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1. Simulacrum Matrix: Caster may determine and mentally<br />

store the mystical matrix of the target as well as learning the<br />

target’s level, if the target fails to resist this spell. (The target<br />

will be aware that the caster has uses magic against him<br />

regardless of the RR outcome.) The caster must spend one<br />

minute in uninterrupted concentration after casting this<br />

spell to assimilate the information. Caster may only have as<br />

many matrices stored as his temporary Memory stat (not<br />

stat bonus). Matrices may be released at any time.<br />

2. Animal/Plant Matrix: Caster can shape a Simulacrum into<br />

an animal or a plant form whose matrix he has previously<br />

stored using Simulacrum Matrix or enchant a vat to grow<br />

Simulacra of the chosen matrix.<br />

3. Simulacrum III: Caster can create and animate a<br />

Simulacrum of up to 3rd level or enchant a vat to grow<br />

Simulacra of up to 3rd level.<br />

4. Analyze Simulacra: This spell analyzes one Simulacrum, giving<br />

the caster in-depth information on how it was made (which<br />

Simulacrum #, Matrix, and Warp Matrix # spells were used and<br />

any special components) and the nature of its abilities.<br />

5. Simulacrum V: As Simulacrum III, except the Simulacrum<br />

or vat can be up to 5th level.<br />

6. Warp Matrix I: Caster can make one Minor alteration to a<br />

Simulacrum’s matrix during its creation.<br />

7. Transfer Soul: The caster may transfer the soul of a willing<br />

target into a Simulacrum of equivalent level that was created<br />

using the target’s blood. Once in the Simulacrum, the<br />

target has access to all his skills, spells, and other abilities.<br />

The original body falls into a coma and will eventually die.<br />

8. Awaken Ability: This spell allows a natural ability (chosen by<br />

the caster at time of casting) possessed by the blood donor of<br />

the Simulacrum to manifest in the Simulacrum. Such abilities<br />

include senses, movement abilities, natural resistances, ranks<br />

in Power Point Development (limited to the lesser of the<br />

Simulacrum’s level or the donor’s number of ranks), Talents,<br />

etc. The spell allows the Simulacrum to use the ability.<br />

9. Heal Simulacrum I: Target Simulacrum is healed of 5d10<br />

concussion hits or up to 5 hits per round of bleeding damage or<br />

one damaged or severed muscle or tendon is healed. Recovery<br />

time for muscle or tendon damage is 1 day.<br />

10. Simulacrum X: As Simulacrum III, except the Simulacrum<br />

or vat can be up to 10th level.<br />

11. Sentient Matrix: As Animal/Plant Matrix, except the<br />

Simulacrum may be shaped into a sentient (normally humanoid)<br />

form or the vat is designed for similar forms.<br />

12. Awaken Skill: As Awaken Ability, except allows one single<br />

skill known by the blood donor (chosen by the caster at time<br />

of casting) to be manifested by the Simulacrum (with the<br />

lesser of ranks equal to the Simulacrum’s level or half the<br />

number of ranks possessed by the donor, rounding down).<br />

13. Warp Matrix II: As Warp Matrix I, except the caster may<br />

make one Lesser alteration.<br />

14. Heal Simulacrum II: Target Simulacrum is healed of any<br />

one broken (not shattered) bone or joint. Recovery time of<br />

1-10 days is required.<br />

15. Simulacrum XV: As Simulacrum III, except the<br />

Simulacrum or vat can be up to 15th level.<br />

16. Awaken Spell: As Awaken Skill, except allows one single<br />

spell list (or spell-like ability) known by the blood donor<br />

(chosen by the caster at time of casting) to be manifested by<br />

the Simulacrum. If this is a spell list, then the Simulacrum<br />

gains the lesser of ranks equal to the Simulacrum’s level or<br />

CONSTRUCT COMPANION<br />

10.1.6<br />

SIMULACRA<br />

Lvl Name Area of Effect Duration Range Type<br />

❑ 1 Simulacrum Matrix 1 target Varies 10' Fm<br />

❑ 2 Animal/Plant Matrix 1 entity or vat 24 hrs 10' F<br />

❑ 3 Simulacrum III 1 entity or vat 24 hrs 10' F<br />

❑ 4 Analyze Simulacra 1 simulacrum - 100' P<br />

❑ 5 Simulacrum V 1 entity or vat 24 hrs 10' F<br />

., ., ., ., .,<br />

❑ 6 Warp Matrix I 1 entity 24 hrs 10' F<br />

❑ 7 Transfer Soul 2 targets - Touch Fm<br />

❑ 8 Awaken Ability 1 simulacrum Permanent Touch Fm<br />

❑ 9 Heal Simulacrum I 1 simulacrum Permanent Touch U<br />

❑ 10 Simulacrum X 1 entity or vat 24 hrs 10' F<br />

., ., ., ., .,<br />

❑ 11 Sentient Matrix 1 entity or vat 24 hrs 10' F<br />

❑ 12 Awaken Skill 1 simulacrum Permanent Touch Fm<br />

❑ 13 Warp Matrix II 1 entity 24 hrs 10' F<br />

❑ 14 Heal Simulacrum II 1 simulacrum Permanent Touch U<br />

❑ 15 Simulacrum XV 1 entity or vat 24 hrs 10' F<br />

., ., ., ., .,<br />

❑ 16 Awaken Spell 1 simulacrum Permanent Touch Fm<br />

❑ 17 Beast Matrix 1 entity or vat 24 hrs 10' F<br />

❑ 18 Warp Matrix III 1 entity or vat 24 hrs 10' F<br />

❑ 19 Heal Simulacrum III 1 simulacrum Permanent Touch U<br />

❑ 20 Lord Simulacrum 1 entity or vat 24 hrs 10' F<br />

❑<br />

., ., ., ., .,<br />

25 Compel Simulacrum 1 simulacrum 10 min/lvl(C)100'/lvl Fm<br />

❑ 30 High Simulacrum 1 entity or vat 24 hrs 10' F<br />

❑ 50 Simulacrum True 1 entity or vat 24 hrs 10' F<br />

half the number of ranks possessed by the donor, rounding<br />

down).<br />

17. Beast Matrix: As Animal/Plant Matrix, except the Simulacrum<br />

may be shaped into a beast form (e.g. monster, unnatural creature,<br />

or sentient plant) or the vat is designed for one such form.<br />

18. Warp Matrix III: As Warp Matrix I, except the caster may make<br />

one Greater alteration.<br />

19. Heal Simulacrum III: Target Simulacrum is healed of any one<br />

shattered bone or joint or one damaged nerve or one damaged external<br />

or internal organ. In all cases, a recovery time of 1-10 days is required.<br />

20. Lord Simulacrum: As Simulacrum III, except the Simulacrum or<br />

vat can be up to 20th level.<br />

25. Compel Simulacrum: The caster may command a Simulacrum of any<br />

level, even if the caster is not its blood donor. The caster must concentrate<br />

for one round to give or cancel an order, but need not maintain<br />

concentration to ensure the order is undertaken. The simulacrum will<br />

continue to obey the order until it is accomplished or cancelled or the<br />

spell’s duration ends. If the Simulacrum moves beyond the spell’s range<br />

of the caster, the spell ends. If the Simulacrum receives orders from its<br />

creator / blood donor in the same round as it receives an order from the<br />

caster, the Entity may make a new RR. Success terminates this spell.<br />

30. High Simulacrum: As Simulacrum III, except the Simulacrum or<br />

vat can be up to 30th level.<br />

50. Simulacrum True: As Simulacrum III, except the Simulacrum or<br />

vat can be of any level.<br />

Special Notes<br />

1.Many of the spells on this spell list have a duration of 24 hrs – the<br />

creation process requires that these spells be cast once per day<br />

during creation and gives the caster the ability to enchant Simulacra<br />

or vats for a whole day. The Simulacrum’s animation is permanent<br />

once the creation process is complete.<br />

2.For more details on Simulacra and vat creation, please see Ch. 8.<br />

111

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