Trophy Golem
There are two primary types of hunters: those that hunt out of the need for food or resources, and those that hunt for sport. The latter, some would argue, when done excessively and indiscriminately (ex. not caring about the state of the population of a certain species, etc.) can upset the balance of nature within an ecosystem. What then happens when nature doesn't let this go unpunished?
Many hunters tend to decorate their living space with a collection of parts belonging to their catch, which are commonly known as trophies. As a direct result of any disproportional misery and pain the callous hunter has caused to the local ecosystem, and by consequence, to nature itself, the Trophy Golem is born; infused will and retribution in a body composed of preserved animal parts, the trophies the hunter has accumulated and so proudly displayed, held together by forces beyond, ready to fight tooth and nail, literately, to deal out the punishment mother nature sees fit.
What it does is seek its target, the hunter, in an aggressive and unrelenting manner. During encounters, it always keeps its attention on the hunter. It will indeed attack anything attempting to get in the way of its mission, but it will always prioritize the hunter, attempting whatever lethal attack it can, worrying not of its own self-preservation. As for the instincts and prowess the Trophy Golem has: it is a combination of those belonging to the types of creatures that make up its body. In a way, it is considered to have a form of super-instinct, harboring the techniques and strategies of a great number of creatures.
When applying it to a tabletop RPG campaign- if the group of PCs are far from the type that engages in actions that lead to such a creature being born or targeting them- weaving it into the campaign is a question of incentivizing the protection of a target being pursued by the Golem. The targeted individual could be an essential part of a mission, or the party could simply be none the wiser of the surrounding circumstances, thinking they're simply rescuing what is an innocent individual.
Due to its nature, being composed rage and retribution, the Trophy Golem cannot be pacified. Skills and spells that typically allow the soothing of a creature have no effect on it. There are only two ways a Trophy Golem will cease its aggression: it is either defeated in combat, or it has slain its target.
Conjured Creature
In YYHRPG, acting as a Conjured Creature from nature itself, the Trophy Golem gains immense spiritual bonuses from it to its attributes.
It has access to all three physical damage types for its Standard Attacks, and has up to 5 of the Yokai Class Physical Features (chosen by the GM).
Base Attributes
Physique 9, Martial 4, Spirit Level/Demonic Force 7, Capacity 6, Constitution 8, Intellect 0, Sensory 6
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HP 96, Energy 6, Sense 13/130ft., Potency 15, Initiative 15, Movement 65ft.
Skills
Guard 17/32, Deflection, 13/28, Evasion 15/30, Cunning 6, Deduce 6, Resistance 15, Willpower 13
Combat
Special Unarmed
Name Claws, Type Slashing, Range Adjacent
Standard Attack 13, Energy Imbued 38, Damage Output d12, Full Attack 3
Special Unarmed
Name Horns, Type Piercing, Range Adjacent
Standard Attack 13, Energy Imbued 38, Damage Output d12, Full Attack 3
Special Unarmed
Name Hoofs, Type Bludgeoning, Range Adjacent
Standard Attack 13, Energy Imbued 38, Damage Output d12, Full Attack 3
Special
Calm Immunity: Trophy Golem has immunity to calming effects.
Physical Features: Depending on which animals form up its body, the Trophy Golem features around 5 of the Yokai Class' Physical Racial Features, chosen by the GM during its creation.
Feats
Relentless Assault: Each Standard Attack Trophy Golem performs right after another on the same target (whether on the same turn or not) has a +1 bonus on its attack roll (not damage roll), an effect that stacks up to a maximum of +10, but is dismissed the instant a different action is taken (including defensive actions) or if the user is interrupted in any way (even if it doesn’t manifest itself as a loss of action).
Powerful Grapple: Trophy Golem may apply its Unarmed Damage Output on a successful grapple attempt. It may also choose do deal its unarmed Damage Output as one of the grappling options, having to roll opposed unarmed attacks for it, just like with all other grappling actions.
Tasker’s Lock: As part of grappling actions, with the success of an opposed unarmed attack (just as any other grappling action requires), the Trophy Golem is able to take an action with its free limbs while still keeping maintaining its target grappled.
Rocksteady: Trophy Golem gets a +5 bonus on rolls done to prevent being Downed by trip attempts, the effects of weight, impact, shockwaves, and physical Techniques.
Overwhelming Will: Your overall energy is one that overwhelms any who attempt to affect your psyche (read mind, calm and fear effects, hypnosis, etc.), control and influence you, spy on you by means of Techniques, or form a malicious link to you of any kind, be it by use of a Technique or natural ability. On a successful Willpower save against such effects, the person attempting to affect you must roll Willpower themselves, pinned against a Potency roll of your own. On a failure, the affected is Overwhelmed for 2 rounds.
Defensive Instincts: Allows Trophy Golem to roll Defensive Actions against Attacks and Techniques that they do not see/sense coming.
Techniques
Name: Rampage
Base: Charge
Technique Type: Combat
Performance: Full Round Action
Delivery: Contact
Range: Up to 120ft.
Effect Type: Instant
Damage: Energy Imbued Unarmed Attack (see description)
Charge propels the user forward with great force, plowing through obstacles in the way and freeing them from any binds.
Charge prompts a single Energy Imbued Attack Roll against each individual Defensive Action of anyone in the threatened path, each failed Defensive Action leaving the targets Downed and applying the Damage Output of a single Energy Imbued Unarmed Attack. This same Attack Roll is the one pinned against the DC of whatever obstacles or binds stand in their way or constrain them respectively.
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Name: Nature's Rage
Base: Rage
Technique Type: Combat
Performance: Full Round Action
Delivery: Self
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 3 minutes (30 rounds)
A Trophy Golem in Rage has its Guard, Deflection, Evasion, and Resistance increased by 10, while its Deduce, Cunning and Willpower are decreased by just as much. Additionally, its Attack and Grapple attempts are also increased by 10, while the Damage Output of actions affected by the force of physical input (including Techniques) do a +1d4 bonus for every point on Physique.
In its Rage, the Trophy Golem is locked into performing a destructive physical action, whether it is a Standard Action or a Full Round Action.
Nature's Rage allows Trophy Golem to choose its targets despite being under Rage, unlike the default form of the Technique.
While the effects of Rage can be cancelled out by Calm, Trophy Golem is immune to calming effects, and as thus, Rage is unaffected by them as well.
Encounter Behavior
Being a creature that exists solely for its mission, once it has successfully completed it- which is something it can confirm supernaturally (i.e, it is not fooled by attempts at feigning death by way of acting or illusions), it ceases to exist as an entity, disassembling as the magic that bound each trophy together fades away.
As far as encounters go, the Trophy Golem will typically only look to activate Nature's Rage when in proximity of its prey, the hunter, or when its path to them is being significantly impeded on. It will use Rampage to close the gap between it and the hunter, while simultaneously getting any PCs off of it by having them Downed. It will often look to grapple its primary target, making use of the Tasker's Lock feat to attack others while the target is helpless.
Trophy Golem will only imbue its attacks with energy when it is targeting the hunter(s). When it gets a clear opening on them, it will not refrain from using a full attack with each individual strike being imbued with energy. Of course, throughout the whole battle, the Trophy Golem will look to use the numerous Physical Features it borrows from the Yokai Class, which are arguably the most useful features of its skill set, considering most of them act as passive abilities that don't require the use of Energy.
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