27.12.2014 Views

2 construct companion construct companion

2 construct companion construct companion

2 construct companion construct companion

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

BHBHBHBHBHBHBHBHBHBHBHBHBHBHHB<br />

TABLE 8.6 EYE ENTITIES<br />

Type Level Blood Requirement Simulacrum Spell Number of eyes<br />

Minor 2 2 hits per day Simulacrum III 20 pairs of eyes<br />

Lesser 6 6 hits per day Simulacrum X 180 pairs of eyes<br />

Greater 10 10 hits per day Simulacrum X 500 pairs of eyes<br />

Major 15 15 hits per day Simulacrum XV 1125 pairs of eyes<br />

Homunculus Familiars (see Homunculus<br />

entry in C&M)<br />

This entity is made using a combination of the<br />

Simulacrum III spell (for a 2nd-level homunculus), twice<br />

the normal amount of the donor’s blood, and the donor’s<br />

familiar. Instead of using a stored matrix, the caster<br />

places the donor’s familiar into the creation vat on the<br />

last day of the creation process. This is “absorbed” into<br />

the forming Simulacrum (though the donor does not<br />

suffer any penalties normally associated with a familiar’s<br />

death), reshaping it into a winged goblinoid with poison<br />

fangs and a much extended bond range with its master.<br />

Homunculus Soul-clone<br />

This Simulacrum is a perfect physical duplicate of an<br />

individual being or creature. The normal Simulacrum #<br />

and Matrix spells must be cast to achieve the basic form<br />

– to achieve the exact form, the adept must add fragments<br />

obtained from the original’s body (i.e. nail clippings,<br />

hairs, shed skin or scales, etc.) and a piece of flesh<br />

and blood cut from the original being (10 concussion<br />

hits worth of damage). The creator may choose to halt<br />

the Simulacrum’s maturation at the original’s prime as<br />

opposed to the original’s current age.<br />

To achieve a true soul-clone, which mirrors the personality<br />

of the original, the original being must also be<br />

the homunculus’ blood donor. For mages seeking immortality,<br />

such soul-clones represent the perfect destination<br />

for a Transfer Soul spell.<br />

Mockery<br />

A Mockery Simulacrum is a poor duplicate of the<br />

form of a living creature. Unlike ordinary Simulacra,<br />

which are faithful copies of their creative matrices or<br />

even exact matches as with homunculi, a Mockery<br />

achieves only the basic outline of the original form. A<br />

closer examination reveals unhealthy (even diseased<br />

looking) skin and fur, warped bone structures, protruding<br />

fleshy lumps, limbs and other features mismatched<br />

in size, shape or position, and so on.<br />

Mockeries require no special ingredients. Their advantages<br />

are that they can be created in half the time<br />

(round up) and at half the cost of a standard Simulacrum<br />

of their level. They do require the same total amount of<br />

blood during their creation process (e.g. a 6th-level<br />

Mockery requires 12 concussion hits per day for three<br />

weeks whereas a 6th-level Simulacra requires 6 Concussion<br />

hits per day for six weeks.)<br />

The disadvantage is that their unfinished, incomplete<br />

and/or twisted forms impose penalties in many areas.<br />

For a Mockery, reduce natural AT by 1 (minimum 1),<br />

base movement rate by 10' (minimum 1'), maximum<br />

pace by 1 step (minimum Walk), attack quickness and<br />

movement speed by 1 step (minimum Inching), and<br />

reduce all OBs by 10. For humanoid Mockeries with<br />

Awakened skills and spells, impose a –10 penalty to all<br />

maneuvers using Awakened capabilities.<br />

Shards (see C&M)<br />

The secrets of Shard creation are almost unknown in<br />

the present age, but there are always insane Loremasters<br />

who will pursue knowledge that should remain lost.<br />

Lesser Shards require Simulacrum XV while Greater<br />

Shards need High Simulacrum in their making. Both<br />

types require Sentient Matrix of an Elf or lordly race of<br />

Men. Multiple castings of Warp Matrix I are essential for<br />

creating their facial shrouds, natural hide, and bone disc<br />

tracks as well as enhancing their maneuver bonus. Warp<br />

Matrix II provides their heightened Movement Speed,<br />

Attack Quickness and concussion hits. Warp Matrix III<br />

alters their light sensitivity, increases their sense of smell,<br />

improves their critical reduction, raises their metabolism,<br />

and creates their bone disc and poison generation<br />

mechanisms.<br />

Additionally Shards also require special ingredients to<br />

enable the full range of their legendary powers to manifest.<br />

For Lesser Shards, these consist of fifteen pints of<br />

liquid poison and blood donations from two demons (15<br />

concussion hits’ worth per day each). Greater Shards<br />

must have twenty-five pints of liquid poison, two gems<br />

enchanted as Daily I Lightning Bolt items, and blood<br />

donations (25 Concussion hits’ worth per day) from<br />

three demons . It is the multiple blood donors which<br />

permit the matrix warps to achieve otherwise impossible<br />

effects. The unstable blood and poison mixture gives<br />

them their craving to feast on brains and means that no<br />

single individual can control a Shard through its blood.<br />

Solaars (see C&M)<br />

Solaars require the High Simulacrum and Sentient<br />

Matrix to obtain their humanoid form. Several applications<br />

of Warp Matrix I will eliminate the nose, eyebrows,<br />

and ears. Warp Matrix II can be used to alter the mouth,<br />

while Warp Matrix III eliminates the eyes, permits the<br />

joining of metal plates to the skin, and rewires the body<br />

to obtain “nourishment” from heat and light. The initial<br />

energy source is provided either by a piece of high<br />

elemental fire (see Fire & Ice: The Elemental Companion)<br />

conjured into the vat or by summoning a Fire<br />

Elemental and compelling it to enter the vat.<br />

96 CONSTRUCT COMPANION

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!