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