Forty Two - Arcane Golem

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Forty-Two
Posts: 68
Joined: Mon Sep 23, 2019 3:00 pm

Forty Two - Arcane Golem

Post by Forty-Two »

Two hero's journey rolls on magic
HJ Roll 1d20 and HJ Roll 1d20: [20]+[17] = 37
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Forty-Two
Posts: 68
Joined: Mon Sep 23, 2019 3:00 pm

Re: Forty Two - Arcane Golem

Post by Forty-Two »

Forty Two

Novice "it" or maybe "he" Intelligent Construct, Intelligent Construct

Iconic Framework: Intelligent Construct
Background
Forty Two was created by an Ancient dragon who realized after over 10,000 years of life he was not ready to die.

With the realization the ancient dragon began building test bodies for transferring his full consciousnesses into. After hundreds of years of this exercise their was a rebellion and he was forced to kill most of Forty Two's predecessors. From then on he designed into them the need to help others and follow his orders.

When his master finally created his masterpiece, the body known as Seventy Two, he transferred all of his power and psyche into the thing. Now truly immortal his master has moved on to continue exploring the universe. Telling the surviving golems he had created including Forty Two they are now free willed and need to build their own lives.

What Forty Two does not know or understand is the process that created his sentience also linked him to his first master. Now his master receives all of Forty Two's experiences and continues to explore the universe not just in his own new body, but also the experiences of the two score surviving golems.

Crafted as one of many experiments by an ancient dragon known as Abraxlidone, the fourth generation of golems had many features representing the advanced nature of the magic and runes that make up their body. Some restrain them, while others enhance them. The following list is a summary of the abilities granted by those arcane enchantments and wards.
When the first four generations rebelled only one of these models remained loyal to Abraxlidone and was allowed to continue existence.



Description
Default form is as a 3' long (size -2) draconic statue like being with metallic looking skin.


Attributes: Agility d10, Smarts d12, Spirit d10, Strength d4, Vigor d12
Skills: Academics d12+2, Athletics d10+2, Common Knowledge d4, Fighting d8, Healing d12, Language (Dragonese/ Elven) d8, Notice d12+4, Occult d12+2, Persuasion d4, Repair d12+2, Spellcasting d12+4, Stealth d8
Pace: 6; Parry: 6; Toughness: 10 (4); Size: Small (-2, Size mod -2)
Strain: 10/10
Hindrances: Big Mouth, Curious, Loyal, Outsider (major, ), Vow (major, ), Wanted (major, )
Edges: Adept (Magic), Arcane Background (Magic), Artificer, Channeling, Conjurer, Expert, Level Headed, Major Item Creation, Master, Master of Magic, Minor Item Creation, One With Magic (Novice), Professional, Wizard
Weapons: Unarmed (Range Melee, Damage Str)
Languages: Dragonese/ Elven, Dragonese/ Elven (native, d8)
Current Wealth: 0 cr
Arcane Background: Magic (Rifts® TLPG)
  • PPE: 10
  • Powers: Boost/Lower Trait (Savage Worlds: Adventure Edition p156), Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158), Illusion (Savage Worlds: Adventure Edition p163), Sloth/Speed (Savage Worlds: Adventure Edition p167)
Special Abilities
  • Built with fragments of Abraxlidone's own psyche and a small taste of his power.: Is alive, can take Arcane Backgrounds
  • Built with a combination of the hundreds of arcane arts Abraxlidone has mastered.: Must consume 5 Power Points from ley lines or other sources. Use lower of Occult or Spellcasting to fix.
  • To preserve resources the earlier models where built very small.: About 2' in height or length.
  • Shaped as a dragon, the fourth generation included legs and wings.: Construct has Pace 6 and d6 running die
  • The spells bound into it allow incredible range or sensory perception and information gathering.: In addition to the improved sensory capabilities, the Construct has advanced senses such as thermal, infrared, radiation, motion, radar, sonar, and so on, giving it 360-degree awareness ignoring Illumination penalties and conferring a +4 bonus to Notice rolls.
  • Seeing a fourth generation model makes it obvious to all it is a construct.: The being is obviously inorganic, which can be a dangerous prospect. Dark lighting, loose clothing, and other tricks are required to hide the fact. Opponents gain +2 on Notice rolls to discern its true nature.
  • The advanced nature of the machine makes it hard for most arcanist to repair or work with.: Artificial beings are often the product of alien design or weird secrets of super science. For −4 point impose a −4 penalty on skill checks related to their construction (such as repairing, modifying, or examining them)
  • The petite nature of the form makes it difficult to adjust without starting over.: Most artificial beings are highly advanced prototypes, and not easily upgraded. Unlike cyborgs or robots built using interchangeable parts, the Construct’s core physical systems cannot be modified and do not improve in performance after initial design and construction. The Construct may not purchase upgrades to Agility, Strength, or Vigor as it ranks up (though it may increase Smarts and Spirit as normal).
  • These golems where designed for the arcane. They suffer -2 to Agility and Smarts skills task not involving the arcane.: Designed to accomplish a specific set of tasks as efficiently as possible to the exclusion of all others, the Construct’s systems were not engineered for general use. Consider its Core Directive and choose a primary function (e.g. assault, repair, labor, piloting, medical, etc.). For −6 points the Construct subtracts 2 on Agility, Smarts, and all skill rolls not directly related to its primary function.
  • Forty Two's magic is designed for arcane locomotion and moves perfectly in all environments.: Moves full Pace while swimming, compatible with Pace upgrades.
  • Given enough time the golem will recover from any injury.: Make a Vigor roll as a free action once per day to attempt to heal a Wound, gains +4 on rolls to resist “Bleeding Out”.
  • The golem is naturally made of metal.: The outer layer of the Construct is hardened, gaining +4 natural Armor. At +12 the Armor becomes MDC and does not stack with non-MDC worn armor. At the GM's discretion, those of a compatible Rifts Earth tech base and designed for war may wear the equivalent of Cyborg Body Armor, though they start with none (double costs, multiplied by modifiers for its Frame). Small Frames can take one level.
  • The spells bound into the fourth generation include syphons pulling PPE from the elements around them.: The Construct powers itself through an advanced, closed loop system such as dark matter, demon’s souls, nuclear energy, phase crystals, etc. Regardless of the Construct’s tech base, it will not Fatigue from physical exertion and no longer needs to recharge.
  • Advanced build and design imitating the enduranc, speed, and wisdom of Abraxlidone.: Increase an Attribute by one die type.
  • Attribute: Increase an Attribute by one die type.
  • Attribute: Increase an Attribute by one die type.
  • Attribute: Increase an Attribute by one die type.
  • Attribute: Increase an Attribute by one die type.
  • Attribute: Increase an Attribute by one die type.
  • Attribute: Increase an Attribute by one die type.
  • Attribute: Increase an Attribute by one die type.
  • Attribute: Increase an Attribute by one die type.
  • Edge - Arcane Background: Gain one Edge, ignoring all Rank requirements.
  • Edge - Master of Magic: Gain one Edge, ignoring all Rank requirements.
  • Edge - Adept: Gain one Edge, ignoring all Rank requirements.
  • Edge - Conjurer: Gain one Edge, ignoring all Rank requirements.
  • Edge - One With Magic: Gain one Edge, ignoring all Rank requirements.
  • Edge - Artificer: Gain one Edge, ignoring all Rank requirements.
  • Edge - Minor Item Creation: Gain one Edge, ignoring all Rank requirements.
  • Edge - Professional: Gain one Edge, ignoring all Rank requirements.
  • Edge - Expert: Gain one Edge, ignoring all Rank requirements.
  • Edge - Master: Gain one Edge, ignoring all Rank requirements.
  • Skill Bonus - Academics: +2 bonus when using a specific skill. This represents everything from targeting sensors and algorithms (+2 Shooting), to integral tool kits and schematics databases (+2 Repair), to stealth systems and protocols (+2 Stealth), etc. May only be taken once per skill and cannot be taken for Notice. The Construct is always considered to have the necessary equipment to use the chosen skill without penalty.
  • Skill Bonus - Athletics: +2 bonus when using a specific skill. This represents everything from targeting sensors and algorithms (+2 Shooting), to integral tool kits and schematics databases (+2 Repair), to stealth systems and protocols (+2 Stealth), etc. May only be taken once per skill and cannot be taken for Notice. The Construct is always considered to have the necessary equipment to use the chosen skill without penalty.
  • Skill Bonus - Occult: +2 bonus when using a specific skill. This represents everything from targeting sensors and algorithms (+2 Shooting), to integral tool kits and schematics databases (+2 Repair), to stealth systems and protocols (+2 Stealth), etc. May only be taken once per skill and cannot be taken for Notice. The Construct is always considered to have the necessary equipment to use the chosen skill without penalty.
  • Skill Bonus - Repair: +2 bonus when using a specific skill. This represents everything from targeting sensors and algorithms (+2 Shooting), to integral tool kits and schematics databases (+2 Repair), to stealth systems and protocols (+2 Stealth), etc. May only be taken once per skill and cannot be taken for Notice. The Construct is always considered to have the necessary equipment to use the chosen skill without penalty.
  • Skill Bonus - Spellcasting: +2 bonus when using a specific skill. This represents everything from targeting sensors and algorithms (+2 Shooting), to integral tool kits and schematics databases (+2 Repair), to stealth systems and protocols (+2 Stealth), etc. May only be taken once per skill and cannot be taken for Notice. The Construct is always considered to have the necessary equipment to use the chosen skill without penalty.
  • Designed as the perfect assistant 42 has the skills to help its master.: Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
  • Hardwired Skill: Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
  • Hardwired Skill: Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
  • Hardwired Skill: Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
  • Hardwired Skill: Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
  • Hardwired Skill: Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
  • Hardwired Skill: Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
  • Hardwired Skill: Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
  • Hardwired Skill: Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
  • Hardwired Skill: Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
  • Hardwired Skill: Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
  • Magic: Power Points: 10; Powers: Boost/Lower Trait (Savage Worlds: Adventure Edition p156), Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158), Illusion (Savage Worlds: Adventure Edition p163), Sloth/Speed (Savage Worlds: Adventure Edition p167)
  • Power Activators: Magic users must be able to gesture and speak to cast spells.
  • Build Your Construct: Go to Custom Races and build your Construct, using 24 points and the Empires of Humanity Racial Mods.
  • Construct: Intelligent Constructs are beings made of inorganic material. They add +2 to recover from being Shaken, ignore 1 point of Wound penalties, don’t breathe, and are immune to Disease and Poison, and Wounds are fixed with Repair instead of Healing with no “Golden Hour”.
  • Inorganic: Normal cyberware does not work on Constructs. They may not take cybernetics or roll on the Cybernetics Hero's Journey Table.
  • Outsider (Major): People of Rifts Earth view Intelligent Constructs as property rather than sentient beings. They have no protections under the law and suffer a −2 to Persuasion when dealing with those who know of their advanced construction.
  • Core Directive (Major): All Constructs are engineered with a primary function, which instills them with purpose. This often functions as the Vow (Major) or Pacifist (Major) Hindrance but may take on other forms (a Major psychology-based Hindrance) per GM's approval.
  • Wanted: Once its true natureis discovered, many powerful factions
    will hunt down the Construct for disassembly and study, slated for immediate destruction, or sold to the highest bidder.
  • Malfunctions: Constructs are subject to breakdowns when put under extreme stress (i.e. Technical Difficulties).

Current Load: 0 (21)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field ManualSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super StrengthValidity: Character appears valid and optimal

Created with Savaged.us
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