Manikin Creation - ROM, 21/Aug/05


This is a detailed description of the use of the various Manikin Creation potions, which optionally replaces the far shorter version in the Alchemist "Explanation of Potions". Some detailed uses of Manikin Improvement potions (see Alchemist "Explanation of Potions" otherwise) and other ways of improving manikins are found here. Manikin Creation allows a very wide range of living creatures to be alchemically constructed, either free-willed manikins, or mind-linked homonculi acting as a form of familiar. It is assumed that this work is done in an alchemical workshop, though possibly a specialist manikin creation one.

Manikin Creation allows the construction of a manikin using one pint of fresh (living) blood per 10 hit points and 1D4 weeks per potion Mark. Also required is the already prepared appropriate (Manikin Creation) potion, and skill in alchemy capable of making a potion at least three levels less (i.e. as a minimum 3rd Level Alchemist). A manikin has unhealthy-looking greenish skin, coarse hair, red eyes, is dumb, dull, very slow to learn, both slow and difficult to heal, sexless, vulnerable to disease and has only half the life span of the base creature (and 'bad breath'). Mind-linked manikins are Homonculi (see Monster Manual) and their creation requires blood from the person to be linked to, and the presence of that person to mind link to when they first become conscious. Manikins made using the Mark II, or higher, potion may be free-willed, the required blood is then from the creature the construct is to basically resemble, and basic knowledge and the understanding of one language may be imprinted during construction. Composites are possible by using blood from more than one creature, for example the standard winged humanoid homonculus requires a Mark I potion, one pint of blood from the one to be mind-linked to, and a quarter pint of (vampire) bat's blood.

                             Charac              "specials"
Mark  HP   AC   Height   INT  WIS  Other  Move"  1 2 3 4 5 6
  I   10    6   9"-2'     6    0     3    6/18   2 - - - - -
 II   20    7  18"-4'     9    3     6    9/15   3 1 - - - -
III   30    5  30"-6'    12    6     9     12    4 2 1 - - -
 IV   40    3  42"-8'    15    9    12      "    4 3 2 1 - -
  V   50    1  48"-10.5' 18   12    15      "    5 4 3 2 1 -
 VI   60   -1  60"-12.5' 21   15    18      "    6 5 4 3 2 1
VII   70   -3  72"-14.5' 24   18    21      "    7 6 5 4 3 2
VIII  80   -5  78"-16.5' 27   21    24      "    8 7 6 5 4 3

Mark is the Manikin Creation potion Mark (potion level - 3), but as the maximum potion level is 9th, requiring the skills of an 18th Level Alchemist (or possibly 22nd Level Wizard), Mark VII and VIII is not normally used; see "Exceeding Preparation Limits" in Alchemists for intermediary Marks, e.g. Mark III+.
HP is maximum hit points (i.e. less than this can be taken if desired, for example to reduce size), each 10 hit points is equivalent to 2HD, combat is as a monster of this HD unarmed (damage done based on creature resembled), armed as a fighter of Hits/10 Level. If has a character class(es) then keep track of rolled hit points (note CON bonus) and use these when they are greater.
AC is skin armour class, supplemented by small size for smaller manikins (10/20HP is skin AC9, 30HP is skin AC6); more than AC7 is noticeably non-human to touch. Wearing clothes would give +1AC.
Height is 1-2.5" per hit point. Weight is appropriate to height and build, and may be plus or minus 50% about the average without any problems; non-humanoids have similar weight.
Characteristics give INT and WIS and 'Other', which is STR, CON, DEX, CHAR, and default beauty/comeliness if this is used. STR is obviously over-ridden if an Ogre or Giant Strength special is taken. The value of 21 is in fact AD&D 19, 24 is AD&D 20, and 27 is AD&D 21; every 3pts of characteristic beyond 18 gives +1 to AD&D characteristic.
Air Move only applies if winged, (unassisted) winged flight is only possible up to 3' tall.
Specials are the extras added, and fixed, during construction; higher specials may be degraded to lesser specials, one for one.

         Alchemist Level
Mark  To Construct  For Potion
  I         3rd         9th
 II         5th        11th
III         7th        13th
 IV         9th        15th
  V        11th        17th
 VI        13th        19th
VII        15th        21st
VIII       17th        23rd

This is given here for quick reference, particularly for DMs. Note that intermediary levels will be of use for intermediary Marks, e.g. at 10th can construct a Manikin IV+. One of the following might be provided, as per the next Mark, by using a intermediary level potion:

For example, a different mix of characteristics, such as (INT, DEX and CHAR), (INT, CON and DEX), or (WIS, CON and CHAR). Or, a mix of extra specials and better characteristics (e.g. Mark V+: +3 WIS, +1 4th Special, +1 5th Special).

These intermediary levels may be useful, as while they cost the same in money as the next level potion, they only take the same time, both for the potion and the manikin, as the boosted lower level potion. They give DMs a tool which allows them to choose manikins which more precisely fit a situation (this was the initial reason these rules were developed; +1 Mark proved too big a step). Characters may also find them of interest, if they need the extra specials, but are concerned about having a manikin with better characteristics than will be tolerated, for some reason (e.g. more clever than them). Or, if the alchemist is not quite high enough level, either to produce the potion, or make the manikin, this gives them one less level to 'push' (see Alchemists, "Exceeding Preparation Limits"), doubling their chance of success.

Manikin Creation Specials


   Basic
 1 Speech
 2 Eat Normal Food
 3 Normal Emotions
 4 Development Potential
 5 Extra Limbs
 6 Venom
 7 Armour Class Bonus
 8 Characteristic Bonus
 9 Movement Bonus
10 Hit Point Bonus
11 Combat Skill
12 Normal Sex
13 Normal Appearance
14 Normal Health
15 Normal Healing
16 Characteristic Change
17 Misc. Reduction
18 Problem

   Mark I
 1 Infravision
 2 Waterbreathe
 3 (Fixed) Polymorph to Humanoid
 4 Human Strength
 5 Detect Invisible
 6 Detect Magic
 7 Detect Illusion
 8 Sleep Venom Bite
 9 Alchemical Skill
10 Manual Skill
11 Control Fall
12 Change Self
13 Feign Death
14 Pellet Form
15 Empathy
16 Enhance Sense
17 Animal Sense
18 Mind Link I

   Mark II
 1 See Invisible
 2 Mind Skill I
 3 Mental Talent
 4 Polymorph to Humanoid
 5 Immune Normal Missiles
 6 Ogre Strength
 7 Fly I
 8 Weakness Venom Bite
 9 Magic Skill I
10 Magical Talent
11 Perfect Memory
12 Levitate/Fly
13 Perfect Health
14 Tracker/Navigation
15 Dwarven Senses
16 Elven Senses
17 Animal Senses
18 Normal Mind
19 Clerk Skill
20 Speed I
21 Contain
22 Eat Any Food
23 Machine Empathy
24 Elemental Empathy
25 Spirit Empathy
26 Mind Link II

   Mark III
 1 See Invisible/Ethereal
 2 Mind Skill II
 3 (Fixed) Polymorph
 3 Immune Normal Weapons
 5 Hill Giant Strength
 6 Fly II
 7 Paralysis Venom Bite
 8 Magic Skill II
 9 Misc. Resistance
10 Blink
11 Vocal Mimic
12 Healing Skill I
13 Talented Mind
14 Invisibility
15 Growth/Diminution
16 Adaptation
17 Sustenance
18 Sleepless
19 Speed II
20 Telepathic Skill
21 Telekinetic Skill
22 Copied Mind
23 Hard to Kill
24 Astral Release
25 Life Sense
26 Doppleganger Telepathy
27 Audio Mechano Interface
28 Mind Link III

   Mark IV
 1 See Invisible/Ethereal/Astral
 2 Mind Skill III
 3 Polymorph
 4 Immune Weapons I
 5 Stone Giant Strength
 6 Fly III
 7 Confusion Venom Bite
 8 Magic Skill III
 9 Mind Lock
10 Dimension Door
11 Facial/Vocal Mimic
12 Healing Skill II
13 Liquid Form
14 Perfect Mind
15 Height Control
16 Ageless
17 Robust
18 Speed III
19 Aport
20 Bio Aport
21 Share Powers
22 Lesser Immunity/Element
23 Body Lock
24 Universal Empathy
25 Video Mechano Interface
26 Mind Link IV

   Mark V
 1 See Aura
 2 Mind Skill IV
 3 Universal Polymorph
 4 Immune Weapons II
 5 Frost Giant Strength
 6 Fly IV
 7 Insanity Venom Bite
 8 Magic Skill IV
 9 Regeneration I
10 Teleportation
11 Doppleganger Mimic
12 Healing Skill III
13 Gaseous Form
14 Liquid Venom Bite
15 Immortal
16 Cache
17 Bio Cache
18 Immunity/Element
19 Spirit Lock
20 Shapelock
21 (Sex) Shapeshift
22 Holo Mechano Interface
23 Mind Link V

   Mark VI
 1 Clear Sight
 2 Mind Skill V
 3 (Fixed) Shapeshift
 4 Immune Weapons III
 5 Fire Giant Strength
 6 Fly V
 7 Gaseous Venom Bite
 8 Magic Skill V
 9 Regeneration II
10 Teleportal
11 Doppleganger Creator
12 Mind Split
13 Mind Link VI

Development

The standard manikin is assumed to be 'adult', it will not do any more growing and will live for (half) the normal adult life-span of the base creature, modified by the various 'Health' specials. It is possible by various reductions to produce a manikin which is an approximately three month-old fully normal human baby (except infertile, with not above average WIS, and above average INT), a 'developing' manikin. As a special case this can be done using even the Mark I potion (zero WIS in this case indicates a very young but independent mind; this is the only way a Mark I potion can create a free-willed manikin), and this baby will grow up in the normal way. Immature forms of other creatures may be produced in a similar way, and in some cases 'new-born' might be 'just hatched', or even 'just sprouted'. Characteristic or 'stat' increases will then be gained from development, as well as extra movement, and, in the case of animals, armour class, but the initial hit points are restricted:

                 Stat  Move  AC  Max HP
Human baby       +9    +12"  +0   0- 1
Human infant     +6     +9"  +0   1- 5
Human child      +3     +6"  +0   1-10
Human adolescent +1/+2  +3"  +0   1-20
Human adult      +0     +0"  +0   1-40

Animal new-born  +6     +6"  +2   1- 5
Animal cub       +3     +3"  +1   1-10
Animal young     +1/+2  +0"  +0   1-20
Animal adult     +0     +0"  +0   1-40

In general animals are more developed when just born than humans, and so they gain less as they grow; the increases given are the total value that will be gained if they are created at that stage of development, and then grow at the natural rate for that creature into adults. In addition a further bonus of up to +3 AC may be gained for small Size, at least some of which will be lost as grow older; the AC bonus given in the table is from becoming tougher as grow older. Note that standard manikin 'height for hit points' does not apply; height fits the stage of development. The '+1/+2' Stat usually means +1 to Mental Stats (INT, WIS, CHAR), and +2 to Physical Stats, or visa versa; DMs may allows different distributions such as +2 is added to (INT, DEX and CHAR), or (INT, CON and DEX), etc.

For example a manikin fox cub is produced, which may not have more than 10 HP, but when adult will have an additional +3 on all Stats, +3" Move (assume an adult fox has 18" Move, so needs a base 15" Move), and +1 AC from a thicker hide (and initially +2 AC from Size, which will drop to +1 AC from Size when adult).

For this development to be possible in a manikin they need Development Potential, and may not have Healing Skill III, Ageless, Immortal or similar which prevent ageing; lesser Healing Skill increases the development period, as does a naturally slow to develop shape. Reductions in HP from the base to reach the values in the table does decrease HProb, as young humans and animals typically need to learn combat skills; specials which provide any Levels in a character class are rarely appropriate, as Levels in normal classes tend not to be appropriate until (near) adult. Any special which gives a character class may be assumed to be inactive, i.e. gives a strong potential and all the latent skills to become that character class; and will become active at the earliest at adolescence (for animals when 'young'), and generally when adult. For example a developing manikin which has Alchemical Skill may only become an alchemist when adult, which is typically when their WIS acquired from development and Characteristic Change become high enough anyway. If desired then Fixed Polymorph and Shapeshift may have a shape which develops as the base shape does, becoming adult at the same time, or general Polymorph may have one or more habitual shapes of corresponding age.

It will usually be inappropriate for homonculi to be developed in this way, as the usual case is that their minds are almost completely dependent on their master's mind, which will interfere with the required learning which occurs during development. An exception might be if the master was also growing up ('A Boy and His Dog'?). If desired homonculi could be treated as one age category older, and hence develop mentally (INT, WIS, CHAR) less, unless developing along side their master. It is the DMs decision whether 'developing homonculi' are possible at all.

Mind Link

This is what makes a homonculus different from a more general manikin, from the moment it first becomes conscious it is mind-linked to its master. Mind link is a power built into all homonculi and has a range of 48" (D&D: 36"), and allows shared use of senses, and to some extent mind and knowledge. It does not cost a 'special', though there is a high Mark special which can give a manikin a mind link; the difference is that they are not dependant on it. In general homonculi are considered not to have souls or spirits (though they are at least no easier to possess than creatures with them), where as manikins do, and 'share' that of their master; homonculi do not as a rule gain experience points, unless not mind-linked.

Homonculi are always mind-linked while in range and are unwilling to leave this range. If the mind link is broken for some reason (the master can break it using Telepathy while they concentrate, and anything which blocks Telepathy in both directions on the homonculus or the master, e.g. a potion of Mind Lock, will do) then the homonculus is stunned for 1D4+10-WIS rounds (always 1 round, causes defend/retreat only) after which they will do their best to regain the link unless their last orders specifically denied this with some action to carry out first. The mind link also is a strong empathic bond and the master or homonculus takes 2D10 if the other dies while mind-linked (alternatively D4 damage/2.5 hit points (round up, i.e. 1 or 2HP D4, 3-5 2D4), to a maximum of 4D4). Even if the homonculus survives this then it will be stunned as above, then roll 2D6 for its actions: 2-5 berserk attack on source of master's death, then willed death; 6-8 reasoned attack on source of master's death, then willed death; 9-11 willed death, takes CON+D4 rounds; 12 become a free-willed manikin (and acquires own spirit; could be that of now dead master) if WIS is 6+, else permanent insanity (catatonia). Note that the higher Mark mind link specials give bonuses to the action on master's death roll. In fact a homonculus (but not the more general manikin) is capable of willed death at any time, and may completely resist any attempt to force return to life, bar Wishes.

The homonculus has +6 INT to a maximum of it's master's while mind-linked, it's master's WIS -3, to a minimum of 1, if this is better than its own, and it's master's CHAR if this is better than its own. The reverse also applies, so the master might get a better INT or CHAR (rarely WIS) from their homonculus. Note that for this purpose every +3 characteristic beyond 18 only gives +1 AD&D characteristic, e.g. INT 17 +6 gives INT 19 (actually, 19 2/3). Additionally if within 5' of the master and both are within an area effect (e.g. Fireball, Cold) then if the master saves the homonculus takes no damage, and if fails the homonculus must then save for half or quarter damage. Conversely any mental effect on the master (e.g. Charm, Fear) which is not saved against automatically effects the homonculus with no saving throw through the mind link. If are within 5' of the master then the better of the two's saving throws are always used. However if the homonculus fails its saving throw against something mental while mind-linked then the master must also save, without the benefit of any protection items.

Almost anyone without a completely Locked or Blanked (or otherwise sealed) mind may become master of a homonculus, the exception being a (free willed) manikin, or similar creature. If the manikin progresses two Levels in its highest/most expensive character class then it is now independently stable enough to become a master. A homonculus may never become the master of another homonculus. However, an alchemist would be wise to avoid trying to give a homonculus powers from its manikin master's blood (or a manikin powers from another manikin), as they are not a hereditary part of it (after advancing four Levels, and the alchemist being able to create +2 Mark on any derived specials, it might be reasonably possible).

Transferring homonculi between masters is not generally possible, even between masters who are identical twins, as they will have different minds, and will certainly have different souls or spirits. A transfer, if it was at all possible, would likely require a major work of necromancy, and a willing homonculus, and what state the homonculus's mind would be in afterwards, as it is supposed to be a version of it's original master's mind, is not completely clear. The only exception to this is if a master has several homonculi, and dies, transferring their spirit to one of the homonculi (either with a lucky 'death roll', or via a Mind Link V+). In this case the remaining homonculi will transfer their Mind Link to the no-longer homonculus, who is their new master, and has their master's spirit. A master who is using something like a Magic Jar spell will also have the Mind Links maintained with them, and there will be a +6 to the death roll, if the master tries to move their spirit on their death into one of their homonculi, as it is already rather 'mobile'.

Use of (Homonculus) Mind Link

Homonculi, as explained above, are not willing to break the mind link to their master. Unless the homonculus is physically prevented from staying in mind link range of their master, the only way they will tolerate separation is to be in a deep death-like trance. Feign Death is an effective way for a homonculus to enter such a deep trance, and a mental 'prod' over the mind link, when the master is back in range, is often a cue set for reawakening.

Mental and magical powers are shared across the mind link, particularly those listed as Mind Skill or Magic Skill specials. Also the various sorts of Empathy, specials of type 'Mind; Transport' (except ~ Cache), Doppleganger Telepathy, and others of type 'Mind' that the DM may allow (generally not Change ~, or Detect ~). The mind link may encourage the master to develop previously latent abilities, such as magic use, or psi powers, by DM decision. Specials of type 'Body' can not be shared, particularly 'Body; Transformation', and the manikin-type Mind Link can't be shared either. Also, if each have the same sort of magic use, for example both are magic-users, then may use each other's spell capability; the 'Magic Skill IV: Focus' special allows this anyway. This does not give any more spells per day than they already have in total. Also note that both share the linked's defences against area effect both are in, so if the homonculus has 'Misc Resistance: Fire', then the master has Fire Resistance as well, and they can walk through a 'Wall of Fire' unharmed together, as would apply if the master was wearing a 'Ring of Fire Resistance'.

Skills are shared across the mind link, as in some respects both have the same mind. However, unless the homonculus has the correct specials to give it the skills or NWP of the master, the master will always be at least partially aware how the homonculus is using them. If the master is asleep while this is happening, it can give very strange dreams, and anyway it may be an undesirable distraction. In some cases the homonculus may have specials that give skills that the master does not have, though these should always be things that the master could, in theory, acquire. If the master concentrates on the homonculus then they can make use of these skills to a considerable extent, and are in time quite likely to acquire some of them themselves, probably at reduced experience cost (no more than -50%). This is a DM decision. As the master acquires new skills the homonculus will not automatically acquire them, and something like a Manikin Improvement potion may be required. DMs should give masters experience for things that happen to or are done by their homonculi, reduced by the fact that they did not quite do it themselves (generally not reduced more than 50%). In this way homonculi could be said to indirectly gain experience; their master as the one with the real mind and spirit is the one who gains it for them.

Some DMs may desire to let masters improve their homonculi, even though homonculi cannot normally acquire experience. For this to happen the homonculus must have at least human-grade intelligence, must have Development Potential, and the master must devote quite a lot of attention to it. For example, if a homonculus is a 1st level magic-user, and its magic-user master frequently works through it magically, allowing it to use the master's spells, particularly in a dangerous adventuring situation, then the DM may allow the homonculus to acquire experience, as long as the master pays for this experience on a one for two basis. The DM might also allow experience to be acquired if the master debriefs and thoroughly trains a homonculus, after an adventure it has been on, up to the full experience that it could have acquired for the adventure if it was a 'real person'. So, if the DM rules that the homonculus has acquired 1000 experience, then the master must put aside 500 of their own earned experience points, to pay for this (for example, from out of the experience earned for experiencing things through the homonculus). The master will not have to pay extra for experience bonuses gained from high characteristics. If the homonculus dies, any experience tied up with it is lost, unless and until it is restored to life in some way. It is by the master's choice that this happens; if they don't wish their homonculus to improve, it won't, and they don't have to spend any of their own experience on it.

It should be noted, again, that the only exception to homonculi not gaining experience is while they are not mind linked. However, this state at the least makes a homonculus very, very, anxious (for comparison imagine being forced to stand looking over the edge of a cliff, while having an acute fear of heights, which can not be desensitised). DMs may rule that a homonculus repeatedly forced into this situation by their master would use their willed death ability, and refuse to return to life; they should generally be kind enough to warn the player of the master that there is an increasing risk of this.

Use of Blood

A number of specials involve giving a manikin knowledge of one sort or other, the alchemist must get this from someone, usually 'in the blood' from a donor. Alchemy allows the almost indefinite preservation of 'fresh' blood, and alchemists may fractionate blood to extract various knowledge or other properties from it, such as loyalty to a specific person (but not as a rule personal memories, except by 'Copied Mind'). They can always use their own blood...

The making of the standard winged humanoid homonculus involves fractionating the quarter pint of (vampire) bat's blood, to extract the required parts of the shape, and the pint of the humanoid master's blood it is to be mind-linked to, so the total of blood used is still one pint. A completely cat-shaped homonculus would require a half pint of cat's blood and a pint of the master's blood; in this case the shape is independent of the master's. In general a quarter pint of blood allows some of a creature's shape to be used, and a half pint all of the shape, independent of how many pints of other blood are used.

Note that 'blood' is a general term for the vital life fluids of a creature; sap, ichor, or suitable even more exotic substances may be used as 'blood'.

Minds

Manikin minds tend to be simple things, and mostly need to be considered for free-willed manikins; homonculi minds are a (distorted) version of their master's. They are greatly affected by whether the Basic Specials 'Normal Emotions' and 'Development Potential' are used, and to a lesser extent by the 'Skill' specials which give a manikin a character class. As a minimum is an adult mind with basic social or survival skills, and if appropriate a single language, typically Common, in which can be assumed to be literate, but are very slow to learn, the only emotion being a dull loyalty, and have no emotional reactions.

A just created manikin has no memories, unless the 'Copied Mind' special is used, in which case there is a good chance they will think they are that person, particularly if appropriate 'Skill' specials have been used. Note that the actual type of mind and intelligence, generally human-like or animal (or hybrid, etc.), need have nothing to do with the shape of the body, e.g. a human mind in a cat body. Again the general properties of the mind are fractionated from blood (say, a pint for a whole mind, quarter pint for a skill or class, but a drop for an attitude or emotion), the alchemist choosing alignment and whether are good or evil, along with more specific things, such as (initial) loyalty to themselves, for example from the blood of a loyal pet.

Shapes

The standard shape for a manikin is humanoid, and is frequently (basically) human. This shape gives the standard human abilities, such as human quality eyesight and hearing, and the basic ability to climb and swim, etc. If the shape is some sort of hybrid, such as the standard homonculus which is part bat, then some hybrid abilities, such as between human and bat quality hearing, and the ability to fly, are gained. If the shape is completely some sort of natural (non-magical) creature, then all the creature's abilities are gained, so a manikin cat would have abilities like the agility and climbing skill of a cat, the senses of a cat, and a cat's silent movement.

If the abilities of a magical or other non-natural creature are required, then the correct shape is chosen (see Use of Blood), and various specials added to give magical abilities. Even natural shapes can have 'natural' or magical abilities added in this way, and even minor specials such as Speech, could do something like give an otherwise completely natural cat shape the ability to use human speech.

Combat

Manikins fight by default as a monster of HD hit points divided by five, modified by the Basic Special 'Misc. Reduction' (but not 'Hit Point Bonus'), and doing damage appropriate to shape. DM may rule HProb is affected if are particularly strong (or weak) for that shape, but it is not affected by Ogre or Giant Strength specials. By default this means 2HD per Mark. Note that using a Polymorph to take a smaller apparently weaker shape does not reduce effective combat HD or strength. If have no character classes then saving throws are as a Fighter of equivalent level to monster HD.

A human-like manikin (typically with no 'natural' weapons) may be defined by the alchemist to act as a Fighter, by default of Level hit points divided by ten, again modified by the Basic Special 'Misc. Reduction' (but not 'Hit Point Bonus'), and doing damage appropriate to weapon. Weapons that may be used are a single hand-to-hand, and a second hand-to-hand or a missile weapon. The Basic Special 'Combat Skill' makes the Fighter Level become hit points divided by five, and gives access to the full Fighter range of weapons. Other 'Skill' Specials allow the manikin to be treated as character classes such as Magic-user, Thief, or even Alchemist, and also gain their combat abilities. Note the requirement for 'Development Potential' to advance normally in a class, otherwise require at least ten times experience points. Saving throws will be as per character class. If a manikin uses a 'natural' weapon (such as a venom bite or claws) then they will attack as a monster by HD, but they will not improve HProb with Level unless this attack can be treated as a weapon proficiency; (being able to do) this does not effect saving throws.

Magic

Manikins can use magic as any class they act as, by default as a Fighter or a monster without a character class; the 'Skill' Specials provide character classes, or in some cases use of specific magic items. The main restriction is the use on themselves of healing magic, unless they have the Basic Special 'Normal Healing', and not having 'Speech' will prevent saying magic-item command words. A number of Specials restrict the use of magic; 'Sustenance' stops drinkable potions, 'Adaptation' stops ointments (and dusts), and the various 'Lock' Specials can interfere with a wide range of magic. The most major restriction is that Resurrection, Cloning (Culture), and Reincarnation potions or similar spells will not work on homonculi, as they are considered to have no spirits (where as free-willed manikins do).

Manikin Venom

A manikin can have 'natural' either envenomed claws or bite without using a special for this, usable at will. The strength of this is equal to the manikin mark, e.g. Mark I gives one dice, and it must be chosen whether this is poison or paralysis venom. Most alchemists ignore this option due to people's reactions to poison.

However, if one of the Venom Bite specials is used then this replaces the natural venom, and to have several different venoms, or envenomed claws as well as a venomous bite, requires the Basic Special 'Venom' (which also gives some poison resistance).

For example, a Manikin II has a Sleep Venom Bite, and it is desired that it has paralysis venom claws (these cause two dice paralysis), which uses a second special. If it was desired that it could choose between the Sleep Venom and (two dice) poison this would be a third special, as it would then have three venom attacks, bite for poison or sleep, and claw for paralysis.

Micro-Manikins

A lesser or micro-manikin is a smaller and less tough manikin (or homonculus), with possibly a number of these being made from one Manikin Creation potion. If they have 1 hit point then 1D7+1 may be made from one potion, if they have D4 hit points then four may be made from one potion, if they have either four or five hit points then two may be made from one potion, and if they have between six and nine hit points one may be made from one potion. If the potion is Mark III or Mark IV then twice as many may be made from one potion, Mark V or Mark VI three times as many.

Each micro-manikin requires a tenth of a pint of blood and 1.75 days (round up) per hit point. All have identical specials per single potion used (half the standard number, including those from 'Misc. Reduction', round up, i.e. Mark I gives one), and +2 or +3 AC due to small size. Note that no matter the Mark may have at most 9 hit points (though more is possible from character class rolled hit points, however do not get any CON bonus). Also note that micro-manikins do gain extra AC at higher Mark, even though their height is at most 23 inches (about a quarter of human height). They may not be 'developing', and Mark I can not give free-willed micro-manikins (however, DMs may allow both of these for basically unintelligent creatures without any magical powers, such as natural animal young or plants). Standard Manikin Improvement potions may not be used on micro-manikins.

More specials can be gained from 'Misc. Reduction: Hit Points', however first sum the total hit points of the full set of micro-manikins gained from the one potion, and the hit points cannot be reduced below this. For example: using a Mark III potion to make micro-manikins of five hit points gives four from a single potion, for a total of 20 hit points, a Mark III potion gives 30 hit points, so 'Misc. Reduction: -10 Hit Points' would be allowed to give an extra special; using a Mark III potion to make micro-manikins of one hit point gives (D7+1)x2, on average ten of them, for a total of 10 hit points, so 'Misc. Reduction: -20 Hit Points' would be allowed to give two extra specials.

Micro-manikins are good for matched sets of lower-powered creatures, and, though not very tough, specials like Immune Weapons can make them nasty opponents. A set of homonculi would require considerable wisdom (say a maximum of one homonculus, +1 per 2 WIS above 12, e.g. 18 WIS allows 4) to simultaneously actively handle a group of them effectively. If they are just given general orders, and only one directly supervised at once, average wisdom (say 12 WIS for difficult tasks) is probably sufficient. DMs might allow micro-manikin versions of liquid manikins, and instant manikins.

Manikin Improvement

The simplest way to improve manikins is to use an appropriate Manikin Improvement potion. This takes one pint of the manikin's blood per 10 hit point improvement and 1D4 weeks per Mark improvement (minimum one pint). Alchemy skill is required as if to create the improved manikin (i.e. as a base 5th Level Alchemist). All new specials must be chosen, and if an improved existing special is chosen then the replaced one may be re-used, e.g. replace Stone Giant Strength with Frost, so may re-use Mark IV special. If desired the manikin's basic shape may be drastically changed, by fractionating the manikin blood with blood of appropriate shapes of creature, but the Basic special 'Misc. Reduction' may not be applied to any previous abilities of the manikin, just the improvements.

After the Manikin Improvement potion is prepared with all specials selected then the manikin must drink it, or if the manikin has Sustenance it must be Concentrated and alchemically 'injected'. The manikin then falls into a 'shape trance', and acts as if was using Feign Death, for at least a turn, and possibly as much as a day, depending on how drastic the changes are, judged by DM (major changes in Hit Points and shape are worst, 'humanising' changes least). Early waking is only possibly by massive trauma or great need, and after immediate action is taken a System Shock roll (using new CON if improved) should be made, or will fall into an indefinite coma (as Feign Death special), or in some cases die immediately. If the manikin objects to any change, whether shape changes, new specials, or Stat increases, then they may make a saving throw against magic to reject that change.

Manikin Improvement should not be used on manikins which are developing, unless the new form exactly matches the next stage in the development process, and even then a System Shock roll must be made or will fall into an indefinite coma. If a manikin has finished development and is now adult, then a Manikin Improvement potion has no effect on them, and is simply wasted. Manikin Improvement potions taken by non-manikins similarly have no effect.

An alternative way of improving manikins (but not homonculi) is simply to create an improved one, using the appropriate Manikin Creation potion, which otherwise matches an existing one, and the special 'Copied Mind'. The new manikin is then slowly awoken as the old one is killed, typically using a purpose-brewed mind poison, and assuming there are no problems with things like possession, the willing spirit of the old manikin moves and roots in the new body. DMs are encouraged to make inexperienced attempts at this interesting...

Other Sorts of Manikins

There are a number of other manikin-like beings, which can be created by one or more means. One example is the golem, which can be made by Alchemists, Magic-users and Clerics. Others are the puppet (animated 'toy'), and the fetch (living illusion), which are made by Illusionists, and the simulacrum, made by Magic-users. Then there is the robot and the (living flesh) android, which are made by Technologists.

Liquid Manikins

One variant on the standard manikin is the 'liquid manikin', where a Manikin Creation potion functions as if it were better (no extra time is required), but no manikin body is grown, and something is produced which seems very like a potion.

Mark I to Mark III+ Manikin Creation potions, function as if they were +1 level, i.e. Mark II to Mark IV+; Mark IV, and greater, potions function as if they were plus half a level, e.g. Mark V functions as if Mark V+.

This manikin variant should not be confused with the special 'Liquid Form'. This 'potion' is passive, and will last indefinitely (it detects as faintly living (unless the manikin has Feign Death), but has no mind), until it is placed within a body. There are two main ways a liquid manikin is activated, the first a sort of alchemical necromancy where it is poured into a fresh corpse, and the second where it is fed to a living animal; the potion will have no effect on an intelligent creature, and will in fact slowly pass through their body without harm or being absorbed, unless they die in that period.

DMs who are not happy with the idea of alchemical necromancy should treat the use of a liquid manikin potion, which is not keyed to the person whose corpse it is to activate in, as optional, and may if they choose disallow any necromantic uses of any sort. They could however allow a more patchwork approach if desired, where the corpse is effectively a material component in a ritual for summoning and binding a desired spirit, the potion effectively giving a template for the sort of spirit to be called. This could even combine other elements, such as a (naturally) dying well-loved servant, or even pet. This is then a necromantic summoning ritual, where no spirits are, or can be, bound against their will. Again, many GMs might considered this sort of thing not possible for alchemists, or at least without the assistance of a specialist in summoning. It is recommended that even if all other uses of liquid manikins are disallowed, their use on living animals is retained, as it is a significant way of making familiars.

If a fresh corpse, either newly killed or alchemically preserved, is used then this provides the body for the liquid manikin, which quickly spreads through and makes a living body. The corpse provides the basic shape and the manikin's HD equal at most those of the body, i.e. 10HP/2HD, or by Class if higher; frequently monster body = HD (i.e. is used to produce a manikin without a class), and human(oid) body = Class (i.e. is used for manikins with a class). The shape of the body may be over-ridden by use of a Polymorph of some sort; a Fixed Polymorph which cannot be turned off would give a permanently different shape.

If a living animal is used then there is the important question as to whether the spirit of the animal is willing (the spirit, not the mind). If the animal is willing then it will be 'uplifted' to whatever intelligence and powers the liquid manikin provides, and it is even possible that the animal spirit might leave and be replaced by, say, a human one, by whatever guardians of incarnation there are in a particular universe. This, combined with a secret, third level, variant on the 'Find Familiar' spell, is one of the ways that Hellcats (the character class, not the FF monster) are initially created from normal black cat kittens. Other animals than cats are possible, but only cats tend to have the right sort of stubbornness to survive the loss of their master, and become independent.

If the animal is unwilling then it may make a saving throw against magic as often as its INT would allow it against a 'Charm Person' spell, until it succeeds or becomes resigned to its fate, and if it succeeds in saving, then it becomes rabidly insane for 1D6 days (does not have the disease) and then reverts to a normal animal. If someone was connected to it, for example as a familiar, then if the animal makes its save then they must make a saving throw against magic and if they fail must make a system shock roll or die, and if they don't die they also become rabidly insane, recovering when the animal finally reverts to a normal animal.

One reasonably ethical use of a liquid manikin on a fresh (not alchemically preserved) corpse, is to have a previously prepared liquid manikin which as closely as possible uses manikin Specials to duplicate that person, using Copied Mind, etc. When that person dies the potion is poured into them, and their spirit becomes the spirit of the manikin, with the memories from the Copied Mind. The manikin can act as that person, as close as the duplicate allows, and will preserve the link between the body and soul/spirit, so that a Raise Dead can be done at any convenient point later. At this point the manikin will cease to exist, with no sign that it was there, except its memories will integrate with the raised person. This sort of liquid manikin, including a Copied Mind, will only work on its own corpse, though an alchemist could convert one into a clone sample, for use with Cloning Culture.

Less ethical alchemists have taken advantage of a liquid manikin's preservation of the body-spirit link, and used generic liquid manikins (without Copied Mind) to walk the bodies home for raising. Again raising dissolves the manikin, integrating its memories, which can be very confusing given that the manikin's mind and motivations probably differed greatly from the person. Really nasty people have used liquid manikins to steal the bodies of their slain enemies, sometimes to prevent a proper burial etc. or make them difficult to restore to life, or on occasion to create assassin manikins. Unless extra magic is used then the spirit of the slain person can decide to have nothing to do with this and leave, being replaced by another appropriate spirit, but this means they cannot be raised later if 'rescued'.

Note that if the manikin is killed, another liquid manikin cannot be used on the same corpse. Also note that in general homonculi cannot be created, only free-willed manikins, unless something like a spell which provides a familiar link is used (see Hellcats, above). Liquid manikins are as infertile as any normal manikins, and their lifespan is governed by the manikin Specials they have; after they die there is no sign that they were in the body.

Instant Manikins

Another variant on the standard manikin is the 'instant manikin', where a Manikin Creation potion functions as if it were better (no extra time is required), but no manikin body is grown, and the potion is concentrated to produce something which seems very like a pill, pellet or gem (DM may allow other possibilities, like a seed, a tooth, or a figurine).

Mark I to Mark II+ Manikin Creation potions, function as if they were +2 levels, i.e. Mark III to Mark IV+. Mark III to Mark IV potions, function as if they were plus one and a half levels, i.e. Mark IV+ to Mark V+. Mark IV+, and greater, potions function as if they were +1 level, e.g. Mark V functions as if Mark VI.

This pellet is passive, and will last indefinitely (it detects as faintly living (unless the manikin has Feign Death), but has no mind), until it is activated, by some means predefined in creation. Such as: placing it in water, casting it in the air, pushing it into the ground ('planting'), throwing it into a fire (beware burning), striking it against a hard surface, naming it, 'eating' it then spitting it out; or some other clearly defined ritual. There may be a defined delay before it actually activates, such as ten minutes for a seed to grow, or even over-night, otherwise this is near instant.

The pellet transforms into the manikin (or homonculus) that was previously created, but only lasts for a brief duration (a basic (6+D6)x10mins), after which it turns into a 'used' form of it's initial shape, or a fine dust which quickly disintegrates to nothing, or a foaming liquid which quickly evaporates, etc., whichever was chosen in creation. Killing the manikin causes it's duration to cease, and the manikin can 'die' at will, also ceasing it's duration. Manikins can judge very precisely their duration, and know exactly when they are about to expire; DMs may allow them to hold death back briefly, for particularly heroic reasons, or other strong motivations. Homonculi who do not find their master in mind link range when they are activated will typically be quite unhappy. Most instant manikins know they wont last long, and are typically not too concerned about this.

Note that the duration is rolled, and is only known, when the manikin is activated, unless an alchemist has studied and identified it. Most alchemists can reliably identify a minimum and a maximum duration with minimum effort, anyway. If the alchemist who created the manikin is present when it activates, they will know the duration as well as the manikin does. For various reasons, some possibly cruel or strange, some alchemists create instant manikins which do not know that they are instant, and cannot even tell that they are just about to expire. If an instant manikin has Feign Death, then they may use this to return to an inactive pellet form, from which they may be activated again, later, and only the period while they are active counts against their duration. An alchemist, of at least two levels less than sufficient level to create the instant manikin, in an alchemical workshop, can produce a similar effect, on a willing instant manikin. It is possible to have a restricted form of Regeneration which, while it prevents death, only heals while inactive in pellet form, so when the manikin is activated again it will typically be fully healthy. 'Death' may even trigger return to pellet form.

If the manikin is the sort that uses clothes and equipment, then these may be provided during creation, and become part of the pellet, appearing when the manikin does, and disappearing with the manikin, even if no longer in contact with them. If magic items, such as weapons, or potions, are to appear with the manikin, then they must be provided during creation. If a manikin has Feign Death, as described above, and returns to pellet form, then anything non-living they were carrying disappears with them, except possibly for things like artifacts. If the pellet is destroyed then these items will be lost, unless something like a Limited Wish is used. One possible exception might be something that the manikin has been given, during creation, to carry for someone else, such as a magic sword, and if this is handed over, with suitable ritual (such as a ritual phrase, or a drop of the new owner's blood being used, etc.), then it is no longer part of the manikin, and will not disappear when the manikin does, unless, of course, they happen to be carrying it (and the DM may rule that not even this applies). If a manikin has the (restricted form of) Regeneration described above, then clothes and equipment which they were provided with, as part of their creation, will also be repaired, but no extra charges for magic items, or uses of potions, will be gained, except at any normal rate charges would be regained.

If the alchemist creating the manikin is higher than the minimum level required, they may take extra time, as if it were a higher Mark of potion, to increase the duration of the manikin.

Level  Extra weeks  Duration          Level  Extra weeks  Duration
 +1       none      (8+D8)x10mins      +5       +2D4      indefinite
 +2       +1D4      (10+2D6)x10mins    +6       +3D4      1wk
 +3       +1D4      (12+4D5)x10mins    +7       +3D4      1 season
 +4       +2D4      8hrs               +8       +4D4      permanent

Note that +6 levels means the creating alchemist must be the same level as the alchemist who made the Manikin Creation potion, so to increase the duration beyond 1wk the creating alchemist must be more skilful than is needed to make the Manikin Creation potion used. The duration 'indefinite' means that the manikin will expire after it has completed a purpose chosen in creation, which could be something like "protect your summoner until they are safe", "escort the prisoner to their place of execution", "return the king to the throne", "guard the sword until the true king returns", or anything else the DM agrees has a duration, no matter how unlikely; it may not generally be a for a specified period of time (unless a DM chooses to allow this). After the purpose is completed, the manikin lasts a further (12+4D5)x10mins. The duration '1 season' means a quarter year, typically three months in a twelve month year, or thirteen weeks. Permanent means the manikin lasts just as long as a standard one. Duration does not make a manikin live any longer than it's body would naturally permit, i.e. if you want an indefinite duration of guarding something, a manikin with a long lifespan is advisable.

For example, a Manikin Creation II+ potion is used, which though only requiring a 12th level alchemist to make, and a 6th level alchemist to create the manikin, taking 2D4 weeks, produces an instant manikin with capabilities as if a Manikin Creation IV+ potion. This manikin will only last (6+D6)x10mins, but if the alchemist who creates the manikin is as least 10th level and takes 4D4 weeks, it will last 8hrs, 12th level and takes 5D4 weeks and it will last a week, and if the creating alchemist was at least 14th level and takes 6D4 weeks it will last indefinitely.

As an alternative to needing to be higher level, and needing to take extra time, the creating alchemist may use Intensifier, Indefinite, or Permanent potions to increase the manikin's duration. This is done during creation, and treats the Manikin Creation potion as being a potion of level equal to it's Mark, e.g. Mark II or II+ is considered a 2nd level potion, for this purpose.

If it is desired to improve instant manikins, then Manikin Improvement potions can be used as standard. If it is desired to change an instant manikin into a standard one, then a Manikin Improvement potion that would change the Manikin Creation potion originally used to create the manikin into one good enough to have the same abilities as a standard manikin is required. For example, a Manikin Creation II+ potion was used to create an instant manikin, so a Manikin Improvement IV+ potion is needed, as this instant manikin has the abilities of a standard manikin of two extra potion levels. Note that no new essences are needed, as the manikin isn't gaining new specials, just the manikin's blood (specially stabilised, so it doesn't disappear if the manikin has returned to pellet form). It might be possible to similarly use a Manikin Improvement potion to transform an instant manikin into a liquid manikin, though this would likely only work if the manikin has never been activated, and might require the abilities of a skilled manikin creator. Instant manikins with Copied Mind are not suitable to be converted into clone samples, as liquid manikins are, though if you converted one to a liquid manikin first, it could be used so.

Explanation of 'Specials'

Standard homonculi have the specials 'Extra Limbs: wings' and 'Sleep Venom Bite'. Other specials are possible and new specials may be researched as if a potion of the same level as the special's Mark, but only tested by use in a manikin.

Specials are usable at will and can stay activated all the time (where this is sensible), even while sleeping or unconscious, except for some explicitly restricted specials. Except where clearly noted otherwise specials may only be used by the manikin, even if the equivalent spell may be used on (willing) others. Very few specials 'stack', though there may be higher grade versions, one of the few exceptions being multiple sets of (non-)weapon proficiencies (NWP) from different classes gained from specials, and the different Venom attacks and varieties.

In addition to the Mark I specials are the 'Basic' specials, which count as the same Mark but are really concerned with the basic form and capabilities. They are not really 'specials', but correct flaws in a minimal manikin or effect various statistics. In some cases they are not necessary if a sufficiently high Mark potion is used, as the improved alchemy produces the effect anyway. Eight 'Basic' specials are required to remove all the standard problems; these still leave the manikin infertile.

In some cases the alchemist may wish to (or in fact need to) restrict an 'at will' special during creation so that it cannot be willingly turned off, for example Misc. Resistance, Immune Weapons, Immunity/Element, or even a Fixed Polymorph. This may be because this more closely fits the body style of the manikin, for example if it is not human-like, such as made of stone. Alternatively two or more specials may be 'locked' together, for example when Polymorph to Wolf is used the Immune Weapons and Animal Senses specials becomes active, and inactive again when return to human shape. Additionally it is possible to associate a 'trigger' more or less strongly with a special, such as the light of a full moon forcing Polymorph to Wolf, or cold/hot water forcing polymorph between the sexes; this trigger may only use senses that the manikin already has, at least on an unconscious level. This restriction does not alter the Mark of the special.

A 'Type' is listed for each special, which is one or more of Body, Mind and Spirit, indicating which part of the manikin is effected. In addition more detail may be given on the variety of special, such as Transformation, Transport, and Necromantic, and if this is not given then assume the special simply involves (a change to) the listed Type(s).

Basic

Speech: gives speech in the initial, single, language, usually Common, and in further languages if have Development Potential. In some manikins making this a 3" range 'mental speech', in a single, initial, language, rather than audible speech, may be more appropriate. If universally understood mental speech is desired then the Mark II special 'Mind Skill I: Communication Telepathy' may be appropriate. Otherwise without this are dumb, but can write (and read). Type: Body and Mind.
Mark: Basic.

Eat Normal Food: gives nourishment from normal food and drink, and if have Normal Emotions appreciation of their quality. Otherwise standard food is 'black pudding', or other blood-containing foods, and may drink water, milk or blood. Note that 'normal' for a manikin made of rock, and in fact 'blood', will be different from a human-like one. Sustenance potions may also be used. This special also removes the 'bad breath' problem. Type: Body.
Mark: Basic.

Normal Emotions: gives emotional responses the form of which are fixed without Development Potential, e.g. Love, Hate, Loyalty, Fear. These responses are appropriate to the form of the mind, generally animal or human. Otherwise the only emotion is a dull loyalty and no emotional reactions. Type: Mind.
Mark: Basic.

Development Potential: gives learning and experience-gaining potential. Without this any development is very slow, at most a tenth of the normal rate, with this at least a half. This allows imprinting of extra languages up to the normal number gained from INT, and non-weapon proficiencies (NWP) as if a fighter of hit points divided by ten (but see Combat Skill), or alternatively a monster without a character class of HD hit points divided by five. Many judge that without this full 'human' rights are not appropriate. Giving a homonculus Development Potential means that it can learn more easily, but it will still typically not gain experience points to allow it to progress in any class that it has. Type: Mind.
Mark: Basic.

Extra Limbs: gives winged flight if height up to 3', else wings increase Fly speed by 3". The sort of wings depend on the base creature(s), e.g. bat-like, bird-like; sprite or insect-like wings will probably only give winged flight for far less than 3' height (6 inch tall maximum?). Other extra limbs could allow a centaur-like shape, or an extra pair of (usable) arms. Extra arms requires great manikin construction experience. Changing the details of limbs, such as giving a cat (hidden) opposable thumbs, does not cost a special. Wings (vampire bat-like) are a 'standard' special for Homonculi. Type: Body.
Mark: Basic.

Venom: gives an extra (natural) venom attack, such as claws in addition to bite, or even sting, or paralysis in addition to poison. See Manikin Venom above. Strength in dice equal to manikin mark, e.g. three dice for Mark III. Also gives +2 saving throws and -1 per dice of damage against own venom (or very similar); this does stack with the 'Misc. Resistance: Poison' special to give +6 saves/-3 per dice (D&D: +4 saves/-2 per dice). Usable at will. Type: Body.
Mark: Basic.

Armour Class Bonus: gives +2 skin AC, additive up to +4AC. In general this gives a tougher, less human-feeling, skin; more than AC7 is noticeably non-human to touch. Type: Body.
Mark: Basic.

Characteristic Bonus: gives +3 (not INT or WIS, unless use 'Copied Mind'), additive up to +6 (beyond 18 every +3 gives +1 AD&D characteristic). Assume comeliness/beauty can be just about anything required without using this special, and is purely a function of the shape. Type: Body.
Mark: Basic.

Movement Bonus: gives +3" ground and (winged or wing-assisted) air move, additive up to +6". This may be needed to build certain kinds of manikin, for example assume a fox has 18" Move. For some particularly quick creatures the only way to get a fast enough Move may be to have them be 'developing'. Type: Body.
Mark: Basic.

Hit Point Bonus: gives +10 hit points (using extra blood), up to +20 hits; does not increase hit probability but may optionally be used to increase height and AC (may not increase AC without increasing height). Type: Body.
Mark: Basic.

Combat Skill: gives combat skills as a fighter of Level equal to hit points (not including Hit Point Bonus) divided by 5 rather than half this, and as wide a choice of weapons, rather than one hand-to-hand and a second hand-to-hand or a missile weapon. The equivalent number of combat-oriented non-weapon proficiencies (NWP) may also be imprinted (if this is treated as a character class then fighter experience is appropriate). If there are other varieties of fighter allowed, such as Ruffian or Swashbuckler, then these may be taken as an alternative, or even Warrior (combined Fighter, Ruffian and Swashbuckler, requiring double fighter experience), which requires two Basic specials. Note that Paladin or Ranger also require at least Magical Talent. This may only improve with Development Potential. Type: Body and Mind.
Mark: Basic.

Normal Sex: gives normal sexual capabilities (but infertile). This is sufficiently flexible that given a suitable Polymorph can function as (and even enjoy being) either sex. If the base creature is hermaphrodite then this will be so as well. Otherwise sexless. There is no way known to normal alchemy to make manikins fertile; some use of the Philosophers Stone? Type: Body.
Mark: Basic.

Normal Appearance: gives normal skin, hair and eyes (and removes the 'bad breath' problem); not necessary if a Mark III or higher potion is used. Otherwise unhealthy-looking greenish skin, coarse hair, red eyes (and 'bad breath'). Even the smell is now correct. Type: Body.
Mark: Basic.

Normal Health: gives normal rates of healing and resistance to disease as well as a normal life-span as the appropriate creature. Otherwise are slow to heal (half normal rate), vulnerable to disease (-2 saving throw) and have only half the life-span of the base creature. Given a reasonable appearance (and unobvious use of specials) only the most suspicious will not think this is a natural being. Type: Body.
Mark: Basic.

Normal Healing: gives normal effects of healing magic and potions etc. Otherwise alchemy is the only way to heal manikins (bar special study), and costs 100gp and one day per hit point and requiring at least as much skill as creation, or special healing potions at +1 level may be made (Manikin Balm is 1st level, costs 400gp/batch to make, and has a typical price of 1000gp/batch). In general homonculi and manikins are treated in the same way, for example Regeneration and Permanent potions work similarly, but Resurrection, Cloning Culture, and Reincarnation potions or similar spells will not work on homonculi, as they are considered to have no spirits (but the 'Copied Mind' special could be used). DMs might give manikins without Normal Healing a saving throw against reversed healing magic, where others would not get one. This special may only be taken if Normal (or Perfect) Health is taken as well. Type: Body.
Mark: Basic.

Characteristic Change: gives the ability to increase one characteristic at the cost of reducing another characteristic, on a two-for-one basis, but may only be taken by manikins which have Development, i.e. start as young, and spend time growing into an adult form; and only applies when they finally become adults. Each use of this taken only allows a single characteristic to be increased by one, and it may not be taken more than twice for a single characteristic. This is one of the few ways of increasing INT or WIS, but the same restrictions apply to reducing STR and CON, and in fact INT and WIS, as in 'Misc. Reduction'. For example -2 CHAR might give +1 WIS, giving a less charismatic but wiser adult, who might then be able to become an Alchemist. If this is taken twice for a characteristic already 18+ then the +2 gives +1 AD&D characteristic (even though +3 would be required normally). Type: Body and Mind.
Mark: Basic.

Misc. Reduction: this is really a negative special and allows the basic armour class, characteristics, movement and hit points to be reduced to give extra Basic or Mark I specials; no benefit is gained by reductions greater than the maximum bonus, e.g. if base AC3 was reduced to 10 (-7) then only two specials would be gained as the maximum AC bonus is +4, each +2 costing one special and thus each -2 giving one special. INT may not be below WIS, and the maximum characteristic reduction is -6, only WIS may be below 3 (WIS zero indicates may only function if mind-linked (but see Development)). Note that 'Copied Mind' allows INT and WIS to be reduced as required. If an Ogre or Giant Strength special is taken then basic underlying STR may not be reduced; the same would apply to any other special which replaced a characteristic. Note that reducing hit points does not need to (but could if choose) decrease hit probability, but may optionally be used to decrease height (and if so AC); less blood is then required, but DMs may say that hit points may not be reduced below those gained from any character class(es) (+CON bonus) the manikin (initially) has. If hit points are reduced to zero, then assume one hit point, and will not generally have any character class (and if do, will not get to roll any hit dice). Extra Limbs do not give a Misc. Reduction, less limbs are a function of shape, nor does choosing that a manikin has an animal (i.e. unreasoning; or even plant!) rather than a human intelligence. If using a Mark III or higher potion then the Normal Appearance gained could be bought off to gain another special. Type: Body or Mind.
Mark: Basic.

Problem: this is really a negative special and allows the manikin to have one or more problems defined during creation each of which gives an extra Basic or Mark I specials. No more than three problems which give a special are allowed, and no more than two of any of Body, Mind or Spirit. Typical problems are things like 'Breathes Water rather than Air' (Body; may not take Adaptation etc. to counter this), 'Goes Berserk in Combat' (Mind; see Flesh Golem), and 'Unlucky' (Spirit; reversed Luck Stone). All problems must be approved by the DM, who may change their mind later and ask the problem to be adjusted, if the problem does not fit within their campaign. There may be standard sets of problems, for example 'Vampire'. If a Manikin Improvement potion was later used, then a Basic special could be used to buy off a problem. Type: Body, Mind or Spirit.
Mark: Basic.

Mark I

Infravision: at will and normally active without any attention, unconsciously, else as spell. Range: 6". Type: Body.
Mark: I.

Waterbreathe: at will and normally active without any attention, unconsciously, else as spell. Type: Body.
Mark: I.

(Fixed) Polymorph to Humanoid: a Polymorph Self allowing the taking of any humanoid shape from 4 to 8 foot tall (fixed in creation) at will, similar to a fixed form of the Ogre Magi ability. Even though fixed the shape may be varied enough to alter details like clothing, or things like hair, skin tone, apparent ill health, or the apparent presence of wounds. A very useful shape for homonculi would be that of their master (Speech would be necessary to allow the master to speak through them), the shape could even be something like the opposite sex of the base shape. If the base shape of a manikin is not human, then as an alternative may '(Fixed) Polymorph to Similar', so a lizard could take a fixed lizard-like shape, or a lizard man, or a bird could take a bird-like shape; a humanoid shape is always an option no matter the base shape. Note the shape is stable even if unconscious. Type: Body; Transformation.
Mark: I.

Human Strength: at will, affects and strengthens the whole body, giving the equivalent of 13 STR, as if a 6' tall athletic human. This is only really appropriate for really small manikins, say no more than 18 inches tall, which would normally have no way of applying this sort of leverage, heft, carrying capacity, and even leaping ability. This enables a small manikin to actually perform the same actions with strength as a normal human. If the structure of the manikin is something like solid stone or metal, say, the DM may rule that this special is not more appropriate than just having more STR. DMs may choose to rule that this special is irrelevant, and not different from a small manikin having at least 13 STR. The next step up from this is the special Ogre Strength. Note that this special does not alter hit probability. Type: Body.
Mark: I.

Detect Invisible: at will, else as spell. Range: 3"rad. Type: Mind.
Mark: I.

Detect Magic: at will, else as spell. Range: 3". Type: Mind.
Mark: I.

Detect Illusion: at will, else as spell. Range: 3". Type: Mind.
Mark: I.

Sleep Venom Bite: usable at will, causes sleep unless save V magic for 5D6 mins. A 'standard' special for Homonculi. It can be chosen that this is claws, or even a sting, rather than a bite. To have Sleep Venom on claws as well as bite this must be taken twice. Type: Body.
Mark: I.

Alchemical Skill: gives alchemical skill and knowledge as a 1st Level Alchemist, given INT 13+ and WIS 13+. This may only improve with Development Potential and a maximum Level limit may be imposed, which may only be removed later by Limited Wish or a special 6th level Neutralise Drug. Note that the +2 save V poison and non-magical paralysis is gained. The equivalent number of alchemy-oriented non-weapon proficiencies (NWP) may also be imprinted. Type: Body and Mind.
Mark: I.

Manual Skill: gives skill in a manual craft as a Journeyman but not a Master of the craft, for example any thievish manual skill at 50% (plus any racial/dexterity modifiers), acrobat, jeweller, singer/musician, smith (but not armorer), scribe/letterer/illustrator, cook (but not chef), sailor, given DEX 13+. Only one skill or a very closely related set of skills and only minimum associated mental learning, e.g. a musician with only one instrument or very closely related set of instruments and would not automatically be able to read musical notation(s). May only improve with Development Potential. If this is a character class then the appropriate number of relevant non-weapon proficiencies (NWP) may also be imprinted. In some cases 'Clerk Skill' will complement this to give knowledge rather than manual skill. Type: Body and Mind.
Mark: I.

Control Fall: at will, may control rate of fall between 0 and 48". Type: Mind; Transport.
Mark: I.

Change Self: at will and normally active without any attention, unconsciously, else as spell. Plus or minus a third height. The default form of this is 'Change Self: Sight', but DMs might allow as an alternative 'Change Self: Sound' which similarly alters sounds made, or 'Change Self: Smell' which also effects taste. As a Mark II special 'Change Self: Touch' could be allowed, which works until touched with more than 3 STR, and gives a sensitive sense of touch to even manikins with more than AC 7. As Mark III specials 'Change Self: Mind' could be allowed, which provides a fake surface mind to casual inspection (similar to the potion Mind Mask, without the Shield), and 'Change Self: Life', which provides a fake body image to Life Sense and casual Empathy (without access to Empathy it is very difficult to produce believable body images; a Doppleganger Template will be more than enough). In both cases it can be sensed if the mind or body is being inspected, and if sensing is penetrating the fake image, usually quickly enough to activate something like a Mind Shield or Invivisenseability. DMs may allow other exotic versions for exotic senses. Type: Mind.
Mark: I.

Feign Death: at will and may be used indefinitely, otherwise as the spell, though in addition prevents healing and ageing, and removes the need for sustenance and to breathe, providing appropriate protection. This is one way to 'store' manikins while they are not needed, particularly homonculi when their master intends to go out of mind link range to them. In addition, allows instant willed death at any time, immunity to Speak with Dead or similar, and may completely resist any attempt to force a return to life, bar Wishes. Note that homonculi have the willed death ability without taking this special. If this is used for more than about two game turns (20mins), then unless a considerable effort of will is applied, then will drift into a deeper trance, usually only paying attention again at a familiar voice, calling of name, or possibly a certain smell (such as ammonia), or other trigger, decided while still conscious. Raise Dead will wake from this with no save required, and will in addition restore full health. Also note that are invisible to Life Sense (and hence undead that rely on this) and Empathy while this is active. If a manikin has Feign Death, and at least a Polymorph special allowing at least a second form, then they may have a third, inactive, form, similar to the sort of pellet instant manikins come from, and activated (awoken) by similar rituals. Some alchemists avoid giving manikins this capability, as they believe it risks the manikin being coerced into pellet form, which while convenient, may lead people to treat them as tools and magic items, rather than anything worthy of having human rights. Note the special Pellet Form. Type: Body, Mind and Spirit; Necromantic.
Mark: I.

Pellet Form: is related to a specialised Polymorph Self combined with Feign Death, and allows taking an inactive form (chosen in creation), similar to the sort of pellet instant manikins come from (such as pill, pellet, gem, seed, tooth, figurine), and activated (awoken) by similar rituals. Unlike the Feign Death special, this does not allow any period of consciousness while in pellet form, and the trigger to be activated (awake) must be chosen during creation. This does not provide invisibility to Life Sense, allow willed death (homonculi have this anyway), or protect from Speak with Dead or forced return to life. This is usable at will, and the manikin can choose that unconsciousness, or death (or 'death' if have Regeneration), will put them into this form. They can also choose various of their specials which will be active when they awake, such a Polymorph to a specific form. One advantage of taking this form on death is that it indefinitely preserves the link between the manikin's body and spirit (if any), and Raise Dead can be done on the pellet, which may or may not cause the manikin to appear, cleric's (or god's) choice. Another advantage of pellet form is that any Regeneration special continues to work while in it, and will repair any clothes and equipment the manikin was carrying, once the manikin's body is fully healed. See Feign Death for possible ethical issues of giving a manikin this special. Type: Body; Transformation.
Mark: I.

Empathy: at will establishes a mental bond on the physical and emotional levels with a living creature. Emotions may be exchanged and may study and become familiar with the physical structure of the creature. INT 13+ is required to understand the physical structure, and with less than WIS 9, or without Normal Emotions, will become very emotionally involved with creatures empathised with, and may become addicted to empathising with them; the risk only disappears with WIS 13+. Addiction takes the form of a craving to use Empathy, and a need in particular for the emotions that may be sensed via it; in the worst cases this can become a totally dominating obsession. Also see Life Sense. Empathy enables a manikin to give really good back rubs... Range: 3". Type: Mind.
Mark: I.

Enhance Sense: permanently enhances one sense, for example sight becomes Elven, acquire a Dwarven sense of depth and movement, sense of direction becomes reliable, sense of balance becomes superb (no motion sickness or disorientation), or smell and taste (allows tracking by scent as bloodhound, enhanced appreciation of food and drink). This could be considered a 'talent', like blind fighting, perfect pitch, lightning calculator, speed reading, lightsleep, or something like a bump of direction or absolute time sense (these are from Hero System). DMs may even allow senses like 'see spirits', of the sort of spirit that normally sensitive people will just feel a shiver or uncomfortable around. Ultravision is one possibility (but only if the DM rules this is not the same as the Mark II special See Invisible). Where a creature has a hybrid shape, say a mixture of man and bat, gaining some of the senses of each, this special can be taken so gain the full senses of both, called hybrid senses. This special gives a much finer contact with a single sense, or group of senses for a single purpose. Type: Body.
Mark: I.

Animal Sense: gives a single sense the abilities of a specific animal, for example farsight as a hawk, nightsight as an owl, hearing as a bat, balance as a cat, smell as a wolf. There is only any point in taking this special if the shape does not give the sense anyway, as the shape of, for example, a specific bird or cat gives the senses of that specific bird or cat. Type: Body.
Mark: I.

Mind Link I: is what all homonculi, but not manikins, have anyway (see description above), and does not cost a special, though is nominally Mark I. Free-willed manikins may not have this (but see higher marks). Range: 48" (D&D: 36"). Type: Mind and Spirit.
Mark: I.

Mark II

See Invisible: at will, knowingly. In addition this gives Ultravision. Range: normal line-of-sight. Type: Body.
Mark: II.

Mind Skill I: at will, gives one from: ESP (as spell, range 6"), Communication Telepathy (no common language required, range 3"), Mental Protection I (+2 saving throws, -1/dice of damage, -30% effect/duration), Psionic Wild Talent (roll once to see if Wild Talent). The selected skill (fixed in creation) is also shareable if mind-linked, and is non-additive, i.e. no point in taking a specific Mind Skill twice, even at different Marks. Type: Mind.
Mark: II.

Mental Talent: could become a mental-power using class, e.g. Psionicist, given sufficient Stats and training, and Development Potential. Type: Mind.
Mark: II.

Polymorph to Humanoid: a Polymorph Self allowing the taking of any humanoid shape from 4 to 8 foot tall at will, similar to the Ogre Magi ability. See '(Fixed) Polymorph to Humanoid' for alternatives. The shape is stable even if unconscious. Type: Body; Transformation.
Mark: II.

Immune Normal Missiles: at will, as Protection from Normal Missiles spell. This is -1 Mark if there is some sort of missile that counters the immunity, such as silver, wood, stone; the counter must be specified in creation. Type: Body; Transformation.
Mark: II.

Ogre Strength: at will, affects and strengthens the whole body acting as Gauntlets of Ogre Power, and also gives leaping abilities suitable to 18(00) STR if height is no more than 6' (say leap 5'vert, 15'hori). However, does not alter hit probability, which is based on (maximum) Hit Points and Combat Skill. This is -1 Mark if a size at least that of a ogre must be taken to gain the strength; strength may be interpolated at smaller sizes. Type: Body.
Mark: II.

Fly I: at will, as a Fly spell but at 6"/turn, 9" with wings. Anything that can be lifted can be carried while flying. Does not remain active if become unconscious. This is -1 Mark if can only fly on an object, typically a broom, carpet, cauldron, or coracle; the object must be chosen in creation, and wings don't help. Type: Mind; Transport.
Mark: II.

Weakness Venom Bite: as Sleep, but effect is Weakness. Type: Body.
Mark: II.

Magic Skill I: at will, give one from: Use Scrolls (requires Speech, any magic-user scroll safely), Boost Spells I (mind-linked 'master''s spells (and own if any) are as if cast at +1 Level; no extra spells are gained, and only works on own spells while mind-linked to one with at least the potential to become a magical-power using class), Magical Protection I (+1 saving throws against all magic or 5% magic resistance at the 11th Level), Helmsman 3rd (requires Speech and INT 9+, may use a spelljamming helm as if a 3rd Level magic-user, may imprint appropriate non-weapon proficiencies (NWP), may advance given Development Potential (use thief experience points)). The selected skill (fixed in creation) is also shareable if mind-linked, and is non-additive, i.e. no point in taking a specific Magic Skill twice, even at different Marks. Type: Body and Mind.
Mark: II.

Magical Talent: could become a magical-power using class, e.g. Magic-user (given Speech), or even an Alchemist, given sufficient Stats and training, and Development Potential. Cleric, or things like Medium, is also possible. This at least is also required for Paladin, Ranger or (non-specialist magic-user) Bards. Type: Body and Mind.
Mark: II.

Perfect Memory: will always perfectly remember and recall. Greatly assists learning, reducing time down to a fifth if have Development Potential, otherwise is only useful to repeat remembered information; note the use of this with 'Manual Skill: illustrator', and the ability to retain indefinite numbers of Vocal Templates, Vocal/Facial Templates, Doppleganger Templates, or Mind Templates, without using a NWP for each. Languages (spoken and literacy) may be learned without using a NWP, but still take time; Communication Telepathy helps. DMs may allow other free NWP, such as history and knowledge of an area or a culture. In some cases a DM may rule that having a Perfect Memory makes it difficult to get over certain trauma, such as having been tortured, or other traumatic events or injuries, even having been totally humiliated, as they cannot be forgotten; desensitisation may still be possible. Type: Mind.
Mark: II.

Levitate/Fly: at will, allows Levitation as spell to any vertical range, and steady horizontal movement at 3", similar to a stable Fly spell. Automatically activated by falling unless deliberately will otherwise. Do not fall even if become unconscious, but is not additive in speed with wings. Type: Mind; Transport.
Mark: II.

Perfect Health: gives the Basic special Normal Health, and gives immunity to all natural disease or physical failings (+2 saves V unnatural forms), even motion sickness, and gives +50% on the normal life-span for the appropriate creature. Healing will be at five times normal rate and almost any infirmity will eventually heal (regenerate). This special does not make it easier for others to do healing; for that Normal Healing is still required. Also included is Normal Appearance, so if a Mark III or higher potion is used an extra Basic or Mark I special is gained. Only those with specialist abilities, such as manikin-constructing alchemists and healers with something akin to the Empathy special, can determine that this is not a natural being, and if the manikin has progressed two Levels in its highest/most expensive character class, even this becomes very difficult. Note that no unusual essences are required for this special, as it just indicates the care, attention, and skill, that has been applied to the manikin's health. Type: Body.
Mark: II.

Tracker/Navigation: at will, involves heightened sight, smell, hearing and sense of movement, giving Elven abilities at Hear Noise, double normal chance of spotting ambushes and possibly other abilities (e.g. can hear ultrasonics, track or recognise by smell, sense direction, and see in very low light levels). For the full senses of a dwarf or elf see Dwarven Senses and Elven Senses. Similar to a Ranger, but only three quarters chance, i.e. a base 75% outdoors (as a NWP treat this as a roll of 14 in Tracking, unless the manikin has WIS 13+, when the roll is WIS+2; no -6 roll for not being a Ranger is applied). Greatly aids navigation in almost any environment, particularly with Perfect Memory. This special gives a much finer contact with the senses. Type: Body.
Mark: II.

Dwarven Senses: permanently gives the full set of Dwarven senses ('Clerk Skill: Miner' might suit a dwarf). There is only any point in taking this special if the shape is not that of a dwarf, as a dwarven shape gives dwarven senses anyway. Type: Body.
Mark: II.

Elven Senses: permanently gives the full set of Elven senses ('Clerk Skill: Woodsman' might suit an elf). There is only any point in taking this special if the shape is not that of a elf, as an elven shape gives elven senses anyway. Type: Body.
Mark: II.

Animal Senses: permanently gives the full set of senses of a specific animal ('Manual Skill: Hunter' might for example suit a hunting cat). There is only any point in taking this special if the shape is not that of the specific animal, as an animal shape gives the senses of that animal anyway. Type: Body.
Mark: II.

Normal Mind: gives the Basic specials Normal Emotions and Development Potential, which means could become any character class, except those using mental or magical powers, e.g. Fighter, given sufficient Stats and training. Type: Mind.
Mark: II.

Clerk Skill: gives skill in a knowledge-based craft as a Journeyman but not a Master of the craft (if appropriate assume 7th Level), for example any thievish mental skill at 50% (plus any racial/dexterity modifiers), merchant, librarian, clerk, quartermaster, bureaucrat or accountant, given INT 13+. If 'Manual Skill: smith' is also taken then this may be used to give the skills to be an armorer, and if 'Manual Skill: cook' then a chef. Only one skill or a very closely related set of skills, and only minimum associated manual learning, e.g. a quartermaster would not have any combat skills, a merchant any riding or carting ability. Note that this plus 'Manual Skill: thief' could be used to give all the abilities of a 7th Level Thief; Technician (the Technologist sub-class) should be possible similarly. If two Mark II specials and 'Manual Skill: musician' are taken then the core (non-fighter/thief/magic-user) abilities of a 7th Level Bard are gained, given CHAR 13+. Note that the non-specialist magic-user abilities of a Bard also requires at least Magical Talent. May only improve with Development Potential. If this is a character class (thief experience points etc. would probably be correct) then the appropriate number of relevant non-weapon proficiencies (NWP) may also be imprinted. Type: Body and Mind.
Mark: II.

Speed I: gives +25% movement and attacks for 3 rounds at a cost of 1pt of STR or CON (choose when activate) for 2 turns after use. Gives +1 on a D6 or +30% initiative etc. Also affects any air movement. Type: Body; Transformation.
Mark: II.

Contain: gives indefinite inert storage within a manikin for dusts and concentrated potions (including venoms, and concentrated drugs and acid). As a base there are 5 containers with 1 potion/packet each, if this is a Manikin Creation III then 10 with up to 2 each, else if a Manikin Creation IV+ then 20 with up to 5 each. These may be injected by fangs, and acquired by drinking them; Sustenance or Eat Any Food is recommended to prevent any mistakes. Dusts may be breathed out, and acquired by breathing in; Adaptation is recommended to prevent any mistakes. For simplicity assume any container can be filled with anything, even several with the same potion. Type: Body.
Mark: II.

Eat Any Food: gives the Basic special Eat Normal Food, and gives the ability to gain nourishment from just about anything that some creature could treat as food, including poisons, inorganic materials like sulphur, non-noble metals and (certain kinds of (chemically unstable)) rock; the DM may even allow eating and gaining food value from things which are magic, or even radioactive (this is probably campaign specific). The sense of taste and smell can be adjusted to suit the sort of food, for example to tell what is the best rock to eat, or that something cannot be eaten. Gives effective immunity from any kind of ingested poison, 'metabolism of a rock crusher', and in addition the DM may rule immunity, or at least protection, from certain other poisons, such as insinuated inorganics (because the manikin's internals must be able to handle these), and contact poisons of all sorts (because if can eat them it is unlikely they can seep through the skin). Given enough time can chew through or ingest almost anything, even if don't gain nourishment from it, bar certain unreasonably tough materials, such as dureum, artifacts, and things alchemically prepared to prevent this (a reverse Sustenance effect, effectively a 3rd level potion). Note that some foods, particularly nearly chemically inert rock, may provide very little nourishment, and a lot may need to be eaten to get a reasonable diet. A version of this is possible at -1 Mark which allows treating one single sort of thing as food, in addition to normal food (if have Eat Normal Food), such as iron objects, anything once living, magic items, etc., or even poisons (if are sustained by poisons, then some common normal thing not poisonous to others will be poisonous, such as healing potions, sweetened food, alcohol, milk products; alchemist decides which during creation). This special is particularly suitable in creating guardian creatures, for chest traps, etc., particularly combined with Feign Death, and their revival trigger might be something new coming close to them which they could eat. Manikins with this also make quite good 'walking dustbins'. Type: Body.
Mark: II.

Machine Empathy: at will establishes a mental bond on the physical and emotional levels with a machine. This works with machines which are complex or have interacting moving parts. It will not work with beings which acquire a living spirit as part of their nature, e.g. when conceived or born; but might work on machine parts added to such later. A 'feel' is gained for the works of the machine, and any problems it is having working; the machine in turn may also 'feel' this attention, and typically works better for it. INT, WIS and Normal Emotions function as per the Empathy special. Machine Empathy does not alter the workings of a machine, but with thought and care can give a lot of guidance to repairing (or wrecking) it. For a Technologist gives +15% Understand Machine, and +5% Repair/Modify Machine, but this is not typically additive with bonuses from things like a Field Probe, though Workshop bonuses still apply. DMs may give a further bonus of up to +10% UM for the careful study of a non-living machine while it is actually working. For a Thief gives +10% Open Locks, and +10% Find/Remove Traps, and up to a further +10% OL if the lock is studied while being operated. This is -1 Mark if restricted to only one type of machine, such as ships; this type must be specified in creation. Range: 3". Type: Mind.
Mark: II.

Elemental Empathy: at will establishes a mental bond on the physical and emotional levels with a element. This works with elements, such as Earth, Air, Fire and Water (and anything else that the DM declares is an element), which have more than a very simple 'structure', i.e. are not uniform; but will also work with such things as summoned elementals. It will not work with elemental beings which acquire a living spirit as part of their nature, e.g. when conceived or born; but might work on elemental parts added to such later. A 'feel' is gained for the state of the element, and whether it is troubled by anything; the element in turn may 'feel' this attention, and typically cooperates better with the empath. INT, WIS and Normal Emotions function as per the Empathy special. Elemental Empathy does not alter the element except in possibly making it better disposed towards the empath, but will probably assist in effective command of it combined with some sort of summoning. This is -1 Mark if restricted to only one element, such as Earth; the element must be specified in creation. Range: 3". Type: Mind.
Mark: II.

Spirit Empathy: at will establishes a mental bond on the 'physical' and emotional levels with a being not in a living, machine or elemental body. This includes undead (which have spirits), disembodied spirits, house-spirits, etc.; as a rule anything that none of the other forms of Empathy can reach. A feel is gained for the situation of the spirit and generally the various things that drive it, or mean that it is in the physical rather than the spirit realm, and the spirit will in turn feel this attention, and typically cooperates better with the empath. INT, WIS and Normal Emotions function as per the Empathy special. Spirit Empathy does not directly effect spirits except in possibly making them better disposed towards the empath, but will probably assist in effective command of them combined with some sort of summoning. This is -1 Mark if restricted to only one type of spirit, such as disembodied; this type must be specified in creation. Range: 3". Type: Mind.
Mark: II.

Mind Link II: gives a homonculus an extended range to its Mind Link, to 10mls. Also gives +1 on the master's death roll. Type: Mind and Spirit.
Mark: II.

Mark III

See Invisible/Ethereal: at will, as See Invisible (including Ultravision) but also ethereal and out-of-phase objects and creatures. Allows sight ignoring any normal Darkness spells. Range: normal line-of-sight. Type: Body and Mind.
Mark: III.

Mind Skill II: as Mind Skill I, one of: both of Clairvoyance/audience (as spell, range 6"), Surface Telepathy (no common language required, as Communication Telepathy and in addition read thought not intended to be spoken, range 6"), Tell Name (a specialist telepathic power which only gives the common name(s), range 6"), Psionic Boost I (+25 psionic strength points to mind-linked), Mental Protection II (+4 saving throws, -2/dice damage, -60% effect/duration), Psionicist 1st (as if 1st Level, required INT 13+, choose powers, may imprint appropriate non-weapon proficiencies (NWP), may advance given Development Potential). Type: Mind.
Mark: III.

(Fixed) Polymorph: at will, as Polymorph Self spell but to a shape chosen during creation. Alternatively the shape could be a fixed form as 'Polymorph to Inanimate', either 'Seeming' or 'True'. This special includes enough Growth or Diminution to take the chosen shape, as long as the shape has a humanoid-equivalent height between 60' and half an inch. The shape is stable even if unconscious. Type: Body; Transformation.
Mark: III.

Immune Normal Weapons: at will (normally active), may only be hit by silver and magical weapons. This is effectively 'Immune Weapons I' with the counter silver, and any enchantment not even +1. Type: Body; Transformation.
Mark: III.

Hill Giant Strength: at will, affects and strengthens the whole body acting as a Girdle of Hill Giant Strength, and also Boots of Travelling and Leaping if height is no more than 6' (leap 1"vert, 3"hori). However, does not alter hit probability, which is based on (maximum) Hit Points and Combat Skill. This is -1 Mark if a size at least that of a hill giant must be taken to gain the strength; strength may be interpolated at smaller sizes, so ogre size gives ogre strength. Type: Body.
Mark: III.

Fly II: at will, as Fly spell, at 12", 15" with wings. Type: Mind; Transport.
Mark: III.

Paralysis Venom Bite: as Sleep, but effect is Paralysis (optionally 6D6 subdual). Type: Body.
Mark: III.

Magic Skill II: as Magic Skill I, one of: Magic-user 1st (requires Speech and INT 13+, as if 1st Level, roll to learn spells, may imprint appropriate non-weapon proficiencies (NWP), may advance given Development Potential), Boost Spells II (as I but +2 levels), Magical Protection II (+2 saves or 10% magic resistance), Helmsman 5th (use a spelljamming helm as if a 5th Level magic-user). Other classes such as Technologist 1st are also possible ('Clerk Skill: Technologist' is also required); Cleric 1st only with specific permission from an appropriate High Priest (and implicitly from the god). Type: Body and Mind.
Mark: III.

Misc. Resistance: +4 saves & -2/dice damage or -60% effect (D&D: +2 saves & -1/dice damage or -30% effect) and immunity to minor natural form of one of: Fire, Cold, Lightning, Poison, Paralysis, Illusion, Fear, etc. Alternatively gives a racial resistance, such as dwarven magic and toxin resistance, elven paralysis and disease resistance; the high elven magical resistances require a second special. Note that the dwarven difficulty with magic use would be a 'Problem' Basic special. Can be 'turned off' at will. Type: Body; Transformation.
Mark: III.

Blink: at will, cost 1pt of STR or CON (choose when blink) for two turns every time, as ~ Dog. Anything that can be lifted can be carried while blinking. Type: Mind; Transport.
Mark: III.

Vocal Mimic: may perfectly duplicate sounds/voices, note use with Perfect Memory. Also included is Speech and Doppleganger Telepathy (which is restricted to speech), which includes the ability to build a single Vocal Template at a time by observing a sound maker or someone speaking, and sensing others expectations of what should be heard or said next (further Templates which can be being built or used simultaneously using a NWP each). Note that if have a special like Mind Lock, or for some reason cannot sense expectations, then can still accurately impersonate and produce a limited Vocal Template, so this acts as a purely Body special. Type: Body and Mind.
Mark: III.

Healing Skill I: give effect as three levels of healing-type potions per day (select during creation) by (willing) use of a drop of the manikin's blood, and additionally may identify disease by touch (and type), and healing potions, drugs, poisons and such natural materials by taste. Bio Aport allows healing and 'tasting' by touch. For example, the three levels of potions might be Super Healing (3rd), or Extra Healing (2nd) and Block Pain (1st), or Healing (1st) taken three times, all usable once per day. With Development Potential may learn use of healing herbs (Lay Healer 1st, may imprint appropriate non-weapon proficiencies (NWP), use thief experience points). Additionally age at half normal rate. Type: Body and Mind.
Mark: III.

Talented Mind: gives Normal Mind, Mental Talent, and Magical Talent, which means could become any character class, given sufficient Stats (generally minimum 9) and training. Type: Mind.
Mark: III.

Invisibility: at will, combat cause reappearance for at least 1 segment, requires some concentration to activate. Anything that can be lifted can be carried while invisible and also hidden. DMs might allow 'Inaudibility' to be taken as an alternative form of this, or even 'Inolfactability', which prevents smelling (or even tasting!), and leave no scent trails; even 'Invivisenseability' (see Life Sense). Intangability is probably best done by Gaseous Form. Note that while invisible can see invisible, inaudible similarly, etc. Type: Body and Mind; Transformation.
Mark: III.

Growth/Diminution: may do one of these at will (i.e. increase height up to 30' or reduce it to 6 inches) but may not return to normal size for 6+D6 game turns after last height change unless have both of these (two specials); similar to the appropriate potion. There is a -1 Mark version of these which can only take one particular height, and this still has the problem of waiting to return to normal size. Combined with Polymorph, 60' or half an inch is the limit. Type: Body; Transformation.
Mark: III.

Adaptation: removes the need to breathe so no effect from dusts and gasses that need to be inhaled (including subtle things, like perfumes), no effect from vacuum, and can not drown. In addition are not affected by environmental radiation (but still by attacks) or extreme heat or cold, and don't normally need any cooling (will emit light to do so in really extreme environs). In addition poisons and vapours do not normally stick to the skin (contact poison and ointments will not work), and so will not be carried to effect others (also, don't get dirty). However must be a minimum skin Armour Class of 7. Note that though speaking will require breath this does not remove the protection, and the senses of smell and taste will work normally. Do not flush, 'goose-pimple', sweat or otherwise react to heat or cold. Faking sweat will require a special like Change Self: Smell. Cannot be turned off by will (except for the 'does not get dirty' effect). Type: Body.
Mark: III.

Sustenance: gives no need for food or drink. Removes the need for Eat Normal Food, though may still eat socially if desired, and this does not cause any effect from ingested poisons, etc., though the sense of taste will work normally. The appreciation of the quality of food is also acquired, as Eat Normal Food, even though no nourishment is being gained from it. Potions needing to be swallowed will not work. Food is not needed even to replace lost body mass, for example as injuries heal, as minute quantities of material from the surroundings will be alchemically transmuted. Optionally food and drink passed through the body can be alchemically disguised so it appears to have been digested, though alchemical analysis and things like a particularly fine sense of smell will detect this. Gives effective immunity to all forms of starvation, magical or otherwise. Cannot be turned off by will. Type: Body.
Mark: III.

Sleepless: gives no need for sleep unless has been under a great deal of stress. Gives effective immunity to all forms of forced sleep, whether magical or otherwise, including Power Words. Can sleep if desire to, as deeply as desired. Type: Mind.
Mark: III.

Speed II: as Speed I, but +50% for 3 rounds, at a cost of 2pts of STR or CON (decide combination when activate) for 2 turns after use. Gives +2 on a D6 or +50% initiative or 3 attacks per 2 rounds, etc. Type: Body; Transformation.
Mark: III.

Telepathic Skill: gives telepathic skill and knowledge as a 1st Level Telepath (a magical communication power), which is at 1st Level Communication Telepathy, 3rd Surface Telepathy, 5th Telepathy, 7th Mind Link, 9th Mass Telepathy; all 2"range per level. In addition at 3rd Level gain Mental Protection II, 5th Mind Shield, 7th Mental Block, and 9th Mind Blank. See Mind Skill II-V. Development Potential is required to increase in level; use thief experience, and the equivalent number of comms-oriented non-weapon proficiencies (NWP) may also be imprinted. Type: Body and Mind.
Mark: III.

Telekinetic Skill: gives telekinetic skill and knowledge as a 1st Level Telekinetic (a magical manipulation power), which is Precision TK (10gpwt and 5'range per level). At 3rd Level Clairtangency ('touch', 1"range/level) is also acquired. Development Potential is required to increase in level; use thief experience, and the equivalent number of manipulation-oriented non-weapon proficiencies (NWP) may also be imprinted. Type: Body and Mind.
Mark: III.

Copied Mind: gives a perfect copy of an existing mind by extracting all personal memories ('from the blood'). This also gives Normal Mind (and hence Normal Emotions and Development Potential), but no levels in any character classes; if classes are required they must be bought with separate 'Skill' specials. If this special is used then it is allowed to modify INT and WIS using 'Characteristic Bonus' and 'Misc. Reduction' so they match the original, and it is in fact strongly recommended to do this (CHAR is recommended as well). Note that it is not possible to extract just part of mind using this, all-or-nothing, but there are none of the normal 'clone' problems, and there are no memories from after when the sample was taken. Alchemists are typically very reluctant to use this on themselves, preferring to use Cloning Culture. This special is used as part of the process that creates the manikin that has it, and is of no use thereafter. Type: Mind.
Mark: III.

Hard to Kill: gives a resistance to actually dying, which does not occur until below hit points negative (or -20, or 2xCON negative whichever best). Less than absolutely fatal wounds will stop bleeding after a few rounds (if bleeding rules are in force). However, still become unconscious at the same point, and injuries like head or heart removal will still kill almost instantly. Does not improve speed of healing, but even normally fatal diseases and deadly poisons will not quite kill, and DMs may rule other effects. Cannot be turned off by will. Type: Body.
Mark: III.

Astral Release: gives automatic effects as an Astral Spell when near-death, generally when on negative hit points (and also when disconnected from body, such a Magic Jar or Possession); homonculi may not have this special as it depends on having a spirit. If the projecting astral form 'touches' its body, then it may control various 'at will' specials; particularly Feign Death or even Invisibility could be activated, Regeneration, Resistance or Immune Weapons inactivated (so as to appear more convincingly dead), and with DM permission and a risk of long-term injury even active specials like Polymorph, Height Change, Aport, (Bio) Cache, or Liquid/ Gaseous Form, and with most difficulty movement specials like Fly or Dimension Door, may be used. Use of Bio Aport to take Contain'd healing potions should be possible without risk. If the spirit remains near the body then it can wait indefinitely, without boredom, but if the body is killed or the astral cord cut then must go on to whatever follows life (Raise Dead or similar are still usable as standard). However, may move permanently into a familiar/ homonculus instead of dying (or other linked creature which does not have its own spirit), and the DM will rule which specials are kept (generally mind but not purely body ones). If have Feign Death then use of it causes automatic activation of this special. Cannot be turned off at will, and cannot generally be activated at will. Type: Spirit; Necromantic.
Mark: III.

Life Sense: gives the ability to directly sense life force, in a way similar to some undead, with 3" range. In addition are 'invisible' to this sense being used by others (sometimes called 'Invivisenseability'), which also gives invisibility to Empathy, but this has no effect on things carried (unlike Invisibility). The invisibility can be turned off at will. Type: Spirit; Necromantic.
Mark: III.

Doppleganger Telepathy: allows sensing others expectations of what should be heard, seen, or even smelled and felt next, in a stylistic rather than a precise way, range 3". Also allows Communication Telepathy which causes listeners to hear speech in the language, and even the precise accent and intonation, that they expect. Allows for a highly effective form of acting and impersonation, given an appropriate appearance. The telepathic powers which are part of the various Mimic specials are sub-sets of this, except for Doppleganger Mimic (and Doppleganger Creator) which includes the full version. This is a very subtle form of telepathy and while most forms of mental defence or block which hide the surface thoughts prevent it working, someone who is familiar with this sort of thing (for example they have at least Communication Telepathy themselves), is needed to detect it passively. Anyone reading the emotions (or more) of a user of this special will realise what kind of thing is going on, although they probably won't identify it in detail unless they know about it. Note that this special does not include the Basic special 'Speech', unlike the various Mimic specials. Without Speech, while listeners (without appropriate mental defences) will still 'hear' speech, and even appropriate lip movements etc. can be produced, there will be no actual sound produced. Type: Mind.
Mark: III.

Audio Mechano Interface: allows the manikin to physically connect to technological devices in some way, so that they can sense and interpret information the device(s) provides, and control the operation of the device(s). This special will make little sense without reference to the "Technologist" character class, and this special is very unlikely to be possible without collaboration with a Tech of at least name level, who is skilled in Life Theory II (or blood from a Tech android which has the equivalent of this special as Intrinsic Bio Circuitry). One type of interface must be chosen in creation, Tech devices typically use electrical flows, but other possibilities include some sort of optical interface, the manipulation of masses of mechanical switches combined with the sensing of masses of mechanical pins, and even possible is some sort of complex (al)chemical interface. Additional varieties of interface can be added using a Mark II special for each; assume that three Mark II 'Interface' specials allow interface with almost anything. Even so this will not provide a non-contact interface, such as a Message Laser send and receive, or a Comm. Provides audio grade information; in Tech terms the appropriate Coder (within the Manikin) is part of this special. Includes all senses and manipulative skills to operate devices in a basic way via this, however for skilled use it is advised that a NWP is used for 'Interface Operator', and having appropriate Tech NWP, like Driver and Pilot, or even Programming or Medical Technology, may assist. Includes the equivalent of an implanted Mind Interface I, giving the equivalent of two hands manipulating and an ear hearing feedback, with interpretation of sound (including speech); if desired some control might be by imagined patterns of sound directed at the Interface, such as whistled tunes. This is connected to the front mind if have Mind Split. The exact form of the interface is chosen in creation, for example: cable, hand and fingers, socket behind the ear; and is most flexible and changeable given a suitable Polymorph special; Polymorph Mechano Interface would be Mark II special. Note that this also gives full control of Implanted Circuitry, but is not really needed to control (Intrinsic) Bio Circuitry. Type: Body and Mind.
Mark: III.

Mind Link III: gives a homonculus an extended range to its Mind Link, to 1000mls, generally anywhere within a (medium) country. This is more difficult to block by the master, who needs the equivalent of a Mind Shield or better. Also gives +2 on the master's death roll. Type: Mind and Spirit.
Mark: III.

Mark IV

See Invisible/Ethereal/Astral: at will, as See Invisible/Ethereal (including Ultravision) but also astral 'objects' and creatures. Ignores even Continual Darkness and similar. Range: normal line-of-sight. Type: Body and Mind.
Mark: IV.

Mind Skill III: as Mind Skill II, one of: all of Clairgustance/olfaction/tangency (taste/smell/touch, range 6"), Telepathy (as Communication Telepathy and as Helm, range 6"), Precision TK (50gpwt, range 3"), Psionic Boost II (+50 psionic strength points), Mind Shield (as 75 psi point Mind Blank, Thought Shield, or Mental Barrier, as appropriate), Psionicist 3rd (as Psionicist 1st, but 3rd Level), Project Body (may travel to other stars/worlds with whatever are capable of lifting, travel time varies but the nearest stars are hours away and the furthermost no more than several years away; must have Fly, Adaptation would help, Tracker would be needed for navigation, but unless have psionicist levels or some TK then a separate creature, which must be in contact or mind-linked, with psionicist levels or some TK, is needed). Type: Mind.
Mark: IV.

Polymorph: at will, else as Polymorph Self spell, may hold one shape indefinitely. This removes the need for Extra Limbs, Wings or otherwise, and may include a number of standard or favoured shapes. Alternative is as 'Polymorph to Inanimate', either 'Seeming' or 'True'; again at will, indefinitely. The shape is stable even if unconscious. Type: Body; Transformation.
Mark: IV.

Immune Weapons I: at will (normally active), may only be hit by at least +1 weapons. This is -1 Mark if there is a counter to the immunity, such as silver, wood or stone; the counter must be specified in creation. 'Immune Normal Weapons' (Mark III) is an example of this. DMs might allow a more complex set of counters, such as sunlight or blood or tears, when a number of less common things counter the immunity, but should be careful in that there should be some chance of guessing or otherwise working them out, and they should fit the style of the manikin. Type: Body; Transformation.
Mark: IV.

Stone Giant Strength: as Hill, but may leap 2"vert and 6"hori (i.e. x2). Type: Body.
Mark: IV.

Fly III: at will, as Fly spell, at 18", 21" with wings. This -1 Mark if can only fly on an object, typically a (non-magical) broom, carpet, caldron, or coracle; the object must be chosen in creation, and wings don't help. Type: Mind; Transport.
Mark: IV.

Confusion Venom Bite: as Sleep, but Confusion effect. Type: Body.
Mark: IV.

Magic Skill III: as Magic Skill II, one of: Magic-user 3rd (as Magic-user 1st, but 3rd Level), Boost Spells III (as I but +3 levels), Magical Protection III (+3 saves or 15% magic resistance), Spell Aid (removes need for any verbal/somatic components (DMs choice), except Words), Minor Helm (as a Minor spelljamming helm, cost 1pt of STR or CON per hour's use, 1pt of either regained per hour's rest, helmsman can be the same creature with Helmsman special or magic-user levels, if a separate creature must be in contact or mind-linked), Helmsman 7th (use a spelljamming helm as if a 7th Level Magic-user). Type: Body and Mind.
Mark: IV.

Mind Lock: may not be a homonculus or be Mind Linked, or have any Mind Skills, and are immune to mental psi attack, Charms, Holds, Control, ESP, Confusion, Fear, etc. Mind is completely isolated and protected, almost impossible to break into. If is broken into, the manikin dies and its memory is permanently destroyed. If have Feign Death and use willed death then may choose to permanently destroy memory in the process. Cannot be turned off by will, or by almost any means. The 'Copied Mind' special may not be used if have Mind Lock. May also not have the special 'Share Powers', as cannot mentally reach out to use it. Could be possessed, but not if the possession depends on any sort of mental contact, and the possessor cannot access the mind or memories. This is a classic Special (with Perfect Memory, (Facial/) Vocal Mimic, and maybe some sort of Polymorph) for the 'Imperial Messenger'. DMs may rule that this prevents becoming most magic using or clerical classes with powers that reach beyond touch, as these require a mind not sealed within itself. Type: Mind.
Mark: IV.

Dimension Door: at will, cost 2pts of STR or CON or 1pt of STR AND CON (choose when travel) for two turns every time, as spell. Anything that can be lifted can be carried while travelling. Range: 21" (D&D: 36"). Type: Mind; Transport.
Mark: IV.

Facial/Vocal Mimic: may perfectly duplicate faces and voices/sounds, note use with Perfect Memory and Mind Lock to produce a messenger. Also included is Speech and Doppleganger Telepathy (restricted to speech and faces), which includes the ability to build a single Facial/Vocal Template at a time by observing a sound maker or someone, and sensing others expectations of what should be heard or seen next (further Templates which can be being built or used simultaneously using a NWP each). Note that if have a special like Mind Lock, or for some reason cannot sense expectations, then can still accurately impersonate and produce a limited Facial/Vocal Template, so this acts as a purely Body special. Type: Body and Mind.
Mark: IV.

Healing Skill II: as Healing Skill I, but four levels of potion, and will automatically detect disease by inspection (not type), and the presence of potions, drugs etc. in a creature by touch, identification by tasting a drop of their blood (or equivalent). Optionally includes special concealed vampire-like teeth to acquire the blood (Lay Healer 3rd), or Bio Aport could be used. Additionally age at quarter normal rate. Type: Body and Mind.
Mark: IV.

Liquid Form: at will, also effects any specially prepared items of equipment, similar to Gaseous Form but may only flow, not fly. Item preparation uses a special 2nd level potion/item, or, if have it, could use the 'special' Liquid Venom Bite. Type: Body; Transformation.
Mark: IV.

Perfect Mind: gives Talented Mind (and hence Normal Mind, Mental Talent, and Magical Talent) and Perfect Memory. Type: Mind.
Mark: IV.

Height Control: at will, may change height to between 6 inches and 30', returning to normal size at will; similar to the potions. There is a -1 Mark version of this which can only be used to take a particular height, and then return to normal height. Combined with Polymorph, 60' and half an inch are the limits. The height change is stable even if unconscious. Type: Body; Transformation.
Mark: IV.

Ageless: don't age, and are not affected by almost any form of ageing or withering magic, or Longevity (a Limited Wish would probably do). Are also not affected by natural or magical diseases. Hair and nails will not grow, or skin be shed, except to replace loss from injury. Life energy level drain will not kill (and convert to undead), as cannot be reduced below zero level, when will not have any character class abilities, and class based hit points will be completely replaced by base manikin body hit points. If desired then will not take effect until naturally develop into an adult, though it will still provide appropriate protection. Cannot be turned off by will. Type: Body.
Mark: IV.

Robust: gives Perfect Health, Eat Any Food, Adaptation, Sleepless, and Hard to Kill. Are very tough, in some ways like a lesser form of the Immortal special. The minimum skin Armour Class of 7 is still required. May drop into a trance-like state as the Feign Death special when desired, for as long as desired. The DM may rule that things which would kill almost anyone else, such as severed limbs or large holes in the torso, will not quite kill, but a directed effort to execute, such as removing the head or heart, will work. There is no -1 Mark version of this special. Cannot be turned off by will. Type: Body.
Mark: IV.

Speed III: as Speed I, but +100% for 3 rounds, at a cost of 3pts of STR or CON (decide combination when activate) for 2 turns after use. Gives +4 on a D6 or +100% initiative or 2 attacks per round, etc. Type: Body; Transformation.
Mark: IV.

Aport: gives the ability to move a single object up to 50gpwt instantly to or from self with range 6", or about self, but not inside living things, at will. Given low enough weight then may be used as a 6" range Dimension Door. Things (or self given low enough weight) may be aported along a Mind Link, irrelevant of range. Type: Mind; Transport.
Mark: IV.

Bio Aport: has no range, but allows something up to 5gpwt to be instantly moved around the body, instant swallowing or placing within others by touch of potions or dusts (or venom) which are about the body (or which are within using Contain), and 'injection' of concentrated potions, at will. Potions, poisons, drugs, diseases, illness, nature of blood, etc., within someone can be identified by touch (which takes a minute sample). This is to some extent a variant of Healing Skill, and cannot be directly used for inflicting injury (by draining blood, mangling organs, or similar). Given low enough weight then may be used as a 6" range Dimension Door. Things (or self given low enough weight) may be aported along a Mind Link, irrelevant of range. Type: Mind; Transport.
Mark: IV.

Share Powers: allows sharing of some manikin powers with passive (unconscious, willing, or deceived; may not use own powers, or speak unless spoken to) others who remain touching. Power that may be shared are such as Feign Death, Fly, the various components of Immortal, Regeneration, suitable Polymorphs and Shapeshifts (they take the same shape, or are carried along such as a feather on a bird shape), and others as allowed by the DM. Where Regeneration is used as healing, i.e. it is shared after the injury has occurred, assume that it is only a tenth of the normal rate, and there may be some scaring. DMs should decide what the effect of sharing other protective or healing powers is, after some injury they would otherwise protect against has already occurred. Type: Body, Mind and Spirit.
Mark: IV.

Lesser Immunity/Element: at will (normally active), gives immunity to an element at the cost of vulnerability to the opposed element, e.g. fire-cold, chosen in creation. Vulnerability is -2 save and +1/dice damage (same under D&D), for example Lesser Immunity/Fire gives immunity to fire and vulnerability to cold, Lesser Immunity/Cold visa versa. The DM may define additional opposed 'elements' (for example petrification-polymorph, lightning-acid, illusion-death), and they will generally be consistent throughout the campaign. If there is no opposed element then lesser immunity may not be taken. Type: Body; Transformation.
Mark: IV.

Body Lock: may not have any body-changing specials, change height, be polymorphed, (alchemically) hasted or slowed, made liquid or gaseous, age normally or magically, catch natural or magical diseases, or regenerate. Gain +4 saves (under D&D instead +2 saves) against disintegration; effectively resistance. Healing will be at five times normal rate (stacking with Perfect Health, say a hit point per hour) and any infirmity will heal (regenerate), in a most a few years, as the body restores its locked state. Note that the disease immunity only applies if already have Perfect Health, otherwise only gain the resistance Perfect Health provides, and even though do not age, do not gain any extra life-span, rather go into a very rapid decline at the end of life. If the lock is broken then die instantly, and nothing can be done magically with any parts taken from the body. Blood may not be used to make manikins, and may not be cloned, but the 'Copied Mind' special could be used. May also not have the special 'Share Powers', as powers are locked within the body. Also may not be 'developing', as body is fixed as created. However, could have a special of Type 'Body; Transformation' as long as that was fixed on, e.g. Polymorph to Master was fixed as master, Immune Weapons or Misc. Resistance that could not be turned off; Speed would not be usable as would be permanently exhausted. Cannot be turned off by will, or by almost any means. Type: Body.
Mark: IV.

Universal Empathy: gives Empathy, Machine Empathy, Elemental Empathy and Spirit Empathy; effectively empathy with anything. Range: 3". Type: Mind.
Mark: IV.

Video Mechano Interface: allows the manikin to physically connect to technological devices as a Audio Mechano Interface, but the quality of the information transferred is via a video grade internal Coder equivalent, rather than audio grade. Also, the level of control is via the equivalent of a Mind Interface II, rather than a Mind Interface I, giving sensing and control via 2D visual images and touch and imagined gestures and mental images. Extra interfaces still only require Mark II 'Interface' specials. Type: Body and Mind.
Mark: IV.

Mind Link IV: gives a homonculus an extended range to its Mind Link, to anywhere on the same planet (100,000mls), or on the inner or astral planes; in fact anywhere within the same universe (crystal sphere for Spelljamming). This is more difficult to block by the master, who needs the equivalent of a Mental Block or better. Also gives +3 on the master's death roll. Alternatively gives a (free willed) manikin a Mind Link, of range touch, usable at will. Homonculi may not have the manikin-style mind link unless their master has at least Mind Link IV themselves, and it will not work anyway unless they are currently mind linked to their master. Fully under the manikin's control this gives from (range touch) Communication Telepathy down to the ultimate depths of one or both minds (which can be very disturbing without WIS 15+). Fully under the manikin's control is also potentially boosted characteristics (INT+6, WIS-3, CHAR), as a homonculus, as each can make use of the other's mind. There is a -1 Mark version of Mind Link V for manikins which can only mind link to a single person, the current 'master', and takes generally several days of association to change it to a new person (DM may say change is instant under certain traumatic circumstances, such as current 'master's death); there is not a -1 Mark version of Mind Link IV. Note that a homonculus with the first variety that becomes a free-willed manikin by it's master's death now has the second variety. Type: Mind and Spirit.
Mark: IV.

Mark V

See Aura: at will, gives information by the (lack of) a creature or object's aura. Illusions and apparitions are noted but not seen through. Creatures may be compared by 'life' aura, for example a dragon's aura would differ from a human type, from a liche, from a devil. Effectively bypasses almost all forms of Darkness and other blocks to sight, but in this case will only see the aura. Range: normal line-of-sight. Type: Body and Mind.
Mark: V.

Mind Skill IV: as Mind Skill III, one of: General ESP (all Clair~, range 6"), Telekinesis (1000gpwt, range 6"), Psionic Boost III (+75 psionic strength points), Mental Block (total, two-way, at will), Psionicist 5rd (as Psionicist 1st, but 5th Level). Type: Mind.
Mark: V.

Universal Polymorph: at will, else as Polymorph Self spell, or 'Polymorph to Inanimate' (Seeming/True); may hold one shape indefinitely. Effectively can turn into anything, animate or inanimate, realistically or otherwise. The shape is stable even if unconscious. Type: Body; Transformation.
Mark: V.

Immune Weapons II: at will (normally active), may only be hit by at least +2 weapons. This is -1 Mark if there is a counter to the immunity, such as the weapon being flaming/burning, wet, or natural; or alternatively if there is a spell which removes the immunity for the next round. The counter must be specified in creation, and should suit the overall manikin body and powers, such as a 'Stone to Flesh' spell countering a stone body's immunity. Type: Body; Transformation.
Mark: V.

Frost Giant Strength: as Hill, but may leap 3"vert and 9"hori (i.e. x3). Type: Body.
Mark: V.

Fly IV: at will, as Fly spell, at 24", 27" with wings. As Fly III this -1 Mark if can only fly on an object. Type: Mind; Transport.
Mark: V.

Insanity Venom Bite: as Sleep, but (chosen in creation) Insanity. Type: Body.
Mark: V.

Magic Skill IV: as Magic Skill II, one of: Magic-user 5th (as Magic-user 1st, but 5th Level), Use Magical Tools (may safely use any magic-user magical items, and act as an assistant (equivalent to an 11th Level Magic-user, incapable of advancing with experience)), Medium I (may be safely possessed, and eject possessor at will), Focus I (spells may be cast through by mind-linked, either way; may act as a safe path for great power), Perceive Magic I (see all magical auras (and blank spots) and can usually (90%+) identify at least general type, and gives +2 levels to Dispel, and up to +5 with careful study), Major Helm (as Minor Helm, but is a Major spelljamming helm), Helmsman 9th (use a spelljamming helm as if a 9th Level Magic-user). Type: Body and Mind (Spirit for Medium I).
Mark: V.

Regeneration I: at 1 hit point/turn, maintaining life to a indefinite number of negative hit points, can be willed 'off'. This is -1 Mark if there is a counter to the regeneration, such as removing the head, dismemberment, or being staked; the counter must be specified during creation. Death magic, disintegration, dissolving in acid, and reducing to ashes generally stops regeneration anyhow. While using the 'Feign Death' special cannot regenerate hit points. Type: Body.
Mark: V.

Teleportation: at will, cost 3pts of STR and/or CON (decide combination when 'port) for two turns each time, as spell but one step better success chance. Note usefulness of Perfect Memory. Anything that can be lifted can be carried while 'porting. Note that a Mind Link can give almost certain success. Type: Mind; Transport.
Mark: V.

Doppleganger Mimic: as Facial/Vocal Mimic but shape, stance, movement and clothing 'props'; even smell. Otherwise treat as a Doppleganger, including the ability to change to skin AC5 if worse than this, and the ability to attack as if had weapon(s), for a maximum of 12HP and average not above 7HP, modified by Giant Strength. In addition have the equivalent of a tenth normal size (i.e. tenth body weight) Bio Cache which does not produce flashes of light, typically used for storing equipment. Also included is Speech and full Doppleganger Telepathy, which includes the ability to build a single Doppleganger Template at a time by observing someone, and sensing others expectations of what should be heard, seen or even smelled and felt next (further Templates which can be being built or used simultaneously using a NWP each). Note that if have a special like Mind Lock, or for some reason cannot sense expectations, then can still accurately impersonate and produce a limited Doppleganger Template, so this acts as a purely Body special. Type: Body and Mind.
Mark: V.

Healing Skill III: as Healing Skill II, but five levels of potion, and will further will automatically sense disease within 3", detect type by inspection, the presence of potions, drugs, poisons by visual inspection and identify by touch. Further may 'heal' 5 hit points/day and 1 disease by touch, and one (willing) drop of blood per day will act as any Neutralise Drug up to 3rd level (Lay Healer 5th). Additionally do not age. Type: Body and Mind.
Mark: V.

Gaseous Form: at will, also effects any specially prepared items of equipment, similar to Ogre Magi ability. Preparation uses a special 3rd level potion/item, or, if have it, could use the 'special' Gaseous Venom Bite. Type: Body; Transformation.
Mark: V.

Liquid Venom Bite: as Sleep, but no saving throw Liquid Form effect (without equipment). Note use for treating equipment for use with the 'special' Liquid Form. Type: Body.
Mark: V.

Immortal: gives Perfect Health, Adaptation, Sustenance, Ageless, and Sleepless. In many respects the physical pinnacle of alchemical manikin creation. The minimum skin Armour Class of 7 is still required. Immortals are very resistant to dying, as the 'Hard to Kill' special, even successful death magic just throws them into a death-like trance, of duration determined by the DM (Raise Dead might help revival), Disintegrate throws them in such a trance onto another plane, often the Ethereal; divine quality fire magic, divine quality death magic, and major efforts of alchemy should (eventually) be successful. Immortals who also have Feign Death may choose to let what would otherwise just throw them into a death-trance actually kill them. If desired then the Ageless part of Immortal will not take effect until naturally develop into an adult, though it will still provide appropriate protection. Immortals can become invisible to Life Sense (sometimes called 'Invivisenseability'; but only for self, not things carried) and Empathy at will, due to their life force being protected and to some extent hidden. This is -1 Mark if there is a counter to the immortality, such as removing the head, destruction of some body part, or destruction of something separate; the counter must be specified during creation, and made if it is something separate from the manikin (sometimes called Lesser Immortal, or Separate Soul). Cannot be turned off by will. Type: Body, Mind and Spirit; Necromantic.
Mark: V.

Cache: gives access to a Cache II, see Technologist "Creation Devices" of L=7, effectively at will. This is a concealed extra-dimensional space, with a volume of 2"rad, normal time rate, and a normal but non-renewed atmosphere. Three items in the cache may be named so that they may be commanded to move in or out by verbal or clear mental command, all other items will typically more difficult to extract, more difficulty for the more items in the cache. The larger the item, the more brilliant the flash of light as it is moved. There is a safe limit for human-sized manikins of 2.25tns, and a maximum of 4.5tns, per item moved, and if detail is required there is 1000ep storage, each transfer uses 1ep/100gpwt, and the storage recharges 1ep/turn from biological sources, but if only light use is made, say up to 1000gpwt items, there is probably no point in keeping track of this. When an item appears it may be rearranged to some extent if it is to fit onto a living creature, or for example into its hand, e.g. a suit of armour, a spear; things that get in the way will be pushed out of the way, or if this is not possible, for example with clothes, shredded; living creatures will not be harmed. Items moved must be within 1"rad. Death severs the connection to the cache, but it may be re-attached under special circumstances, see "Creation Devices". Note that it is not possible for the manikin to enter its own cache (unless something clever is done using high technology). Type: Mind; Transport.
Mark: V.

Bio Cache: gives a Biocache, as Technologist "Demigod Devices" of L=8, usable at will. This is a Cache (a concealed extra-dimensional space, sometimes called (by anime fans) 'Hammerspace') which is an integral part of a living creature, and the maximum total weight in it is equal to that of the manikin. Moving touched things into and out of the cache is controlled by verbal command, or strong clear thoughts, causing a flash of light; access, or even location, by anyone else of the cache is almost impossible. Death severs the connection to the cache, but it may be re-attached under special circumstances, see "Creation Devices". Unlike the technological device, this special uses no power, but draws on biological resources. Type: Mind; Transport.
Mark: V.

Immunity/Element: at will (normally active), gives immunity to an element, such as Fire, Cold, Lightning; chosen in creation. DMs may allow other 'elements' such as Poison, Paralysis, Illusion, Fear, etc. Broader groups such as Energy, Mind Powers, Magic, may not be used. In some respects Lesser Immunity/Element is a flawed version of this at -1 Mark. Type: Body; Transformation.
Mark: V.

Spirit Lock: may not be a homonculus or be Mind Linked, but are immune to spirit attacks, such a reversed Ressurection (reversed Raise Dead (Fully) under D&D), Magic Jar, possession. The spirit is almost completely isolated, and may not be 'overlooked' or observed from the Astral; breaking the lock causes instant death, and leaves a body which may not be animated, possessed, or be useful for any spirit-related purpose. May not have any other specials of Type 'Spirit' (such as Feign Death, Astral Release, Share Powers, Immortal). Also may not be raised, cloned or reincarnated as these involve access to the spirit, but regeneration or the special 'Copied Mind' would work. In addition may instantly die at will, and Speak with Dead or similar will not work. Cannot be turned off by will, or by almost any means. Prevents becoming any clerical classes, and may prevent using certain magic-user spells such as Astral Spell. Type: Spirit.
Mark: V.

Shapelock: at will, may not polymorph or be polymorphed, shapeshift or shapechange, change height, regenerate, or be forced liquid or gaseous, and the DM may rule other protection. May use Mimic and Doppleganger while this is active. Type: Body; Transformation.
Mark: V.

(Sex) Shapeshift: as Mark VI special (Fixed) Shapeshift, but the only allowed (fixed) shape is the opposite sex of what is otherwise own shape, or more rarely an unsexed or asexual shape. Another possibility is a sexed shape, where are normally asexual due to not having the Basic special Normal Sex. Note that this alternate shape is not any more fertile than normal. Type: Body; Transformation.
Mark: V.

Holo Mechano Interface: allows the manikin to physically connect to technological devices as a Audio Mechano Interface, but the quality of the information transferred is via a holo grade internal Coder equivalent, rather than audio grade. Also, the level of control is via the equivalent of a Mind Interface III, rather than a Mind Interface I, giving 3D holographic images where devices are as easily controlled as ones own body. Extra interfaces still only require Mark II 'Interface' specials. Type: Body and Mind.
Mark: V.

Mind Link V: gives a homonculus an extended range to its Mind Link, to anywhere, on any plane, even in other universes. This is more difficult to block by the master, who needs the equivalent of a Mind Blank (the 8th level magic-user spell, not the psionic defence) or a Mind Damp potion. If master dies, and both master and homonculus desire it, then the master's spirit becomes that of the homonculus, as it becomes a free-willed manikin, and its INT, WIS and CHAR become the best of master's and it. Or if desired just make the master's death roll at +4. Note in either case the death-shock damage still applies. Alternatively gives a (free willed) manikin a Mind Link, of half the range of the standard homonculus one (24" (D&D: 18")), usable at will (there is also a -1 Mark version of Mind Link VI restricted to a single person), see Mind Link IV. Note that a homonculus with the first variety that becomes a free-willed manikin by it's master's death now has the second variety. Type: Mind and Spirit.
Mark: V.

Mark VI

Clear Sight: at will, as See Aura but in addition the shape behind the illusion/polymorph/shapechange may be seen without harm overlaying the false shape and any aura of past great deeds for good/evil clearly seen. Includes See Invisible/Ethereal/Astral (and Ultravision), and is only affected by Darkness and Illusions of gods who specialise in these, and even then not completely. Requires Water of Truth to make a manikin with this special. Range: normal line-of-sight. Type: Body and Mind.
Mark: VI.

Mind Skill V: as Mind Skill IV, one of: Clairtelepathy (as General ESP but may project a mental self-image to 1 plus 1 per point of INT above 12 creatures, and as Communication Telepathy and a Helm of Telepathy, range 6"), Mass Telepathy (as combined Communication Telepathy and Helm of Telepathy, 1 plus 1 per point of INT above 12 creatures, range 6"), Gross TK (1tn, range 3"), Psionic Boost IV (+100 psionic strength points), Mind Blank (as spell, always at least 1 week duration), Psionicist 7th (as Psionicist 1st, but 7th Level). Type: Mind.
Mark: VI.

(Fixed) Shapeshift: at will, as spell, take full shape, physical powers and restrictions including its hit points (which are a separate set) of a creature fixed in creation. Death of either shape reverts to other shape, roll system shock (spell) or are unconscious for 'dead' creature's HD rounds. Injured (or dead) separate shapes may have healing (or regeneration) 'filtered' through to them on a 2-for-1 basis by an act of will; keep track of negative hit points as they will all need to be recovered. Type: Body; Transformation.
Mark: VI.

Immune Weapons III: at will (normally active), may only be hit by at least +3 weapons. As 'Immune Weapons II' -1 Mark if there is a counter. There is no Immune Weapons IV requiring +4 weapons with a counter, and hence being only Mark VI; +3 weapons is the limit. Type: Body; Transformation.
Mark: VI.

Fire Giant Strength: as Hill, but may leap 4"vert and 12"hori (i.e. x4). Note that to gain -1 Mark the size taken must include the fire giant heavy build. Type: Body.
Mark: VI.

Fly V: at will, as Fly spell, at 30", 33" with wings. As Fly III this -1 Mark if can only fly on an object. Type: Mind; Transport.
Mark: VI.

Gaseous Venom Bite: as Sleep, but no saving throw Gaseous Form effect (without equipment). Note use for treating equipment for use with the 'special' Gaseous Form. Type: Body.
Mark: VI.

Magic Skill V: as Magic Skill II, one of: Magic-user 7th (as Magic-user 1st, but 7th Level), Build Magical Equipment I (as a 9th Level Magic-user (i.e. initially only potions and scrolls), can advance with Development Potential), Medium II (as Medium I, and possessor may use all of powers, but restricted if desired), Focus II (as Focus I but no mind-link required, gives Communication Telepathy range 3"), Perceive Magic II (as I but 90%+ chance of identifying type), Greater Helm (as Minor Helm, but is a Greater spelljamming helm if the campaign uses SJ Research expanded spelljammer helm rules), Helmsman 11th (use a spelljamming helm as if a 11th Level Magic-user). Type: Body and Mind (Spirit for Medium II).
Mark: VI.

Regeneration II: at 1 hit point/round, maintaining life to a indefinite number of negative hit points, can be willed 'off'. As 'Regeneration I' this can be -1 Mark if there is a counter, and regeneration is prevented similarly. There is a 'Regeneration III' which is at 3 hit points/round and must have a defined counter, so it is only Mark VI. Type: Body.
Mark: VI.

Teleportal: at will, opens a two-way teleport gate capable of taking self or one other person for a round, for cost 4pts of STR or CON (decide combination) for two turns, may continue to pay to keep gate open, as (Teleport) spell but one step better success chance. Note that a Mind Link can give almost certain success. Type: Mind; Transport.
Mark: VI.

Doppleganger Creator: as Doppleganger Mimic but may create 'props' as the Djinn Create Goods ability, duration 6+D6 game turns once leave body (or if not cached) unless consumed, then material returns to elemental planes, or small non-magical objects can be dissolved into material on the elemental planes. Note that the Doppleganger Template now includes removable 'props'. Type: Body and Mind.
Mark: VI.

Mind Split: have a mind broken into two parts, the second concealed behind the first. The first is a 'slave' mind and in all ways detects as a normal mind, and by default is identical to the true mind (though secrets can be deliberately removed at will), and is the one effected by all mental effects such as ESP, Charm, Confusion etc. The second is the true mind and is as concealed (properly directed deep mental probing might give hints) and protected as effectively as if Mind Locked, while directing the other, which may be given selective control of the body. Given the special 'Mind Link IV', or better, then can build a very different slave mind in the form of a single Mind Template at a time (similar to Copied Mind), by probing the depths of another's mind (further Templates which can be being built or used simultaneously using a NWP each). The Mind Template cannot exceed the true mind's INT, WIS, or CHAR (CHAR might be exceeded by no more than +2); DMs might allow the copy to just be more 'stupid'. Given a considerable act of imagination, plenty of source material, and plenty of time (generally months) a complete Mind Template can be created from 'whole cloth' (INT 13+, Development Potential, and generally Normal Emotions, will be required). A Mind Template can be switched into the slave mind at will, but unless at least some effort has been made in keeping that Mind Template up to date, then it may take a little time for the slave mind to make sense of the situation. Note that still has a single spirit. This special is not allowed for homonculi (unless they gain it indirectly, via something like Shapeshift, when their Mind Link to their master goes from their slave mind), but it does not restrict other specials or classes as does Mind Lock. Type: Mind.
Mark: VI.

Mind Link VI: gives a homonculus an extended range to its Mind Link, to anywhere, on any plane, even in other universes, and even across time. This cannot be blocked by the master, and even works around a Mind Lock potion, as their mind must have been open at some time to become a master in the first place. If master dies, and both master and homonculus desire it, then the master's spirit becomes that of the homonculus, as it becomes a free-willed manikin, and its INT, WIS and CHAR become the best of master's and it. Or if desired the homonculus may simply continue, sustaining itself via a link through time to the master's spirit before he died. Note in only the first case does the death-shock damage apply. Alternatively gives a (free willed) manikin a Mind Link II, of half the range of the standard homonculus one (5mls), usable at will (there is also a -1 Mark version of Mind Link VII, range 500mls, restricted to a single person), see Mind Link IV. Note that a homonculus with the first variety that becomes a free-willed manikin by it's master's death now has the second variety. Type: Mind and Spirit.
Mark: VI.

Manikin Examples

Standard (Homonculus)   Baby (Manikin)            Normal Emotions
 Extra Limbs: wings      Misc. Reduction: -10HP   Development Potential
 Sleep Venom Bite        Misc. Reduction: -4AC    Normal Sex
 Mark=I                  Misc. Reduction: -3 INT  Normal Appearance
                         Misc. Reduction: -6"Move Normal Health
                         Speech                   Normal Healing
                         Eat Normal Food          Mark=I 

Standard (Manikin)     Guard (Manikin)   Warrior (Manikin)
 Speech                 Combat Skill      Combat Skill
 Misc. Reduction: -2AC  Infravision       Misc. Reduction: -2AC
 Normal Sex             Detect Invisible  Hit Point Bonus: +20HP & +4AC
 Normal Appearance      Ogre Strength     Normal Health
 Normal Health          Mark=II           Ogre Strength
 Normal Mind                              Mark=II
 Mark=II 

Magician's Proxy (Homonculus)   Magician's Assistant (Manikin)
 Speech                          Speech
 Eat Normal Food                 Eat Normal Food
 Normal Health                   Normal Health
 (Fixed) Poly to Human: master   Normal Healing
 Magical Protection I            Perfect Memory
 Use Scrolls                     Use Scrolls
 Boost Spells II                 Talented Mind
 Mark=III                        Mark=III

Imperial Messenger (Manikin)   Adventurer (Manikin)
 Eat Normal Food                Speech
 Characteristic Bonus: +3 CHAR  Eat Normal Food
 Movement Bonus: +6"Move        Misc. Reduction: -4AC
 Normal Healing                 Normal Sex
 Polymorph to Humanoid          Normal Healing
 Perfect Memory                 Combat Skill
 Perfect Health                 Characteristic Bonus: +3 DEX
 Immune Normal Weapons          Infravision
 Vocal Mimic                    Perfect Health
 Mind Lock                      Perfect Memory
 Mark=IV                        Levitate/Fly
                                Fly II
                                Talented Mind
                                Stone Giant Strength
                                Mark=IV

Manikin Notation

This is an example of a notation which could be used for recording manikins. It does not deal with fine details, like the number of (non-)weapon proficiencies that a manikin has.

Where a 'special' is shown with a '!' in front of it, this means that the special was not taken. Where a special is followed by '(-1)' or '(2x-1)' this means that it is a negative special, and allows one or two extra Mark I (or Basic) specials to be bought. These only applies to Basic Specials. A special followed by '(2x1)' means that it is two (in this case Mark I) specials; '(2x2)' would mean two Mark II specials.

Perfect Health is often followed by '(2, -1)' because if this is a Mark III or higher manikin, Normal Appearance is gained automatically, and gained again from Perfect Health, so an extra Mark I special is gained.

Square brackets, '[]', are used for both final adult values of stats, and stats gained from a mind link, as very rarely does a manikin have both of these. If this is the case, then use another variety of brackets to distinguish them.

Adventurer - manikin
 Mark=IV, 1st=4+3=7, 2nd=3, 3rd=2, 4th=1
 INT 15, WIS 9, Other 12
 (STR 12, INT 15, WIS   9,
  CON 12, DEX 15, CHAR 12)
 HP 40, AC 7 (+1 DEX), 12" Move
 HProb 8HD, 8th Level Fighter
 Shape: Human
 Development: Adult

 Speech (1)
 Eat Normal Food (1)
 Normal Emotions (-)
 Development Potential (-)
 Misc. Reduction: -4AC (2x-1)
 Characteristic Bonus: +3 DEX (1)
 Normal Sex (1)
 Normal Appearance (-)
 Normal Healing (1)
 Combat Skill: Fighter 8th (1)
 Infravision (1)

 Perfect Health (2, -1)
 Perfect Memory (2)
 Levitate/Fly (2)
 Mental Talent (-)
 Magical Talent (-)

 Fly II (3)
 Talented Mind (3)

 Stone Giant Strength (4)

This is an adult adventurer, who is apparently human, even to the touch due to the AC Reduction, and is an experienced fighter, with the potential to learn most other character classes (except those requiring WIS). The Levitate/Fly means that falling should not be a problem, Fly II is basically as a Fly spell, and Stone Giant Strength provides reasonably damage and leaping abilities.

Apprentice - developing (potential) alchemist
 Mark=II, 1st=3+6=9, 2nd=1
 INT 9, WIS 3, Other 6
 (STR  6, INT 9, WIS  3,
  CON  6, DEX 6, CHAR 3)
 [STR 15, INT 18, WIS  13,
  CON 15, DEX 15, CHAR 10]
 HP  1, AC 9,           3" Move
 [HP 5, AC 9 (+1 DEX), 15" Move]
 HProb 0HD
 Shape: Human
 Development: Baby

 Speech (1)
 Eat Normal Food (1)
 Normal Emotions (1)
 Development Potential (1)
 Misc. Reduction: -20 HP (2x-1)
 Misc. Reduction: -2AC (-1)
 Misc. Reduction: -6" Move (2x-1)
 Misc. Reduction: -3 CHAR (-1)
 Characteristic Change: -2 CHAR, +1 WIS (1)
 Normal Sex (1)
 Normal Appearance (1)
 Normal Health (1)
 Normal Healing (1)

 Magical Talent (2)

[] are used for final adult values

This is literally a human baby (though quite a tough and intelligent one), and will grow up as one, so will need at least about 14yrs before starts as an apprentice alchemist. Speeding this up, except by travel between worlds with different time rates, is unlikely to work very well. There is also no guarantee that will wish to become an alchemist once grown.

Adult - human adult
 Mark III+, 1st=4+4=8, 2nd=2, 3rd=1
 INT 15, WIS 9, CHAR 12, Other 9
 (STR 12, INT 15, WIS   9,
  CON 12, DEX 15, CHAR 12)
 HP 10, AC 7 (+1 from DEX), 12" Move
 HProb 2HD
 Shape: Human
 Development: Adult

 Speech (1)
 Eat Normal Food (1)
 Normal Emotions (-)
 Development Potential (-)
 Misc. Reduction: -20 HP (2x-1)
 Misc. Reduction: -2AC (-1)
 Characteristic Bonus: +3 STR (1)
 Characteristic Bonus: +3 CON (1)
 Characteristic Bonus: +6 DEX (2x1)
 Normal Sex (1)
 Normal Appearance (-)
 Normal Healing (1)

 Perfect Health (2, -1)
 Perfect Memory (2)
 Mental Talent (-)
 Magical Talent (-)

 Talented Mind (3)

(-) indicates gained from a higher Mark special

Note: pushed provides Mark IV Mental Stats.

This is a 'normal' human adult, who has exceptional intelligence and dexterity, and an amazing memory combined with excellent health. As it stands they have no character class, but have the potential to become any their Stats permit.

Great Genie - genie adult
 Mark VI, 1st=6+1=7, 2nd=5, 3rd=4, 4th=3, 5th=2, 6th=1
 INT 21, WIS 15, Other 18
 (STR 18, INT 21, WIS  15,
  CON 18, DEX 18, CHAR 18)
 HP 80, AC -5 (+4 from DEX), 12" Move
 HProb 12HD, 12th Level Fighter
 Shape: Genie
 Development: Adult

 Speech (-)
 Normal Emotions (-)
 Development Potential (-)
 Normal Sex (1)
 Normal Appearance (-)
 Normal Healing (1)
 Hit Point Bonus: +20HP, +4 AC (2x1)
 Combat Skill: Fighter 12th (1)
 Infravision (1)
 Manual Skill: Musician (1)

 Perfect Memory (2)
 Levitate/Fly (2)
 Clerk Skill: Bard 7th (2x2)
 See Invisible (2)
 Perfect Health (-, -1)
 Mental Talent (-)
 Magical Talent (-)
 Communication Telepathy 3" (-)

 Talented Mind (3)
 Hill Giant Strength (3)
 Misc. Resistance: Air (3)
 Invisibility: sight (3)
 Adaptation (-)
 Sustenance (-)
 Sleepless (-)
 Hard To Kill: -80 (-)
 Invisibility: life sense (-)

 Height Control (4)
 Regeneration: 1/turn unless buried (4)
 Fly III: 18" (21" w Wings) (4)
 Ageless (-)

 Immortal (5)
 Gaseous Form (5)

 Doppleganger Creator (6)

(-) indicates gained from a higher Mark special

This is a very tough giant being, who has the abilities of a 12th Level Fighter, the core abilities of a 7th Level Bard, and can learn almost any character class. This is an Immortal, who has a wide range of Air powers, and can take on almost any shape, as well as grow to immense, or shrink to minute, size.

Copy - human male
 Mark=III+, 1st=4+4+1=9, 2nd=3, 3rd=2, 4th=1
 INT 12, WIS 6, Other 9
 STR 10, INT 11, WIS  13,
 CON 12, DEX 12, CHAR  9
 HP 20 (7D6), AC 9, 12" Move
 HProb 7th level Thief
 Shape: Human
 Development: Adult

 Speech (1)
 Eat Normal Food (1)
 Normal Emotions (-)
 Development Potential (-)
 Misc. Reduction: -10 HP (-1)
 Misc. Reduction: -4 AC  (2x-1)
 Misc. Reduction: -1 INT
 Characteristic Bonus: +7 WIS
 Characteristic Bonus: +1 STR
 Characteristic Bonus: +3 CON
 Characteristic Bonus: +3 DEX
 Total CHA: -1, +14 (4x1)
 Normal Sex (1)
 Normal Appearance (-)
 Normal Healing (1)
 Manual Skill: Thief (1)

 Perfect Health (2, -1)
 Clerk Skill: Thief 7th (2)
 2nd used as 1st (2)
 Normal Mind (-)

 Copied Mind: priest of Hermes (3)
 Magic Skill II: Cleric 1st (Hermes) (3)

 Mind Link IV: range touch (4)

(-) indicates gained from a higher Mark special

Note: pushed provides Mark IV Specials.

Copy is as close as possible the same as the priest of Hermes who has had him made, though he is only a 1st level cleric, as compared with his original who is 7th level (both as cleric and thief). His characteristics have been reduced and increased to exactly match the original, so this is summarised under 'Total CHA', which gives total specials, negative or positive. The only significant power that he has that his 'brother' does not, is the Mind Link, through which they can exchange thoughts, so the impersonation has a better chance of working. The High Priest of Hermes had to give his approval and blessing, otherwise Copy would not have been a cleric, even though he starts as only a 1st level one. The dangerous situation he is in may mean he advances quite quickly!

Ratbite - homonculus
 Mark=I, 1st=2
 INT 6, WIS 0, Other 3
 (STR 3, INT  6, WIS  0,
  CON 3, DEX  3, CHAR 3)
 [STR 3, INT 12, WIS   7,
  CON 3, DEX  3, CHAR 13]
 HP 10, AC 6, 6"/18" Move
 HProb 2HD
 Shape: Bat winged 18" tall Human
 Development: Adult

 Mind Link, 48" (D&D: 36")
 !Speech
 !Eat Normal Food
 !Normal Emotions
 !Development Potential
 !Normal Sex
 !Normal Appearance
 !Normal Health
 !Normal Healing
 Extra Limbs: wings (1)
 Sleep Venom Bite (1)

[] are used for mind linked values

Ratbite is the classic homonculus, who is mind-linked to a magic-user with INT 15, WIS 10, and CHAR 13. It is not much use while not mind linked, and is generally pretty fragile, but the mind link gives it quite an effective mind, though still a little unwise.

Recorder - homonculus
 Mark=II, 1st=3, 2nd=1
 INT 9, WIS 3, Other 6
 (STR 6, INT 9, WIS    3,
  CON 6, DEX 6, CHAR   6)
 [STR 6, INT 15, WIS   7,
  CON 6, DEX  6, CHAR 13]
 HP 20, AC 7, 9" Move
 HProb 4HD
 Shape: serpent
 Development: Adult

 Mind Link, 48" (D&D: 36")
 Speech (1)
 Eat Normal Food (1)
 !Normal Emotions
 !Development Potential
 !Normal Sex
 !Normal Appearance
 Normal Health (1)
 !Normal Healing

 Perfect Memory (2)
 Venom: 2 Dice paralysis (-)

[] are used for mind-linked values

Recorder is a homonculus, who is mind-linked to a magic-user with INT 15, WIS 10, and CHAR 13. It is intended to act as a living library, via its perfect memory. It expects to always remain close to, and mind-linked to, its master. Recorder resembles a large serpent, of a variety which naturally lives indefinitely. Inspection might reveal it not to be a natural creature, though its venomous bite may persuade people not to get too close. Its lack of Normal Healing would make any injury it receives quite difficult to repair.

Magician's Proxy - homonculus
 Mark=III, 1st=, 2nd=, 3rd=
 INT 12, WIS 6, Other 9
 (STR 9, INT 12, WIS   6,
  CON 9, DEX  9, CHAR  9)
 [STR 9, INT 15, WIS   7,
  CON 9, DEX  9, CHAR 13]
 HP 30, AC 5, 12" Move
 HProb 3rd Level Fighter
 Shape: Human
 Development: Adult

 Mind Link, 48" (D&D: 36")
 Speech (1)
 Eat Normal Food (1)
 !Normal Emotions
 !Development Potential
 !Normal Sex
 Normal Appearance (-)
 Normal Health (1)
 !Normal Healing
 (Fixed) Polymorph to Humanoid: master (1)

 Magic Skill I: Magical Protection I (2)
 Magic Skill I: Use Scrolls (2)

 Magic Skill II: Boost Spells II (3)

[] are used for mind linked values

(-) indicates gained from a higher Mark special

Proxy is a rather crudely designed homonculus, who is mind-linked to a magic-user with INT 15, WIS 10, and CHAR 13. It is intended to stand-in for its master in dangerous situations, and otherwise boost his/her magical capabilities. One weakness is that, unless its master is a skilled actor, it will miss sexual cues, due to not having a sex, a second is that it does not have an independent enough mind to function credibly as its master without a lot of its master's attention, due to lacking emotions and mental flexibility, and a third is that AC 5 may be noticeable non-human to the touch. Yet another give-away may be that Proxy and its master have noticeably different physical stats. Proxy is likely a lot tougher than many magic-users, but lacking any magic-user ability, it cannot cast spells, bar from scrolls, even by using its master's. Some masters might object to the need to always keep Proxy close to them, in mind link range (Feign Death would fix this), and maybe the difficulty of healing it, if it is injured. With careful design it is likely that Proxy could be made as a Mark II+, but it would need to be decided whether impersonation, or magical capabilities, was the priority.

Cat - homonculus
 Mark=III+, 1st=4+4=8, 2nd=2, 3rd=1
 INT 12, WIS 6, Other 9 (12)
 (STR 12, INT  9, WIS   6,
  CON 12, DEX 15, CHAR  9)
 [STR 12, INT 15, WIS   7,
  CON 12, DEX 15, CHAR 13]
 HP 10, AC 6, 15" Move
 HProb 2HD
 Shape: (Male or Female) Cat
 Development: Adult

 Mind Link, 1000mls (-)
 Speech (1)
 Eat Normal Food (1)
 Normal Emotions (-)
 Development Potential (-)
 Misc. Reduction: -20 HP (&Ht/AC) (2x-1)
 Misc. Reduction: -3 INT (-1)
 Problem: detects as magical & faintly evil (-1)
 Characteristic Bonus: +3 DEX (1)
 Movement Bonus: +3" (1)
 Normal Sex (1)
 Normal Appearance (-)
 Normal Health (1)
 Normal Healing (1)
 Infravision (1)

 Normal Mind (2)
 Detect Hidden and Invisible (2)

 Mind Link III (3)

[] are used for mind linked values

(-) indicates gained from a higher Mark special

Note: pushed provides Mark IV Physical Stats.

Cat is classic feline homonculus, who is mind-linked to a magic-user with INT 15, WIS 10, and CHAR 13. Cat looks just like a normal domestic black cat, and has all the abilities of one, including climbing, quiet movement, and being very difficult to spot in the shadows (and gains a bonus to surprise chance as elves do). Cat has the abilities to see in near-darkness that all cat do, and in addition has infravision, 6" range. Cat's mind is that of it's master, modified by the point of view of a cat. Detect Hidden and Invisible is a non-standard detect, which uses the acute senses of a cat, and some magical sensitivity, to spot hidden things, in particular enemies, range 2". The mind link means Cat can be a long way from his/her master, and also gives +2 on the master's death roll. Combat ability is as a 2HD monster, using 2 claws at 1D2 each, and a bite at 1D4. Cat can communicate with other cats, in the language of cats, and can also understand and speak the Common and human tongue, and even read it - writing is difficult without any hands. While Cat's master is a magic-user, Cat is not, and cannot cast any magic, even by using the master's spells. It is not needed for Cat's master to be Evil, but they are not allowed to be Good, otherwise the Problem wouldn't work.

Butler - homonculus
 Mark=IV+, 1st=5+1=6, 2nd=4, 3rd=3, 4th=2, 5th=1
 INT 15, WIS 9, Other 12
 (STR 12, INT 15, WIS   9,
  CON 12, DEX 12, CHAR 12)
 [STR 12, INT 18, WIS   9,
  CON 12, DEX 12, CHAR 15]
 HP 40, AC 3, 12" Move
 HProb 4th Level Fighter
 Shape: Human
 Development: Adult

 Mind Link, any range, anywhere (-)
 Speech (1)
 Eat Normal Food (1)
 Normal Emotions (-)
 Development Potential (-)
 Normal Sex (1)
 Normal Appearance (-)
 Normal Healing (1)
 Animal Sense: Canine Smell (1)
 Manual Skill: Butler (1)

 Perfect Health (2, -1)
 Normal Mind (2)
 Ogre Strength (2)
 Clerk Skill: Butler 7th (2)
 Communication Telepathy: range 3" (m)

 Sleepless (3)
 Sustenance (3)
 Hard to Kill: -24HP (3)
 Doppleganger Telepathy (m)

 Polymorph (4)
 Ageless (4)

 Mind Link V (5)

(-) indicates gained from a higher Mark special

(m) indicates gained via the mind link

[] are used for mind linked values

Note: pushed provides Mark V Specials.

Butler is a homonculus who is mind linked to a retired, but still mentally active, NPC servant, who spent all his working life in service to gentlemen. The servant was a normal human, except for a psionic talent that he had, which was the equivalent of the manikin special 'Doppleganger Telepathy', and which was one thing that made him so good at his job. (Another possible source for the servant's talent, would be if he had a homonculus which gave him Doppleganger Telepathy, via it's mind link.) The servant has INT 18, WIS 12 and CHAR 15. The Doppleganger Telepathy gives the ability to sense people's expectations, and the Polymorph to take a shape, including clothing, appropriate for the job. Sleepless means no need to rest, Sustenance no need to eat or drink, and 40HP combined with 'Hard to Kill', and Ogre Strength, makes Butler very tough. The enhanced sense of smell, combined with Sustenance, allows very effective food tasting for drugs and poisons. Ageless means that the only thing likely to stop Butler is the servant's eventual death, and the high quality Mind Link means that even then, if both agree, the servant's spirit will become that of Butler. The Mind Link also allows Butler to go anywhere without worrying about going out of mind link range.

Gleaner - micro homonculus (gives (D7+1)x3=15)
 Mark=IV, 1st=(4+9)/2=7, 2nd=3/2=2, 3rd=2/2=1, 4th=1/2=1
 INT 15, WIS 9, Other 12
 (STR  6, INT  9, WIS   9,
  CON 12, DEX 12, CHAR  6)
 [STR  6, INT 15, WIS  14,
  CON 12, DEX 12, CHAR 13]
 HP 1, AC 6, 3"/18" Move
 HProb 0HD
 Shape: Crow
 Development: Adult

 Mind Link, same universe, inner & astral planes (-)
 Speech (1)
 Eat Normal Food (1)
 Normal Emotions (-)
 Development Potential (-)
 Misc Reduction: -25HP (2x-1)
 Misc Reduction: -6 STR (2x-1)
 Misc Reduction: -6 INT (2x-1)
 Misc Reduction: -6 CHAR (2x-1)
 Normal Sex (1)
 Normal Appearance (-)
 Normal Healing (1)
 Feign Death (1)
 Enhance Sense: Elvan Eyesight (1)
 Manual Skill: Gleaner (1)

 Perfect Health (2, -1)
 Normal Mind (2)

 Hard to Kill: -24HP (3)

 Mind Link IV (4)

(-) indicates gained from a higher Mark special

[] are used for mind linked values

Note: that this is Mark V only in giving more homonculi.

Gleaners are a set of crow-shaped micro homonculi belonging to an alchemist, who has INT 16, WIS 17, and CHAR 13. He keeps them stored away, using Feign Death, when they are not needed, and sends them out to gather, or 'glean', herbs for him. Though they only have 1HP, 'Hard to Kill' greatly improves their chance of survival. Only having 1HP means that he gets more of them from one potion, and he is at least 16th level, one level higher than the minimum to make Manikin Creation IV, which he has used to gain even more. Their mind link lets them go a great distance without worrying about going out of range from him. The alchemist anticipates loosing some of these, and needing replacements, in due course.


(c) Rory O. McLean, 1980 - Aug. 2005
    Permission granted to use for non-profit making purposes