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TABLE 6.3 MATERIALS AND SIZE VERSUS CONCUSSION HITS<br />

Material Tiny Small Medium Large Huge<br />

Adamantium 100 200 400 800 1200<br />

Bone 30 60 120 240 360<br />

Brass 30 60 120 240 360<br />

Bronze 35 75 150 300 450<br />

Clay 30 60 120 240 360<br />

Copper 30 60 125 250 375<br />

Crystal 55 110 225 450 675<br />

Diamond 125 250 500 1000 1500<br />

Emerald 75 150 300 600 900<br />

Eog 125 250 500 1000 1500<br />

Gold 20 40 80 160 240<br />

Ice 25 50 100 200 300<br />

Illinar 40 80 160 320 480<br />

Iron 50 100 200 400 600<br />

Laen 125 250 500 1000 1500<br />

Lead 60 120 N/A N/A N/A<br />

Ruby 75 150 300 600 900<br />

Sapphire 75 150 300 600 900<br />

Silver 20 40 80 160 240<br />

Steel 60 125 250 500 750<br />

Steel II 60 125 250 500 750<br />

Steel III 60 125 250 500 750<br />

Steel IV 60 125 250 500 750<br />

Stone 45 90 180 360 540<br />

Tar 30 65 130 260 390<br />

Water 25 50 100 200 300<br />

Wood 20 40 80 160 240<br />

Note: The listed concussion hits are relatively conservative rather than generous. The assumption is that the magic<br />

animating a Golem is unable to convert more than a fraction of the material’s compositional hardness into<br />

concussion hits.<br />

6.2.2 SHAPE<br />

What form will the Golem take Humanoid Golems<br />

are the commonplace creations of traditionalist creators.<br />

For the average alchemist, the humanoid form is<br />

the easiest to sculpt and animate because it is his own<br />

form. A superficial knowledge of anatomy is adequate to<br />

fashion a humanoid entity, which will be capable of<br />

motion once enchanted. In contrast, creatures with extra<br />

limbs (such as winged humanoids) or different limb<br />

arrangements (quadrupeds with their four legs, birds,<br />

fish) are less well understood. Much harder to imitate are<br />

fantastic beasts, demons, and extra-planar beings – few<br />

examples of these find their way to the dissecting table<br />

and even then, magic and the physical laws of alternate<br />

realities so influence their physiognomy that simulating<br />

them is no trivial matter.<br />

Some creators may seek to “improve” on nature’s<br />

handiwork, by adding limbs and other appendages to a<br />

particular form. In game mechanics terms, this increases<br />

the entity’s creation level, as the mage must balance the<br />

additions to the original shape. Extra limbs may provide<br />

new methods of locomotion, greater stability or extra<br />

attacks. A cautious enchanter might remove limbs from<br />

a form – this will reduce the entity’s creation level<br />

marginally. A humanoid Golem without arms cannot<br />

attack its opponents; likewise one without legs cannot<br />

move itself.<br />

Shape also decides the nature of the attacks available<br />

to a Golem. Humanoid Golems are normally limited to<br />

Bash attacks with their mighty fists, or Grapple and<br />

Crush attacks with their arms. Animal and monstrous<br />

Golems imitate their organic counterparts with sculpted<br />

claws, talons, horns, and so forth.<br />

The creation level modifiers for various categories of<br />

Golems are given below.<br />

Shape Modifiers<br />

Humanoids:<br />

Normal humanoids (one head, torso, two arms, and<br />

two legs): +0<br />

Unusual humanoids (e.g. centaurs, avians, merfolk):<br />

+1<br />

50 CONSTRUCT COMPANION

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