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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

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