Difference between revisions of "Gear Golems"

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m (moved Gyr Golems to Gear Golems: Dusty said so.)
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* [[Intellect]] 12
 
* [[Intellect]] 12
 
* [[Agility]] 8
 
* [[Agility]] 8
* [[Psyche]] 12
+
* [[Self Control]] 12
 
* [[Cunning]] 8
 
* [[Cunning]] 8
  

Revision as of 00:22, 9 May 2012

Tireless, sentient mechanical constructs designed for war, assistance, protection, or pleasure.

Appearance

Personality

Habitat

Society

Adventures

Gyr Golems are found most often in cities with a tendency towards industry: Kadwal, Vast, or Cydonya, mostly.

Max Caps

Powers

  • Lock, Stock and Logical: A Gyr Golem makes one roll for initiative at the beginning of each session, which lasts all session. If multiple combats are encountered, the player still uses that initiative, regardless. Gyr Golems react poorly to change or chaos. In their mind, everything is ordered. When a Gyr Golem becomes surprised, it will always go dead last in that round and for as long as it remains surprised.

A Gyr Golem must have three preset actions. That is, three actions that always result when a particular catalyst takes place. Of these three, at least one should be fairly common such as when someone draws a weapon the Gyr Golem will then cast a particular spell, or draw its own weapon of choice. Or possibly, it will never enter a house until it is invited in. Something of this nature should suffice.

  • Cogs and Wheels: Gyr Golems are mostly mechanical, and as a result, do not heal wounds like normal beings. However, if a skilled mechanic or tech-mage can administer to their needs, they can be repaired sometimes much faster than a normal person.
  • Tireless