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The materials cost for the vat is 50gp times the<br />

Simulacrum’s level.<br />

The level of a Simulacrum is normally determined by<br />

its matrix, i.e. the average level for that creature as given<br />

in Creatures & Monsters. For “humanoid” (or other<br />

sentients who are permitted to take professions), the<br />

Simulacrum’s level is chosen by the creator with the<br />

limitation that the maximum level possible is set by the<br />

most potent Simulacrum spell that he can cast. For soulclones<br />

(see below) the maximum level is the original’s<br />

level or the maximum level set by the caster’s highest<br />

known Simulacrum spell (whichever is lower).<br />

8.2.3 GROWING THE MATRIX<br />

There are normally three components to fashioning<br />

the Simulacrum itself, namely spells, nutrient fluids, and<br />

blood. (Some special Simulacra have special material<br />

components.)<br />

The adept must cast a Simulacrum # spell of equal or<br />

higher level than the Simulacrum’s level once per day of<br />

the creation process. Unless there is a special material<br />

component to direct the growth, the Simulacrum spell<br />

on its own will only produce a living amorphous blob. To<br />

achieve a particular form, the creator must impress a<br />

stored matrix onto the growth, by casting one of the<br />

Plant/Animal Matrix, Sentient Matrix, or Exotic Matrix<br />

spells once per day of the creation process. This will<br />

change the growth to take on the physical and other<br />

characteristics of an average member of the species stored<br />

in the matrix, not an exact copy of the studied target.<br />

Creators may choose to alter the form of an individual<br />

Simulacra by using Warp Matrix # spells during the<br />

incubation process. Each individual alteration requires a<br />

separate Warp Matrix spell, which must be cast once per<br />

day, and extends the duration of the creation process. (It<br />

is possible to totally change a form in this way, but in<br />

practice most creators would seek a closer matrix to use<br />

as a starting point. To paraphrase an Irish saying, “if I was<br />

going there, I wouldn’t start from here”.)<br />

Throughout the creation process, the vat must be kept<br />

filled with nutrient fluids. These include water (salt and<br />

fresh), sugar in solution, alcohol, the juices of pulped<br />

fruits, herbal extracts, liquid fertilizer, and so forth. The<br />

cost of this nutrient solution is the level of the Simulacrum<br />

cubed in gold pieces. (While vats are routinely reused,<br />

the cost of the nutrients is paid for each individual<br />

Simulacrum grown.)<br />

To give life to the Simulacrum, blood must be regularly<br />

infused into the vat. This sharing of blood grants the<br />

Simulacrum a measure of independent life force but<br />

simultaneously forges its personality and mental stats<br />

(Me, Re, SD, Em, In, and Pr) into copies of its blood<br />

donor, and makes it totally loyal (and usually obedient)<br />

to that donor. The blood donor may or may not be the<br />

creator. The nature of the loyalty bond will make most<br />

adepts very wary of fashioning powerful Simulacra who<br />

are totally obedient to another person.<br />

For each day of the creation process, the donor must<br />

contribute at least one concussion hit worth of blood per<br />

level of the Simulacrum.<br />

The other vital statistics (St, Ag, Qu, and Co stats as<br />

well as the level, AT, DB, OBs, etc.) of the Simulacrum<br />

are identical to an average individual of the species<br />

stored in the matrix. (Consult Creatures & Monsters for<br />

the relevant details.) For humanoid and other fully sentient<br />

races, the GM should randomly roll the St, Ag, Qu,<br />

and Co stats. Humanoid simulacra should have ranks in<br />

Body Development equal to their level. OBs etc. will be<br />

negligible unless the adept can cast Awaken spells.<br />

8.2.4 WARPING THE MATRIX<br />

To create Simulacra of a unique form or with above or<br />

below average statistics, the adept must use Warp Matrix<br />

# spells during the entity’s growing stages. The possible<br />

alterations are classified into three categories: Minor<br />

Alterations (require Warp Matrix I), Lesser Alterations<br />

(require Warp Matrix II), and Greater Alterations (require<br />

Warp Matrix III). Each specific alteration requires<br />

a separate Warp Matrix spell, and in particular making<br />

two or more changes of the same type requires two or<br />

more warpings. For instance, an alchemist desiring to<br />

increase a Simulacrum’s Armor Type from 1 to 3 must<br />

use two Warp Matrix I spells (the first to go from AT 1 to<br />

AT 2, the second to raise it from AT 2 to AT 3).<br />

Explanations of the potential benefits of the biological<br />

changes can be found in section 8.3.4.<br />

Note: Alterations that are detrimental to the<br />

Simulacrum (such as lowering AT) still require a<br />

Warp Matrix spell. Such effects are usually only<br />

performed when the creator and the blood donor are<br />

different.<br />

Minor Alterations<br />

Armor Type: Raise or lower natural armor type by 1<br />

(minimum of 1, maximum of 20).<br />

Body Coverings: Add, remove, or modify any one external<br />

body part, which covers another (e.g. eye lids, gill<br />

slots, neck and stomach pouches, feathers, fur, hair,<br />

whiskers, etc.).<br />

Bone Projection: Add, remove or modify one external<br />

bone projection (e.g. antlers, barbs, beaks, horns, talons,<br />

thorns, etc.).<br />

Cartilage Change: Add, remove, or modify any one piece<br />

of external cartilage (e.g. antenna, ear, nose, spikes,<br />

stalks, etc.).<br />

Maneuver Bonus: Alter Maneuver Bonus by +5 or –5.<br />

Skin Color: Alter skin color (hue change, adding/removing<br />

spots or stripes) .<br />

Skin Texture: Alter skin texture (dry, leathery, metallic,<br />

oily, scaly, etc.)<br />

94 CONSTRUCT COMPANION

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