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BHBHBHBHBHBHBHBHBHBHBHBHBHBHHB<br />

contact with the material world gradually erodes<br />

(“taints”) this purity. As the Spirit acquires more taint,<br />

it slowly changes its personality, until it becomes an<br />

“Angry Spirit”. These Spirits detest the material world,<br />

desiring to kill everyone and destroy everything that<br />

they encounter – allow them unrestrained control of a<br />

Golem or a Construct and they will cause untold devastation.<br />

High-level casters can reduce taint levels using<br />

the Purify Taint spell – less powerful creators must rely<br />

on Glyphs of Control or Compel spells to enforce restraint,<br />

Purge spells to expel a hostile Spirit, or find a<br />

friendly Shaman fast.<br />

Creators, who wish to persuade a Spirit to voluntarily<br />

submit to being imbedded, should consider some measure<br />

of personal spiritual preparation (such as prayer,<br />

fasting or participation in religious ceremonies for a<br />

number of hours or even days equal to the level of the<br />

desired Spirit) before casting any spells. Summoning<br />

should also take place in a location appropriate to the<br />

Spirit (e.g. nature-related Spirits should be called in<br />

their preferred locale rather than in a busy city street.)<br />

The purpose is to show due respect to the Spirit and<br />

prevent it receiving taint just by being summoned.<br />

Having summoned the Spirit, the creator should use<br />

Spirit Tongue to converse with the spirit, and make his<br />

proposal. Certain types of Spirits appreciate incarnation<br />

more than others – they will be attracted by entities with<br />

magical abilities or unusual <strong>construct</strong>ion as well as<br />

promises of gaining benefits from the use of the Sentience<br />

spell list. Bargains that limit the creator’s dominance,<br />

e.g. a guaranteed release after some period, only<br />

to receive orders of a specific nature (i.e. to defend the<br />

creator’s community), or the entity not being restrained<br />

by a Glyph of Control, will sweeten the deal. GMs may<br />

choose to abstract the bargaining by a Diplomacy maneuver<br />

– see Table 7.1 for base Difficulty Levels and<br />

bargaining modifiers.<br />

The various Spirit types have different degrees of intelligence<br />

– see Table 7.2 for details. Each type and their<br />

attitude to imbedding are also briefly described below.<br />

Angry Spirits: Warped and twisted by too much taint,<br />

these Spirits seek only destruction. Almost always hostile<br />

to imbedding, only offers involving opportunities<br />

to kill and destroy on a grand scale will interest them,<br />

assuming that they even listen to their summoner.<br />

Conceptual Spirits: Embodying the goals and ideals of a<br />

single concept (e.g. Christmas Past) or an event, these<br />

Spirits have no interest in becoming incarnate within<br />

artificial entities. Only a proposal that has the potential<br />

of helping them to further understand their concept<br />

will tempt them.<br />

Elemental Spirits: These Spirits are the spirits of the<br />

natural elements (Earth, Water, Fire, Air, Light, and<br />

Cold), embodying their essence and nature rather<br />

than the elemental force represented by Elementals<br />

per se. They are attracted to physical forms that have<br />

purity of body (such as Golems) or elemental-based<br />

abilities. If Fire & Ice: The Elemental Companion is in<br />

use in the campaign, then these Spirits should not be<br />

available via the Spirit Empowerment spell list.<br />

74 CONSTRUCT COMPANION<br />

Emotive Spirits: These Spirits encapsulate raw emotion.<br />

Their limited intellects prevent meaningful negotiation<br />

as well as reducing their utility as animating<br />

spirits for artificial entities. Few creators use them.<br />

Entity Spirits: These were formerly Standard Spirits,<br />

which accumulated more than their own level in taint<br />

through incarnation in a Golem or Construct. Released<br />

deliberately or through the destruction of their<br />

artificial body, they seek to return to a new body, and<br />

are the easiest of all Spirits to persuade to undergo<br />

voluntary imbedding.<br />

Haunts: Created by traumatic events such as violent<br />

death, betrayal, etc., haunts are difficult to bargain<br />

with as their own rage and despair frequently overpowers<br />

them. Rarely used as a result, only the opportunity<br />

to achieve revenge on the cause of their agony<br />

and consequently a release to the spirit world will<br />

tempt them.<br />

Rational Spirits: These spirits are defined by logic. Their<br />

weakness is a desire to gain knowledge, so creators<br />

with access to the Sentience spell list will have much to<br />

offer them in return for these spirits’ great intellectual<br />

potential.<br />

Rural Spirits: In some settings, fey creatures such as<br />

Dryads and Nixies may be considered “Spirits” which<br />

have a physical form in the material world. Such spirits<br />

will seldom be interested in possessing artificial entities<br />

– they have their own physical bodies, after all.<br />

(Where such beings are not considered Spirits, they<br />

may be imbedded using the Imbed Being Essence #<br />

spells from the Life Empowerment spell list.) Nonphysical<br />

rural spirits may be persuaded to inhabit<br />

organic Golems, particularly if the intention is to<br />

defend the environment.<br />

Shaman Spirits: These are the spirits of Shamen, who by<br />

design or accident, have chosen to remain on the spirit<br />

world. Capable of using all its abilities and skills possessed<br />

in life even incarnate in an artificial body, a<br />

Shaman Spirit will exact a deadly revenge on anyone<br />

foolish enough to imbed it against its will. Persuading<br />

a Shaman Spirit to be imbedded is exceptionally difficult<br />

– usually only the need to defend the Shaman’s<br />

people from a clear and present danger will convince<br />

a Shaman Spirit to rejoin the mortal world (temporarily),<br />

and even then it will insist that no Compel or<br />

Glyph of Control spells are used to control it.<br />

Standard (Unborn) Spirits: Without focus or theme,<br />

these Spirits transform into other spirit types by association<br />

with other spirits or by the accumulation of<br />

their level in taint. Their malleability and curiosity<br />

makes them a preferred animating spirit for creators.<br />

Thematic Spirits: Similar to Conceptual Spirits in their<br />

focus, these are moreover tied to specific physical<br />

locations and as such are unsuitable for almost all<br />

imbedding purposes.<br />

Totem Spirits: These represent a given ideal, theme and/<br />

or goal. Having the abilities to travel freely between the<br />

spirit world and the physical world, and to take a

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