2 construct companion construct companion
2 construct companion construct companion
2 construct companion construct companion
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contact with the material world gradually erodes<br />
(“taints”) this purity. As the Spirit acquires more taint,<br />
it slowly changes its personality, until it becomes an<br />
“Angry Spirit”. These Spirits detest the material world,<br />
desiring to kill everyone and destroy everything that<br />
they encounter – allow them unrestrained control of a<br />
Golem or a Construct and they will cause untold devastation.<br />
High-level casters can reduce taint levels using<br />
the Purify Taint spell – less powerful creators must rely<br />
on Glyphs of Control or Compel spells to enforce restraint,<br />
Purge spells to expel a hostile Spirit, or find a<br />
friendly Shaman fast.<br />
Creators, who wish to persuade a Spirit to voluntarily<br />
submit to being imbedded, should consider some measure<br />
of personal spiritual preparation (such as prayer,<br />
fasting or participation in religious ceremonies for a<br />
number of hours or even days equal to the level of the<br />
desired Spirit) before casting any spells. Summoning<br />
should also take place in a location appropriate to the<br />
Spirit (e.g. nature-related Spirits should be called in<br />
their preferred locale rather than in a busy city street.)<br />
The purpose is to show due respect to the Spirit and<br />
prevent it receiving taint just by being summoned.<br />
Having summoned the Spirit, the creator should use<br />
Spirit Tongue to converse with the spirit, and make his<br />
proposal. Certain types of Spirits appreciate incarnation<br />
more than others – they will be attracted by entities with<br />
magical abilities or unusual <strong>construct</strong>ion as well as<br />
promises of gaining benefits from the use of the Sentience<br />
spell list. Bargains that limit the creator’s dominance,<br />
e.g. a guaranteed release after some period, only<br />
to receive orders of a specific nature (i.e. to defend the<br />
creator’s community), or the entity not being restrained<br />
by a Glyph of Control, will sweeten the deal. GMs may<br />
choose to abstract the bargaining by a Diplomacy maneuver<br />
– see Table 7.1 for base Difficulty Levels and<br />
bargaining modifiers.<br />
The various Spirit types have different degrees of intelligence<br />
– see Table 7.2 for details. Each type and their<br />
attitude to imbedding are also briefly described below.<br />
Angry Spirits: Warped and twisted by too much taint,<br />
these Spirits seek only destruction. Almost always hostile<br />
to imbedding, only offers involving opportunities<br />
to kill and destroy on a grand scale will interest them,<br />
assuming that they even listen to their summoner.<br />
Conceptual Spirits: Embodying the goals and ideals of a<br />
single concept (e.g. Christmas Past) or an event, these<br />
Spirits have no interest in becoming incarnate within<br />
artificial entities. Only a proposal that has the potential<br />
of helping them to further understand their concept<br />
will tempt them.<br />
Elemental Spirits: These Spirits are the spirits of the<br />
natural elements (Earth, Water, Fire, Air, Light, and<br />
Cold), embodying their essence and nature rather<br />
than the elemental force represented by Elementals<br />
per se. They are attracted to physical forms that have<br />
purity of body (such as Golems) or elemental-based<br />
abilities. If Fire & Ice: The Elemental Companion is in<br />
use in the campaign, then these Spirits should not be<br />
available via the Spirit Empowerment spell list.<br />
74 CONSTRUCT COMPANION<br />
Emotive Spirits: These Spirits encapsulate raw emotion.<br />
Their limited intellects prevent meaningful negotiation<br />
as well as reducing their utility as animating<br />
spirits for artificial entities. Few creators use them.<br />
Entity Spirits: These were formerly Standard Spirits,<br />
which accumulated more than their own level in taint<br />
through incarnation in a Golem or Construct. Released<br />
deliberately or through the destruction of their<br />
artificial body, they seek to return to a new body, and<br />
are the easiest of all Spirits to persuade to undergo<br />
voluntary imbedding.<br />
Haunts: Created by traumatic events such as violent<br />
death, betrayal, etc., haunts are difficult to bargain<br />
with as their own rage and despair frequently overpowers<br />
them. Rarely used as a result, only the opportunity<br />
to achieve revenge on the cause of their agony<br />
and consequently a release to the spirit world will<br />
tempt them.<br />
Rational Spirits: These spirits are defined by logic. Their<br />
weakness is a desire to gain knowledge, so creators<br />
with access to the Sentience spell list will have much to<br />
offer them in return for these spirits’ great intellectual<br />
potential.<br />
Rural Spirits: In some settings, fey creatures such as<br />
Dryads and Nixies may be considered “Spirits” which<br />
have a physical form in the material world. Such spirits<br />
will seldom be interested in possessing artificial entities<br />
– they have their own physical bodies, after all.<br />
(Where such beings are not considered Spirits, they<br />
may be imbedded using the Imbed Being Essence #<br />
spells from the Life Empowerment spell list.) Nonphysical<br />
rural spirits may be persuaded to inhabit<br />
organic Golems, particularly if the intention is to<br />
defend the environment.<br />
Shaman Spirits: These are the spirits of Shamen, who by<br />
design or accident, have chosen to remain on the spirit<br />
world. Capable of using all its abilities and skills possessed<br />
in life even incarnate in an artificial body, a<br />
Shaman Spirit will exact a deadly revenge on anyone<br />
foolish enough to imbed it against its will. Persuading<br />
a Shaman Spirit to be imbedded is exceptionally difficult<br />
– usually only the need to defend the Shaman’s<br />
people from a clear and present danger will convince<br />
a Shaman Spirit to rejoin the mortal world (temporarily),<br />
and even then it will insist that no Compel or<br />
Glyph of Control spells are used to control it.<br />
Standard (Unborn) Spirits: Without focus or theme,<br />
these Spirits transform into other spirit types by association<br />
with other spirits or by the accumulation of<br />
their level in taint. Their malleability and curiosity<br />
makes them a preferred animating spirit for creators.<br />
Thematic Spirits: Similar to Conceptual Spirits in their<br />
focus, these are moreover tied to specific physical<br />
locations and as such are unsuitable for almost all<br />
imbedding purposes.<br />
Totem Spirits: These represent a given ideal, theme and/<br />
or goal. Having the abilities to travel freely between the<br />
spirit world and the physical world, and to take a