Golem

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This is a PC archetype. It's useful only for the bestial merit. It's not a guideline for making a golem monster. Use +beast for that.

Description: Lost technology of the last age, or the creation of a heretic, or perhaps the enchanted construct of a mage. No matter the source, they tend to look the same. Humanoids of poorly defined features and obvious 'artificial' nature.


Advantages:

Robotic Body: Golems are known for being hard to kill. A Golem begins play with 30 points of Raise-HP. They also gain +2 HP at every level.

Robotic Nature: Immunity to poison, fester, and break. Immunity to poison element.

Heretical Origin: Even if you're an enchanted object, the Repair special works on you just fine. A heretic can be your best friend. On this same note, the same type of person who made you can also modify you. In system terms, with staff approval and witness, they can reduce the cost of developing a new special skill.(10->30%)

Artificial Mind: Effects that affect the mental state are easilly shrugged off. ALL willpower resistance rolls gain five.

Exceptional Strength: +5 strength(Even if this raises strength to 30)


Disadvantages:

Delicate Systems: Double damage from any lightning assault.

Robotic Nature: A Golem can not regain HP through magical means such as Cure or Regen spells. Raise spells also fail. However, they do gain HP at refresh as always.

Robotic Socialism: Golems are anything but charming. They lose 15 points(even below 0) from Empathy, Subterfuge, Politics, Leadership, and Streetwise. Etiquette is an exception. Many golems are trained to be very polite and proper.

Uncreative: Golems do not make up new ideas. Golems may not pioneer new specials.


Rarity: Nigh Unique

Known Homeland: You're kidding, right?


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