RPG/Golem

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Golem
STR +2 AGI -2 INT -1
DEF +2 ACC +0 PER -1

Racial Advantages: Odd-Sized (Large2), Thick-Skinned

Racial Disadvantages: Elemental Weakness (Choose one), Uncharismatic

Level HP MP Skill Points Facet Level Stat Points Special Abilities
1 20 2 2 0 1 Expel Material 1
2 40 4 4 0 1 Empower 10
3 60 6 6 1 2 Expel Material 2
4 80 8 8 1 2 Empower 20
5 100 10 10 1 3 Expel Material 3
6 120 12 12 2 3 Empower 30
7 140 14 14 2 4 Expel Material 4
8 160 16 16 3 4 Empower 40
9 180 18 18 3 5 Expel Material 5
10 200 20 20 3 5 Empower 50

Expel Material X: Once per day, you may exude a substance which can be sold as a commodity. The material you expel each day weighs X pounds and sells for X dollars.

Sticky: Once per day, you may expel a substance which acts as a powerful glue and covers a 5'x5' area. Anyone who wanders into it or is pushed into it is stuck and must make a strength roll equal to X+6 to break free. The glue-like substance breaks down after 1d8 hours.

Stinky: Once per day, you may expel a substance that produces a terrible smell. The smell covers a 20' cube and anyone who can smell within the area must make an intelligence roll of X+5 or lose all of their actions their first turn and have a -3 penalty to all actions for as long as they are in the cloud. The cloud dissipated after 2d10 minutes.

Tough: Once per day, you may expel a substance that has a high strength, acting as armor for a short amount of time. For X rounds, a single target has an additional 1 armor that stacks with their armor's defense or acts as 1-die armor for someone who is unarmored.

Sharp: X times per day, you may fire a substance that is made to puncture through items and deal damage. This is a Gym or Martial Arts attack with the Accurate stance, deals 2dAcc damage, takes a single hand action, and has a range of 30.

Healthy: Each day, you produce X ounces of material that can be either eaten or applied to wounds to restore 10 HP per use. Each use take one hand action. It loses its potency after 1 day.

Empower X: A golem is made of a particular set of magical substances, and by absorbing some of those substances can replenish their strength. Once per day, they may absorb at least a pound of the material they are composed of to regain X HP or half that in MP. The material you are composed of should be determined by the GM, but a pound of the material should have a cost of $2 and is not the same as the material you can expel.

MSF High RPG
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