Artisan: Arcane Science

The new merge of Craft and Knowledge skills, the Artisan skill pulls double-duty in various subjects.

Artisan: Arcane Science

by admin November 21st, 2012, 8:43 pm
Artisan: Arcane Science

The Arcane Scientist is a sage or scholar who has dedicated time to studying magical theory, allowing them to better understand and deduce the secrets of the Aether. By quantifying the immaterial and utilizing spiritual energy in their studies, arcane scientists are able to explain, teach, and research spells of all kinds.

Arcane Scientists are few and far apart, but their studies take them across the universe in many different kinds of services, whether as a simple counsel or as an arcane investigator. Their marketable skills include spell texts, lectures, and how-tos on magical performance, allowing them to make a living even when in the "off-season".
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Scholarly Identification
Cost: 15 SkP
Level Required: 10
Prerequisites: None
Type: Enabler
Effect: Allows an arcane scientist to immediately identify the class, element, and type of spell across any magic school. This also allows an Arcane Scientist to study Alchemy works, including transmutation circles, results, and experiments.

Golem
Cost: 60 SkP
Level Required: 20
Prerequisites: None
Type: Enabler
Effect: Enables construction of golems, elemental machinations that have very low forms of sentience and directly obey orders.

Arcane Research
Cost: 115 SkP
Level Required: 30
Prerequisites: None
Type: Enabler
Effect: This allows a character to study various forms of magic with greater ease than his/her peers. This characte, when learning spells, may substitute his/her Arcane Science roll for his/her magic school roll when learning ANY magical spells.

Homunculus
Cost: 205 SkP
Level Required: 40
Prerequisites: Golem
Type: Enabler
Effect: Enables construction of homunculi, or artificial sentient creatures. Generally considered to be soulless, the homunculus is a strange, rare creature that owes usually unwavering obedience to its master.

Emulation
Cost: 400 SkP
Level Required: 50
Prerequisites: None
Type: Enabler
Effect: Allows this character to break Magic School boundaries, expanding their spell repertoire to other schools' magic without having to purchase them. For instance, someone with Arcana may purchase and emulate Druidic Arcana spells without buying Druidic Arcana itself.
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Re: Artisan: Arcane Science

by Gradius April 1st, 2014, 11:45 pm
-Golem Crafting-

Crafting a golem is considered to be the pinnacle of artifice, at least by those who no longer believe homonculi are within the realm of possibility. A tenuous balance between magic and science must be struck, and the materials are esoteric and valuable.

Universal Golem Rules
Golems cannot learn Skills or gain EXP. Their capabilities are set on creation and for the most part cannot be changed, as a finished golem is one continuous piece bound by magic. Trying to alter a finished Golem is like trying to replace a heart between beats, with equally disastrous results at the slightest mistake.

Golems that have no need for MP are assumed not to have any.

Any Golem can be broken down and sold as scrap material for half the final cost of its creation, which will also restore any EXP spent in the process. Buyers rarely purchase secondhand golems due to the prohibitive trouble of reprogramming them, but the eccentric may pay handsome commissions if one is built from the ground up.

Note a golem will always need orders. It can be given standing orders, if there are no orders to verbally given the golem once its task is complete. It will not take further action barring certain circumstances.

Lastly, all golems are powered by a bound spirit of some sort. Anything that lacks a physical body will more or less work. If the spirit is to be used unwillingly, it must be defeated or bound long enough to complete the final steps of Golem creation. If the spirit is used willingly, you'd better stay on its good side. A golem brought to the usual death threshold grants the spirit inside a chance to escape, rendering its former body scrap.


-Construction-
Construction of a Golem has three distinct steps. Building, where the physical body of the golem is created. Programming, where the golem's abilities are set. And lastly, Binding, where the core is infused with the spirit that will power it. Each stage has it's own DC and costs, as well as its own chances for customization of the finished project. Some such choices will be required, others will be listed under 'OPTIONAL' and should be planned for carefully; A golem crafter can only add one 'OPTIONAL' augment per 5 levels of Arcane Science.

Once all choices are made in each section, the DC and cost are totaled up and the crafter can begin rolling as normal.


-BUILDING-

Choose a level of body. The highest you can build is your Arcane Science/5.
Level 1: 30,000 DC: 300. All Stats = 50

Level 2: 60,000, DC: 600. All Stats = 75

Level 3: 100,000, DC: 900. All Stats = 100

Level 4: 160,000, DC: 1200. All Stats = 120

Level 5: 250,000, DC: 1500. All Stats = 140

Level 6: 360,000, DC: 1800. All Stats = 160

Level 7: 500,000, DC: 2100. All Stats = 180

Level 8: 640,000, DC: 2500. All Stats = 200

Level 9: 800,000, DC: 3000. All Stats = 300

Level 10: 1,000,000, DC: 4000. All Stats = 400
Choose from the following. Attempts to experiment will cost the standard amount, and will either add to the below, default to one of the below, or fail to work, forcing the artificer to start over. You won't know until you make the Build DC.


Humanoid - The standard shape for a golem, two arms, two legs, a torso and maybe a head. No particular strengths or weaknesses.

Quadraped - A golem in the shape of any beast, what kind doesn't particularly matter.
Quadrapedal golems are faster, though not any more agile, and are prized as mounts by artificers who want to make an entrance with a more personal touch than a carriage.

Quadrapeds cannot have weapons embedded, though they innately have Claw Edges equal to Tritanium and modified by the material they are crafted from. They are the only golems who can properly Run at double speed their Athletics check allows, and can innately be ridden by their creator without need for a Vehicle skill. Quadrapeds have twice the maximum lift their checks would otherwise imply.(x2 Strength Checks)

Abomination - Created by accident at first, until their virtues were noted and the methods of their creation codified, an Abomination is a loosely gathered clump of golem parts held together by a bubbling goo of alchemical byproducts, or by pure energy. It can manipulate the world around it with hands floating in its mass or psuedopods, if the crafter feels like keeping the theme.
Abominations take half damage from physical attacks and double damage from magical ones. Their unusual composition allows them to fit through gaps as if they were a size smaller than they actually are, though this isn't as potent as 'phasing'. Finally, Abominations trade half of their material requirements for a flat 500,000 Credit expenditure, to pay for the reagents that bind the scattered peices.

Mimic - A bizarre yet strangely practical form of construct mimicing, ironically, the Mimics that occur naturally.
Artifical mimics are prized as living safes and packmules. They move with an ungainly motion of hopping along, or drag themselves with their spindly arms, on which can be mounted weapons. A Mimic packs a vicious bite which can swallow the unlucky.
Mimics cannot properly run and dodge physical attacks as if Flat Footed. They have twice as many item slots as their Strength bonus, and anyone reaching into their mouths is subject to an instant counter-bite. Hide becomes a viable skill to Program later on.
Mimic Bite: Rolled at Dex + the Crafter's Arcane Science skill at the time of creation, and deals 1d2 hits of it's own Physical Soak. On a two hit, the Mimic can opt to make a third attack roll on any creature of its own size or smaller, swallowing them into its cavernous belly as long as it has enough room for a person of that size (15 slots for a regular sized person). Escaping requires either a Strength or Stealth check against the Mimic's Strength.

Totem - A curious form of golem given life through divine means. A Totem takes the form of a statue, a pillar, or an obelisk of some sort. A totem can only be made properly under the close watch of someone with Divine arcana or a patron spirit of a similar level of power. Totems are only animated through Beseeching.
A Totem cannot move in the slightest, but is an excellent spellcaster, able to innately cast any spell its patron grants a follower normally. A totem can be carried around, but it takes a full hour of preparation and ceremony to plant it somewhere new, and it falls inert until that happens.
Add a totem's Strength to its Spirit and Dexterity to its Magic Affinity, then set both of these values to 0.
'OPTIONAL'
Specialize - Doubles either Strength, Dexterity, or Endurance and HP. Halves either Strength, Dexterity, or Endurance and HP. DC is increased by the Strength, Dexterity, or Endurance of the golem, whichever is highest after this is applied.

Big - Multiplies DC, cost, and materials needed by 150%. Applies 'Large' trait.

Tiny - Multiplies DC, cost, and materials needed by 75%. Applies 'Small' trait.

Embed Weapon - Adds a weapon to the design of a golem, allowing it to be used. The weapon must be on hand, and half of its cost and DC to create it are added to the cost and DC of the golem. Golems can only use melee weapons or crossbows. If using a crossbow, it can hold arrows equal to its item slots, and must be reloaded when it runs out.

Clockwork - Doubles the final cost of the golem's body, but greatly increases the speed and maneuverability of the finished product. If the creator has Engineering skill equal to their Arcane Science, the cost is only increased by *1.5
A Clockwork Golem gains one of the three Statistic Enhancement Feats that affect Dexterity, and Acrobatics become a viable skill to program in.

Beautiful - An emphasis on aesthetics is struck, making the golem more a wonder of art and less of a bulky, slightly creepy death machine. Increases final Credit cost by 10% and requires an extra day of work. Particularly finicky spirits may not willingly inhabit a Golem without this trait..

Exotic Material - Exotic Materials can be added to the existing material requirements of the above Forms. 'Trying' an exotic material is a total crapshoot if it isn't listed here, entirely likely to do nothing even if done right, and taking at least 1 unit of the material to attempt. Only one Exotic Material can be used.

Gem Materials - Requires the ability to Blacksmith Gems, or a friend that can do that part for you. Golem gains innate armor and fists of the same material it is lined with. A Gem Mimic uses the same level of knife as this material level for its Bite attack.

Frankensteiner - Supposedly the earliest golems created by man rather than god were composed of dead flesh brought to life by the merest spark of magic present in mundane lightning. A Frankensteiner requires body parts matching the build of the Golem, in decent condition. How you acquire these is up to you and the darkest part of your mind.
A Frankensteiner is healed by Lightning damage unless they are weak against it, and is affected by any spell that would normally target a zombie.

Wood - Wooden golems are extremely flimsy, extremely cheap, and extremely bad at fighting. They are mostly used for very basic physical labor and practice when a golem crafter is just starting out. The nature of golems prevents the wood from even being enchanted.
Wooden Golems have costs and DCs reduced to 10% and all stats are capped at 50.

Ent - The golem is built into a living tree. This requires a very healthy, very large tree and the use of Druidic arcana to keep it alive and healthy during crafting(A druid can create a 'living seal' DC: 500 to meet this requirement.). The resulting creature is made of living, magical wood, and considered a plant for all intents and purposes. It can benefit from Druidic and Plant based magic. An Ent cannot house a Fire, Death, or Lightning aligned spirit, at least not if it wants to live very long.





-PROGRAMMING-

Choose a programming level. This can be any multiple of five equal to or less than your Arcane Science skill/5. This level will decide how many Skill Points the golem can spend. It can only take Athletics, weapon proficiency, Reaction, Roll, and Advanced Skills in those areas. If the form of a golem grants it additional possible skills, these can also be bought, as can their Advanced Skills.
No skill can be higher than the crafter's Arcane Science skill, and the crafter must have the help of someone with the Skill he's programming (Or have it himself). Leftover points are lost forever.
Level 1 - 125 SkP, DC: 200

Level 2 - 325 SkP, DC: 450

Level 3 - 650 SkP, DC: 600

Level 4 - 1100 SkP, DC: 750, 1 Feat

Level 5 - 1675 SkP, DC: 875, 1 Feat

Level 6 - 2375 SkP, DC: 1000, 1 Feat

Level 7 - 3200 SkP, DC: 1200, 2 Feat

Level 8 - 4150 SkP, DC: 1500, 2 Feats

Level 9 - 5225 SkP, DC: 1750, 2 Feats

Level 10 - 6425 SkP, DC: 2500, 2 Feats
Feats cannot be SIFs.
Note: Outside of chosen feats a Golem does inherit the bonus traits of any race or creature it is modeled after.

'OPTIONAL'

Add 1 spell the golem can cast - DC of Programming increased by 25% (per spell). The spell must be cast or inscribed on the golem so that it may learn it. If a spirit/core of the opposite element to any known spells is Bound later, the golem will lose those spells. Golems cast spells from HP unless using an Unshackled spirit (see below).

Add 1 language - The Golem learns a language known by the creator, or an ally that is willing to help. Each language takes a full day of concentration to program in and consumes 65 SP. It is NOT assumed that the golem can speak, comprehend, or read otherwise, and most golems are not coordinated enough to write. A golem with no languages communicates with its master mentally.
The golem speaks in a creepy, emanating voice of the one who donated the language, unless it has some means of producing sound. If it is Unshackled, it may instead speak in the voice of the spirit animating it.

Reaction - Programs in a reaction that can be toggled by the master of the golem. This is a simple 'If-Then' statement that the Golem will abide by automatically, for better or for worse. The 'If' must be something that a dog would understand, and the 'Then' can only be a single action. In a combat situation, the Reaction will only trigger on the Golem's action.

Advanced Parsing - Allows the golem to understand more complex sentences when receiving commands, essentially anything that only takes one comma to get across. This increases the DC by 25%
Note: Golem's are only semi sentient creatures they lack the ability to give way to true conversation or actions of mind/heart.

IFF Recognition - Allows the golem to remember people it meets, largely in terms of 'friend' and 'not friend'. How it responds to Not Friends depends on the orders it is given. A person is marked as a 'friend' if the creator introduces them as such. The golem can also be taught to respond to marks, badges, or uniforms.
This takes a full day of concentration to add and costs 130 SP.


-BINDING-

The final, most crucial part, and the difference between a golem and a very expensive action figure/statue. The binding of a spirit to animate the Golem
Multiple types of binding can be used via 'optional types' in conjunction to strengthen the binding or cause unforseen affects. Know that this doesnt always mean something beneficial

-Types of Binding-
Soul Link:
A 'Soul Link' allows the crafter to link the golem to a still living character, either themselves or a friend.
The character being Linked must have at least 500 EXP per level of the golem's Body, or half that for each character if a Shikon Bind is used. If the golem or character is brought to death threshhold, the link is severed as a fail safe and must be redrawn. If the linked character is knocked out or otherwise put out of commission, the golem ceases to function until they are brought back around but the link need not be reestablished.
The Linked character's Elemental Affinity applies naturally, and the golem 'inherits' one spell or technique that the character knew per Programming Level.

Golem Core
A simple method is to purchase a Golem Core on the market. These are dug up from various places, created by alchemy, or modified from Reaverbot cores(found in digger ruins).
A Golem Core must be of the combined level of Body and Programming (Body Level + Program Level), and cost 10,000 Gil per level. (Multiply by 2-6 to to get one with an elemental affinity)


The universe is vast, and there may be still other sources of energy that would properly bind a Golem...

'OPTIONAL'

Attunement Bind - Replaces the standard core of the Golem with practically anything. This can make Binding easier or harder, or add special traits to the finished product. It is, however, completely at the whim of the GM what if any effect this has, and you won't know until you've already finished the Bind.

Shikon Bind - A method hailing from the far ancient oriant and a truly difficult one at that, where two spirits of relatively equal strength but opposite alignment are bound simultaneously.
In this method, the cast invokes a 'right of spirits'. The caster chooses the level this may be invoked by any mage with the appropriate arcance arts level (NPCs may be approached), the spirits must then be bound. If both spirits are bound within two turns of each other(defeated), they may be bound to the golem in unison failing to do so ends the battle and the spirits are whisked away. It takes 1 day to attempt this process again. The the finished Golem will take half damage from both elements represented by the spirits. A golem Bound this way does not lose spells that are opposite in alignment to either of the two. The golem may be taught any spell used against it, up to its programing level. Note: Summoned spirits roll is +50 per level summoned. As elementals they have access every spell related to there element up there spell level. (Use the FF spell list for simplicity of encounters)
HP is equal to: 30,000 * Summoned Level. If used in conjunction with a soul link willing participants simply need to agree and have opposing affinities.
Unshackled Bind - A dangerous method created by more benign elementalists, an Unshackled spirit is more loosely tethered to the golem.
The process is the same as a shikon bind, but the final creation has the same Elemental Affinity level as the spirit used, and can cast any spell it knew before being bound as well as access it's MP pool. An Unshackled spirit can attempt to break free at any time, and will always succeed on a Divine. The golem may or may not show the same intelligence and personality of the bound spirit, depending on how much intelligence and personality it had to begin with. Note: At the end of a mission the player will roll luck. If the roll is below 300, the golem's owner must face the spirit upon reaching a 'safe zone'. It starts the battle with the spirit under, Terminal Berserk status.
Beseech - Calls on a patron of god-like stature to bless a Totem with life.
This requires a worshipper of that patron to make Divine Arcana/Summoning check, visit a diety's resting place or speak with them directly. This can be done while preforming rituals, prayer, and other forms of worship. When the god is pleased enough by the number that is racked up or the earnestness of the worship, the totem will spring to life.
A patron may add anything to the totem that he or she feels like it needs. On the other hand, a patron may be outright disgusted if the totem doesn't already have these things. The finished product is considered complete the divine energies of the patron furfill the requirement for 'life'.
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March 12th, 2011, 1:14 am

Re: Artisan: Arcane Science

by Oceanblaze June 7th, 2018, 5:54 pm
-Homonculis Crafting-

Crafting a Homonculi is considered to be the one of the greatest as well as most egotistical abilities of artificers. An immense gathering of magical & scientific insight, a homonculus is one of the most advanced and expensive.

Universal Homonculi Rules
Homonculi can learn skills and gain xp. Trying to alter a finished homonculus could risk the destruction of the entire construct.

Any Homonculus can be killed and broken down and sold as scrap material for half the final cost of its creation. It would be RARE to find a buyer for a homounculus, but the eccentric may pay handsome commissions if one is built from the ground up.
Note: This is an actual life

Much like golems, homounculi are powered by a bound spirit of some sort. Anything that lacks a physical body will more or less work. If the spirit is to be used unwillingly, it must be defeated or bound long enough to complete the final steps of Golem creation. If the spirit is used willingly, you'd better stay on its good side. A golem brought to the usual death threshold grants the spirit inside a chance to escape, rendering its former body scrap.
Note: A player can forgoe this process buy giving up 100 experiance points using there own soul as the 'spark of life'.

-Construction-
Construction of a Homounculi has three distinct steps, just like golems. Building, where the physical body is created. Programming, where the abilities are set. And lastly, Binding, where the core is infused with the spirit that will power it. Each stage has it's own DC and costs, as well as its own chances for customization of the finished project. Some such choices will be required, others will be listed under 'OPTIONAL' and should be planned for carefully; A crafter can only add one 'OPTIONAL' augment per 5 levels of Arcane Science.

Once all choices are made in each section, the DC and cost are totaled up and the crafter can begin rolling as normal.


-BUILDING-

Choose a level of body. The highest you can build is your Arcane Science/5.
Level 1: 60,000 DC: 600. All Stats = 50

Level 2: 120,000, DC: 1200. All Stats = 75

Level 3: 200,000, DC: 1600. All Stats = 100

Level 4: 320,000, DC: 2400. All Stats = 120

Level 5: 500,000, DC: 3000. All Stats = 140

Level 6: 720,000, DC: 3600. All Stats = 160

Level 7: 1,000,000, DC: 4200. All Stats = 180

Level 8: 1,128,000, DC: 5000. All Stats = 200

Level 9: 1,600,000, DC: 6000. All Stats = 300

Level 10: 2,000,000, DC: 8000. All Stats = 400
Choose from the following. Attempts to experiment will cost the standard amount, and will either add to the below, default to one of the below, or fail to work, forcing the artificer to start over. You won't know until you make the Build DC.

Humanoid - The standard shape for a homonculi, two arms, two legs, a torso and maybe a head. No particular strengths or weaknesses.

Quadraped - A homonculus in the shape of any beast, what kind doesn't particularly matter.
Quadrapeds are faster, though not any more agile, and are prized as mounts by artificers who want to make an entrance with a more personal touch than a carriage.

Quadrapeds cannot have weapons embedded, though they innately have Claw Edges equal to Tritanium and modified by the material they are crafted from. They are the only homonculi who can properly Run at double speed their Athletics check allows, and can innately be ridden by their creator without need for a Vehicle skill. Quadrapeds have twice the maximum lift their checks would otherwise imply.(x2 Strength Checks)
Abomination - Created by accident at first, until their virtues were noted and the methods of their creation codified, an Abomination is a loosely gathered clump of parts held together by a bubbling goo of alchemical byproducts, or by pure energy. It can manipulate the world around it with hands floating in its mass or psuedopods, if the crafter feels like keeping the theme.
Abominations take half damage from physical attacks and double damage from magical ones. Their unusual composition allows them to fit through gaps as if they were a size smaller than they actually are, though this isn't as potent as 'phasing'. Finally, Abominations trade half of their material requirements for a flat 500,000 Credit expenditure, to pay for the reagents that bind the scattered peices.

Mimic - A bizarre yet strangely practical form of construct mimicing, ironically, the Mimics that occur naturally.
Artifical mimics are prized as living safes and packmules. They move with an ungainly motion of hopping along, or drag themselves with their spindly arms, on which can be mounted weapons. A Mimic packs a vicious bite which can swallow the unlucky.
Mimics cannot properly run and dodge physical attacks as if Flat Footed. They have twice as many item slots as their Strength bonus, and anyone reaching into their mouths is subject to an instant counter-bite. Hide becomes a viable skill to Program later on.
Mimic Bite: Rolled at Dex + the Crafter's Arcane Science skill at the time of creation, and deals 1d2 hits of it's own Physical Soak. On a two hit, the Mimic can opt to make a third attack roll on any creature of its own size or smaller, swallowing them into its cavernous belly as long as it has enough room for a person of that size (15 slots for a regular sized person). Escaping requires either a Strength or Stealth check against the Mimic's Strength.
Totem - A curious form of homounculus, given life through divine means. A Totem takes the form of a statue, a pillar, or an obelisk of some sort. A totem can only be made properly under the close watch of someone with Divine arcana or a patron spirit of a similar level of power. Totems are only animated through Beseeching.
A Totem cannot move in the slightest, but is an excellent spellcaster, able to innately cast any spell its patron grants a follower normally. A totem can be carried around, but it takes a full hour of preparation and ceremony to plant it somewhere new, and it falls inert until that happens.
Add a totem's Strength to its Spirit and Dexterity to its Magic Affinity, then set both of these values to 0.
'OPTIONAL'
Specialize - Doubles either Strength, Dexterity, or Endurance and HP. Halves either Strength, Dexterity, or Endurance and HP. DC is increased by the Strength, Dexterity, or Endurance of the creation, whichever is highest after this is applied.

Big - Multiplies DC, cost, and materials needed by 150%. Applies 'Large' trait.

Tiny - Multiplies DC, cost, and materials needed by 75%. Applies 'Small' trait.

Embed Weapon - Adds a weapon to the design of a homonculi, allowing it to be used. The weapon must be on hand, and half of its cost and DC to create it are added to the cost and DC of the homonculi. Homonculi can only use melee weapons or crossbows. If using a crossbow, it can hold arrows equal to its item slots, and must be reloaded when it runs out.

Clockwork - Doubles the final cost of the homonculus' body, but greatly increases the speed and maneuverability of the finished product. If the creator has Engineering skill equal to their Arcane Science, the cost is only increased by *1.5
A Clockwork entity gains one of the three Statistic Enhancement Feats that affect Dexterity, and Acrobatics become a viable skill to program in.

Beautiful - An emphasis on aesthetics is struck, making the creation more a wonder of art and less of a bulky, slightly creepy death machine. Increases final Credit cost by 10% and requires an extra day of work. Particularly finicky spirits may not willingly inhabit a Golem without this trait..

Exotic Material - Exotic Materials can be added to the existing material requirements of the above Forms. 'Trying' an exotic material is a total crapshoot if it isn't listed here, entirely likely to do nothing even if done right, and taking at least 1 unit of the material to attempt. Only one Exotic Material can be used.

Gem Materials - Requires the ability to Blacksmith Gems, or a friend that can do that part for you. They gains innate armor and fists of the same material it is lined with. A Gem Mimic uses the same level of knife as this material level for its Bite attack.

Frankensteiner - Supposedly the earliest golems created by man rather than god were composed of dead flesh brought to life by the merest spark of magic present in mundane lightning. A Frankensteiner requires body parts matching the build of the Golem, in decent condition. How you acquire these is up to you and the darkest part of your mind. This same process is being put to the test with a homonculus
A Frankensteiner is healed by Lightning damage unless they are weak against it, and is affected by any spell that would normally target a zombie.

Ent - The homonculi is built from a living tree. This requires a very healthy, very large tree and the use of Druidic arcana to keep it alive and healthy during crafting(A druid can create a 'living seal' DC: 500 to meet this requirement.). The resulting creature is made of living, magical wood, and considered a plant for all intents and purposes. It can benefit from Druidic and Plant based magic. An Ent cannot house a Fire, Death, or Lightning aligned spirit, at least not if it wants to live very long.



-PROGRAMMING-

Choose a programming level. This can be any multiple of five equal to or less than your Arcane Science skill/5. This level will decide how many Skill Points the homonucli can spend. It can only take Athletics, weapon proficiency, Reaction, Roll, and Advanced Skills in those areas. If the form grants it additional possible skills, these can also be bought, as can their Advanced Skills.
No skill can be higher than the crafter's Arcane Science skill, and the crafter must have the help of someone with the Skill he's programming (Or have it himself). Leftover points are lost forever. AFTER THIS HOWEVER, a homonculus can begin to earn xp to use towards gaining skill points in the standard fashion.
Level 1 - 125 SkP, DC: 200

Level 2 - 325 SkP, DC: 450

Level 3 - 650 SkP, DC: 600

Level 4 - 1100 SkP, DC: 750, 1 Feat

Level 5 - 1675 SkP, DC: 875, 1 Feat

Level 6 - 2375 SkP, DC: 1000, 1 Feat

Level 7 - 3200 SkP, DC: 1200, 2 Feat

Level 8 - 4150 SkP, DC: 1500, 2 Feats

Level 9 - 5225 SkP, DC: 1750, 2 Feats

Level 10 - 6425 SkP, DC: 2500, 2 Feats
Note: Outside of chosen feats a homonculi does inherit the bonus traits of any race or creature it is modeled after.
AFTER THESE, a homonculi can begin earning feat points. (Considered to have zero xp. Going by the standard feat generation table for a normal character)
THE XP USED AT CREATION DOES NOT APPLY TO THIS TOTAL. DOCUMENT IT SEPERATELY AT ITS CREATION ONLY

'OPTIONAL'

Add 1 spell homonculi can cast - DC of Programming increased by 25% (per spell). The spell must be cast or inscribed on the golem so that it may learn it. If a spirit/core of the opposite element to any known spells is Bound later, the golem will lose those spells. Golems cast spells from HP unless using an Unshackled spirit (see below).

Add 1 language - The Homounculus learns a language known by the creator, or an ally that is willing to help. Each language takes a full day of concentration to program in and consumes 65 SP. It is NOT assumed the homonculus can speak on its own without this.


-BINDING-

The final, most crucial part, and the difference between a golem and a very expensive action figure/statue. The binding of a spirit to animate the Golem
Multiple types of binding can be used via 'optional types' in conjunction to strengthen the binding or cause unforseen affects. Know that this doesnt always mean something beneficial

-Types of Binding-
Soul Link:
A 'Soul Link' allows the crafter to link the golem to a still living character, either themselves or a friend.
The character being Linked must have at least 500 EXP per level of the golem's Body, or half that for each character if a Shikon Bind is used. If the golem or character is brought to death threshhold, the link is severed as a fail safe and must be redrawn. If the linked character is knocked out or otherwise put out of commission, the golem ceases to function until they are brought back around but the link need not be reestablished.
The Linked character's Elemental Affinity applies naturally, and the golem 'inherits' one spell or technique that the character knew per Programming Level.

Golem Core
A simple method is to purchase a Golem Core on the market. These are dug up from various places, created by alchemy, or modified from Reaverbot cores(found in digger ruins).
A Golem Core must be of the combined level of Body and Programming (Body Level + Program Level), and cost 10,000 Gil per level. (Multiply by 2-6 to to get one with an elemental affinity)


The universe is vast, and there may be still other sources of energy that would properly bind a Golem...

'OPTIONAL'

Attunement Bind - Replaces the standard core of the homonculus with practically anything. This can make Binding easier or harder, or add special traits to the finished product. It is, however, completely at the whim of the GM what if any effect this has, and you won't know until you've already finished the Bind.

Shikon Bind - A method hailing from the far ancient oriant and a truly difficult one at that, where two spirits of relatively equal strength but opposite alignment are bound simultaneously.
In this method, the cast invokes a 'right of spirits'. The caster chooses the level this may be invoked by any mage with the appropriate arcance arts level (NPCs may be approached), the spirits must then be bound. If both spirits are bound within two turns of each other(defeated), they may be bound to the homonculus in unison failing to do so ends the battle and the spirits are whisked away. It takes 1 day to attempt this process again. The the finished Golem will take half damage from both elements represented by the spirits. A homonculus Bound this way does not lose spells that are opposite in alignment to either of the two. The golem may be taught any spell used against it, up to its programing level. Note: Summoned spirits roll is +50 per level summoned. As elementals they have access every spell related to there element up there spell level. (Use the FF spell list for simplicity of encounters)
HP is equal to: 30,000 * Summoned Level. If used in conjunction with a soul link willing participants simply need to agree and have opposing affinities.
Unshackled Bind - A dangerous method created by more benign elementalists, an Unshackled spirit is more loosely tethered to the homunculus.
The process is the same as a shikon bind, but the final creation has the same Elemental Affinity level as the spirit used, and can cast any spell it knew before being bound as well as access it's MP pool. An Unshackled spirit can attempt to break free at any time, and will always succeed on a Divine. The homonculus may or may not show the same intelligence and personality of the bound spirit, depending on how much intelligence and personality it had to begin with. Note: At the end of a mission the player will roll luck. If the roll is below 300, the homonculus's owner must face the spirit upon reaching a 'safe zone'. It starts the battle with the spirit under, Terminal Berserk status.
Beseech - Calls on a patron of god-like stature to bless a Totem with life.
This requires a worshipper of that patron to make Divine Arcana/Summoning check, visit a diety's resting place or speak with them directly. This can be done while preforming rituals, prayer, and other forms of worship. When the god is pleased enough by the number that is racked up or the earnestness of the worship, the totem will spring to life.
A patron may add anything to the totem that he or she feels like it needs. On the other hand, a patron may be outright disgusted if the totem doesn't already have these things. The finished product is considered complete the divine energies of the patron furfill the requirement for 'life'.
Ninjassassin
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