Clay is the default material for golems; it is easily molded, both physically and supernaturally. Golem enchanters often go on to work with more difficult materials – stone, wood, flesh – but if a golem is needed in a hurry, most enchanters return to clay.
This is the Golem of Stones Character, customized for his use.
ST 15, DX 11, IQ 8, HT 14
Damage: Thrust 1d+1, Swing 2d+1 Basic Lift: 45 HP: 35
Will: 11 Perception: 8 Speed: 4 Move: 5
Dodge: 7 Parry: 9
Skills:
Brawl [12] (2 skill points) - Deal 1d+2 damage with fists
Attribute Modifiers: ST+5 [50]; DX+1 [20]; IQ-2 [-40]; HT+4 [40]. Speed: -2.25 [-45], Move: +1 [5], Hp: +20 [40]
Advantages: Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Blood) [45]; Single-Minded [5]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
Disadvantages: Automaton [-85]; Cannot Learn [-30]; Cannot Speak [-25]; No Sense of Smell/Taste [-5]; Reprogrammable [-10]; Social Stigma (Valuable Property) [-10]; Unhealing (Total) [-30]; Unnatural [-50]; Wealth (Dead Broke) [-25].
Features: Neither has nor spends Fatigue Points or mana Points.
Skills: 10 points of skills appropriate to the golem’s intended function [10].
Doesn't Breath, Doesn't Eat or Drink, Doesn't Sleep
A list of things a golem doesn't need to do.
High Pain Threshold
The Golem never suffers a shock penalty when injured. In addition, it gets +3 on all HT rolls to avoid knockdown and stunning.
Immunity to Metabolic Hazards
Golems are immune to the natural effects that require a biological body, sickness, illness, disease, poison, high and low pressure, or vertigo.
Injury Tolerance (Homogeneous, No Blood)
A Golems body has no blood or internal mechanisms that are vulnerable to attack or can be made to bleed.
Single-Minded
Golems ignore everything else while obsessed (roll vs. Will to avoid this), and have -5 to all rolls to notice interruptions.
Unaging
Golems don't age
Unfadeable
Golems are exempt from Fright Checks, and reaction modifiers rarely affect them either way. Intimidation just does not work on golems.
Vacuum Support
You are immune to deleterious effects associated with vacuum and decompression.
Automaton
Hidebound: You lack creativity and cannot invent new things.
Incurious: You have no interest in anything not directly related to your task.
Low Empathy: You don't understand social cues or emotions.
No Sense of Humor: You take everything literally.
Slave Mentality: You have no initiative and must be told what to do.
Cannot Learn
Golems begin play with 10 points worth of skills to be chosen during their creation.
You cannot spend earned character points to add or improve DX, IQ, skills, or mental advantages, nor can you acquire new techniques or familiarities to accompany existing skills.
You can still increase your ST and HT, and add physical advantages.
Cannot Learn doesn’t prevent you from temporarily acquiring skills using the Modular Abilities advantage (p. 71).
Cannot Speak
Golems have no capacity to speak or create sounds, they are mute.
No Sense of Smell/Taste
Golems cannot smell, taste, or eat and cannot use smell to sense others.
Reprogrammable
Golems are programed to obey their master and slavishly follow any instructions given to the best of their ability.
Social Stigma (Valuable Property)
Golems are no people, they are viewed as luxury property.
Unhealing (Total)
Golems have no way of repairing damage naturally or on their own.
Unnatural
Golems are magical constructs, when they reach 0 hp the magic dies and they become inanimate. They receive no Death rolls at -Hp, they simply die when reduced to less than 1 hp.
Wealth (Dead Broke)
Golems are possessions, they have none of their own.