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