2 construct companion construct companion
2 construct companion construct companion
2 construct companion construct companion
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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.