Create Golem (Invocation Ritual)
(Version 1.04 - Last Modified: 01/01/2006)
Introduction
I have never been especially happy with the Create Golem spell as listed in Rifts Main Book orin the Rifts
Book of Magic. I always felt it was too weak and underpowered. For example, using the description from Rifts
Book of Magic, an iron golem will have 80 M.D.C. (or 160 M.D.C. if its heart is made from iron and diamond),
but it costs 1000 PPE to create. Yes, it can regenerate completely after only 24 hours and it only takes
half damage from non-magical attacks, but the creature cannot dodge or parry any attacks, and we all know
that doing 320 points of damage against a target that does not dodge isn't that hard. So I created this new
spell to give more power to these important and expensive creatures.
Spell Description - Create Golem (Invocation Ritual)
- Level: Available as a 13th level Invocation spell for most spell casters and it
includes all of the Golem types listed below.
- Range: Touch only
- Duration: Exists until destroyed
- P.P.E.: 600 for Battery, 850 for Concrete, 600 for Copper Wire, 500 for Monsterflesh, 600
for PPE, and 1000 for Steel to create a basic golem of each type. Please see section on
Golem Enhancements for more details on how a basic golem can be improved
when it is created.
Description: The sorcerer first draws a pentagram in animal blood. Second, he sculpts a Golem
(humanoid shape) from clay. Third, he places two onyx gems, valued at no less than 1000 credits each,
for eyes. Forth, he places a heart, molded out of iron, into the clay body. Lastly, the mage recites
the ritual ceremony. At the end of the ritual, the Golem will increase in size and transform into the
chosen type and the sorcerer places a single drop of his blood on the behemoth’s forehead to bring it
to life. The process permanently drains the mage of six S.D.C. points.
All Golems are mystical mega-damage creatures born of magic and almost indestructible. Since they are
not of flesh and blood, psionic and magic attacks designed for human physiology and mind control do
not affect them. That means Charms, Sleeps, Fear, Bio-Manipulation, Illusions, Paralysis, etc, have no
effect. Since the construct was never alive, Turn Dead is useless, as is Banishment, Negation, and
Remove Curse.
Physical attacks and energy magic can hurt a Golem, but do half damage (even explosives). In many
respects, a Golem is like a mummy, only bigger and tougher. The golem has no free will and will
blindly obey any orders that it is given. This leads the Golem to follow the commands of the
caster literally and with little interpretation. The Golem will not attack the caster unless
directly commanded to, nor will it hurt the caster indirectly, such as causing the floor to
collapse under the feet of the caster, unless directly commanded. Golems can be given very
detailed instructions and they will be carried out flawlessly, it will not forget instructions or
misinterpret them, unless they are vague, in which case the Golem will follow the instructions as
literally as possible. It has no emotions, no fears, and is like a robot waiting for a direction.
Golems will obey only the person who created it. When the creator dies, the Golem will follow his
last command until it is destroyed. There are several different types of Golems, each with its own
special abilities, but all are identical in behavior.
All golems share several other natural abilities. All golems have nightvision 200' (61 m), are
immune to horror and awe factor, toxins, poisons, drugs, diseases, phobias, fear magic, illusions,
and psionics that affect a target's mind. A Golem does not need to eat, drink, sleep, or breathe,
so it is unaffected by gases and smoke, except when it impairs the creature's vision. Golems
magically understand all languages, and have the following skills (skill percentage in parentheses):
Math: Basic (80%), Land Navigation (60%), Track Humanoids (30%), and Climb (40% / 35%).
Golem Enhancements
All golems can be enhanced from their basic stats, described below. Any such enhancement adds PPE to
the cost of creating the golem, but there is no limit to the number of enhancements that can be added
to a golem. Unfortunately, no enhancements can be added to an already created golem.
- Additional Set of Arms:
- Description: With this enhancement, the golem gains an additional set of arms and
hands and is capable of using them with no problems. These additional arms are just as
powerful as the golem's original arms and provide the golem with +1 attack per melee per
additional set of arms.
- P.P.E. cost: 100
- Increase M.D.C.:
- Description: Increase the M.D.C. value of the golem by +10.
- P.P.E. cost: 25
- Increase PP Attribute:
- Description: Increase the PP attribute of the golem by +1.
- P.P.E. cost: 30
- Increase PS Attribute:
- Description: Increase the PS attribute of the golem by +1.
- P.P.E. cost: 30
- Increase Spd Attribute:
- Description: Increase the Spd attribute of the golem by +1.
- P.P.E. cost: 25
Battery Golem
With the mostly unique blend of technology and magic that wizards have experimented with on Rifts
Earth, the wizard on Earth have no preconceived ideas of how magic should work. This has led to a
greater degree of experimentation and flexibility, which has also led to unique Golems, such as
the Battery Golem. Appearing as a animated collection of batteries of all shapes and sizes, from
simple AA chemical batteries to car batteries to advanced hydrogen fuel cells, the Battery Golem
is able to harness the energy from the batteries that make up its body and discharge that energy
to hurt its controller's enemies.
- Racial Type: Magical Construct - Golem
- Attributes:
- I.Q.: 6
- P.S.: 27 (supernatural)
- Spd: 6
- Size: 6’ to 18' (1.8 m to 5.5 m) tall
- Weight: 300 lbs to 3000 lbs (136.1 kg to 1361 kg)
- M.D.C.: 150
- M.D.C. Armor Rating: 7
- Average Life Span: Immortal
- Horror Factor: 12
- Combat Skills: 4 attacks per melee, +4 to strike, +3 to parry, +3 to dodge, +1 to
roll with punch, fall, and impact.
- Damage: A punch inflicts 3D6 M.D. with a W.R. (Weapon Rating) of 10 and a power punch
inflicts 6D6 M.D. with a W.R. of 10, but counts as two attacks.
- Bonuses: None
- Penalties: None
- Natural Abilities:
- Magical Immunities:
As a magical construct, the golem is immune to all mind altering magic spells and
psionic powers. Also, the construct is immune to all toxins, poisons, and diseases
both magical and non-magical. The Golem is impervious to normal fire and cold and
suffers only half damage from magical and mega-damage cold and fire attacks (including
plasma). The Golem takes half damage from any other non-magical attack, such as energy
weapons and physical attacks, but takes normal damage from magical and psychic energy
attacks.
- Regeneration:
The Golem will regenerate completely within 24 hours of being destroyed unless its
heart is removed from its remains. Even if removed, the heart can still be placed within
the remains of the golem (must be the same golem) and it will regenerate unless the heart
has been removed for longer than 12 hours. After 12 hours, the heart loses its magical
properties and returns to a normal piece of iron. The Golem regenerates at a rate of 1D4
M.D.C. per minute.
- Energy Bolt:
An Battery Golem can fire a powerful bolt of electrical energy. Firing an energy bolt
only require one melee attack and the Battery Golem can fire any number of energy bolts
per melee round.
- Range: 2000' (610 m)
- Damage: 5D6 M.D. per bolt
- Bonus: +3 to strike
- System Short:
Instead of firing a normal Energy Bolt, an Battery Golem is capable of firing a dense
ball of energy that will cause no damage but will disrupt electrical systems or the
nervous system of its target. If the target has an electrical system that is used to
control the machine, such as a suit of power armor or a robot, but not a suit of body
armor with a central computer, the wearer or pilot of the machine will suffer the following
penalties: -4 to strike, -6 to parry, and -6 to dodge and the wearer will lose 2 attacks
per melee round. If the target of the attack is not in a machine that can by affected by
this attack, such as wearing body armor or no armor, the target suffers the following
penalties: -3 to initiative, -2 to strike, -3 to parry, -3 to dodge, -1 to all other combat
rolls, and the target loses 1 attack per melee. These penalties last for 1D4 melee rounds
and the penalties from multiple Battery Golems are cumulative, but a single golem can only
affect each machine once. The golem can use this ability only once per melee round and even
if the attack misses the target, it is still used for that round.
- Range: 1000' (305 m)
- Bonus: +1 to strike
- Enhancements:
The following enhancements are available to the Battery Golem:
- Increase Accuracy:
- Description: Increase bonus of the Energy Bolt and System Short abilities by
+1 to strike.
- P.P.E. cost: 100
- Increase Energy Charge:
- Description: Increase damage of the Energy Bolt ability by +1D6 M.D.
- P.P.E. cost: 100
- Increase Range:
- Description: Increase range of the Energy Bolt and System Short abilities by
+100' (+152.4 m).
- P.P.E. cost: 50
Concrete Golem
The concrete golem is the standard golem that most sorcerers create. It has a good balance of strength
and endurance. After the coming of the rifts, the great cities of the world and the billions of people
that inhabited them crumbled, leaving behind mountains of glass, steel, and piles upon piles of
concrete. This provides plenty of raw materials for this basic golem.
- Racial Type: Magical Construct - Golem
- Attributes:
- I.Q.: 6
- P.S.: 30 (supernatural)
- Spd: 6
- Size: 6’ to 18' (1.8 m to 5.5 m) tall
- Weight: 400 lbs to 4000 lbs (181.4 kg to 1814 kg)
- M.D.C.: 200
- M.D.C. Armor Rating: 7
- Average Life Span: Immortal
- Horror Factor: 12
- Combat Skills: 5 attacks per melee, +6 to strike, +4 to parry, +2 to dodge, +2 to
roll with punch, fall, and impact.
- Damage: A punch inflicts 3D6 M.D. with a W.R. (Weapon Rating) of 11 and a power punch
inflicts 5D6 M.D. with a W.R. of 11, but counts as two attacks.
- Bonuses: None
- Penalties: None
- Natural Abilities:
- Magical Immunities:
As a magical construct, the golem is immune to all mind altering magic spells and
psionic powers. Also, the construct is immune to all toxins, poisons, and diseases
both magical and non-magical. The Golem is impervious to normal fire and cold and
suffers only half damage from magical and mega-damage cold and fire attacks (including
plasma). The Golem takes half damage from any other non-magical attack, such as energy
weapons and physical attacks, but takes normal damage from magical and psychic energy
attacks.
- Regeneration:
The Golem will regenerate completely within 24 hours of being destroyed unless its
heart is removed from its remains. Even if removed, the heart can still be placed within
the remains of the golem (must be the same golem) and it will regenerate unless the heart
has been removed for longer than 12 hours. After 12 hours, the heart loses its magical
properties and returns to a normal piece of iron. The Golem regenerates at a rate of 1D4
M.D.C. per minute.
- Damage Immunity:
Due to the nature of the construct and its stone origins, any damage done to the Golem in
a single attack that is less then 15 M.D. is completely ignored, no matter what the source.
Damage from a volley, such as a missile attack or a burst from a rail gun, is treated as a
single attack. For example, if a laser rifle was fired at a Concrete Golem causing 12 M.D.,
the attack would be ignored, but if two mini missiles hit the same Golem causing 11 M.D.
each, the Golem would take 22 points of damage.
- Enhancements:
The following enhancements are available to the Concrete Golem:
- Increase M.D.C.:
- Description: Increase the M.D.C. of the golem by +15.
- P.P.E. cost: 20
- Weapon Attachment:
- Description: Instead of having an arm end in a normal hand, a golem's hand
can end in a weapon. The specific type of weapon is determined by the caster at
the time the golem is created and it cannot be changed at a later time and the
weapon is constantly available, it is not retractable. The amount of damage
inflicted by these weapon arms depends on the kind of weapon and the strength of
the golem. Convert all damage to M.D. and then adjust the damage according to the
strength of the golem by referring to the Physical Strength Categories file and
treating the weapon as a natural attack of the golem and not as a wielded weapon.
For example, a mace normally inflicts 2D6 points of damage, so when attached to a
golem with a supernatural strength of 30, it would inflict 6D8 M.D. per strike.
This was determined by looking at the supernatural table for an M.D.C. world under
the 1D6 column and the row that matches the PS attribute of 30 and then doubling
the listed damage for a normal strike because the mace inflicts 2D6 instead of 1D6.
Only ancient melee weapons can be added to a golem.
- P.P.E. cost: 200
Copper Wire Golem
Another common material in the post-rifts world was copper wire. Used in telecommunication cables for
decades before being replaced by more advanced fiber optic cables, tens of thousands of miles of copper
wire cable still stretched around the world, even in the most advanced countries in the world. A copper
wire golem is a writhing mass of animated wire with a crystal heart, surrounded by the wires.
- Racial Type: Magical Construct - Golem
- Attributes:
- I.Q.: 6
- P.S.: 18 (supernatural)
- Spd: 10
- Size: 6’ to 18' (1.8 m to 5.5 m) tall
- Weight: 400 lbs to 2000 lbs (181.4 kg to 907.2 kg)
- M.D.C.: 150
- M.D.C. Armor Rating: 6
- Average Life Span: Immortal
- Horror Factor: 14
- Combat Skills: 4 attacks per melee, +2 to strike, +2 to dodge, +3 to
roll with punch, fall, and impact.
- Damage: A punch inflicts 1D6 M.D. with a W.R. (Weapon Rating) of 9 and a power punch
inflicts 2D6 M.D. with a W.R. of 9.
- Bonuses: None
- Penalties: None
- Natural Abilities:
- Magical Immunities:
As a magical construct, the golem is immune to all mind altering magic spells and
psionic powers. Also, the construct is immune to all toxins, poisons, and diseases
both magical and non-magical. The Golem is impervious to normal fire and cold and
suffers only half damage from magical and mega-damage cold and fire attacks (including
plasma). The Golem takes half damage from any other non-magical attack, such as energy
weapons and physical attacks, but takes normal damage from magical and psychic energy
attacks.
- Regeneration:
The Golem will regenerate completely within 24 hours of being destroyed unless its
heart is removed from its remains. Even if removed, the heart can still be placed within
the remains of the golem (must be the same golem) and it will regenerate unless the heart
has been removed for longer than 12 hours. After 12 hours, the heart loses its magical
properties and returns to a normal piece of iron. The Golem regenerates at a rate of 1D4
M.D.C. per minute.
- Entangle:
A Copper Wire Golem can fire a length of cable from each of its arms that will coil
around a target. The golem must first make a successful strike roll, including all
hand-to-hand bonuses, and then must make a successful entangle roll. Entangled targets
suffer all of the standard penalties for being entangled, but the Golem suffers has no
penalties other then that they cannot use that limb for anything else. Once a target
in entangled, the Copper Wire Golem can release the wire to free up that limb for
another use or they can use the wire to constrict the entangled object. When the golem
releases the wire, the target is still entangled, but any future roll that the target
makes to break free of the wire are done without the golem receiving any of the normal
bonuses. If the golem chooses to constrict the target, it requires 1 melee action and
all objects entangled by the golem immediately take 3D6 M.D. as the razor sharp wire
twists and smothers the target. Each limb can only be used to entangle one target at
a time and if a target is entangled at the wire is detached by the golem, that limb
cannot generate another wire for a full melee round.
- Range: 100' (30.5 m)
- Bonus: +6 to entangle
- Enhancements:
The following enhancements are available to the Copper Wire Golem:
- Improved Constriction:
- Description: Increase damage of the Entangle ability by +1D6 M.D.
- P.P.E. cost: 40
- Increase Cable Length:
- Description: Increase range of the Entangle ability by +50' (+15.2 m).
- P.P.E. cost: 20
Monsterflesh Golem
The return of magic on Earth brought many strange monsters and mages across the world have used
these creatures as the basis of a powerful golem. Built out of the remains of many dead monsters,
stitched together and enchanted with powerful magics, the Monsterflesh Golem can be easily and
cheaply improved.
- Racial Type: Magical Construct - Golem
- Attributes:
- I.Q.: 6
- P.S.: 25 (supernatural)
- Spd: 8
- Size: 6’ to 18' (1.8 m to 5.5 m) tall
- Weight: 180 lbs to 1000 lbs (81.6 kg to 453.6 kg)
- M.D.C.: 80
- M.D.C. Armor Rating: 5
- Average Life Span: Immortal
- Horror Factor: 16
- Combat Skills: 4 attacks per melee, +2 to strike, +2 to dodge, +3 to roll with punch,
fall, and impact.
- Damage: A claw attack inflicts 2D6 M.D. with a W.R. (Weapon Rating) of 9 and a power
claw attack inflicts 4D6 M.D. with a W.R. of 9, but counts as two attacks.
- Bonuses: None
- Penalties: None
- Natural Abilities:
- Magical Immunities:
As a magical construct, the golem is immune to all mind altering magic spells and
psionic powers. Also, the construct is immune to all toxins, poisons, and diseases
both magical and non-magical. The Golem is impervious to normal fire and cold and
suffers only half damage from magical and mega-damage cold and fire attacks (including
plasma). The Golem takes half damage from any other non-magical attack, such as energy
weapons and physical attacks, but takes normal damage from magical and psychic energy
attacks.
- Regeneration:
The Golem will regenerate completely within 12 hours of being destroyed unless its
heart is removed from its remains. Even if removed, the heart can still be placed within
the remains of the golem (must be the same golem) and it will regenerate unless the heart
has been removed for longer than 12 hours. After 12 hours, the heart loses its magical
properties and returns to a normal piece of iron. The Golem regenerates at a rate of 2D6
M.D.C. per melee round.
- Enhancements:
The following enhancements are available to the Monsterflesh Golem:
- Additional Set of Arms:
- Description: With this enhancement, the golem gains an additional set of
arms and hands and is capable of using them with no problems. These additional
arms are just as powerful as the golem's original arms and provide the golem with
+1 attack per melee per additional set of arms.
- P.P.E. cost: 40
- Increase M.D.C.:
- Description: Increase the M.D.C. value of the golem by +10.
- P.P.E. cost: 20
- Increase Flying Spd Attribute:
- Description: Increase the Spd attribute of the golem by +1.
- P.P.E. cost: 4
- Increase Horror Factor:
- Description: Increase the golem's horror factor by +1, with a
maximum of 18.
- P.P.E. cost: 50
- Increase PP Attribute:
- Description: Increase the PP attribute of the golem by +1.
- P.P.E. cost: 10
- Increase PS Attribute:
- Description: Increase the PS attribute of the golem by +1.
- P.P.E. cost: 10
- Increase Regeneration Rate:
- Description: Increase the rate of regeneration by +1D6 M.D.C. per
melee round.
- P.P.E. cost: 200
- Increase Spd Attribute:
- Description: Increase the Spd attribute of the golem by +1.
- P.P.E. cost: 10
- Wings:
- Description: The golem has a set of large wings that allow it to
fly at with a speed of 1D6x10+40. This enhancement can only be taken once.
- P.P.E. cost: 50
PPE Golem
With the wild PPE energies flowing around them, wizards on Earth learned to harness those energies
and form a golem made of pure PPE. Housed inside a spindly, blue crystal body, a PPE Golem has a
powerful effect over magic in its immediate vicinity, making it an instant enemy of other wizards.
- Racial Type: Magical Construct - Golem
- Attributes:
- I.Q.: 6
- P.S.: 18 (supernatural)
- Spd: 10
- Size: 6’ to 18' (1.8 m to 5.5 m) tall
- Weight: 250 lbs to 1500 lbs (113.4 kg to 680.4 kg)
- M.D.C.: 100
- M.D.C. Armor Rating: 6
- Average Life Span: Immortal
- Horror Factor: 12
- Combat Skills: 4 attacks per melee, +2 to strike, +2 to dodge, +3 to roll with punch,
fall, and impact.
- Damage: A punch inflicts 1D6 M.D. with a W.R. (Weapon Rating) of 9 and a power punch
inflicts 2D6 M.D. with a W.R. of 9.
- Bonuses: None
- Penalties: None
- Natural Abilities:
- Magical Immunities:
As a magical construct, the golem is immune to all mind altering magic spells and
psionic powers. Also, the construct is immune to all toxins, poisons, and diseases
both magical and non-magical. The Golem is impervious to normal fire and cold and
suffers only half damage from magical and mega-damage cold and fire attacks (including
plasma). The Golem takes half damage from any other non-magical attack, such as energy
weapons and physical attacks, but takes normal damage from magical and psychic energy
attacks.
- Regeneration:
The Golem will regenerate completely within 12 hours of being destroyed unless its
heart is removed from its remains. Even if removed, the heart can still be placed within
the remains of the golem (must be the same golem) and it will regenerate unless the heart
has been removed for longer than 12 hours. After 12 hours, the heart loses its magical
properties and returns to a normal piece of iron. The Golem regenerates at a rate of 1D4
M.D.C. per minute.
- Magic Interference:
The PPE Golem has a disruptive effect on spell casters within 100' (30.5 m) radius of the
golem. All spells cast within the area of effect cost an additional 10% PPE, with a
minimum increase of +1 PPE and the wizard casting the spell receives a penalty of -1 spell
strength, to a minimum of +0. This interference does not affect the Golem's creator or
casters designated by the Golem's creator at the time of its creation.
- PPE Battery:
The creator of a PPE Golem and all those designated at the time of its creation have access
to the large pool of PPE that make up the golem's body. A PPE Golem can store a maximum of
100 PPE and it regenerates it at a rate of 10 PPE per hour. The rate at which the PPE
Battery is recharged is affected by the golem's proximity to ley lines and nexus points.
- Disruption Bolt:
An PPE Golem can fire a powerful bolt of pure PPE energy that disrupts and drains the
target's paranormal energy. Firing a disruption bolt only require one melee attack and
the PPE Golem can fire any number of disruption bolts per melee round. Each time a target
is hit by a disruption bolt, the target will lose 3D6+4 PPE per bolt and once there is no
more PPE to drain, they will lose 4D4+4 ISP per bolt, and then finally, when there is no
more PPE or ISP to drain, the target will temporarily lose 1D4 points of his PE attribute
per bolt. If the target is reduced to 0 PE, then he will immediately fall into a coma
until he regains at least 1 PE. Lost PPE and ISP are regained at the normal rate, but
lost PE returns at a rate of one point per hour. The disruption bolt will not affect a
target inside a robot, but it will pass through body armor and even power armor to hit
the pilot inside.
- Range: 1000' (305 m)
- Bonus: +2 to strike
- Enhancements:
The following enhancements are available to the Blood Golem:
- Increase Disruption Effect:
- Description: Increase the PPE and ISP loss of the Disruption Bolt ability
by +4.
- P.P.E. cost: 100
- Increase Magic Interference:
- Description: Increase the radius of the Magic Interference by +50' (15.2
m).
- P.P.E. cost: 50
- Increase PPE Battery:
- Description: Increase the PPE stored in the golem's PPE Battery by +20.
- P.P.E. cost: 50
Steel Golem
The Steel Golem is the most powerful of the normal constructs. It has the heaviest armor and the highest
strength, but it is slow and heavy. As its name suggests, the steel golem is made entirely out of old
steel, sometimes shiny and new other times old, rusted, and pitted.
- Racial Type: Magical Construct - Golem
- Attributes:
- I.Q.: 6
- P.S.: 40 (supernatural)
- Spd: 4
- Size: 6’ to 18' (1.8 m to 5.5 m) tall
- Weight: 500 lbs to 6000 lbs (226.8 kg to 2722 kg)
- M.D.C.: 300
- M.D.C. Armor Rating: 9
- Average Life Span: Immortal
- Horror Factor: 12
- Combat Skills: 4 attacks per melee, +6 to strike, +6 to parry, +1 to dodge, +1 to
roll with punch, fall, and impact.
- Damage: A punch inflicts 5D6 M.D. with a W.R. (Weapon Rating) of 13 and a power punch
inflicts 1D6x10 M.D. with a W.R. of 13, but counts as two attacks.
- Bonuses: None
- Penalties: None
- Natural Abilities:
- Magical Immunities:
As a magical construct, the golem is immune to all mind altering magic spells and
psionic powers. Also, the construct is immune to all toxins, poisons, and diseases
both magical and non-magical. The Golem is impervious to normal fire and cold and
suffers only half damage from magical and mega-damage cold and fire attacks (including
plasma). The Golem takes half damage from any other non-magical attack, such as energy
weapons and physical attacks, but takes normal damage from magical and psychic energy
attacks.
- Regeneration:
The Golem will regenerate completely within 24 hours of being destroyed unless its
heart is removed from its remains. Even if removed, the heart can still be placed within
the remains of the golem (must be the same golem) and it will regenerate unless the heart
has been removed for longer than 12 hours. After 12 hours, the heart loses its magical
properties and returns to a normal piece of iron. The Golem regenerates at a rate of 1D4
M.D.C. per minute.
- Rust:
The Steel Golem has a powerful attack that causes all metalic objects that it strikes to
begin to rapidly decay and break down at the molecular level. This power even works on
metals that cannot normally rust. Once per melee round, after an attack has hit its target,
the Steel Golem can cause the target to start taking rust damage. The rust damage lasts for
1D6 melee rounds and the target will take 2D6 M.D. at the beginning of each melee round
that it remains infected. A single target can be infected multiple times and the damage is
cumulative.
- Enhancements:
The following enhancements are available to the Steel Golem:
- Improve Rust Attack:
- Description: Increase the duration of the rust damage by +1 melee round and
increase the damage caused each melee round by +1D6 M.D.
- P.P.E. cost: 150
- Increase M.D.C.:
- Description: Increase the M.D.C. of the golem by +20.
- P.P.E. cost: 25
- Weapon Attachment:
- Description: Instead of having an arm end in a normal hand, a golem's hand
can end in a weapon. The specific type of weapon is determined by the caster at
the time the golem is created and it cannot be changed at a later time and the
weapon is constantly available, it is not retractable. The amount of damage
inflicted by these weapon arms depends on the kind of weapon and the strength of
the golem. Convert all damage to M.D. and then adjust the damage according to the
strength of the golem by referring to the Physical Strength Categories file and
treating the weapon as a natural attack of the golem and not as a wielded weapon.
For example, a mace normally inflicts 2D6 points of damage, so when attached to a
golem with a supernatural strength of 30, it would inflict 6D8 M.D. per strike.
This was determined by looking at the supernatural table for an M.D.C. world under
the 1D6 column and the row that matches the PS attribute of 30 and then doubling
the listed damage for a normal strike because the mace inflicts 2D6 instead of 1D6.
Only ancient melee weapons can be added to a golem.
- P.P.E. cost: 100