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BHBHBHBHBHBHBHBHBHBHBHBHBHBHHB<br />

Is creation magic old secrets rediscovered,<br />

established traditions, or new teachings<br />

If creation magic is well established, then there will be<br />

a choice of mentors for budding apprentices, well-known<br />

and safe arcane formulae for specific items and entities,<br />

and a general consensus on what is and what is not<br />

appropriate.<br />

If creation magic is ancient lore, which has been<br />

partially or wholly lost for centuries, then there will be<br />

few sources of knowledge and much of a creator’s effort<br />

will involve arduous quests to uncover the secrets. GMs<br />

may reserve some spell lists, items, Simulacra formulae,<br />

and so on as only available through adventuring. Why<br />

did the lore become forgotten Did something go terribly<br />

wrong Are there secret societies (religious or otherwise)<br />

that want to ensure the magic stays lost<br />

If creation magic is a new arcane development, then<br />

every creator is on their own. New discoveries may be<br />

zealously guarded, leading to potential “industrial espionage”.<br />

Patrons may be required for funding or protection.<br />

Setbacks can become major disasters – the local authorities<br />

may exile a wizard who unwittingly unleashes dangerous<br />

<strong>construct</strong>s. Conservative elements may try to block<br />

experiments, religious authorities may denounce them,<br />

and the local populace may simply be terrified.<br />

Different types of creation magic may have differing<br />

pedigrees, e.g. Golems and Constructs might be established,<br />

Simulacra and Changelings lost lore, and Automata<br />

and Amalgams the new wave.<br />

Who are the creators<br />

Can anyone become a Creator or are there social,<br />

cultural, or racial requirements Do aspiring Creators<br />

join Guilds or apprentice themselves to senior wizards<br />

Are there any individuals or organizations that are supportive<br />

of creation magic Is there any organized opposition<br />

to creation magic Who are they and how do they<br />

recruit new members<br />

What is the impact on society<br />

The impact depends on the number and kind of<br />

Automata and entities as well as the type of society.<br />

Automata are more likely to revolutionize society than<br />

artificial entities.<br />

In a slave-based economy or other society where labor is<br />

cheap and plentiful, the results of creation magic will<br />

only be used for applications where slaves cannot be used<br />

(elite bodyguards) or the task can only be achieved using<br />

magic (particular modes of travel).<br />

In feudal societies, creation magic will be used where<br />

it can give a lord the edge over his rivals. Nobles will<br />

acquire advantages in specific areas, not in all, and<br />

jealousy will serve to limit cross-pollination of ideas.<br />

In post-feudal societies, the value of increased efficiency<br />

and costs savings associated with magical machines<br />

and artificial workers will be clear. Making evergreater<br />

profits will drive progress for better Machine<br />

Automata especially. Industry is likely to be transformed<br />

from craftsmen working in their own homes and shops<br />

to factory workers servicing machines. Some types of<br />

unskilled and semi-skilled work will disappear, but the<br />

102 CONSTRUCT COMPANION<br />

relative simplicity of Machine Automata functionality<br />

will preserve more skilled careers. Agriculture and mining,<br />

particularly in dangerous conditions, may justify the<br />

expense of entities. The displacement of human workers<br />

may lead to “Luddite”-style outbreaks of machine breaking.<br />

For all societies, the widespread adoption of offensive<br />

Automata will require alterations in warfare.<br />

Battlewagons and Metal Leviathans will smash through<br />

infantry formations, whilst being impervious to most<br />

archers and cavalry. Ornithopters and Skyriders will<br />

make aerial observation and warfare practical, while<br />

submarines will provide new opportunities for amphibious<br />

operations and seaborne commerce raiding. In peace,<br />

Vehicle Automata will offer new possibilities for longrange<br />

transport, trade and exploration. Supporting a<br />

new road network and fuel infrastructure may provide<br />

gainful employment for many adventurers.<br />

Do entities have rights Are they “human”<br />

too<br />

Are all artificial entities “things” which can be created,<br />

owned, and destroyed at the whim of their possessors If<br />

a human soul is imbedded into a Golem or Construct,<br />

does the artificial entity gain (retain) the rights and<br />

responsibilities accorded by law, custom, or belief to<br />

“normal” human beings” If a creator makes a homunculus<br />

soul-clone, is the original person responsible for<br />

his soul-clone’s actions Can a soul-clone inherit the<br />

property of its originator legally or must it rely on<br />

possession being nine-tenths of the law<br />

9.2 ARTIFICIAL ENTITIES AS<br />

PCS AND NPCS<br />

Incorporating an artificial entity into the campaign as<br />

a hostile encounter is a simple matter of following the<br />

creation process to build it in terms of statistics (but<br />

ignoring time, money and other details) and then unleashing<br />

it at the right juncture. As long as the GM<br />

remembers to simulate its actual intelligence and utilizes<br />

all its abilities (to the best of the entity’s tactical sense),<br />

then the result should be a satisfying challenge. Incorporating<br />

an artificial entity as an NPC or even PC requires<br />

more thought.<br />

Running an artificial entity as an NPC is both similar to<br />

and different from running real flesh-and-blood NPCs.<br />

Both require consistent characterization. Entities with<br />

minimal intelligence may legitimately be “one-dimensional”<br />

characters. Golems and Constructs animated by<br />

the Sentience spell list and most Simulacra will be extensions<br />

of their creator’s (donor’s) will. Golems and Constructs<br />

with imbedded essences (and Amalgams) may be<br />

in “two minds” exhibiting their own personality but<br />

implementing the will of their masters. When role-playing<br />

entities, it should be remembered that many of them<br />

are “idiot savants”, extremely capable at one or more<br />

tasks, but completely ignorant of everything else. By all<br />

means, role-play their strengths, but also underscore this<br />

by allowing their lack of intelligence and/or general<br />

common sense to cause blunders from time to time.

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