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Mechanations are, simply put, artificial humans. They walk and talk like humans, and some even possess human emotions, but they lack the natural blood, bones, and such that humans have. The miracle of Karaten's long history of magical science, Mechanations were perfected near the end of the Onigan Rebellion, in the year 290.

Mechanations have bodies consisting of various processed materials, such as metal and rubber, but the key to a Mechanation lies in its Llarian Scar. This is a piece of a special stone found inside the living trees of Mechana Forest, and it is held inside of the Mechanation's head in a carefully crafted container of the same wood it was found in. The properties of the stone, which are almost certainly magical, and the awareness of a Mechanation's body allows them to control it.

The mental development of Mechanations is a complicated study that continues. Some mechanations are emotionless, while some seem to possess emotions from the full range of human emotions, and some seem predispositioned towards some without any rhyme, reason, or training. Scholars currently believe that it is unique to each Llarian Scar what form the Mechanation 'heart' takes, and some take it a step further and believe it is also influenced by the craftsman.

Further InformationEdit

Anyone with the know-how and the right materials can make a Mechanation, but the Mechanation itself has to be registered officially with Karaten.

Mechanations do not have souls in the traditional sense. They are fairly resistant to the effects of Void Poisoning, but it can still destroy non-specially-made parts and eventually cause the Llarian Scar to break.

Mechanations typically take focus from the air and process it from food in order to recharge. In extreme cases, a magician may need to pour focus directly into them.

The Llarian Scar is the control center of the Mechanation; it serves as the brain and stores the focus they use. Any other specifics (circuitry, etchings, etc.) can be made up by the players.

StatsEdit

M.TYPE - STANDARDEdit

STR WIL SKI CEL DEF RES VIT FAI LUC GUI SAN APT
Base 6 2 4 5 6 3 8 0 2 2 0 2


M.TYPE - CABALEdit

STR WIL SKI CEL DEF RES VIT FAI LUC GUI SAN APT
Base 2 6 5 4 3 6 6 0 3 3 0 2


M.TYPE - AGILEEdit

STR WIL SKI CEL DEF RES VIT FAI LUC GUI SAN APT
Base 4 4 6 6 3 3 6 0 3 3 0 2


M.TYPE - RAIDEdit

STR WIL SKI CEL DEF RES VIT FAI LUC GUI SAN APT
Base 6 6 4 3 1 1 8 0 5 4 0 2


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