2 construct companion construct companion
2 construct companion construct companion
2 construct companion construct companion
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TABLE 8.3 AMALGAM IMPROVEMENTS AND WEAKNESSES<br />
D100 Roll Statistic Weakness Improvement<br />
01-10 Base Rate -10' (minimum 1') +10'<br />
11-15 Maximum Pace Decrease 1 step Increase 1 step<br />
(minimum Walk) (maximum Dash)<br />
16-20 MM Bonus -10 +10<br />
21-30 Movement Speed Decrease 1 step Increase 1 step<br />
(minimum Inching) (maximum Blindingly Fast)<br />
31-40 Attack Quickness Decrease 1 step Increase 1 step<br />
(minimum Inching) (maximum Blindingly Fast)<br />
41-60 Hits -10 +10<br />
61-65 AT -1 (minimum 1) +1 (maximum 20)<br />
66-75 DB -5 +5<br />
75-00 OB (choose one) -10 +10<br />
8.1.3 RECALLED TO LIFE<br />
For animal and monstrous Amalgams, the level of the<br />
Amalgam is equivalent to an average living specimen as<br />
per Creatures & Monsters. For humanoid and other<br />
sentient Amalgams, the Reanimator chooses the level at<br />
creation time. While 1st-level Amalgams are easy to<br />
fashion and control, they have lower OBs and fewer<br />
residual skills than their high-level counterparts.<br />
To calculate the statistics for an animal or monstrous<br />
Amalgam, use those given in Creatures & Monsters as a<br />
basis and then modify them by rolling once on the chart<br />
above for each Weakness and Improvement resulting<br />
from the Surgery maneuver. However no true Amalgam<br />
will suffer stun results. (For Amalgams that represent<br />
combinations of different species, the GM should average<br />
the relevant Creatures & Monsters statistics.)<br />
Note: If a minimum or maximum is reached for any<br />
statistic, do not reroll the Weakness or Improvement.<br />
Note: If an Amalgam has its legs on backwards, its<br />
Maximum Pace is reduced to Walk. If an Amalgam<br />
has its arms (or equivalent limbs) on backwards,<br />
reduce all OBs by 50%. If the Amalgam’s head is<br />
facing the wrong way, reduce Maximum Pace to<br />
Walk and all OBs by 50%.<br />
For humanoid Amalgams, use the following base stats<br />
for a 1st-level Amalgam and adjust upwards or downwards<br />
by rolling on Table 8.3 for Weaknesses and Improvements.<br />
Level: 1<br />
Size: Medium<br />
Movement Speed /Attack Quickness: MF/MF<br />
Base Move: 60'<br />
Max Pace: Sprint<br />
MM Bonus: +20<br />
Hits: 50<br />
Crits: @ (no stuns)<br />
AT(DB): 1 (30)<br />
Attacks: 40 Small Bash / 20 Medium Grapple / 40<br />
Medium Crush / 50 Weapon.<br />
CONSTRUCT COMPANION<br />
(Humanoid Amalgams may wear clothes and armor,<br />
as well as use weapons and shields).<br />
For each level above first, add 5 to all OBs and concussion<br />
hits of humanoid Amalgams.<br />
Example: A third-level Amalgam with no Weaknesses<br />
or Improvements would have 60 concussion<br />
hits and OBs of 50 Small Bash / 30 Medium Grapple<br />
/ 50 Medium Crush / 60 Weapon.<br />
For humanoid Amalgams, the GM should roll d100 to<br />
generate all stats except Memory and Reasoning, which<br />
depend on the type of inhabiting spirit. See Tables 7.2<br />
and 7.4 for intelligence ranges and appropriate dice rolls<br />
for all Spirits. For Soul Shards, Reincarnated Souls and<br />
Ghosts, roll d100.<br />
Humanoid Amalgams also have “residual skills”. It is<br />
theorized that these may be memories lingering in their<br />
bodies and brains, which are revived when the Amalgam is<br />
fully animated; alternative conjectures consider them to be<br />
leakages from the past lives of reincarnated souls and ghosts.<br />
For humanoid Amalgams possessed by Spirits, the<br />
number of residual skills is d4 + 1 for every five levels. For<br />
humanoid Amalgams possessed by Soul Shards, Reincarnated<br />
Souls, or Ghosts, the number of residual skills<br />
is d6 + 1 for every five levels. For each residual skill, roll<br />
on Table 8.4 for the skill category. The GM determines<br />
which specific skill is known by the Amalgam, choosing<br />
a different skill each time a given category is rolled.<br />
TABLE 8.4 AMALGAM RESIDUAL CATEGORIES<br />
D100 Roll Category<br />
01-05 Armor Group<br />
06-15 Athletic Brawn<br />
16-30 Athletic Endurance<br />
31-35 Athletic Gymnastics<br />
36-40 Awareness Perceptions<br />
41-45 Martial Arts – Strikes<br />
46-50 Martial Arts – Sweeps<br />
51-55 Special Attacks<br />
56-60 Subterfuge Attack<br />
61-70 Subterfuge Stealth<br />
81-00 Weapons Group<br />
91