2 construct companion construct companion
2 construct companion construct companion
2 construct companion construct companion
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Lesser Alteration<br />
Attack Quickness: Adjust Attack Quickness up or down<br />
one step (to a minimum of Inching and a maximum of<br />
Blindingly Fast) – this affects Initiative directly.<br />
Concussion Resilience: Adjust concussion hits by +10 or<br />
–10.<br />
External Appendages: Add, remove, or modify miscellaneous<br />
external appendages (e.g. sex organs, stingers,<br />
rattles, web spinners, etc., but not hands or feet).<br />
Manipulator Alteration: Add, remove, or modify whatever<br />
the Simulacrum’s means of manipulation (e.g.<br />
fingers, toes, claws, nails, webbing between digits,<br />
small tentacles).<br />
Movement Speed: Adjust Movement Speed up or down<br />
one step (to a minimum of Inching and a maximum of<br />
Blindingly Fast) – this affects Defensive Bonus directly.<br />
Mouth Alteration: Add, remove, or modify parts of the<br />
Simulacrum’s mouth (e.g. snout, lips, teeth, fangs,<br />
suckers, tusks, tongue).<br />
Pace Alteration: Adjust Maximum Pace up or down one<br />
step (to a minimum of Walk and a maximum of<br />
Dash).<br />
Greater Alteration<br />
Critical Resilience: Adjust the Simulacrum’s critical reduction<br />
by one step up or down (None to I (reduce crits<br />
by 1 severity level), I to II (reduce crits by 2 severity<br />
levels), II to LA (Large Creature Critical Table), LA to SL<br />
(Super Large Creature Critical Table) and vice versa).<br />
Internal Alteration: Add, remove or modify any one<br />
internal organ (e.g. gills, glands, heart, lungs, poison<br />
sac, sex organs, spit, stomach) or make an internal<br />
change. (e.g. balance, bone density, fat layer, floatation,<br />
metabolism). The blood cannot be changed.<br />
Limb Alteration: Add, remove, or modify any one (pair<br />
of) limb(s) (e.g. arm, leg, wing, tentacle, tail, etc.) or<br />
limb part (e.g. hand, foot, joint, etc.).<br />
Movement Rate: Adjust the Simulacrum’s base movement<br />
rate by +20' or –20' (minimum of 1').<br />
Offensive Alteration: Adjust any one of the Simulacrum’s<br />
OBs by +20 or –20. (No OB can be reduced below<br />
zero.)<br />
Sensory Alteration: Add, remove, or modify in shape or<br />
sensory range one sensory organ (e.g. eyes, ears, nose,<br />
etc.).<br />
Size Alteration: Alter the overall size by one step (e.g.<br />
from Tiny to Small, Small to Medium, Medium to<br />
Large, Large to Huge, or vice versa).<br />
8.2.5 SPECIAL SIMULACRA<br />
Certain Simulacra transcend the conventional<br />
masteries of the adept’s living art forms. These include<br />
the homunculus familiar, the homunculus (sometimes<br />
called a soul-clone), the multiple-headed Warders, Eye<br />
Entities, Solaars, Viles, and Shards (both Lesser and<br />
Greater). The knowledge of how to fashion Eye Entities,<br />
Solaars, Viles, and Shards is exceedingly rare among<br />
mortal mages, although Demon sorcerers may impart<br />
such lore to their favorites, but always at a high price. A<br />
successful Analyze Simulacrum on these exotic Simulacra<br />
will reveal their <strong>construct</strong>ion secrets – whether the caster<br />
survives the encounter to make use of this knowledge is<br />
a different matter.<br />
The secret of these Simulacra is that they almost all<br />
require special material components in addition to the<br />
normal spells, nutrients, and blood.<br />
Eye Entities (see C&M)<br />
Eye Entity are huge, flying, disembodied eyes, created<br />
using Simulacra # spells and dozens, even hundreds, of<br />
eyes torn bloodily from living beings. Only evil alchemists<br />
would even consider crafting such an entity. The<br />
spell and material requirements are:<br />
CONSTRUCT COMPANION<br />
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