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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 />

95

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