Arcane Golemancer OCC
Posted: Sun Nov 13, 2022 9:39 pm
Okay...time to roll this out and put it to peer review. Please let me know what you think.
The following owes some inspiration from Rifter #25, ‘The Lost Art of Golemancy’ by Sonny Rice and Rifter #84, ‘Golems in the Mist’ by Greg Diacyzk.
Arcane Golemancer O.C.C.
“I do not ask the heavens to give my creation life...it is not life that animates my creations, it is power, the power of the universe, gathered and channeled through me.”
“Oh, far maiden, care to pose for my latest creation? Tis a poor medium I admit to imitate your beauty in, but will you lend me your time and some modesty to endow my work with even a shadow of your grace and form?”
“Any hack with basic metalworking or stone-chipping skills can chunk out a lumpish homunculi; my golems are works of ART!”
Though the Create Golem spell has been known for centuries, and spawned many self-proclaimed ‘golemancers’, these have generally been disciples of other magick schools who have picked up and applied the spell. It’s rumored that in its heyday in the Time of a Thousand Magics, dedicated golemancers could create hundreds of artificial servants and solders by themselves, raising armies of magically-empowered automatons. It was supposedly this productivity that got the golemancers targeted during the fall of the ToaTM, and led to the destruction of their schools and libraries. Few combatants wanted to risk the secrets of creating armies of completely loyal drone-soldiers falling into their hands of their enemies, so what they couldn’t hold, they typically destroyed.
The main stumbling block in golemancy is the cost of initiating a self-sustaining psuedo-life in inanimate matter. The current known spell requires a permanent sacrifice of life-force to carry out the animation. This limits the number of rituals a mage can carry out and the number of golems that can be created. Over the centuries attempts have been made to sidestep this requirement, by temporarily boosting the vitality of the caster with ‘throwaway life’ or somehow transferring, voluntarily or involuntarily, the flesh and blood cost to another being. Especially powerful beings have been known to avoid the cost altogether by brute-forcing the issue using deific meta-magic.
Recently, a new school of Golemancy has emerged. Whether this is a resurrection of old secrets or a result of rediscovery through original research remains unknown.
The Arcane Golemancer is familiar with almost all the known Create Golem-style spells, but will choose one medium(stone, metal, glass, rope, rubber, sponge. etc.) they are most comfortable with, and specialize in creating golems of that material.
Besides their magic abilities with regards to creating magic animations, Golemancers possess a good range of craftsmanship skills, especially in working the various media used to make golems. When they can, Arcane Golemancers will try to establish a workshop studio where they can construct golems, ideally near a good source of materials for their golems(such as a clay pit or quarry for creating stone golems, or an ore bed or scrapyard for metal golems). There are few itinerant golemancers by choice, and those that are encountered on the road are either moving between jobs or fleeing trouble.
The major limitations of the Arcane Golemancer are that they are virtually useless as conventional spellcasters; their discipline and energy goes almost wholly into the crafting and animation of their golem constructs. However, given enough time and resources, an Arcane Golemancer can build themselves a small army of tireless helpers and protectors.
Alignment: Any
Attribute Requirements: M.E. 14 or better, P.S.10 or better, P.E. 10 or better
Magic Abilities:
*Create Golems---The Arcane Golemancer’s focus of magic is creating and animating golems. The AG knows how to create the following golem types:
-Create Golem(Stone/Clay/Metal)(PFRPG/Rifts) ( 700/1,000 PPE)
-Create Chain Golem(Fan creation)( 1,000 PPE)
-Create Glass Golem(Fan creation)( 500 for regular glass, 600 for plexiglass, 700 for natural glass/obsidian, 900 for MDC glass)
-Create Rope Golem(Fan creation)(400 PPE for rope, 500 PPE for metal cable/wire, 800 PPE for MDC monofilament or metal cable)
-Create Rubber Golem(Fan creation)( 300 PPE for natural gum rubber golems, 450 PPE for modern vulcanized/synthetic scrap rubber golems)
-Create Wax/Candle Golem(Fan creation)(180 for an ordinary Wax Golem, 220 for a Candle Golem, 200/240 respectively if using synthetic wax)
-Create Cardboard Golem(Fan creation)( 80 PPE)
-Create Soap Golem(Fan creation)( 70 PPE)
-Create Magic Manikin(Mysteries of Magic)( 500 PPE)
-Create Tar Baby(Fan creation)( 100 PPE)
The Arcane Golemancer’s ability differs from the regular spell in a number of ways:
-Rather than lose 6 points of SDC in the process of creating a golem, the Golemancer loses 6 HIT POINTS.
-The Hit Point cost is NOT permanent
-The Golemancer regains these Hit Points at a slower rate than normal healing; it takes TWICE as long as normal (this is typically 2 HP per 24 hours for most human types, so an AG would take six days to fully recover)for the Golemancer to recover HP lost in ‘kindling’ a golem. Magic healing does NOT affect these lost Hit Points; the Golemancer must recover them by normal healing and rest. The Golemancer will typically use this period of recovery time to put the newly kindled golem through its paces and test it.
-The Golemancer can, with the expenditure of extra PPE, enhance the golem with extra abilities at the time of creation.
-Kill Switch---It isn’t well-advertised outside the Arcane Golemancers, but the AGs can, with a command, stop and freeze golems they’ve created, even those bonded to other masters. The golemancer just has to point at the golem and utter a magic phrase, and the golem will stop dead. Effective range is 50 ft +10 ft per level of experience.
*Media Specialization----The Arcane Golemancer will choose a material to specialize in, such as stone, ceramic, metal, glass, rope. etc.. Any skills in working that particular material get a +15% skill bonus and the golem wll cost 25% LESS PPE in initial activation cost.
The Golemancer can add another media to focus on later, but each additional media specialization will cost a skill selection.
(*Optional) Craftsmanship Failure
Arcane Golemancers take great pride in their workmanship and their ability to add extra features(such as those in Rifter #25, ‘The Lost Art of Golemancy’ by Sonny Rice) to their creations, something the average caster of the Crate Golem spell cannot do(or at least do well). However, sometimes a job is rushed, a concept flawed, or problems creep up before the mage can identify and correct them, or abort the job. While a Golemancer can still brute force the creation and end up with the basic golems described in the spell(s), desired added features may be missing, and other problems may manifest. If the GM desires, if the Golemancer fails a craftsmanship roll while creating their golem, and decides to go ahead and animate it anyway, the following problems may be manifested:
01-20% Weak Legs----The golem’s locomotion is poorly designed; weak or too short legs, bad joints, or stress cracks. Reduce maximum speed by HALF.
21-40%Fragile---The material of the golem is poorly placed; HALF the normal SDC/MDC
41-60% Weak Arms---The arms are poorly designed; either too thin to support their own weight or badly jointed; HALF the golem’s normal maximum strength.
61-80% Poor Balance---The golem’s mass is poorly distributed and tends to be top-heavy; -15% to sense of balance.
81-90% Clumsy--The golem is poorly jointed and is -1d4 to strike, parry, and dodge.
91-00%Special Feature Fail---Any special features such as incorporated weapons or magic spells are missing(1-50%) or badly designed or poorly executed(51-00%); they do only HALF effect/damage/range. duration.
Starting Spell Knowledge:
The Arcane Golemancer starts out with a few spells useful in working on golems and other constructs.
*Life Source
*Magic Fulcrum
*Watchguard
*Create Wood
Other Magic Spells:
Can select 6 spells from levels 1-3.
The Arcane Golemancer can learn other spells, especially those applicable to enhancing golems, in the conventional manner, but like the Technowizard, the Arcane Golemancer is not as efficient in casting these spells directly. Attempting to use these spells as personal castings costs DOUBLE the PPE.
Other Bonuses:
-Magic
+6 save vs Horror Factor
+1 to spell strength at levels 4, 8, and 12.
-Physical---Golemancers are rather physically active, and working around heavy materials requires a lot of physical effort; it shows in the following bonuses:
+2d4 SDC
+1d4 P.S.
+1d4 P.E.
Personal P.P.E.:
The Arcane Golemancer’s personal PPE reserves are their P.E. +2d6x10 +2d6 per level of experience. They recover PPE at a rate of 5 pts per hour if sleeping/resting, 10 per hour if meditating. The Arcane Golemancer can draw upon supplemental sources of PPE, such as ley lines, nexi, PPE batteries, and animal/sophont sacrifice.
O.C.C. Skills:
Literacy(Native)(+10%)
Language (Native)
Language: Two of choice(+5%)
Math: Basic(+10%)
Lore: Magic(+15%)
Basic Mechanics(+10%)
Gemology(+5%)
Art(Sculpting)(+10%)(+15% if specializing in Stone, Sponge or Rubber Golems)
Whittling(+10%)(+15% if specializing in Wood Golems/Automatons)
Metal Working(+10%)(+15% if specializing in Iron or Chain Golems)
Pottery(+10%)(+15% if specializing in Clay Golems)
Rope Works(+10%)(+15% if specializing in Rope Golems)
Glassblowing(+10%)(+15% if specializing in Glass Golems)
W.P. Blunt
W.P. Knife
Hand to Hand: Basic
O.C.C. Related Skills: Select 6 skills from the following categories, plus an additional 2 at levels 3, 7, 11 and 15.
Communications: Any
Domestic: Any(+10%)
Electrical: Any
Espionage: None
Mechanical: Any
Medical: First Aid and Paramedic only(the latter is two skill selections)
Military: None
Physical: Any, except Boxing and Acrobatics
Pilot: Any, including robots
Pilot Related: Any
Rogue: Any
Science: Any(+10%)
Technical: Any(+10%)
Wilderness: Any
Weapons Proficiencies(W.P.): Any
Secondary Skills: The character also gets to select 4 secondary skills from those listed, plus an additional 1 at levels 4, 8, and 12. These are additional areas of knowledge that do not get the advantage of the bonuses listed in parentheses. All secondary skills start at the base skill level.
Experience Tables:
Use the Technowizard Exp tables
Standard Equipment:
Tools appropriate to golem creation(hammers, chisels, carving tools, glassblowing tools, etc.). A portable forge or kiln is desirable.
Robes, overalls, filter mask & goggles, light (non-EBA) body armor mainly for working with hazardous materials.
Sketch pad and writing/sketching instruments, markers, tape measures.
Weapons to match W.P.s
Transportation will typically be a heavy hauling cart with an animal team(especially in fantasy settings) or a heavy hauler truck(in more modern settings) to haul around the tools, materials, and uncompleted golems.
Starting Money: 1d8x100 credits/g.p., plus another 1d8x1,000 credits/g.p in barter items+ 1d4x1,000 credits/g.p in precious metals or gemstones(generally reserved for completing golems)
Typically will start with enough raw materials(scrap metal, uncut stone, glass, chain) for 1d4 golems.
Cybernetics: None. If the Golemancer -must- get a prosthesis at some point, they will try to get a TW- or golemancy-derived replacement limb.
The following owes some inspiration from Rifter #25, ‘The Lost Art of Golemancy’ by Sonny Rice and Rifter #84, ‘Golems in the Mist’ by Greg Diacyzk.
Arcane Golemancer O.C.C.
“I do not ask the heavens to give my creation life...it is not life that animates my creations, it is power, the power of the universe, gathered and channeled through me.”
“Oh, far maiden, care to pose for my latest creation? Tis a poor medium I admit to imitate your beauty in, but will you lend me your time and some modesty to endow my work with even a shadow of your grace and form?”
“Any hack with basic metalworking or stone-chipping skills can chunk out a lumpish homunculi; my golems are works of ART!”
Though the Create Golem spell has been known for centuries, and spawned many self-proclaimed ‘golemancers’, these have generally been disciples of other magick schools who have picked up and applied the spell. It’s rumored that in its heyday in the Time of a Thousand Magics, dedicated golemancers could create hundreds of artificial servants and solders by themselves, raising armies of magically-empowered automatons. It was supposedly this productivity that got the golemancers targeted during the fall of the ToaTM, and led to the destruction of their schools and libraries. Few combatants wanted to risk the secrets of creating armies of completely loyal drone-soldiers falling into their hands of their enemies, so what they couldn’t hold, they typically destroyed.
The main stumbling block in golemancy is the cost of initiating a self-sustaining psuedo-life in inanimate matter. The current known spell requires a permanent sacrifice of life-force to carry out the animation. This limits the number of rituals a mage can carry out and the number of golems that can be created. Over the centuries attempts have been made to sidestep this requirement, by temporarily boosting the vitality of the caster with ‘throwaway life’ or somehow transferring, voluntarily or involuntarily, the flesh and blood cost to another being. Especially powerful beings have been known to avoid the cost altogether by brute-forcing the issue using deific meta-magic.
Recently, a new school of Golemancy has emerged. Whether this is a resurrection of old secrets or a result of rediscovery through original research remains unknown.
The Arcane Golemancer is familiar with almost all the known Create Golem-style spells, but will choose one medium(stone, metal, glass, rope, rubber, sponge. etc.) they are most comfortable with, and specialize in creating golems of that material.
Besides their magic abilities with regards to creating magic animations, Golemancers possess a good range of craftsmanship skills, especially in working the various media used to make golems. When they can, Arcane Golemancers will try to establish a workshop studio where they can construct golems, ideally near a good source of materials for their golems(such as a clay pit or quarry for creating stone golems, or an ore bed or scrapyard for metal golems). There are few itinerant golemancers by choice, and those that are encountered on the road are either moving between jobs or fleeing trouble.
The major limitations of the Arcane Golemancer are that they are virtually useless as conventional spellcasters; their discipline and energy goes almost wholly into the crafting and animation of their golem constructs. However, given enough time and resources, an Arcane Golemancer can build themselves a small army of tireless helpers and protectors.
Alignment: Any
Attribute Requirements: M.E. 14 or better, P.S.10 or better, P.E. 10 or better
Magic Abilities:
*Create Golems---The Arcane Golemancer’s focus of magic is creating and animating golems. The AG knows how to create the following golem types:
-Create Golem(Stone/Clay/Metal)(PFRPG/Rifts) ( 700/1,000 PPE)
-Create Chain Golem(Fan creation)( 1,000 PPE)
-Create Glass Golem(Fan creation)( 500 for regular glass, 600 for plexiglass, 700 for natural glass/obsidian, 900 for MDC glass)
-Create Rope Golem(Fan creation)(400 PPE for rope, 500 PPE for metal cable/wire, 800 PPE for MDC monofilament or metal cable)
-Create Rubber Golem(Fan creation)( 300 PPE for natural gum rubber golems, 450 PPE for modern vulcanized/synthetic scrap rubber golems)
-Create Wax/Candle Golem(Fan creation)(180 for an ordinary Wax Golem, 220 for a Candle Golem, 200/240 respectively if using synthetic wax)
-Create Cardboard Golem(Fan creation)( 80 PPE)
-Create Soap Golem(Fan creation)( 70 PPE)
-Create Magic Manikin(Mysteries of Magic)( 500 PPE)
-Create Tar Baby(Fan creation)( 100 PPE)
The Arcane Golemancer’s ability differs from the regular spell in a number of ways:
-Rather than lose 6 points of SDC in the process of creating a golem, the Golemancer loses 6 HIT POINTS.
-The Hit Point cost is NOT permanent
-The Golemancer regains these Hit Points at a slower rate than normal healing; it takes TWICE as long as normal (this is typically 2 HP per 24 hours for most human types, so an AG would take six days to fully recover)for the Golemancer to recover HP lost in ‘kindling’ a golem. Magic healing does NOT affect these lost Hit Points; the Golemancer must recover them by normal healing and rest. The Golemancer will typically use this period of recovery time to put the newly kindled golem through its paces and test it.
-The Golemancer can, with the expenditure of extra PPE, enhance the golem with extra abilities at the time of creation.
-Kill Switch---It isn’t well-advertised outside the Arcane Golemancers, but the AGs can, with a command, stop and freeze golems they’ve created, even those bonded to other masters. The golemancer just has to point at the golem and utter a magic phrase, and the golem will stop dead. Effective range is 50 ft +10 ft per level of experience.
*Media Specialization----The Arcane Golemancer will choose a material to specialize in, such as stone, ceramic, metal, glass, rope. etc.. Any skills in working that particular material get a +15% skill bonus and the golem wll cost 25% LESS PPE in initial activation cost.
The Golemancer can add another media to focus on later, but each additional media specialization will cost a skill selection.
(*Optional) Craftsmanship Failure
Arcane Golemancers take great pride in their workmanship and their ability to add extra features(such as those in Rifter #25, ‘The Lost Art of Golemancy’ by Sonny Rice) to their creations, something the average caster of the Crate Golem spell cannot do(or at least do well). However, sometimes a job is rushed, a concept flawed, or problems creep up before the mage can identify and correct them, or abort the job. While a Golemancer can still brute force the creation and end up with the basic golems described in the spell(s), desired added features may be missing, and other problems may manifest. If the GM desires, if the Golemancer fails a craftsmanship roll while creating their golem, and decides to go ahead and animate it anyway, the following problems may be manifested:
01-20% Weak Legs----The golem’s locomotion is poorly designed; weak or too short legs, bad joints, or stress cracks. Reduce maximum speed by HALF.
21-40%Fragile---The material of the golem is poorly placed; HALF the normal SDC/MDC
41-60% Weak Arms---The arms are poorly designed; either too thin to support their own weight or badly jointed; HALF the golem’s normal maximum strength.
61-80% Poor Balance---The golem’s mass is poorly distributed and tends to be top-heavy; -15% to sense of balance.
81-90% Clumsy--The golem is poorly jointed and is -1d4 to strike, parry, and dodge.
91-00%Special Feature Fail---Any special features such as incorporated weapons or magic spells are missing(1-50%) or badly designed or poorly executed(51-00%); they do only HALF effect/damage/range. duration.
Starting Spell Knowledge:
The Arcane Golemancer starts out with a few spells useful in working on golems and other constructs.
*Life Source
*Magic Fulcrum
*Watchguard
*Create Wood
Other Magic Spells:
Can select 6 spells from levels 1-3.
The Arcane Golemancer can learn other spells, especially those applicable to enhancing golems, in the conventional manner, but like the Technowizard, the Arcane Golemancer is not as efficient in casting these spells directly. Attempting to use these spells as personal castings costs DOUBLE the PPE.
Other Bonuses:
-Magic
+6 save vs Horror Factor
+1 to spell strength at levels 4, 8, and 12.
-Physical---Golemancers are rather physically active, and working around heavy materials requires a lot of physical effort; it shows in the following bonuses:
+2d4 SDC
+1d4 P.S.
+1d4 P.E.
Personal P.P.E.:
The Arcane Golemancer’s personal PPE reserves are their P.E. +2d6x10 +2d6 per level of experience. They recover PPE at a rate of 5 pts per hour if sleeping/resting, 10 per hour if meditating. The Arcane Golemancer can draw upon supplemental sources of PPE, such as ley lines, nexi, PPE batteries, and animal/sophont sacrifice.
O.C.C. Skills:
Literacy(Native)(+10%)
Language (Native)
Language: Two of choice(+5%)
Math: Basic(+10%)
Lore: Magic(+15%)
Basic Mechanics(+10%)
Gemology(+5%)
Art(Sculpting)(+10%)(+15% if specializing in Stone, Sponge or Rubber Golems)
Whittling(+10%)(+15% if specializing in Wood Golems/Automatons)
Metal Working(+10%)(+15% if specializing in Iron or Chain Golems)
Pottery(+10%)(+15% if specializing in Clay Golems)
Rope Works(+10%)(+15% if specializing in Rope Golems)
Glassblowing(+10%)(+15% if specializing in Glass Golems)
W.P. Blunt
W.P. Knife
Hand to Hand: Basic
O.C.C. Related Skills: Select 6 skills from the following categories, plus an additional 2 at levels 3, 7, 11 and 15.
Communications: Any
Domestic: Any(+10%)
Electrical: Any
Espionage: None
Mechanical: Any
Medical: First Aid and Paramedic only(the latter is two skill selections)
Military: None
Physical: Any, except Boxing and Acrobatics
Pilot: Any, including robots
Pilot Related: Any
Rogue: Any
Science: Any(+10%)
Technical: Any(+10%)
Wilderness: Any
Weapons Proficiencies(W.P.): Any
Secondary Skills: The character also gets to select 4 secondary skills from those listed, plus an additional 1 at levels 4, 8, and 12. These are additional areas of knowledge that do not get the advantage of the bonuses listed in parentheses. All secondary skills start at the base skill level.
Experience Tables:
Use the Technowizard Exp tables
Standard Equipment:
Tools appropriate to golem creation(hammers, chisels, carving tools, glassblowing tools, etc.). A portable forge or kiln is desirable.
Robes, overalls, filter mask & goggles, light (non-EBA) body armor mainly for working with hazardous materials.
Sketch pad and writing/sketching instruments, markers, tape measures.
Weapons to match W.P.s
Transportation will typically be a heavy hauling cart with an animal team(especially in fantasy settings) or a heavy hauler truck(in more modern settings) to haul around the tools, materials, and uncompleted golems.
Starting Money: 1d8x100 credits/g.p., plus another 1d8x1,000 credits/g.p in barter items+ 1d4x1,000 credits/g.p in precious metals or gemstones(generally reserved for completing golems)
Typically will start with enough raw materials(scrap metal, uncut stone, glass, chain) for 1d4 golems.
Cybernetics: None. If the Golemancer -must- get a prosthesis at some point, they will try to get a TW- or golemancy-derived replacement limb.