Golem- Originally by StellatedHexahedron
Nov 16, 2018 21:59:32 GMT -6
Post by ScrapyardDragon on Nov 16, 2018 21:59:32 GMT -6
Many races have the legend of the Golem, the first Servitors, the proto-Prometheans. Typically, the legend goes like this: a person of clay or earth is crafted in a time of need. A primitive sorcerer writes a Sacred Word on the entity and calls to the gods to grant it life. In the old days, before mortals began to truly understand the warp, such requests were often granted, spawning a living entity sustained by a connection to the warp. This connection would grow, feeding on violence, and as it grew, so did the creature--in both size and corruption. Ultimately, it would endanger the people it was created to protect, at which point either it is killed via a failsafe, or it rampages until there is nothing left to rampage over, and slowly shrinks down until, with nothing to sustain it, it collapses.
The form of the Golem endures, however. Golems can be resurrected and their spirits bundled into a sustainable self-contained unit by modern sorcery. The resulting entity is unique--the formless granted form, the mindless granted thought.
Tell: A Golem is obvious to all but the most cursory glance; they are made of clay and earth, usually with rough features. As a Golem spends Hit Points, their features becoming even less defined, and their actions seem looser yet more powerful.
GOLEM STATIC POWERS
Earthwrought: Golems are immune to Blood Loss, Disease, and Fire, and ignore the affects of Fatigue unless the number of levels of Fatigue exceeds their Constitution. They do not need to breathe, eat, or drink. Additionally, Golems may use Constitution instead of Dexterity for determining their Static Defense.
Riverwrought: A Golem dense flesh absorbs injuries seemingly without effect, and flows to close them with ease. They can take their Cohesion in extra Wounds before becoming Heavily Wounded. While Lightly Wounded, a Golem's Hit Points regenerate at a rate of 1 per 2 hours. A Heavily Wounded Golem recovers Hit Points over a period of a day instead of a week, and a Critically Wounded Golem does not require medical attention to heal.
Warpwrought: Golems gain the Magic Resistance asset, and gain Aura equal to their Cohesion.
Wordwrought: A Golem's mental defense is reduced by 5. The maximum amount of Resolve they can lose in a scene before becoming jaded is increased by one.
POWER STAT: COHESION
Cohesion represents the Golem's wholeness of mind, as well as the resulting physical solidity.
Resource Stat: Hit Points
A Golem uses their Hit Points as their resource stat, gaining extra max HP equal to their Cohesion. A Golem can spend Hit Points while Critically Wounded, taking the corresponding I critical effect to the body if they do so. Spending Hit Points does not count as taking Wounds for the purpose of triggering feats and other abilities.
Cohesion Power Gained
✱ Hands of Clay: You have a Slam natural weapon with the following profile: 1k1 I; Melee; Brawling, Proven 3.
✱✱ Enough Dirt Will Stick: When you take at least 1 wound from a melee attack, you can immediately attempt to Disarm the attacker as a Reaction, using Brawl instead of Weaponry.
✱✱✱ Old World: Your Resilience increases by one.
✱✱✱✱ Under 6 Feet of Earth: Maintaining a grapple only takes you a Half Action. You cannot take a Half Action and the corresponding Grapple sub-action in the same round.
✱✱✱✱✱ Line in the Sand: If you have been dealt 10 or more Wounds by enemies in the scene, you gain the Regeneration(1) trait, +2 Strength, and +2 Size for the remainder of the scene.
Half-Action/Grapple Sub-Action Correspondence
Grapple Sub-Action -> Half-Action
Attack With Weapon -> Standard Attack
Throw Down Opponent -> Trip
Push Opponent -> Bull Rush, Move, and Shift (1)
Ready -> Ready
Stand -> Stand
Use Item -> None/"Other Actions"
1. The base rules are unclear on what happens when take an ordinary move action while controller of a Grapple, in this case as well as others such as Vampire Celerity, the Evasion feat, etc. The best resolution is most likely that Grapple simply ends.
GOLEM TRACE ASSETS
Solar Trace
Gold represents purity, perfection, and wealth, and a Golem laced with gold is forever uncorrupted. You are immune to poison and drugs, and you can substitute your Cohesion for Arcana when rolling Saving Throws.
Lunar Trace
Silver represents intuition and nature, and a Golem laced with silver is as fierce and quick as any wild hunter. You gain +2k0 on Stealth and Acrobatics tests, and your Hands of Clay gain Tearing and count as silver weapons.
Mercurial Trace
Quicksilver represents change and flow, and a Golem laced with quicksilver has a shifting form which surges over their foes like a flood. When you take at least 1 wound from a melee attack, you can immediately attempt to start a Grapple as a Reaction. The TN to Slip Free of your grapple is increased by 5.
Venusian Trace
Copper represents appearance, beauty, and craftsmanship, and a Golem laced with copper is a sight to behold. You can pass for a "real" member of your race, and a beautiful member of your race at that, gaining the Appearance asset. You can even change your features, taking on the appearance of a member of the your race you have studied for at least a minute, gaining a +2k0 bonus to tests made to convince people you are that person.
Martian Trace
Iron represents violence, heat, and physicality, and a Golem laced with iron is a force to be reckoned with. You can spend X Hit Points to change the profile of your Hands of Clay to that of a melee weapon X rarity levels above Common until the end of the scene. Additionally, your Hands of Clay are considered to be Cold Iron.
Jovian Trace
Tin represents diplomacy, balance, and sound, and a Golem laced with tin has a booming voice to which everyone stops and listens. You can talk or shout twice as loudly as normal when you wish to, and gain +1k0 on all Charisma-based skill Tests. At Cohesion 4, you gain the Air of Authority feat.
Saturnine Trace
Lead represents darkness, stubbornness, and weight, and a Golem laced with lead is an unstoppable force and and immovable object all rolled into one. You are immune to being Dazzled or Stunned, and you ignore critical effects unless they would cause death.
The form of the Golem endures, however. Golems can be resurrected and their spirits bundled into a sustainable self-contained unit by modern sorcery. The resulting entity is unique--the formless granted form, the mindless granted thought.
Tell: A Golem is obvious to all but the most cursory glance; they are made of clay and earth, usually with rough features. As a Golem spends Hit Points, their features becoming even less defined, and their actions seem looser yet more powerful.
GOLEM STATIC POWERS
Earthwrought: Golems are immune to Blood Loss, Disease, and Fire, and ignore the affects of Fatigue unless the number of levels of Fatigue exceeds their Constitution. They do not need to breathe, eat, or drink. Additionally, Golems may use Constitution instead of Dexterity for determining their Static Defense.
Riverwrought: A Golem dense flesh absorbs injuries seemingly without effect, and flows to close them with ease. They can take their Cohesion in extra Wounds before becoming Heavily Wounded. While Lightly Wounded, a Golem's Hit Points regenerate at a rate of 1 per 2 hours. A Heavily Wounded Golem recovers Hit Points over a period of a day instead of a week, and a Critically Wounded Golem does not require medical attention to heal.
Warpwrought: Golems gain the Magic Resistance asset, and gain Aura equal to their Cohesion.
Wordwrought: A Golem's mental defense is reduced by 5. The maximum amount of Resolve they can lose in a scene before becoming jaded is increased by one.
POWER STAT: COHESION
Cohesion represents the Golem's wholeness of mind, as well as the resulting physical solidity.
Resource Stat: Hit Points
A Golem uses their Hit Points as their resource stat, gaining extra max HP equal to their Cohesion. A Golem can spend Hit Points while Critically Wounded, taking the corresponding I critical effect to the body if they do so. Spending Hit Points does not count as taking Wounds for the purpose of triggering feats and other abilities.
Cohesion Power Gained
✱ Hands of Clay: You have a Slam natural weapon with the following profile: 1k1 I; Melee; Brawling, Proven 3.
✱✱ Enough Dirt Will Stick: When you take at least 1 wound from a melee attack, you can immediately attempt to Disarm the attacker as a Reaction, using Brawl instead of Weaponry.
✱✱✱ Old World: Your Resilience increases by one.
✱✱✱✱ Under 6 Feet of Earth: Maintaining a grapple only takes you a Half Action. You cannot take a Half Action and the corresponding Grapple sub-action in the same round.
✱✱✱✱✱ Line in the Sand: If you have been dealt 10 or more Wounds by enemies in the scene, you gain the Regeneration(1) trait, +2 Strength, and +2 Size for the remainder of the scene.
Half-Action/Grapple Sub-Action Correspondence
Grapple Sub-Action -> Half-Action
Attack With Weapon -> Standard Attack
Throw Down Opponent -> Trip
Push Opponent -> Bull Rush, Move, and Shift (1)
Ready -> Ready
Stand -> Stand
Use Item -> None/"Other Actions"
1. The base rules are unclear on what happens when take an ordinary move action while controller of a Grapple, in this case as well as others such as Vampire Celerity, the Evasion feat, etc. The best resolution is most likely that Grapple simply ends.
GOLEM TRACE ASSETS
Solar Trace
Gold represents purity, perfection, and wealth, and a Golem laced with gold is forever uncorrupted. You are immune to poison and drugs, and you can substitute your Cohesion for Arcana when rolling Saving Throws.
Lunar Trace
Silver represents intuition and nature, and a Golem laced with silver is as fierce and quick as any wild hunter. You gain +2k0 on Stealth and Acrobatics tests, and your Hands of Clay gain Tearing and count as silver weapons.
Mercurial Trace
Quicksilver represents change and flow, and a Golem laced with quicksilver has a shifting form which surges over their foes like a flood. When you take at least 1 wound from a melee attack, you can immediately attempt to start a Grapple as a Reaction. The TN to Slip Free of your grapple is increased by 5.
Venusian Trace
Copper represents appearance, beauty, and craftsmanship, and a Golem laced with copper is a sight to behold. You can pass for a "real" member of your race, and a beautiful member of your race at that, gaining the Appearance asset. You can even change your features, taking on the appearance of a member of the your race you have studied for at least a minute, gaining a +2k0 bonus to tests made to convince people you are that person.
Martian Trace
Iron represents violence, heat, and physicality, and a Golem laced with iron is a force to be reckoned with. You can spend X Hit Points to change the profile of your Hands of Clay to that of a melee weapon X rarity levels above Common until the end of the scene. Additionally, your Hands of Clay are considered to be Cold Iron.
Jovian Trace
Tin represents diplomacy, balance, and sound, and a Golem laced with tin has a booming voice to which everyone stops and listens. You can talk or shout twice as loudly as normal when you wish to, and gain +1k0 on all Charisma-based skill Tests. At Cohesion 4, you gain the Air of Authority feat.
Saturnine Trace
Lead represents darkness, stubbornness, and weight, and a Golem laced with lead is an unstoppable force and and immovable object all rolled into one. You are immune to being Dazzled or Stunned, and you ignore critical effects unless they would cause death.