2 construct companion construct companion
2 construct companion construct companion
2 construct companion construct companion
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
BHBHBHBHBHBHBHBHBHBHBHBHBHBHHB<br />
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