2 construct companion construct companion
2 construct companion construct companion
2 construct companion construct companion
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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