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BHBHBHBHBHBHBHBHBHBHBHBHBHBHHB<br />

from the tables are as follows: AT 3, DB 10, and 30<br />

concussion hits. It won’t be able to survive long in any<br />

fight.<br />

Example: The magician creating the Brass Golem<br />

decides that it should be of Medium size, so its<br />

creation level remains unchanged at 9. Its basic<br />

statistics are as follows: AT 20, DB 0, and 120<br />

concussion hits.<br />

Example: The enchantress wants her Iron Wolf Golem<br />

to be big enough to deter or defeat most intruders, so<br />

she chooses to make it Large in size. Its original<br />

creation level was 13, multiplying by 1.5 for Large,<br />

gives 19.5, which rounded up is 20. It has the following<br />

statistics: AT 20, DB +20, and a hefty 400<br />

concussion hits.<br />

For steps 4 to 7, please see section 6.4.<br />

6.3<br />

MAKING A BASIC<br />

CONSTRUCT<br />

Let us now examine the steps 1 to 3 in creating a<br />

Construct in greater detail.<br />

6.3.1 SHAPE<br />

What form will the Construct take As with Golems,<br />

Humanoid Constructs are the easiest to fashion and the<br />

most frequently created. For the average alchemist, such<br />

forms are the easiest to render and animate. However<br />

the internal machinery required to simulate the gross<br />

dexterity of even the human form when enchanted<br />

means that even humanoid Constructs are non-trivial<br />

creations. Unusual humanoids (such as avian races) and<br />

normal animals are proportionally more difficult. Fantastic<br />

beasts, demons, and extra-planar beings with their<br />

reliance on magic and/or alternate laws of physics are at<br />

least twice as difficult to mimic as Constructs.<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 a<br />

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

A humanoid Construct without arms cannot attack<br />

its opponents (unless it has built-in missile weapons in its<br />

torso!); likewise one without legs cannot move itself.<br />

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

to a Construct. Humanoid Constructs are normally<br />

built as “killing machines” with each arm terminating in<br />

a weapon rather than a hand and other weapons “wired”<br />

directly into their bodies. Animal and monstrous Constructs<br />

imitate their organic counterparts with sculpted<br />

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

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

Constructs are given below.<br />

Shape Modifiers<br />

Humanoids:<br />

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

two legs): 4<br />

Unusual humanoids (e.g. centaurs, avians, merfolk): 5<br />

Animals:<br />

Insects, arachnids, and crustaceans: 6<br />

Fish: 6<br />

Birds: 6<br />

Mammals: 5 (6 if aquatic or winged, 7 if both)<br />

Reptiles: 5 (6 if aquatic or winged, 7 if both)<br />

Amphibians: 6 (7 if winged)<br />

Exotic creatures:<br />

Monsters: +8<br />

Undead: +9<br />

Demons and extra-planar beings: +10<br />

Add +1 if the creature has wings.<br />

Add +1 if the creature is aquatic.<br />

Add +1 if the creature is insectoid in form.<br />

Add +1 if the creature has any magical abilities.<br />

52 CONSTRUCT COMPANION

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