Difference between revisions of "Gear Golems"

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It all happened very quickly.  One day a man’s face became known across the globe in astoundingly small time.  His name was Xeroseth, and he brought with him the Cog, the Gear, and the power of Steam.  Ever after, he was hailed by some as a psychotic madman bent on the eradication of Gaeis’ noble spirit, by others as a genius and savior.  His creations, the Gyr Golems have been set loose, and they are everywhere.
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Tireless, sentient mechanical constructs designed for war, assistance, protection, or pleasure.
  
 
==Appearance==
 
==Appearance==
True “Clone” Gyr Golems look just like humans do.  The untrained eye would never be able to tell them apart.  However, the astute observer will notice peculiar things about them that set them apart.  They won’t be talked about here, because that would spoil the surprise!
 
  
 
==Personality==
 
==Personality==
Gyr golems can have any sort of personality, but once they are set with those traits, they must adhere to them strictly.  Failure to do so would create self doubt and likely a vital cog would break down.
 
  
 
==Habitat==
 
==Habitat==
Gyr Golems were created by a technological genius/madman during his obsessed, dictatorial reign during the Mechan age of Gaeis.  If the campaign is set in an earlier age, sorry, but Gyr Golems weren’t invented.  The secret of their making was passed on and now, though it is very difficult to make one, there are many out there, some who realize they are Gyr Golems, others who do not.
 
  
 
==Society==
 
==Society==
Clone Gyr Golems possess no true society of their own.
 
  
 
==Adventures==
 
==Adventures==
Speak logically to a Gyr Golem, and it will most likely be convinced to do nearly anything.
 
  
Gyr Golems are found most often in cities with a tendency towards industry:  Cadwal, some areas of Egund, Jeridon, Triadus and Donya.
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Gyr Golems are found most often in cities with a tendency towards industry:  [[Kadwal]], [[Vast]], or [[Cydonya]], mostly.
  
 
==Max Caps==
 
==Max Caps==
 
* [[Intellect]] 12
 
* [[Intellect]] 12
 
* [[Agility]] 8
 
* [[Agility]] 8
* [[Psyche]] 12
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* [[Self Control]] 12
 
* [[Cunning]] 8
 
* [[Cunning]] 8
  
 
==Powers==
 
==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.
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* '''Fabricated''': As fabricated creatures, Trowls are immune to bleed damage, poisons, paralysis, diseases, Knockout, and death effects. Trowls do not eat, breathe, or sleep, and cannot be Petrified. Also, Trowls cannot heal. They must be repaired to regain lost HP. This works just like a Healing check, except the Machinery skill is used, as the mechanic hammers out the defects.
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.
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* '''Lock, Stock and Logical''': A Gear 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.  On the flip side, Gear Golems react poorly to change or chaos.  In their mind, everything is ordered.  When a Gear Golem becomes surprised, it will go dead last until the end of the encounter.
* 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.
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* '''Presets''': A Gear 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.
* Tireless:  Gyr Golems do not have stamina scores and do not fatigue or require rest as often as living beings.
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An nonliving, moving object. Many fabrications are programmed with responses to certain stimuli. Immune to bleed damage, poisons, paralysis, diseases, Knockout, and death effects. Does not eat, breathe, or sleep. Fabrications which are made out of rock cannot be Petrified. Do not naturally heal damage, but can be repaired. Some fabrications cannot regenerate MP naturally, but many have a pool of MP "installed" at their creation. This pool may or may not be rechargeable. If the fabrication has an Intellect of 1, it automatically passes Mind Control, Sanity, Guts, and Virtue checks. Also, its disposition cannot be affected.  
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Special Golem Trump: Old Dog New Tricks – Mod out your Gyr Golems.  Pimp my Ride!
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[[Category:Races of Otherworld]]
  
[[Category:Races of Gaeis]]
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{{Races Navigation}}

Latest revision as of 01:18, 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

  • Fabricated: As fabricated creatures, Trowls are immune to bleed damage, poisons, paralysis, diseases, Knockout, and death effects. Trowls do not eat, breathe, or sleep, and cannot be Petrified. Also, Trowls cannot heal. They must be repaired to regain lost HP. This works just like a Healing check, except the Machinery skill is used, as the mechanic hammers out the defects.
  • Lock, Stock and Logical: A Gear 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. On the flip side, Gear Golems react poorly to change or chaos. In their mind, everything is ordered. When a Gear Golem becomes surprised, it will go dead last until the end of the encounter.
  • Presets: A Gear 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.


An nonliving, moving object. Many fabrications are programmed with responses to certain stimuli. Immune to bleed damage, poisons, paralysis, diseases, Knockout, and death effects. Does not eat, breathe, or sleep. Fabrications which are made out of rock cannot be Petrified. Do not naturally heal damage, but can be repaired. Some fabrications cannot regenerate MP naturally, but many have a pool of MP "installed" at their creation. This pool may or may not be rechargeable. If the fabrication has an Intellect of 1, it automatically passes Mind Control, Sanity, Guts, and Virtue checks. Also, its disposition cannot be affected.