Wednesday, May 15, 2013

Companion: Copper Clockwork Snapping Turtle Golem

Sometimes having an organic companion can provide a warm emotional attachment, such as one has for a pet.  Other times it is more of a bother, having to clean up after their waste, feed them, keep them at the right temperature and other problems.  Some shy away from such problems, instead opting to go for inorganic companions.  As clockwork creations are one of the easiest to manage for one less versed in how to create the golems themselves, they are extraordinarily popular.  Many areas have individuals and even industries popping up to fill the demand for clockwork golems, most specializing in a particular type.  The Clockwork Turtle Golem is one such type, and while it may be slower, it does have its uses: 1) Clockwork Turtle Golems are very durable, regardless of the style.  2) Clockwork Turtle Golems can carry a great amount of weight as compared to their size without slowing down further than their normal movement.  3) Clockwork Turtle Golems are good for carrying heavy weapons, cauldrons or other heavy things that ordinarily one might leave when entering a catacombs which can be very useful between rounds of combat or even during them.  4) Clockwork Golems of all types aren't affected by surges of magic unless it is an attack, and even then at normal rate rather than with added effect.  This is extremely useful for many different purposes for casters that want a companion that is easy to control without needing to worry about cleaning up after them.  One such popular purpose for casters and those who purchase magical items for use is to have a portable return portal if they are willing to pay for its expense.  One of the downsides of clockwork golems in general is that as lower technological robots, they are rarely very intelligent and need precise ways of being given commands in order to follow orders.  Some choose to use a very popular method which is the playing of a specific instrument at certain pitches and patterns for specific commands.  Casters may utilize certain light generated spells or sound spells.  Others may pay for having their specific voice keyed to the clockwork golem but may have difficulty when feeling ill or otherwise speaking differently.  As well, some may other methods, though the cost of having one specialized to them may increase.  The price largely depends on the cost of materials, the time needed to construct one, and the skill needed to create it to either the owner's specifications or mass produce them.  Below is the stats for the most commonly sold Clockwork Turtle Golem, based off of the common snapping turtle in design, the Copper Snapping Turtle Golem:

Companion: Copper Snapping Turtle Golem: A small clockwork golem designed to appear like a common snapping turtle, approximately twenty inches across.  Due to their speed, few use them offensively in combat directly against quick foes but if within range they do have powerful jaws, and at a more ranged distance, their owners may attach weaponry and other things of use during combat.  They are very durable and can carry about sixty pounds without slowing down further than their normal movement.  They also are extremely stable for when using weaponry or other devices that have a strong recoil effect.  They are unaffected by magic surges unless it is a direct attack and then at normal damage unless it is a weakness.  Common uses for Copper Snapping Turtle Golems are carrying heavy weapons, treasure, cauldrons for alchemy between rounds of combat or even during it, carrying large canisters of air while exploring underwater and other similar purposes.


HP: 60 /  EP: 24 / LP: 0 / SP: 1 / FP: 12
Reaction: 5 / Finesse: 19 / Intelligence: 3  

Wisdom: 25 / Willpower: 24 / Strength: 30
Speed: 4 (4 feet per second, 2 movement spaces per turn <10 ft x 10 ft per square>)
Elemental Strengths: Fire, Metal, Bone
Elemental Weaknesses: Earth, Lightning, Slime


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

Bite VII (0 FP Each): 7 damage on success against armor-less targets.

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.

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

Gnaw V (1 FP Each):  Chew through most materials in a matter of minutes.  Anything of less than 13 hardness can be chewed through, scaling from 12 hardness taking an hour per cubic foot downward to 1 hardness at 5 minutes per cubic foot.

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.

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

Underwater Walk (0 FP): Technically, much like the common snapping turtle which this golem is based off of, 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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