self-promotion, The Order of Kings has become known as a source and repository of wisdom thought lost to the ages.

Members will vary in appearance and dress as much as the wind, but they all bear a tattoo upon the palm of their left hand; a simple Arabian oil lamp. A reminder of their duty: To preserve the knowledge of history, so that it may light the present and illuminate the future.

The Order of Velidas
Born in the age of shadow and selected by one of The First Ones for their loyalty to The Creator, the original Diakon fought the fallen and eventually gave their lives to banish the darkness of that age; destroying them in the process. None of the original order were thought to have survived and instead, the gift was dispersed across all of The Tribes of Man where it manifest in varying degrees throughout the ages since.

Some who were close to the original organization and the events that unfolded, created the Order of Velidas to find, shelter and educate Constructors as they are born into the world; bringing them into the church at large and renaming them: Diakon.

A word for servant in a tongue long lost, most Diakon choose to apply their unique gifts and talents toward the healing and restorative arts. Many are now recruited early into orders, churches or even armies, where they are often offered the chance to explore academia, to learn medicine and herbalism or alchemy in addition to and often in exchange for the use of their gifts.