2 construct companion construct companion
2 construct companion construct companion
2 construct companion construct companion
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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