2 construct companion construct companion
2 construct companion construct companion
2 construct companion construct companion
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5.3 BUILDING AUTOMATA<br />
Automaton <strong>construct</strong>ion is a partnership between the<br />
GM and the players(s) of artificer character(s). While<br />
magical Automata are an excellent opportunity for inventive<br />
PCs to add quirky and exotic items to the campaign,<br />
the GM has the responsibility for maintaining<br />
game balance. The GM has final say on what may be<br />
achieved with Automata – players must respect this and<br />
not deliberately seek to create technomagical marvels<br />
which render their characters invincible or which destroy<br />
the “feel” of the campaign world.<br />
Step 2: Understand the theory<br />
Before proceeding to design an Automaton, the artificer<br />
must consider the scientific and engineering principles,<br />
which will underpin the machine. This may involve<br />
research into previous similar projects, building<br />
models, or conducting experiments. The artificer character<br />
makes an Engineering static maneuver – success<br />
means that the theory is well understood; failure indicates<br />
possibly dangerous misconceptions. Use the following<br />
specialized Automaton Engineering maneuver<br />
chart.<br />
5.3.1 THE CREATIVE PROCESS<br />
Making an Automaton involves designing a machine<br />
that can attempt its intended functions by mundane<br />
means, building the machine, and adding the necessary<br />
magic. The process described below is intended primarily<br />
for Automata (Device, Machine, or Vehicle), but it<br />
can also be used for mundane advanced inventions,<br />
which are “ahead of their time.” Eventually the scientific<br />
and technological principles underpinning a mundane<br />
advanced invention may become sufficiently well understood<br />
that a standard Mechanition maneuver is only<br />
required to <strong>construct</strong> it. If, and when this happens is at<br />
the GM’s discretion.<br />
Step 1: Decide on the Automaton’s form and<br />
function<br />
The purpose of the Automaton or invention must be<br />
decided. What will it do and how will it (attempt to)<br />
achieve this task What type of power source will be<br />
required – clockwork, steam power, or something else<br />
Is it a portable or wearable item (a Device Automaton)<br />
Is it a large stationary machine (a Machine Automaton)<br />
Is it a vehicle for carrying passengers and/or cargo (a<br />
Vehicle Automaton)<br />
The GM must decide whether the proposed contraption<br />
can attempt or achieve the desired task without<br />
magic. If not, then the contraption may not be built.<br />
Likewise if modern-day technology (21st century) cannot<br />
achieve the task (possibly using other means), then<br />
the contraption should be disallowed. The aim is to weed<br />
out proposals that duplicate truly magical effects (such<br />
as invisibility, teleportation, etc.) or which would add<br />
futuristic (as opposed to anachronistic) elements to the<br />
game.<br />
The GM must also decide whether magic will be<br />
required to make the invention achieve its task. Examples<br />
of historical inventions can be found in this<br />
chapter and Chapter 2 of this book to help with this<br />
decision. If in doubt, the GM should err on the side of<br />
caution and require magical assistance.<br />
Steps 2 and 3 can be omitted if the artificer is simply<br />
manufacturing an identical copy of an invention or<br />
Automaton that he has previously made. However the<br />
results of the Automaton Engineering and Gimmickry<br />
maneuvers relating to the previous cycle must be applied<br />
to the new copy.<br />
TABLE 5.1<br />
AUTOMATON ENGINEERING MANEUVERS<br />
-26 down Spectacular Failure –30<br />
You are more confused about the scientific aspects of your<br />
design now than when you started. If you attempt a Gimmickry<br />
maneuver, you will suffer a –30 penalty. If you<br />
manage to create the device, add 25 to its Malfunction<br />
Number. Stick to standard alchemy.<br />
-25-04 Absolute Failure -10<br />
You have misunderstood a number of key engineering<br />
issues, but are unaware that your deductions are flawed. If<br />
you attempt a Gimmickry maneuver, you will suffer a –10<br />
penalty. Add 15 to the Malfunction Number of any device<br />
created as a result.<br />
05-75 Failure +0<br />
You have made a number of significant errors in your<br />
research. Add 10 to the Malfunction Number of any device<br />
created by a subsequent Gimmickry maneuver.<br />
UM 66 Unusual Event +0<br />
You are certain (rightly or wrongly) that the device cannot<br />
be built. You’ll have to think of another method to make it<br />
work.<br />
76-90 Partial Success +5<br />
Your research indicates that the device will work and you<br />
may add +5 to any Gimmickry maneuver. In your overconfidence,<br />
you’ve failed to notice several mistakes in your<br />
calculations, so add 5 to the Malfunction Number of any<br />
device created.<br />
91-110 Near Success +10<br />
Your experiments are successful and you may add +10 to<br />
your Gimmickry maneuver. You are aware that some of your<br />
calculations involve estimates rather than accurate numbers;<br />
these will add 3 to the Malfunction Number of any device<br />
created.<br />
UM 100 Unusual Success +25<br />
Eureka! You’ve made a minor discovery during your<br />
experiments. Add +25 to your Gimmickry maneuver, and<br />
you have a special +10 bonus to all future Engineering<br />
maneuvers in this area. You retain this bonus until such times<br />
as you roll a Spectacular or Absolute Failure.<br />
111-175 Success +20<br />
Your research is thorough and you have consolidated<br />
your engineering knowledge. Add +20 to your Gimmickry<br />
maneuver. At the bleeding edge of technomagic, no prototype<br />
can be perfect; and add 1 to the Malfunction Number of<br />
any device created.<br />
28 CONSTRUCT COMPANION