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Fabricator<br />

This category of Automata covers all types of “industrial”<br />

machines including automatic looms, cotton gins,<br />

steam-powered forges and furnaces, lathes, printing<br />

presses, sawmills, “windmills”, and machines to make<br />

rope, draw wire, lift objects, drill holes, and so forth.<br />

Each Fabricator can only perform one specific task. Most<br />

of these will be steam-powered for maximum efficiency,<br />

requiring Enchant Machine II to replace their fuel needs.<br />

Steam-powered Fabricators require at least one sack of<br />

coal per hour of operation.<br />

Cost: 25-50gp. Time: 2 to 4 weeks.<br />

Giant and Advanced Weapons<br />

This category covers improved designs for siege and<br />

support weapons. Four da Vinci designs are representative<br />

of this class: the compact catapult, the giant crossbow,<br />

the rapid firing crossbow, and the steam cannon.<br />

The compact catapult has a ladder at the side front for<br />

reloading the cup, which is mounted on a tapered flexible<br />

arm. The arm is held under tension by a rope to a<br />

hand-operated windlass, which is used to adjust the<br />

range (by increasing or decreasing the tension).<br />

The giant crossbow has a length of 75 feet plus and a<br />

bow of 80 feet from tip to tip, and is mounted on 3 pairs<br />

of wheels. Its hinged tailpiece can be driven into the<br />

ground to absorb the recoil. Although this design has<br />

been built, trials were unable to achieve any significant<br />

range – Enchant Machine I will be required to achieve the<br />

range of a standard heavy crossbow (multiplying damage<br />

by 10 for any unfortunate individual struck by a<br />

missile from the giant crossbow).<br />

The rapid-firing crossbow is actually a treadmill with four<br />

crossbows (one per spoke) and an archer suspended inside it.<br />

The treadmill is turned by a number of men walking its outer<br />

rim (and shielded by a wooden mantlet); this motion also<br />

draws the crossbows. Up to four bolts may be fired per round.<br />

Magic can be used to replace the human power.<br />

The steam-powered cannon is made from copper and<br />

propels an iron cannonball using steam instead of gunpowder.<br />

The cannon’s breech is built into a brazier<br />

containing burning coals, which heat the conductive<br />

copper to a high temperature. To fire the cannon, a small<br />

amount of water is released via a valve into a chamber<br />

behind the ball. The heat converts the water into steam,<br />

which drives the ball out. It is possible that Leonardo da<br />

Vinci had one of these <strong>construct</strong>ed; certainly steam<br />

cannon saw action in the American Civil War. This<br />

weapon requires one sack of coal for each hour of<br />

operation.<br />

Cost: catapult 50gp, crossbows 200gp, and steam<br />

cannon 250gp.<br />

Time: catapult 1 week, crossbows 3 weeks, steam<br />

cannon 2 weeks.<br />

Mechanical “Life”<br />

This category includes all the decorative “automata”<br />

in human, animal, and landscape forms (as described in<br />

Chapter 2). Unlike genuine Constructs and Golems,<br />

these Automata are limited to a few prescribed movements<br />

or actions. Even mechanical songbirds and scribes<br />

(such as Jaquet-Droz’s Writer) are limited in what they<br />

can sing or write – changing their performances requires<br />

changing some of their mechanisms. These devices can<br />

all be made with clockwork mechanisms; magic may be<br />

employed to power them or expand their capabilities.<br />

Cost: 100gp – 1000gp (or more) – depends on size,<br />

complexity, and ornateness.<br />

Time: 1 month to 1 year according to quality and<br />

complexity.<br />

Traps<br />

Villains with a taste for fiendish death traps occasionally<br />

employ artificers to <strong>construct</strong> traps as Machine<br />

Automata. These range in size and deadliness from<br />

touch-activated spring-loaded needles through pressureactivated<br />

dart or spear throwers to “crushing” rooms<br />

where the doors automatically lock while the ceiling<br />

descends (or the walls move) to crush the occupants to<br />

a bloody pulp. Automata traps can be designed to reset<br />

under specific circumstances and can benefit from a<br />

variety of Empowerments.<br />

In addition to the normal Engineering, Gimmickry,<br />

and Mechanition maneuvers, <strong>construct</strong>ing a Trap Automaton<br />

requires a Trap Building maneuver to build the<br />

basic trap component of the Automaton. The difficulty<br />

level for this maneuver is equal to the corresponding<br />

desired difficulty level of the Disarm Traps maneuver.<br />

Such Trap Automata can be made more difficult by<br />

adding redundant mechanisms (to obfuscate disarm<br />

attempts) and backup contraptions (to compensate for<br />

successful bypasses of the obvious sensors and machinery).<br />

Redundant mechanisms modify the Automaton<br />

Gimmickry and Mechanition maneuvers as well as Disarm<br />

Trap attempts by -5 each. Each backup system<br />

modifies the Automaton Gimmickry and Mechanition<br />

maneuvers by -10, but requires a separate Disarm Trap<br />

maneuver to neutralize. Successfully concealing the trap<br />

requires a Setting Traps maneuver (difficulty level as per<br />

the necessary Detect Traps maneuver to find it).<br />

A variation of the Fine Manipulation Empowerment can<br />

be used to make Trap Automata harder to detect and disarm.<br />

The bonus (10, 20 or 30) becomes a penalty to the Detect Trap<br />

and Disarm Trap maneuvers. This Empowerment can be<br />

applied to each trap component of this Automaton type.<br />

Cost: 20-100gp base cost (dependent on size) plus a<br />

variable cost for each trap component.<br />

40 CONSTRUCT COMPANION

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