2 construct companion construct companion
2 construct companion construct companion
2 construct companion construct companion
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Variants:<br />
Add +1 for each extra limb.<br />
Add +1 for each extra tail.<br />
Add +2 for each extra pair of limbs (extra 2 arms, 2<br />
legs, 2 wings, etc.).<br />
Add +1 for each extra head.<br />
Reduce entity creation level by 1 for having no legs (if<br />
the form normally has legs).<br />
Reduce entity creation level by 1 for having no arms<br />
(if the form normally has arms).<br />
Note: An extra leg or tail provides greater stability to the<br />
entity. This translates to a chance of negating critical<br />
results where the Construct would otherwise be knocked<br />
down. This negation chance is 10% per extra leg or tail<br />
– i.e. a <strong>construct</strong> with two extra legs would negate an<br />
unbalancing result on a roll of 01-20 on percentile dice.<br />
Note: Dependent on position, an extra head can widen<br />
the entity’s field of view, making it more difficult to<br />
achieve surprise against the Construct. Extra heads do<br />
not entail extra intelligence – that is provided by the<br />
magic rather than the non-existent brains of the entity.<br />
Example: An archmage has been commissioned to<br />
fashion an artificial warrior for his king. He decides<br />
that the warrior will be basically humanoid in form<br />
(creation level 4) but will have an extra pair of arms<br />
(+2) and an extra head (+1), making a base creation<br />
level of 7 so far. The archmage’s intent is to have one<br />
head and one pair of arms facing forwards and the<br />
other set facing backwards, making it impossible to<br />
achieve flank or rear attacks against this <strong>construct</strong>.<br />
Example: An island witch decides to defend the offshore<br />
waters of her home by making a Shark Construct.<br />
This is a fish shape, so the creation level is 6.<br />
6.3.2 MATERIAL<br />
Which materials will be used to make the Construct All<br />
Constructs must be made from metal and/or alloys, both<br />
internally and externally. Gemstones are used for eyes. Superior<br />
alloys and/or magical metals will enhance the Construct’s<br />
Offensive Bonus, Defensive Bonus, and Concussion Hits.<br />
It is not necessary for a Construct to be composed<br />
internally and externally of the same material. The external<br />
material determines the Construct’s Armor Type,<br />
and any adjustments to OBs and DB. The internal material<br />
determines the Construct’s concussion hits.<br />
For a Construct made from multiple materials, use the<br />
highest modifier for adjusting the creation level.<br />
Materials used modify the Construct’s creation level<br />
as follows.<br />
TABLE 6.4 CONSTRUCT MATERIAL LEVEL<br />
MODIFIERS<br />
Brass +0<br />
Bronze +0<br />
Iron +1<br />
Steel I +2<br />
Steel II +4<br />
Steel III +6<br />
Steel IV +8<br />
Adamantium +10<br />
Eog +15<br />
Example: The archmage chooses to manufacture the<br />
entity with +10 nonmagical steel (Steel II), which<br />
raises the creation level from 7 to 11.<br />
Example: The witch does not have access to<br />
advanced metalworking processes, so chooses to make<br />
her Shark Construct from bronze (+0), leaving the<br />
creation level at 6.<br />
6.3.3 SIZE<br />
How big will the Construct be Its size directly determines<br />
how much material (and thus the material cost) is<br />
required to fashion it (see Table 6.18). Smaller Constructs<br />
are easier to make than larger ones – but creators<br />
must make proportionately smaller mechanisms, which<br />
require more delicate manufacture and handling.<br />
In mechanics terms, the Construct’s intended Size<br />
multiplies the base creation level (shape and material) as<br />
follows.<br />
Tiny (up to 1' tall): x1/2<br />
Small (up to 3' tall): x3/4<br />
Medium (up to 6' tall): x1<br />
Large (up to 12' tall): x1.5<br />
Huge: (more than 12' tall): x2<br />
Round up the result to the nearest level. The minimum<br />
level for any Construct is 1.<br />
TABLE 6.5 CONSTRUCT MATERIALS VERSUS<br />
ARMOR TYPE, DEFENSIVE BONUS, AND<br />
OFFENSIVE BONUS<br />
Material Armor Type DB OB<br />
Adamantium 20 +25 +25<br />
Brass 20 +0 +0<br />
Bronze 20 +0 +0<br />
Eog 20 +30 +30<br />
Iron 20 0 0<br />
Steel 20 +5 +5<br />
Steel II 20 +10 +10<br />
Steel III 20 +15 +15<br />
Steel IV 20 +20 +20<br />
CONSTRUCT COMPANION<br />
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