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Note: Table 7.2 is merely a set of suggestions for defining<br />

Spirit intelligence by type and level. GMs who wish to<br />

accentuate the uniqueness of Spirits may assign Memory<br />

and Reasoning stats by unmodified d100 rolls.<br />

Imbedded Spirits accumulate taint levels simply by<br />

their prolonged presence on the physical plane in a material<br />

body. For all Spirits, excluding Standard Spirits and<br />

Angry Spirits, the acquisition of more than twice the<br />

Spirit’s level in taint levels will transform that Spirit into<br />

an Angry Spirit, i.e. a fifth-level Rational Spirit can have<br />

ten taint levels, if it gains an eleventh taint level, it becomes<br />

an Angry Spirit. A Standard Spirit can only have its own<br />

level in taint level without transforming into an Entity<br />

Spirit, i.e. a fourth-level Standard Spirit that gains five<br />

taint levels will become a fourth-level Entity Spirit. It<br />

retains the five taint levels, making it that much closer to<br />

a further transformation into an Angry Spirit.<br />

The process for determining whether an imbedded<br />

Spirit acquires a taint level is as follows:<br />

The Spirit must make a Resistance Roll versus its own<br />

level, with the roll modified by –10 for every level of<br />

taint already incurred.<br />

If an attempt is made to remove the taint, using Purify<br />

Taint say, the process is as follows:<br />

The Spirit must make a Resistance Roll, with a +5<br />

modifier to the roll for each level of taint already acquired.<br />

This Resistance Roll is required, even from willing Spirits,<br />

and the Spirit does not have the normal –50 modifier for<br />

being a willing target.<br />

If all the taint is removed from an Angry Spirit, it will<br />

return to its original form. An Entity Spirit that has<br />

become an Angry Spirit and is then purified will remain an<br />

Entity Spirit. Likewise a purified Entity Spirit will not<br />

return to being a Standard Spirit.<br />

The circumstances that trigger a taint check are listed<br />

below.<br />

Once per week that a willing Spirit is imbedded in a<br />

Golem or Construct.<br />

Once per day that an unwilling Spirit is imbedded in a<br />

Golem or Construct.<br />

Immediately after the Spirit is commanded to act in a<br />

way counter to its nature (e.g. a Rural Spirit ordered to<br />

destroy a natural feature).<br />

Immediately the Spirit completes an order that is counter<br />

to its nature.<br />

Immediately the entity’s master breaks the bargain<br />

made with an erstwhile willing imbedded Spirit.<br />

Entity creators of the Channeling realm of power favor<br />

Spirit Empowerment.<br />

7.2.3 ELEMENTAL EMPOWERMENT<br />

Many creators employ elemental beings as the guiding<br />

spirits for Golems and Constructs. This method requires<br />

access to the Elemental Empowerment spell list, which<br />

gives the caster the ability to summon, control, imbed and<br />

banish elemental beings of various types.<br />

This method has a number of advantages. Most<br />

Elementals are easy to manipulate (compared to<br />

Demons) – the spells summon the chosen type of being<br />

(and nothing else!) and there are banishing and control<br />

spells capable of handling any threat less severe than an<br />

76 CONSTRUCT COMPANION<br />

Elemental Savant. Elementals, particularly the more intelligent<br />

types, can be persuaded to undergo imbedding.<br />

Moreover the intrinsic magical potentials of imbedded<br />

Elementals can be triggered to imbue entities with random<br />

magical abilities using the Manifest Element spells (see<br />

section 7.3 for more details.) Elementals summoned using<br />

this list may also be used for other purposes than entity<br />

creation.<br />

There are drawbacks, however.<br />

The lesser Elementals have only “instinctive” or low<br />

intelligence and limited knowledge of the material plane –<br />

thus it will be necessary to enhance them with Sentience<br />

spells. (Even Elemental Guardians and Savants may benefit<br />

from imbedded skills.)<br />

Compulsion, whether by Compel spells or via Glyphs of<br />

Control, is normally necessary to keep the stupider<br />

Elementals obedient. If such spells fail, such Elementals will<br />

seek their freedom, resorting quickly to violence if they are<br />

not released from the imbedding spell. Destruction of the<br />

Construct or Golem body in an orgy of mayhem will free<br />

the Elemental, which may either choose to depart for its<br />

native plane or attack its foes in its natural form. Elemental<br />

Guardians and Savants may similarly become aggressive<br />

towards creators and their allies, if they feel that bargains<br />

have been broken.<br />

It might seem implausible at first that an Elemental<br />

would consent to imbedding within a Golem or Construct.<br />

For Elementals of all power levels, imbedding provides an<br />

opportunity to experience the material plane for an extended<br />

period. Entity forms with their concentrations of<br />

pure matter and undoubted physical strengths appeal as<br />

fitting forms to inhabit – earth-based elementals find Stone<br />

and Metal Golems particularly attractive, for instance. (Conversely<br />

fire-based elementals will not willingly be imbedded<br />

into Water Golems, while air-based elementals will balk at<br />

landbound <strong>construct</strong>s.) Elemental Guardians and Savants<br />

will appreciate any existing magical abilities offered by the<br />

body, but are most likely to be swayed by promises of<br />

improvements to their own capabilities through Sentience<br />

spells. Casters who are willing to promise to release the<br />

Elemental after a set period are more likely to receive a<br />

favorable response from the being.<br />

Persuading any Elemental to voluntarily undergo imbedding<br />

requires a successful Diplomacy maneuver (with<br />

Difficulty Level of at least Very Hard). GMs should feel free<br />

to increase this Difficulty Level if the caster is not offering<br />

the Elemental much in return.<br />

Elemental Empowerment is most popular among Essence-based<br />

creators.<br />

Using Elemental Empowerment without Fire<br />

& Ice: The Elemental Companion<br />

If the GM does not have access to, or does not use, Fire &<br />

Ice: The Elemental Companion, then the following points<br />

should be noted.<br />

1.According to Creatures & Monsters, Elemental Servants<br />

are “extensions of their maker/summoner’s (master’s)<br />

mind, and they follow him wherever he goes (range of 5'<br />

per level of the master)”. As such, they are not autonomous<br />

beings – imbedding such mindless things in an<br />

entity would serve no useful purpose, while their limited

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