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