Tuesday, May 21, 2013

Companion: Clockwork Tin Soldier Golem

Some individuals use animal-designed clockwork companions because they're less complicated and easy to use. Others prefer more difficult to operate clockwork companions that are able to be trained for much more varied uses. The Clockwork Tin Soldier Golem is one such companion, a small humanoid-shaped clockwork that can carry a decent amount of weight for its twenty-inch height average, use weaponry, scout and lay down traps, among other abilities it can be taught. Like all Clockwork Golems, it can't be affected by surges of magic unless it is an attack, and even then at normal rate rather than with added effect. Some casters may use this to their advantage if purchasing many at a time, hiding their spell abilities behind a small platoon of them before unleashing a hidden explosion spell when one of the Clockwork Tin Soldier Golems is within range of a designated foe, or other interesting uses.

Companion:Clockwork Tin Soldier Golem: Much like the Copper Snapping Turtle Golem, the Clockwork Tin Soldier Golem is capable of useful purposes both in and out of combat. It is able to carry up to twenty pounds, scout ahead for its owner, lay down traps, and utilize weapons given it by its owner.

HP: 35 / EP: 19 / LP: 0 / SP: 1 / FP: 9
Reaction: 6 / Finesse: 18 / Intelligence: 4
Wisdom: 23 / Willpower: 20 / Strength: 10
Speed: 6 (8 feet per second, 4 movement spaces per turn <10 ft x 10 ft per square>)
Elemental Strengths: Fire, Metal, Bone
Elemental Weaknesses: Water, Lightning, Sand

Common Drops: Clockwork Golem Frame, Clockwork Gears, Clockwork Seal, Clockwork Springs, Clockwork Program Box

Arm Block (0 FP Each): +1 defense on success. -1 EP per use until EP is gone or recovered by rest or other means.

Charge (3 FP Each): Moving at a character's current max speed + 1 (including any other temporary boosts), for a duration equal to four movement spaces.

Climb II (1 FP Each): Climb upward at 50% horizontal speed if a surface can be climbed without special equipment.

Club II (0 FP Each): 5 damage on success against armor-less targets. Uses two joined hands, a club, rock or improvised weapon as a club to strike an opponent.

Dig (1 FP Each): Digs one-sixth its body height in a single turn.

Hold (1 FP Each): Attempts to hold an opponent or a part of their opponent so as to prevent offensive attack from that part while it is held. While held, unless an opponent is able to stalemate the hold or break free, additional attacks may be dealt afterward either by the one holding or by fellow companions and allies of the one holding. Reflexes vs. reflexes to see if hold succeeds. Strength vs. Strength for resisting and breaking free of hold if succeeds.

Learn (2 FP): The owner may start to teach the Clockwork Tin Soldier Golem a natural or mechanoid ability. Each ability's learning rate and level depends on the level of the owner and the level of their connection to their Clockwork Tin Soldier Golem.

Kick 2 (0 FP Each): 2 damage on success against armor-less targets.

Punch 3 (0 FP Each): 3 damage on success against armor-less targets.

Run (1 FP Each): Moving at a character's current max speed for a duration equal to six movement spaces before further focus is needed.

Set Trap (1FP minimum): A Clockwork Tin Soldier Golem is able to place a trap item that is demonstrated to it twice that needs 3FP or less to work.

Tackle and Choke III (0 FP): 6 damage on success against armor-less targets. Attempts to knock an opponent down and choke the life out of them.

Underwater Walk (0 FP): Technically, this golem does not and cannot swim. However, due to the seal that covers its mechanisms and overall design, it is very capable of walking into and under the water with the same speed it does on land, for the same duration of time it is able without being rewound or powered as it has on land. Those modified to run on steam power rather than winding alone are able to use the water they walk in for steam generation, the steam itself being pushed underneath the golem, speeding up its movement a little more in water than on land. This modification does, of course, make the golem more expensive if opted for.

Walk (0 FP Each): Moving at half a character's current max speed, rounded up.

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