Difference between revisions of "Gear Golems"
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Revision as of 20:33, 12 June 2011
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
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