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BHBHBHBHBHBHBHBHBHBHBHBHBHBHHB<br />

TABLE 8.1 AMALGAM<br />

ASSEMBLY MANEUVER CHART<br />

-26 down Spectacular Failure<br />

Your total ineptness means that the Amalgam has 7 Weaknesses,<br />

which it will just have to live with. Consider a career<br />

change.<br />

-25-04 Absolute Failure<br />

Perhaps you should consider actually learning some Surgery<br />

skill. Your incompetence means that the Amalgam has<br />

5 Weaknesses.<br />

05-75 Failure<br />

Instead of pacing yourself, you rush the job, botching the<br />

Amalgam’s assembly. It has 4 Weaknesses.<br />

UM 66<br />

Unusual Event<br />

Oops! You’ve put some of the pieces on the wrong way<br />

round. Amalgam has 3 Weaknesses (See section 8.1.3 for<br />

penalties rear-facing head, torso, or limbs). Pay attention in<br />

future.<br />

76-90 Partial Success<br />

Alas, your scalpel slipped a couple of times near the end.<br />

Amalgam has 2 Weaknesses.<br />

91-110 Near Success<br />

Nobody’s perfect and that includes this Amalgam. It has<br />

1 Weakness.<br />

UM 100 Unusual Success<br />

More by luck than judgement, you’ve created a superior<br />

Amalgam with 3 Improvements and no Weaknesses. A word<br />

to the wise: Don’t go boasting to the locals in the nearest<br />

tavern – they won’t understand.<br />

111-175 Success<br />

As good as new. The Amalgam has no Weaknesses.<br />

176 and up Absolute Success<br />

All those nights spent dissecting corpses have paid off. The<br />

Amalgam has 2 Improvements and no Weaknesses.<br />

8.1.2 THE SPARK OF LIFE<br />

Once its body has been assembled and the final spell<br />

cast, the Amalgam is capable of life, but does not yet<br />

possess it. To cross the barrier into life, a spirit must be<br />

drawn and bound into the Amalgam’s body. Reanimators<br />

accomplish this by releasing a sudden surge of electricity<br />

into the Amalgam, which sucks the nearest wandering<br />

spirit of appropriate power into the body. Once inside,<br />

the spirit is permanently bound to the Amalgam, receiving<br />

release only when the Amalgam is destroyed.<br />

While early Reanimators relied on natural lightning<br />

or attempted to utilize Shock Bolts, modern practitioners<br />

prefer the controlled release of energy from Leyden jars<br />

(see Chapter 5). One fully charged Leyden jar is required<br />

for every five levels (round up) of the Amalgam. Charging<br />

a Leyden jar is an Easy (+10) Operating Equipment<br />

maneuver, while connecting them into a battery is a<br />

Medium (+0) Operating Equipment maneuver.<br />

To determine what is summoned, roll d100 and<br />

consult Table 8.2.<br />

TABLE 8.2 AMALGAM ANIMATING SPIRITS<br />

D100 Roll Type of Spirit, Soul or Undead<br />

Spirits<br />

01-10 Angry Spirits<br />

11-15 Elemental Spirits<br />

16-20 Emotive Spirits<br />

21-30 Entity Spirits<br />

31-35 Haunts<br />

36-40 Rational Spirits<br />

41-70 Standard (Unborn) Spirits<br />

Souls<br />

71-95 Soul Shard / Reincarnated Soul<br />

Undead<br />

96-00 Ghost<br />

GENERAL MODIFIERS:<br />

Difficulty<br />

Medium (all corpses of same humanoid species) ... +0<br />

Hard (all corpses of same animal<br />

(non-humanoid) species) .................................. -10<br />

Very Hard (corpses are of different<br />

humanoid species) ............................................. -20<br />

Extremely Hard (corpses of different<br />

animal or humanoid species) ............................ -30<br />

Sheer Folly (all corpses are of same<br />

“monster” species) ............................................. -50<br />

Absurd (corpses are of different “monster”,<br />

animal, or humanoid species) ........................... -70<br />

Miscellaneous<br />

Decomposition penalty (use single most<br />

decayed body part): .......................... -5 per full day<br />

Bonus from Analyze Amalgam spell: .............. +25<br />

A Soul Shard is a fragment of a pre-existing soul. It is<br />

most frequently a residue from one of the dead bodies,<br />

which have contributed to the Amalgam. A Reincarnated<br />

Soul is just that – a soul which has by chance,<br />

destiny, or the will of the God(s) been reborn into the<br />

Amalgam rather than into a normal living creature. GMs<br />

should choose which best suits their cosmology – alternatively<br />

simply treat these results as Standard Spirits or<br />

Ghosts.<br />

The other spirits are as described in Chapter 7 – treat<br />

Ghosts as Haunts in terms of their worldview. No<br />

Reanimator has yet discovered a way of summoning<br />

specific spirit types into an Amalgam body.<br />

The “level” of any summoned spirit equals the level of<br />

the Amalgam.<br />

With the spirit in place, the Amalgam will spasm into<br />

life.<br />

90 CONSTRUCT COMPANION

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