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Golem.gcs
Identity | |
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Name | Golem |
Title | |
Religion |
Player Information | |
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Player | NPC |
Campaign | Islands of War |
Created On | Jul 13, 2008 |
Description | |||||
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Race | Golem | Height | 84 in | Hair | None |
Gender | N/A (Male) | Weight | 375 lb | Eyes | Red, Gem-like |
Age | 6 | Size | +1 | Skin | Iron, Rusty |
Birthday | Unknown | TL | 5 | Hand | Right |
200 points | |
---|---|
Attributes | 140 |
Advantages | 159 |
Disadvantages | -252 |
Quirks | -6 |
Skills | 84 |
Spells | 0 |
Race | 75 |
Earned | 0 |
Attributes | |
---|---|
Strength (ST) | 20 |
Dexterity (DX) | 13 |
Intelligence (IQ) | 8 |
Health (HT) | 12 |
Will | 8 |
Fright Check | 10 |
Basic Speed | 6.25 |
Basic Move | 7 |
Perception | 10 |
Vision | 10 |
Hearing | 10 |
Taste and Smell | 10 |
Touch | 10 |
Damage (Thrust, Swing) | 2d-1, 3d+2 |
Encumbrance, Move & Dodge | |||
---|---|---|---|
Level | Max Load | Move | Dodge |
• None (0) | 80 lb | 7 | 13 |
Light (1) | 160 lb | 5 | 12 |
Medium (2) | 240 lb | 4 | 11 |
Heavy (3) | 480 lb | 2 | 10 |
X-Heavy (4) | 800 lb | 1 | 9 |
Lifting & Moving Things | |
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Basic Lift | 80 lb |
One-Handed Lift | 160 lb |
Two-Handed Lift | 640 lb |
Shove and Knock Over | 960 lb |
Running Shove and Knock Over | 1,920 lb |
Carry on Back | 1,200 lb |
Shift Slightly | 4,000 lb |
Hit Location | |||
---|---|---|---|
Roll | Where | - | DR |
- | Eye | -9 | 0 |
3-4 | Skull | -7 | 10 |
5 | Face | -5 | 8 |
6-7 | R. Leg | -2 | 8 |
8 | R. Arm | -2 | 8 |
9-10 | Torso | 0 | 8 |
11 | Groin | -3 | 8 |
12 | L. Arm | -2 | 8 |
13-14 | L. Leg | -2 | 8 |
15 | Hand | -4 | 8 |
16 | Foot | -4 | 8 |
17-18 | Neck | -5 | 8 |
- | Vitals | -3 | 8 |
Fatigue/Hit Points | |
---|---|
Current FP | |
Basic FP | 12 |
Tired | 3 |
Collapse | 0 |
Unconscious | -12 |
Current HP | |
Basic HP | 20 |
Reeling | 6 |
Collapse | 0 |
Check #1 | -20 |
Check #2 | -40 |
Check #3 | -60 |
Check #4 | -80 |
Dead | -100 |
Traits | Points | Ref |
---|---|---|
Advantages | 156 | |
Ally (Buckle) Point total (100% of your starting points), +5; Appears almost all the time (15-), x3; Minion, +50%. | 27 | B36 |
Claws, Blunt (Feet) Feet made of metal | 0 | B42 |
Claws, Blunt (Hands) Spikes on knuckles | 3 | B42 |
Combat Reflexes Never freeze; +6 on all IQ rolls to wake up or to recover from surprise or mental stun; Your side gets +1 to initiative rolls (+2 if you're the leader) | 15 | B43 |
Damage Resistance 8 Can't wear armor, -40%. | 24 | B47 |
Doesn't Eat or Drink | 10 | B50 |
High TL 1 This is TL 4+1 clockwork | 5 | B23 |
Sealed | 15 | B82 |
Signature Gear Sword, large spiked shield, backpack, winding key, clockwork tools, 4 medium mahogany blocks | 2 | B85 |
Talent (Low TL Artificer) 3 | 30 | B90 |
Weapon Master Two weapons: Broadsword and Shield | 25 | B99 |
Disadvantages | -252 | |
Appearance Monstrous, -20. Covered in rust and numerous battle scars | -20 | B21 |
Bloodlust CR: 6 (Rarely). | -20 | B125 |
Callous | -5 | B125 |
Clueless | -10 | B126 |
Code of Honor (Soldier's) | -10 | B127 |
Delusion (Major) Killing things requires cutting them up or worse | -10 | B130 |
Dependency (Winding With Winding Key) Rarity: Rare, -30; Frequency: Weekly (Lose 1 HP per six hours after missing a weekly dose), x2. Loses consciousness and stops functioning completely instead of taking damage | -60 | B130 |
Duty (League of Adventurers) FR: 9, -5. | -5 | B133 |
Enemy (Golem's Evil Twin) Equal Individual (100% of your starting points), -10; Appears quite rarely (6-), x0.5; Evil Twin (More skilled or extra abilities), -5. | -7 | B135 |
Gigantism | 0 | B20 |
Impulsiveness CR: 12 (Quite Often). | -10 | B139 |
Klutz | -5 | B141 |
No Mana Shutdown Instantly winds down and all joints lock without mana | -20 | Thm119 |
No Sense of Humor -2 Reaction | -10 | B146 |
Noisy 5 Loud whirring gears and totally inept at stealth | -10 | B146 |
Oblivious | -5 | B146 |
Sense of Duty Adventuring Party | -5 | B153 |
Supernatural Features (No Reflection) | -10 | B157 |
Vulnerability (Acid, Damage x3) | -30 | B161 |
Languages | 0 | |
Language: Common Native, -6; Spoken (Native), +3; Written (Native), +3. | 0 | B24 |
Mechanical Golem | 75 | |
Advantages | 185 | |
Doesn't Breathe | 20 | B49 |
Doesn't Sleep | 20 | B50 |
Eidetic Memory Photographic, +5. | 10 | B51 |
High Pain Threshold Never suffer shock penalties when injured; +3 on all HT rolls to avoid knockdown and stunning; +3 to resist torture | 10 | B59 |
Injury Tolerance (No Blood) | 5 | B61 |
Injury Tolerance (No Brain) | 5 | B61 |
Injury Tolerance (No Neck) Golems have a neck It just isn't a vulnerable spot | 5 | B61 |
Injury Tolerance (Unliving) | 20 | B61 |
Resistant Mental Attack, +30; Immunity, x1. | 30 | B81 |
Resistant Metabolic Hazards, +30; Immunity, x1. | 30 | B81 |
Unaging | 15 | B95 |
Unfazeable | 15 | B95 |
Disadvantages | -110 | |
Disturbing Voice | -10 | B132 |
No Sense of Smell/Taste | -5 | B146 |
Numb | -20 | B146 |
Reprogrammable “Follow them and gruhuragaw!” was his master's final order | -10 | B150 |
Social Stigma (Valuable Property) | -10 | B156 |
Unhealing (Total) | -30 | B160 |
Wealth (Dead Broke) He spends money as fast as he gets it, but never goes into debt | -25 | B25 |
Features | 0 | |
Neither has nor spends Fatigue Points | 0 | |
Wears out instead of aging | 0 | B263 |
Perks | 3 | |
Accessory (Flashlight Eyes) | 1 | B100 |
Fearsome Stare Non-Verbal Intimidation | 1 | PU2:15 |
Penetrating Voice | 1 | B101 |
Quirks | -6 | |
Broad-Minded | -1 | B163 |
Cannot Float | -1 | B165 |
Glowing Red Eyes | -1 | |
Likes Crossbows | -1 | |
Sexless | -1 | B165 |
Unnatural Features (No Body Heat) 1 | -1 | B22 |
Skills | SL | RSL | Pts | Ref |
---|---|---|---|---|
Combat | ||||
Axe/Mace | 14 | DX+1 | 4 | B208 |
Brawling | 14 | DX+1 | 2 | B182 |
Broadsword | 18 | DX+5 | 20 | B208 |
Forced Entry | 16 | DX+3 | 8 | B196 |
Shield (Shield) | 18 | DX+5 | 16 | B220 |
Targeted Attack (Swing/Neck) (Broadsword) | 16 | -2 | 4 | MA68 |
Social | ||||
Intimidation Don't forget the modifiers! | 8 | Will+0 | 4 | B202 |
Technical | ||||
Armoury/TL5 (Melee Weapons) | 12 | IQ+4 | 4 | B178 |
Carpentry | 12 | IQ+4 | 2 | B183 |
Engineer/TL5 (Clockwork) | 11 | IQ+3 | 4 | B190 |
Machinist/TL5 | 14 | IQ+6 | 2 | B206 |
Mathematics/TL5 (Applied) | 9 | IQ+1 | 8 | B207 |
Mechanic/TL5 (Clockwork) | 14 | IQ+6 | 2 | B107 |
Smith/TL5 (Iron) | 12 | IQ+4 | 4 | B221 |
Melee Weapons | Usage | Lvl | Parry | Block | Damage | Reach | ST |
---|---|---|---|---|---|---|---|
Buckle | Buzzsaw | 14 | No | No | 4d | 1 | 11 |
Buckle | Shield | 18 | No | 16 | 2d+1 cr | 1 | 0 |
Claws, Blunt (Feet) Feet made of metal | Kick | 12 | No | No | 2d+1 cr | C,1 | |
Claws, Blunt (Hands) Spikes on knuckles | Punch | 14 | 14 | No | 2d cr | C | |
Golem's Vorpal Broadsword No penalty to strike the neck; Any crippled limb is automatically severed; Any cutting strike to the neck requires an HT roll to avoid decapitation | Swung | 21 | 17 | No | 3d+9 cut (10) | 1 | 20 |
Golem's Vorpal Broadsword No penalty to strike the neck; Any crippled limb is automatically severed; Any cutting strike to the neck requires an HT roll to avoid decapitation | Thrust | 21 | 17 | No | 2d+8 imp (10) | 1 | 20 |
Natural | Punch | 14 | 14 | 2d-2 cr | C |
Ranged Weapons | Usage | Lvl | Acc | Damage | Range | RoF | Shots | Bulk | Rcl | ST |
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Equipment (65 lb, $379,465) | ? | # | $ | Lb | Sum $ | Sum Lb | Ref |
---|---|---|---|---|---|---|---|
Backpack, Small | E | 1 | 60 | 3 lb | 1,165 | 39 lb | B288 |
Medium Mahogany Block | E | 4 | 100 | 2.5 lb | 400 | 10 lb | |
Portable Tool Kit Mechanic (Clockwork) | E | 1 | 600 | 20 lb | 600 | 20 lb | |
Whetstone | E | 1 | 5 | 1 lb | 5 | 1 lb | |
Winding Key This fits Golem's winding socket | E | 1 | 100 | 5 lb | 100 | 5 lb | |
Weapons | E | 1 | 0 | 0 lb | 378,300 | 26 lb | |
Buckle | E | 1 | 0 | 20 lb | 0 | 20 lb | |
Golem's Vorpal Broadsword No penalty to strike the neck; Any crippled limb is automatically severed; Any cutting strike to the neck requires an HT roll to avoid decapitation | E | 1 | 378,300 | 6 lb | 378,300 | 6 lb | B271, Mecha110 |
He's a huge clockwork golem covered in rust and scars from hundreds of battles, composed of iron with some visible wood decoration that may have once been beautiful. It isn't beautiful anymore. It's almost terrifying now. His internal mechanisms are made of mahogany and they make a terrible racket.
He's strong enough to wield most two-handed swords in one hand with no penalty. He normally uses a larger-than-normal broadsword that has double normal weight. Using the rules from Mecha p. 110: weight 6 lbs., damage sw+2 cut/thr+4 imp, reach 1, Parry 0, cost $1200, ST 20. He recently got it enchanted into a vorpal blade, making him even more deadly.
He enjoys intimidating "bad guys" and gets bonuses for appearance, size, huge muscle power, etc. Typical dialogue while the group is talking to a minion of the bad guy: "Come on! Lemme squish him!"
Has a tendancy to ask new people, "What does gruhuragaw mean?" People usually end up saying, "it doesn't mean anything." This confuses him. He already knows it doesn't mean "anything."
He's very literal about everything and doesn't get jokes at all.
He breaks down dungeon doors in preference to opening them and squeezing through. He's polite enough to use doors in regular buildings, even though he may crush the handle (Klutz disadvantage).
Golem has an evil twin and no reflection. This is due to an accident with a magic mirror. In the process, his reflection was released from the mirror and is now loose in the real world. This evil twin has reversed features, physically speaking and is mentally quite different; he's building an army. Very few even know that he exists. Fewer still realize the danger he poses to the Archipelago.
Just for the sake of record keeping, this is Golem, Mk. V. There have been four previous versions of him for various campaigns that I've played in and run as a GM.
Mk. I was an iron golem with one arm permanently shaped like it was holding a sword. The sword was part of him. He had a tendency to develop romantic feelings for machines, especially one specific crossbow, the most beautiful machine he'd ever seen!
Mk. II was the first version to be a composite iron golem/clockwork golem. The quirk about liking crossbows is a throwback to Mk.I, just for giggles.
Mk. III was a modification of Mk. II to add an ally (Buckle!) and flashlight/flashbulb eyes. I also corrected several mistakes I made in building him, such as missing golem advantages/disadvantages. My GM let me do this mid-campaign under the explanation that he'd never used his new powers in front of the group before. I blinded the entire party, as well as the monsters the first two or three times I used his flashbulb power to role-play this fact.
Mk. IV was a 4th edition update of Golem. He was almost identical in every was to Mk. III, just 4th editionized. The flashbulb power was moved into Buckle for lack of points; he was already over-budget and I had to save a few somehow.
Mk. V is mostly the same as Mk. IV, only I found some mistakes I made building him while punching the data into GCS. This seems to happen with every character I made on paper first. I also bumped his TL to 5, instead of 4, since I believe clockwork tech is TL 5. Last of all, Buckle is quite different from earlier versions; I'm much better at building characters these days and I didn't make the same rookie mistakes I made before. Buckle's "arms" were never right before this version.