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#1 |
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Join Date: Apr 2014
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hello everyone,my gurps group has decided to play a game in a Victorian era steam punk setting.and i was wanting to create a golem enchanter was thinking that one of the easiest ways of starting the character was to start him off with a couple of golems as allies.the campaign is going to be cinematic with 250 pt characters with 100 pts of disadvantages and 5 pts of quirks,and all templates are availible and is TL 6.i also want to have a large skill list.if you could help me out that would be awesome
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#2 |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Well, you need to start by getting some idea of what your golems are like, what they can do, and how many character points they cost, so that you can budget for them as allies. You also need to know how you make golems, because that implies a lot about the other things you can do.
Classical golems, created with Jewish religious magic, are described in GURPS Fantasy. If you can do other kinds of magic, that's likely to be Qabalist, which would make sense as syntactic magic, which is described in GURPS Thaumatology. However, these approaches aren't all that steampunk. Do you want magic, or weird-science golems, a la Frankenstein's monster? Or steam-powered robots? |
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#3 |
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Join Date: Aug 2004
Location: Austin, TX
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The answer to your question is going to depend a lot on the world assumptions, as johndallman pointed out. However, I'd probably start with something like this and work out the further details in collaboration with the GM:
Action Sage (from Pyramid 3.05 p4-6) gives you a smart inventor type with some combat capability. Raise HT to 12 by dropping Will to 15, which incidentally saves you 5 points from increasing your Basic Speed to 6. Remove the Quick Gadgeteer Advantage and buy 25-30 points in Allies. I'd probably go Ally: 75% golem assistant (Smart Minion, +50%, 15 or less) [14] and Ally Group: 6x 25% utility golems (Smart Minion, 15 or less) [9] with an alternate ability of Ally: 75% golem guard (Slave Mentality Minion +0%, 15 or less) [2] and have 5 points left over. Pick your primary skills depending on what the GM requires of you, but basically you're going to have a lot of IQ/H skills. Pick the rest of your template options to taste. I'd probably use the Church lens but that's up to you and the GM. As far as the golems go, Divine Power p 14 has a good set of examples at a variety of power levels. Customize them as appropriate. If you have clockwork robots instead of infused clay men, replace Injury Tolerance (Homogeneous) with Injury Tolerance (Unliving) and save 10 points and buy any other robot related things you think are appropriate (Maintenance, for example, and/or Dependency on wood). I hope that helps get you started.
__________________
Read my GURPS blog: http://noschoolgrognard.blogspot.com |
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#4 |
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Join Date: Mar 2013
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Golems like this, that can be made, aren't allies, their property. This is B116, under the Gadget Limitation, second paragraph
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| Tags |
| enchanter, gurps, steam punk |
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