2 construct companion construct companion
2 construct companion construct companion
2 construct companion construct companion
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9.0 BHBHBHBHBHBHH<br />
9.1 CREATION MAGIC,<br />
ARTIFICIAL ENTITIES, AND<br />
THE CAMPAIGN SETTING<br />
Campaigns<br />
9.1.1 WHICH TYPES OF CREATION<br />
MAGIC<br />
Construct Companion has presented six different categories<br />
of magical machines and artificial life. Including<br />
all six types in the same setting could potentially overwhelm<br />
it through sheer diversity in much the same way<br />
that having all the races from Creatures & Monsters<br />
appear in one small area will strain most players’ credibility<br />
(unless of course that locale is a key nexus of world<br />
or interplanar commerce). Too much of a good thing<br />
can be harmful, so moderation is the key. Choosing<br />
which to include is a key decision for the GM.<br />
For GMs running historical campaigns incorporating<br />
magical or legendary elements, the appropriate creation<br />
magics will be largely determined by the period (see<br />
Chapter 2).<br />
Automata will almost certainly be present, as every age<br />
has had its inventors. GMs should consider adjusting the<br />
Difficulty Levels for technology upwards for early historical<br />
periods (e.g. perhaps steam power should be<br />
Extremely Hard or even Sheer Folly) unless the intent is<br />
to create an alternate history with more advanced “magical”<br />
technology.<br />
In terms of artificial entities, Golems and Constructs<br />
are the obvious representatives. Strict interpretations of<br />
the various legends will impose constraints on the auxiliary<br />
spell lists allowed in the game. Spirit Empowerment<br />
and Demonic Empowerment are likely to be the only<br />
intelligence imbedding lists available. The GM may also<br />
have to codify the spirits and demons described in the<br />
era’s myths and possibly adjust the two Empowerment<br />
lists accordingly. Golem Magic and Construct Magic<br />
should not be generally available – instead acquiring<br />
such knowledge should require dedicated research, travel<br />
to consult with sages, and quests.<br />
For campaigns set in medieval and Renaissance times,<br />
the homunculi of alchemists such as Paracelsus may be<br />
represented by Simulacra. GMs may allow some of the<br />
“creation time” (as determined by the formulae in section<br />
8.2) to include maturation time outside the vat.<br />
Amalgams may first appear in games set in the Enlightenment<br />
era of the 18th century.<br />
Changelings are too fantastic for most historical campaigns.<br />
For GMs using published fantasy settings or novels as<br />
the basis for their worlds, determining which types are<br />
available requires a thorough search of the modules and<br />
source material. (See Section 2.5 for commentary on<br />
several classic fantasy novels.) ICE’s Shadow World setting<br />
contains recognizable Golems, Constructs, Amalgams<br />
(more familiarly known as Flesh Golems), and<br />
Simulacra (in the form of Shards, Viles, etc.). Many of the<br />
stranger species could be explained away as<br />
100 CONSTRUCT COMPANION<br />
descendants of Changelings created by the Lords of Essence,<br />
while Automata may have a role to play in Shadow<br />
World’s more technologically advanced societies.<br />
For GMs using settings of their own devising, anything<br />
is possible. None, some or all of the six categories<br />
may appear in the world and/or be available to PCs.<br />
Personal preference and the GM’s vision of the setting<br />
will guide the selection. The following guidelines may<br />
prove helpful.<br />
While there are six distinct entity categories, these can<br />
be grouped into three larger classes with similar creation<br />
processes: Automata; Golems and Constructs; Amalgams,<br />
Simulacra, and Changelings. Each of these<br />
“supercategories” is independent of the others and so<br />
may appear on its own in a world.<br />
Golems and Constructs are different routes to the<br />
same sort of artificial entity. The existence of Golems<br />
does not require or preclude the existence of Constructs<br />
and vice versa. GMs who only wish to have either Golems<br />
or Constructs need simply ban the spell list relating to the<br />
other variety. The Entity Control spell list of the Entity<br />
Hunter TP is designed to handle both types but has been<br />
written in an “entity-neutral” fashion, so may be used<br />
without alteration. GMs will also need to decide on<br />
which types of intelligence imbedding are available – if<br />
Demonic Empowerment and Elemental Empowerment<br />
lists are prohibited, then the Dark Creator and Elemental<br />
Creator TPs should be removed. The generic Creator<br />
and Religious Creator TPs do not have specific Empowerment<br />
lists “hard-wired” in, so should be always available.<br />
Amalgams, Simulacra, and Changelings may be used<br />
individually or in combination. The only difficulty with<br />
using only one or two of this supercategory is that the<br />
Abomination Lore spell list is not “entity-neutral”. GMs<br />
should either remove the list entirely (and the absence of<br />
a counterspell list makes the entity creators more powerful)<br />
or remove the unused spells from the list. In the<br />
second case, the GM may wish to consider shuffling the<br />
spells to fill gaps at key slot levels (5, 10, 15, 20, 25, 30, and<br />
50) and inserting intermediate spells to fill the new gaps.<br />
For example, in a Simulacrum-only world, the GM<br />
might introduce Command Simulacrum I, III, V, VII,<br />
XII, and High Simulacrum (30th-level) as well as longer<br />
ranged versions of Hold Simulacrum or Trace Abomination,<br />
while raising the levels of the existing Command<br />
Simulacrum spells.<br />
The GM may also wish to consider making creation<br />
magic racially or culturally-specific. This is an excellent<br />
way of both allowing a gradual introduction of the<br />
material into an existing world (e.g. PCs on an expedition<br />
to a distant land encounter distinctive magical<br />
traditions) and enhances the diversity of the world (e.g.<br />
Dwarves are the Construct masters, while Elves are the<br />
Simulacra adepts, say). No individual culture has a monopoly<br />
on all creation magic, so accidental game imbalances<br />
are prevented. And the GM can now play with all<br />
the “cool toys” in this book without worrying that the<br />
campaign world has been over-seasoned.