Constructs and golems in MRQ2

diesalher

Mongoose
Hi, my group and I are deciding between BRP or MRQ2 to be our main game system. I own the golden book and core MRQ2.

The setting we are using is probably Eberron or maybe a homemade one.

One of my players asked me if it is possible to do a NPC similar to Lord of Blades in MRQ2, and i dont seem to find an answer.

Is there a place wiith rules regarding constructs or anyone could help me with this question?.

Thanks in advance.
 
I'm not in front of the book now, but I know that "Necromantic Arts" has some rules on designing constructs (not sure it's what you are looking for, but it might be).
 
Depends very much on how difficult you want it to be to create one, and how powerful a construct should be. The constructs in Necromatic Arts are interesting - but they are all necromantic (obviously), and for the cost assume a pretty magic-rich environment, at least for insane necromancers. What NA also does is provide means to create large numbers of zombies or skeletons that are permanent, rather than limited by spell durations, and it does that by answering the basic question of how "permanent" magics are fuelled, by introducing the notion of a Necromantic power source. This sidesteps the problem inherent in the traditional RQ route to enchantments of permanent POW or (in MRQ2) Magic Point investment that a necromancer would diminish himself to nothing just to have a squad of mindless undead on permanent call.

Another route is Tap - at present tap could be used to generate the magic points to fuel a MP-expensive "construct" enchantment under the Enchanting rules in A&E; if you want to create a direct route for giving a construct characteristics such as STR, DEX and CON, you could have a modified Tap spell that transerred stolen points direct rather than first convert to MPs at the sorcerer's disposal. That could make Tap very powerful in the wrong hands...
 
Warforged are mechanical entities created, but not controlled.They have their own personality and will and his state is permanent. Nobody controls them, so i think Necromantic Arts maybe dont match this concept well.

They can be player caracters in Eberron.

- dont need to breath, eat or sleep
- Partially Inmmune to criticals
- Cannot be healed (only repaired)
- And so forth..


From Eberron wiki

http://eberron.wikia.com/wiki/The_Lord_of_Blades
No one knows exactly when or where the enigmatic entity known as the Lord of Blades was created. Currently he resides in an undisclosed location in the Mournland where he leads a band of warforged who seek to destroy or enslave all races of the flesh.
Mystery surrounds the Lord of Blades, and speculations abound regarding his nature, whereabouts and motivations. Some believe him to be the last creation of House Cannith creation forges while others believe him to have been formed in secret after the last of those forges went cold. Some attribute the cause of the Day of Mourning to him and his machinations. All of these remain merely speculations, the only thing that is certain of him is his hatred for mankind and his charismatic ability to draw other warforged to his cause forming a psuedo-religion known as the Lord of Blades.


http://eberron.wikia.com/wiki/Warforged
The warforged are a race of living constructs created by House Cannith to serve as soldiers in the Last War.
With the signing of the Treaty of Thronehold they have been recognized as sentient beings and given freedom. Ever since then they try to fit in into a world that apparently has no further use for them.

They need no sleep and have to do something productive at all times or they will go insane. All Creation Forges have been destroyed since the treaty except two, one used in Sharn by Merrix d'Cannith, and the other by the The Lord of Blades in the Mournland. They were also used (Solus) in the Forge of the Mind Slayers by Tim Waggoner.
 
diesalher said:
Warforged are mechanical entities created, but not controlled.They have their own personality and will and his state is permanent. Nobody controls them, so i think Necromantic Arts maybe dont match this concept well.

They can be player caracters in Eberron.

- dont need to breath, eat or sleep
- Partially Inmmune to criticals
- Cannot be healed (only repaired)
- And so forth..

OK - well those features are simple enough to rep in MRQ2 and would just be allocated as traits because they derive from the nature of the character's construction. I looked quickly at what Warforged are - and it looks like you have a construct body into which (by magic) a spirit is fused (apologies of any of this is way off the mark). But I'm interested in the question, it's a useful thing to think through

Cannot be healed - suggests they have no CON - that would presume HP per location are a function of SIZ and composition material modified by any magical hardening or armouring, like an inanimate object (or a collection of them fused together). Where's the "seat of the soul" or "engine room"? Are any locations vital?

SIZ would be based on the form created for the warforged character. However if they are superheavyweight because made of iron or something, that needs to be taken into account.

INT, POW and CHA would depend on the spirit fused with or generated for the construct, but I would assume at least a significant CHA penalty compared to a human character.

STR and DEX are the bits that the creator of the construct must have the ability to provide - is this through mechanical engineering/artifice, or is the warforged ability to "move" magically derived?

Skills - if Warforged has a limited range of skills because they are not fully "human" and can only do what they were created for, maybe they have to buy basic skills at chargen (ie all skills are advanced) and they have a significant drag on learning new skills?
 
I've just seen that in this thread

http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=45877

or more specifically here

http://dtrue.dk/filer/Eberron/Races%20of%20Eberron.pdf

there is complete stats for Warforged converted to MRQ2, seems that this Warforged is created in a more conventional way, i'm gonna take a look to decide if it suits my needs

Anyway your aproach doesn't look bad. I think i need to learn a bit more of the MRQ2 system and warforged themselves to give you proper answers to your questions
 
diesalher said:
I've just seen that in this thread

http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=45877

or more specifically here

http://dtrue.dk/filer/Eberron/Races%20of%20Eberron.pdf

there is complete stats for Warforged converted to MRQ2, seems that this Warforged is created in a more conventional way, i'm gonna take a look to decide if it suits my needs

Anyway your aproach doesn't look bad. I think i need to learn a bit more of the MRQ2 system and warforged themselves to give you proper answers to your questions

Well, I don't know when you're planning on starting this Campaign, but I should have the Eberron conversion done some time in January. I'll add a bunch of new stuff over the coming days.

If you do decide to use it, please send me any thoughts/corrections/ideas you have :)

- Dan
 
There are rules for Lawful constructs in the new Elric game - have not read through yet but may be of use....... I'll have a read through and let you know......
 
Ok basic run down on Automata

time to build in weeks = total Charteristic + Armour points - lets call the total Build Points

All stats are used except POW - (although a setient one could have this or be the seat of a soul from an organic lifeform I guess)

each pt of Int gives 1 skill (at 25% plus normal chacteristics, if POW use INT), If 8+ can speak,
Requires the Runes of Law plus Man or Woman or Beast,

To activate it - it is invested with magic points more than its Build Points and can operate for hours equal to the difference between BP and MP invested - like a battery

tireless and ignore all froms of afatigue,
immune to mental effects
obey the person who inscribed runes (or who they hand it over to)

It retains knowledge, skills, experience etc when drained.........but cant do anything until back to more than Build Point total.

this may not be what you want?
 
Sounds good.

It could be useful to model golems (specifically the ones used to tasks like guardians, servants, and task which can be acomplished near his master)

Warforged are different: living, conscient creatures with artificial bodies, i think the best approach to is to model them like normal living creatures (like humans) with their stats updated to reflect his strenghts and weakness and with with racial trait to model his racial capabilities (inmunnities, breathing and such)

English is not my main language so i hope i made myself clear.

Thanks!
 
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