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| By default, the Simulacrum has -4 on all stats and no skills. The chart below applies independently to each stat. | By default, the Simulacrum has -2 on all stats and no skills. The chart below applies independently to each stat. |
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| || | ||-3||0.5|| ||-2||1|| ||-1||1.5|| ||0||2|| ||1||2.5|| ||2||3|| ||3||3.5|| ||4||4|| ||5||4.5|| ||6||5|| Note that the cost given is a total. Other features ||Feature||DP Cost||Explanation|| ||Flying||1||The simulacrum can fly, including hovering, as if weightless.|| ||Telepathic Bond||1||The caster can see and hear what the simulacrum would be able to see and hear.|| ||Easy to Control||2|| The simulacrum counts as only one-half its normal control limit.|| ||Safety Features||1||The simulacrum will self-dispel if the caster loses control of it.|| ||Unmoving||-1||The simulacrum can't move on its own; someone has to carry it around.|| ||Control Range||1||The simulacrum is able to function outside the sight of its controller.|| Controlling a Simulacrum: The caster may simultaneously control a number of simulacra equal to his or her WIL without risk of spontaneous control failure. When a simulacrum in excess of this number is created, the caster must make a WIL check against the number of simulacra. If it is failed, a randomly selected simulacrum (not necessarily the newly created one) goes out of control and behaves randomly. Control cannot be reestablished without specialized spells. A simulacrum that is under control may be dispelled at will as a free action. |
The creation of a magical simulacrum of some sort of creature to serve the interests of the caster. The properties of the simulacrum affect the difficulty of casting the spell. Conjuration is a specialized field of Unicorn Magic. The caster can also only control a finite number of conjured beings at once without risking losing control of them.
Time the Simulacrum Persists |
Difficulty Points |
1 round |
-1 |
3 rounds |
+0 |
9 rounds |
+1 |
1 hour |
+2 |
12 hours |
+3 |
1 day |
+4 |
1 week |
+5 |
Indefinite |
+6 |
Pony-Scale Wound Level that will dispel the Simulacrum |
DP |
Scratch |
-2 |
Flesh Wound |
-1 |
Minor Wound |
+0 |
Wound |
+1 |
Major Wound |
+2 |
Mortal Wound |
+3 |
Fatal Wound |
+4 |
Chunky Salsa |
+5 |
By default, the Simulacrum has -2 on all stats and no skills. The chart below applies independently to each stat.
Stats value |
DP |
-2 |
0 |
-1 |
1 |
0 |
2 |
1 |
3 |
2 |
4 |
3 |
5 |
4 |
6 |
A Simulacrum cannot have higher MAG than its caster.
A Simulacrum has -4 on all skills irrespective of their normal defaults, except as improved below:
Skill value (each skill) |
DP |
-4 |
0 |
-3 |
0.5 |
-2 |
1 |
-1 |
1.5 |
0 |
2 |
1 |
2.5 |
2 |
3 |
3 |
3.5 |
4 |
4 |
5 |
4.5 |
6 |
5 |
Note that the cost given is a total.
Other features
Feature |
DP Cost |
Explanation |
Flying |
1 |
The simulacrum can fly, including hovering, as if weightless. |
Telepathic Bond |
1 |
The caster can see and hear what the simulacrum would be able to see and hear. |
Easy to Control |
2 |
The simulacrum counts as only one-half its normal control limit. |
Safety Features |
1 |
The simulacrum will self-dispel if the caster loses control of it. |
Unmoving |
-1 |
The simulacrum can't move on its own; someone has to carry it around. |
Control Range |
1 |
The simulacrum is able to function outside the sight of its controller. |
Controlling a Simulacrum: The caster may simultaneously control a number of simulacra equal to his or her WIL without risk of spontaneous control failure. When a simulacrum in excess of this number is created, the caster must make a WIL check against the number of simulacra. If it is failed, a randomly selected simulacrum (not necessarily the newly created one) goes out of control and behaves randomly. Control cannot be reestablished without specialized spells.
A simulacrum that is under control may be dispelled at will as a free action.
