2 construct companion construct companion
2 construct companion construct companion
2 construct companion construct companion
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
BHBHBHBHBHBHBHBHBHBHBHBHBHBHHB<br />
For the GM, having an NPC entity in a group of<br />
adventuring PCs is no more hassle than a wizard having<br />
a familiar or a Beastmaster with a troupe of Bonded<br />
animals. The player is largely responsible for organizing<br />
the entity’s life with occasional role-playing (or adjudication)<br />
by the GM. The situation becomes problematic<br />
if an alchemist creates an entire retinue of artificial<br />
bodyguards and servants and insists on taking them<br />
everywhere. GMs should emphasize the practical difficulties,<br />
whether it is innkeepers refusing to “serve their<br />
kind” or the local authorities considering a score of<br />
Warrior Constructs marching down the road as an invasion<br />
force. Large numbers of entities are much better for<br />
garrison duties – in one of the author’s earliest Rolemaster<br />
campaigns, his PCs gained possession of a castle with a<br />
variety of Beast Constructs. It gave them a secure base,<br />
which could be maintained by one, or two retired characters<br />
while the others went adventuring.<br />
At the GM’s discretion, artificial entities may be PCs<br />
and, in some cases, normal PCs may become artificial<br />
entities. Such PCs may have an uphill struggle to gain<br />
tolerance and acceptance of their different nature from<br />
potential comrades and others. Ensuring that they have<br />
adequate means for repairs and healing will be another<br />
problem.<br />
For Changeling PCs, the GM need only decide upon<br />
the game mechanic effects of the mutation(s). Likewise<br />
Living Amalgam PCs require no special treatment, although<br />
players should be warned that their characters<br />
are very vulnerable to mind control by Reanimators and<br />
some Entity Hunters.<br />
True Amalgams can make interesting PCs, but will be<br />
under-skilled compared to normal characters. Whereas<br />
a 7th-level human character will have benefited from<br />
seven levels of full DP expenditure, adolescence skill<br />
ranks, etc., a 7th-level Amalgam (created at 7th-level)<br />
will only have 7 skill ranks in a handful of skills. Once<br />
created, an Amalgam can gain experience points, advance<br />
levels, and expend Development Points just like<br />
any other character. For that 7th-level Amalgam to<br />
become an 8th-level character requires the same number<br />
of experience points as would be required by a normal<br />
7th-level adventurer, not the number of XPs required to<br />
go from 1st to 2nd level. Players who wish to play<br />
Amalgams should start them at 1st-level to minimize the<br />
skill discrepancy. Escaping permanently from the control<br />
of its Reanimator will be a seminal time in the “life”<br />
of the Amalgam PC.<br />
The blood-bond of a Simulacrum with its donor<br />
determines its mental stats and personality. Consequently<br />
no player can be expected to role-play a Simulacrum<br />
whose personality has been donated by another PC; such<br />
Simulacra should normally be run as NPCs by the blood<br />
donor PC. Players who like a role-playing challenge may<br />
wish to have a Simulacrum character who was created by<br />
an NPC – the Simulacrum PC’s independence will depend<br />
on how active that NPC is (assuming he or she is<br />
still alive). Simulacra who have had all their skills etc.,<br />
triggered by Awaken spells may gain experience and<br />
advance levels normally, with the same caveat that their<br />
starting level is their creation level, not necessarily 1st<br />
level. (Compared to the original blood donor, such<br />
Simulacra will only have half the number of skill ranks in<br />
each awakened skill and spell list.) A PC who transfers his<br />
soul into a Simulacrum may gain experience normally –<br />
however if the Simulacrum is not a homunculus soulclone,<br />
Agility, Constitution, Quickness, and Strength<br />
stats will likely be different (and probably change the<br />
number of DPs gained at future levels.) Eye Entities,<br />
Shards, Solaars, and Viles are not acceptable as Simulacra<br />
PCs.<br />
Golems and Constructs whose intelligence and personalities<br />
are supplied by the Sentience spell list are not<br />
PC material as the spells are essentially temporary fragments<br />
of the creator’s mind. Golems and Constructs<br />
animated by Spirits, Demons, or Elementals are also<br />
unsuitable as PCs. The animating essences have worldviews<br />
and “life experiences” which require too much<br />
special “insider” knowledge of the campaign setting.<br />
They are simply too alien.<br />
CONSTRUCT COMPANION<br />
103