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BHBHBHBHBHBHBHBHBHBHBHBHBHBHHB<br />

operate three times better than a non-magical counterpart,<br />

e.g. an enchanted loom could weave three times as<br />

much fabric in the same time as an ordinary one. GMs<br />

will have to determine these sorts of improvement possibilities<br />

on a case-by-case basis. If the GM feels uncomfortable<br />

with this, then it is recommended that Enchant<br />

Device and Enchant Machine spells are limited to making<br />

flawed designs work and power substitution options.<br />

Vehicle Automata utilize the various Enchant Vehicle<br />

spells, which can supply both sufficient propulsion for<br />

movement in the chosen environment and the ability to<br />

survive in its hostile conditions. Where the design will<br />

work without magical aid, the Enchant Vehicle spells can<br />

wholly substitute magic for the mundane power source<br />

(incredibly useful for clockwork cars or steam-driven<br />

submarines). Alternatively the maximum speed or size<br />

can be doubled (for clockwork or lower technology) or<br />

tripled (for steam-powered vehicles).<br />

Base maximum speeds for clockwork and steam vehicles<br />

using magical power substitution and magical<br />

speed enhancement are given in the following table.<br />

These speeds may be varied according to the vehicle size<br />

and design.<br />

Enchant Land Vehicle is only suitable for vehicles<br />

intended to travel over dry land at reasonable inclinations.<br />

Land Vehicles will not normally operate safely in<br />

swamps, marshes, tundra and arctic conditions, and<br />

cannot ascend steep cliffs.<br />

Enchant Aerial Vehicle will enable a Vehicle Automaton<br />

to fly. Vehicle Automata will normally use vertical<br />

take-off and landing procedures, as no ground-level<br />

propulsion is supplied by this spell. If the pilot/passenger<br />

area is fully enclosed, anyone inside will also be protected<br />

against low pressure at high altitudes.<br />

Enchant Marine Vehicle will propel a surface vessel on<br />

rivers, seas, and oceans. Such vessels will float and their<br />

hulls will be watertight. Marine Vehicle Automata cannot<br />

travel over land – at best they can be “beached”.<br />

Enchant Underwater Vehicle will propel a submarine<br />

vessel, above and below the surface of the water. Underwater<br />

Vehicles will be watertight and capable of diving to<br />

depths of up to 60 feet.<br />

Enchant Exotic Vehicle provides for more unusual<br />

vehicles, whether they combine capabilities (a vehicle<br />

able to travel on both land and sea) or are designed for<br />

harsher environments (such as tundra or tunneling underground).<br />

For Automata requiring an Enchant spell to make<br />

them work, the Power Substitution Empowerment can<br />

be added to them to replace their “fuel” needs.<br />

AUTOMATA EMPOWERMENTS<br />

Automata Empowerments have three degrees of potency:<br />

Lesser, Greater, and True (in order of increasing<br />

power). Imbedding the Lesser and Greater<br />

Empowerments requires the artificer to use the corresponding<br />

Empower # spell for the Automaton’s class<br />

(Device, Machine, or Vehicle). Imbedding a True Empowerment<br />

demands the Empower Automaton spell.<br />

Empowerments do not “stack”, i.e. a Vehicle Automaton<br />

can’t have both Lesser Improved Propulsion and Greater<br />

Improved Propulsion. However a steam-powered chariot<br />

could have Lesser Improved Propulsion and Greater<br />

Power Substitution instead.<br />

A list of sample Empowerments is provided below.<br />

This is not intended to be an exhaustive or exclusive list;<br />

GMs are encouraged to create Empowerments of their<br />

own devising.<br />

Amplify: This can magnify the effect of a Device or<br />

Machine Automaton, e.g. to amplify sounds, enhance<br />

strength, increase load capacity, etc.<br />

Lesser: Doubles the current effect.<br />

Greater: Triples the current effect.<br />

True: Quadruples the current effect.<br />

TABLE 5.5 VEHICLE SPEEDS<br />

Vehicle Type Motive Force Substitution Enhanced<br />

Clockwork Land 75'/rnd (5 mph) 150'/rnd (10 mph)<br />

Steam Land 150'/rnd (10 mph) 450'/rnd (30 mph)<br />

Clockwork Marine 75'/rnd (5 mph) 150'/rnd (10 mph)<br />

Steam Marine 150'/rnd (10 mph) 450'/rnd (30 mph)<br />

Clockwork Aerial 45'/rnd (3 mph) 90'/rnd (6 mph)<br />

Steam Aerial 90'/rnd (6 mph) 270'/rnd (18 mph)<br />

Clockwork Underwater 60'/rnd (4 mph) 120'/rnd (8 mph)<br />

Steam Underwater 150'/rnd (10 mph) 450'/rnd (30 mph)<br />

Clockwork Tunneling 15'/rnd (1 mph) 30'/rnd (2 mph)<br />

Steam Tunneling 30'/rnd (2 mph) 90'/rnd (6 mph)<br />

32 CONSTRUCT COMPANION

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