Simulacrum
The first step to becoming divinity is the creation of life, some feel. The Simulacrum are an attempt at this. It's difficult to say if they succeed, as such, but one thing no one has been able to argue - they have a soul.
As a created race they favour whatever form there creators thought most pleasing or functional. Some are made of bronze, stone or crystal. Some are made of energy contained in a skin-like force field. And some are made of the flesh of the dead.
The main area of debate regarding the simulacrum regards the nature of the souls housed in there artificial bodies. Some claim they must be artificial - new souls, freshly created. A massive and monumental achievement if true.
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Others insist that is outside mortal skill, and these are the souls of those gone before pulled out of the afterlife. And that as such the Simulacrum are disturbing the restful dead in there creation.
Statistics
Simulacrum come in one of four base forms.
Energy - Beings of raw power bound in a magical field, when that field is damaged the energy bleeds out.
Gain the Protean Form Monstrous Talent and one Luxomancy Talent.
Gain the Protean Form Monstrous Talent and one Luxomancy Talent.
Crystalline - Made of rippling crystals and gems, these Simulacrum focus and command light in ways few others can.
Add +10% to Parry and gain a ranged attack that inflicts 1d10+2, adding an additional 1d10 at levels 10 and 20. It counts as the Piercing Light Magic talent for upgrades.
Add +10% to Parry and gain a ranged attack that inflicts 1d10+2, adding an additional 1d10 at levels 10 and 20. It counts as the Piercing Light Magic talent for upgrades.
Metallic - These creatures are made of iron, some almost like statues in their physical perfection to constructs of gear and rivets and plates.
Metallic Simulacrum gets +1 to Armour and +10% to Physical Prowess.
Metallic Simulacrum gets +1 to Armour and +10% to Physical Prowess.
Flesh - Created from the compiled corpses of many creatures, these Simulacrum have more than a hint of the grave to them. Their unpleasant origin means they are not the stable of creatures.
They gain the Berserker talent and +10% to Weapon Skill.
They gain the Berserker talent and +10% to Weapon Skill.
Simulacrum also gain two of the following abilities
Small - Some Simulacrum are more compact than others, gaining a +10 to Agility and taking a -1 on damage with melee weapons.
Legendary - The Simulacrum was built with a legendary item as their heart. Once per day they can grant themselves or an ally within up to five additional AP, but they suffer an AP penalty equal to the amount granted for the next minute starting on the following round. If they have no AP then they're disabled and unable to move.
Acrobatic - Gain +10 to Agility.
Omen - Gain +10 to dodge a magical attack, +10 on a test to resist magical or +3 armour against a magical attack. This can be used once per battle at the cost of 5 Luck.
Purpose
Finally, the character selects one of the below abilities;
Warrior - Gain one Weapon talent from the Warrior Talents.
Guardian - Gain an Armour Talent.
Rogue - Gain a Cunning Attack talent.
Diplomat - Gain two Interaction talents, one of which must be diplomacy.