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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

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