Sentient Wood Golem

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Ndreare
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Sentient Wood Golem

Post by Ndreare »

Sentient Wood Golems
Are created by transferring a living soul into a prepared plant based elemental body. They come in a variety of forms, however usually humanoid forms are preferred. Once inhabited the plants retain their living nature, but are able to animate and sustain through the magic in them.

Inhabited Golem
  • Adaptable (+1): Like their human origins, wood golems learn quickly and easily. They begin with a free novice edge.
  • Cyber Resistant (-1): Made is exotic materials and living wood, no cybernetics are an option for Wood Golems.
  • D-Bee (-1): While not actually a D-bee, wood golems is often mistaken for one and suffers the social consequences. Human Suprimmsist react to him with -2 Persuasion.
  • Does Not Breath (+2): Wood golems do not breath the way humans do, they can last hours without carbon dioxide, can sustain indefinitely in the water or in atmospheres normally toxic to humans. (Maybe this is slightly less than full not breathing, but there is only 1 price)
  • Fear of Fire (-1): Inherent awareness of the consequences of fire make wood golems fearful of it. They suffer -1 to all trait rolls in the presence of the threatening element.
  • Immune to Poison & Disease (+2): As a magically animated and living wood these golems are immune to most poisons and disease as the magic that keeps they animated destroys such things before they can be affected.
  • Inhuman Physiology (-3): Wood golems are living plants, without the traditional organs expected. Attempts to work on him with common medical supplies and the healing skill are at -4. Those with botanical backgrounds may ignore this penalty.
  • Vulnerability to Fire (-1): Par takes +4 damage and is -4 to save from fire effects as it dries his outer layers and causes cracking.

Okay, so are their any real advantages? Currently way under on points, but I cannot think of very many more. I do not imagine them being a lot stronger or tougher based on most plants not being nearly as strong or tough as people.

I also do not want to use the "Intelligent Construct" rules because that states they are not living, and this kid is a living being. There is no way I know of to take away the Intelligent Construct's inability to regenerate like a living being.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
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Re: Sentient Wood Golem

Post by Tribe of One »

If anything, I'd give them Regeneration, and/or some sort of photosynthesis ability.
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Re: Sentient Wood Golem

Post by Venatus Vinco »

Agree on Regeneration.

I guess Construct is out because you want healing to work, which makes sense.

Maybe an edge with similar effect like Nerves of Steel.

VV
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Re: Sentient Wood Golem

Post by Venatus Vinco »

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Re: Sentient Wood Golem

Post by Freemage »

Adaptable is a +2 ability, even without getting BaH bonus. The ability to pick up any of the Background Edges, including ABs, is enough to keep it priced the same as a specific Racial Edge.
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Re: Sentient Wood Golem

Post by Ndreare »

Freemage Quote
Freemage wrote: Thu Apr 02, 2020 12:02 am Adaptable is a +2 ability, even without getting BaH bonus. The ability to pick up any of the Background Edges, including ABs, is enough to keep it priced the same as a specific Racial Edge.
That was a mistake.

Venatus Vinco quote
Venatus Vinco wrote: Wed Apr 01, 2020 3:30 pm Agree on Regeneration.

I guess Construct is out because you want healing to work, which makes sense.

Maybe an edge with similar effect like Nerves of Steel.

VV
I think this would be a good add.



So something like...

Ndreare wrote: Wed Apr 01, 2020 3:05 pm Sentient Wood Golems
Are created by transferring a living soul into a prepared plant based elemental body. They come in a variety of forms, however usually humanoid forms are preferred. Once inhabited the plants retain their living nature, but are able to animate and sustain through the magic in them.

Inhabited Golem
  • Adaptable (+2): Like their human origins, wood golems learn quickly and easily. They begin with a free novice edge.
  • Cyber Resistant (-1): Made is exotic materials and living wood, no cybernetics are an option for Wood Golems.
  • D-Bee (-1): While not actually a D-bee, wood golems is often mistaken for one and suffers the social consequences. Human Suprimmsist react to him with -2 Persuasion.
  • Does Not Breath (+2): Wood golems do not breath the way humans do, they can last hours without carbon dioxide, can sustain indefinitely in the water or in atmospheres normally toxic to humans. (Maybe this is slightly less than full not breathing, but there is only 1 price)
  • Fear of Fire (-1): Inherent awareness of the consequences of fire make wood golems fearful of it. They suffer -1 to all trait rolls in the presence of the threatening element.
  • Immune to Poison & Disease (+2): As a magically animated and living wood these golems are immune to most poisons and disease as the magic that keeps they animated destroys such things before they can be affected.
  • Inhuman Physiology (-3): Wood golems are living plants, without the traditional organs expected. Attempts to work on him with common medical supplies and the healing skill are at -4. Those with botanical backgrounds may ignore this penalty.
  • Regeneration (+3): Wood golems naturally heal from wounds, making a natural recovery roll once per day. In addition they can regenerate permanent injuries.
  • Vulnerability to Fire (-1): Par takes +4 damage and is -4 to save from fire effects as it dries his outer layers and causes cracking.
I think the math on this is right, it should be a balanced race?
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: Sentient Wood Golem

Post by Venatus Vinco »

Math balances, looks cool. Could use some proofreading. Why no "Dependency Sunlight" ?

VV
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Re: Sentient Wood Golem

Post by Ndreare »

Mostly did not think of it.

I will add it, the think of a +1 to balance it.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: Sentient Wood Golem

Post by Ndreare »

Okay added major Habit Sun Light. In Rifts this could be bad, because it means disabling that all valuable EBA. But I think it is workable.




Sentient Wood Golems
Are created by transferring a living soul into a prepared plant based elemental body. They come in a variety of forms, however usually humanoid forms are preferred. Once inhabited the plants retain their living nature, but are able to animate and sustain through the magic in them.

Inhabited Wood Golem
  • Adaptable (+2): Like their human origins, wood golems learn quickly and easily. They begin with a free novice edge.
  • Cyber Resistant (-1): Made is exotic materials and living wood, no cybernetics are an option for Wood Golems.
  • D-Bee (-1): While not actually a D-bee, wood golems is often mistaken for one and suffers the social consequences. Human Supremacist react to him with -2 Persuasion.
  • Dependency On Sunlight (-2): The inhabited golem requires 1 hour of full spectrum UV, or sun light exposure everyday. This is treated as a Habit (Major) mechanically and he can die from lack of exposure.
  • Does Not Breath (+2): Wood golems do not breath the way humans do, they can last hours without carbon dioxide, can sustain indefinitely in the water or in atmospheres normally toxic to humans. (Maybe this is slightly less than full not breathing, but there is only 1 price)
  • Fear of Fire (-1): Inherent awareness of the consequences of fire make wood golems fearful of it. They suffer -1 to all trait rolls in the presence of the threatening element.
  • Immune to Poison & Disease (+2): As a magically animated and living wood these golems are immune to most poisons and disease as the magic that keeps they animated destroys such things before they can be affected.
  • Inhuman Physiology (-3): Wood golems are living plants, without the traditional organs expected. Attempts to work on him with common medical supplies and the healing skill are at -4. Those with botanical backgrounds may ignore this penalty.
  • Regeneration (+3): Wood golems naturally heal from wounds, making a natural recovery roll once per day. In addition they can regenerate permanent injuries.
  • Spiritual Aptitude (+2): Sentient wood golems are naturally more aware and sensitive than others. They begin with d6 spirit.
  • Vulnerability to Fire (-1): Sentient wood golems take +4 damage and is -4 to save from fire effects as it dries his outer layers and causes cracking.



I think the math on this is right, it should be a balanced race? If it is okay with you VV I will use it, or do you need another change?
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: Sentient Wood Golem

Post by Venatus Vinco »

Good to go.

VV
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