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.

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

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

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

Clone Gyr Golems possess no true society of their own.

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: Wall, Cog, 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: Gyr Golems do not need to make Vitality checks for tiring activity and do not fatigue or require rest as often as living beings.

Special Golem Trump: Old Dog New Tricks – Mod out your Gyr Golems. Pimp my Ride!