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Golemancy

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Golemancy Empty Golemancy

Post by Elaninde Sat Feb 02, 2013 5:12 pm

Golemancy Tier 1

Description: Golemancy is the art of infusing inert matter and giving it form and life. By utilizing one of the four basic elements that make up the natural world, a golemancer can create a familiar with a skill set based on the element of its birth to fight for, or defend, the golemancer. These differ from the native elemental golems that elementalists can make by nature for these golems are imbued with an actual soul and a real thinking mind while the alternatives are more like puppets.

General Traits:
-Familiar that will fight and defend for a golemancer without needing to feed it. (Always a plus.)
-A golem's health cannot be regenerated with any sort of healing magic or any other method. When they lose HP, they lose it for good. The damage they take is concentrated on their manifested soul, which cannot be repaired. When they're killed, a new golem will have to be summoned to replace it if need be.
-After being summoned, they will last forever unless something kills them or the golemancer forcibly dismisses it.
-To dismiss a golem, the golemancer that summoned it must spend the energy it took to summon it to dismiss it. For example, if a golemancer summoned a complexity level 10 golem, they will have to spend another 10 energy to dismiss it.
-Some golems are weak to certain elemental attacks, all are resistant to their native element, and some golems gain temporary stat bonuses when attacked by certain elements.
-Only one type of golem can be utilized at one time, but multiple same-element golems can still be summoned.

Stats: Stats are determined by the amount of complexity put into summoning the golem and the golemancer's total magical stat. The more experienced they are with magic, the stronger of a golem they can summon with less need to focus on complexity due to their magical experience. But if they choose to, a golemancer with a significant magic level can summon a truly devastating golem when they focus with 10 complexity.

C = Complexity
M = Magic level

---

Fire Golems:

Fire golems utilize the power of the golemancer's knowledge and power of pyrokinesis to take the form of either a fiery quadruped animal or larger-winged inferno bird. They are meant to be very fast and very strong in terms of damaging power.

Description: Although the final shape is determined by will of the user, the general shape remains the same, about the size of a big cat, lioness, tiger, jaguar, whatever. Another form involves a fiery bird with the same capabilities as the quadruped, but with added flight. It is not limited to that, though. It is capable of shrinking slightly to appear wolflike or any other kind of incredibly fast quadruped predator or flying bird.

Traits:
-They are immune to most melee weaponry attack.
-They will burn anything flammable or flesh they come into contact with.
-They are resistant to fire.
-They burn flora attacks.
-Any air attacks they receive will double their speed temporarily and cause them to burn bright white until their speed boost has ended.

Weaknesses:
-They are weak to blunt or heavy weaponry, capable of smashing on top of them and putting out their flames.
-They are weak to water and earth attacks.

Stat multipliers:
HP = (M/5)+((C*1.5)*(M/100))
Strength = ((M*2)+(C*10))-(M/2)
Defense = (M/10)+C
Magic = (M/2)*(C/5)
Weapon = 0
Speed = (M*2.5)+(C*(10*(M/100)))

Skills:

Fiery Bite: It reaches an opponent and bites hard on it. It has a devastating fiery jaw/beak that will not only burn, but also cauterize the flesh at the same time as it digs in. The attack doesn't last very long, but it is very painful.

Fire Wheel: The golem has immense speed, allowing it to run vast distances very quickly. Going fast enough, it will blur into a single fire line. If it does this and circles enemies as well, it will appear to have trapped them in a wall of fire circling all around them. Should they attempt to escape, they will receive severe burns.

---

Earth Golems:

Earth golems utilize the power of the golemancer's knowledge and power of geokinesis to take the form of either a huge rocky hulk of a quadruped or a smaller earthy biped. What the Earth golems lose in mobility, they make up for in their huge defensive capabilities and brute strength.

Description: The hulking rocky variant can only be summoned in areas with large boulders or rocky terrain. It takes the form of a large quadruped animal capable of completely covering the golemancer or whatever it is attempting to protect. The earthy bipedal variant uses soil and grass to make up its body in areas that are lush with thick moist soil and plant life. In deserts, Earth golems cannot be summoned due to the sandy nature of, well, sand. It cannot hold together.

Traits:
-Massive HP, can take a great deal of damage before showing any form of weakness.
-Great strength, capable of lifting large objects and throwing them.
-Blunt melee attacks that can crush enemies easily if they get too close to it.
-Easily carry huge loads.
-Impossible to completely stop one of their attacks if they get close enough, like being run over by a train.
-Air attacks do absolutely nothing at all to them.

Weaknesses:
-Rock golems and especially bipedal soil golems are weak against water attacks.
-Flora attacks can bind and restrict them, even root them to the ground entirely.
-Very slow.
-Very dim-witted. They don't take into account their own strength sometimes and will often swing too far and hard, potentially putting an ally at risk.

Stat multipliers:
HP = (M*1.5)+((C*5)*(M/100))
Strength = ((M*3)+(C*(M/10)))
Defense = (M*(C/2))
Magic = 0
Weapon = 0
Speed = (M*(C/20)

Skills:

They have no notable skills, they're just walking tanks that are meant to soak up damage and swat at flies that get too close.

---

Water Golems:

Water golems utilize the power of the golemancer's knowledge and power of hydrokinesis to take the form of either a marine mammal or a hard-shelled water turtle. Although they are not particularly fast, they are not slow either. They are a decent balance type of golem that can both attack and defend.

Description: The marine mammal can take the form of anything from a dolphin to a small whale. The turtle variant is more of a fixed size for when the golemancer doesn't care how big it is. The mammal variant's size is determined by the amount of water in the air. If the golemancer is nearby a large body of water, they can utilize that, but if the golem gets too large, it won't be capable of "swimming" through the air like it normally would be able to.

Traits:
-Can be used to travel over large water bodies.
-They can defend as well as attack just as effectively.
-They are resistant against most melee attacks.
-Instead of just being resistant to water attacks, they can redirect water-based attacks to wherever they please.
-Unlike water attacks fired by a hydrokinetic, the water golems are completely immune to lightning attacks. As they are pure water, they feel no effects of the attack, but anything they are touching will be electrocuted if the golem hasn't touched the ground first to send the charge to the earth.

Weaknesses:
-They are weak to earth attacks.
-They are weak against blunt force attacks like hammers and thrown boulders if they cannot stop it in time.

Stat multipliers:
HP = (M/4)+((C/5)*(M/6))
Strength = 0
Defense = (M)+(M*(C/8))
Magic = (M)+(M*(C/8))
Weapon = 0
Speed = (M)+((C/10)*(M/10))

Skills:

Whirlpool ball: By focusing on a bit of water in their own body and spinning that bit of water around rapidly, they can create a miniature whirlpool inside themselves. Then, they can fire that whirlpool as a projectile with a very difficult to follow trajectory. It's difficult for the water golem to even aim it because the water spinning inside the ball throws off it's gravity as it is flung through the air. By focusing on multiple whirlpools in their body, they can fire multiple balls at once, increasing the chances of hitting a target. When it hits, the rate at which the water is spinning is enough to rip skin.

Forced Drag: A defensive attack that is capable of slowing down heavy melee weapons to the point where they can do little to no damage. The skill requires the golem to see where the attack is going to go, then force water to stand in the path of the weapon, creating drag enough to where is makes the weapon feel like it's trying to be swung under water. Unless the enemy has significant strength to counter this magical defensive move, it will fully stop the attack before it reaches its target.

---

Air Golem:

Air golems utilize the power of the golemancer's knowledge and power of aerokinesis to take the form of either a humanoid-sized airy biped or a mass torrent of air that makes the vague shape of a large bird.

Description: Air golems are golems with defensive capabilities, but focus more on offense than defense. They are also the only type of golem that have two forms that differ significantly by what they are capable of. While the large air bird golem is capable of being ridden by a golemancer and one or two other companions, the humanoid variant is purely for attacking and defense, being armed with two solidified scythe-like swords on its arms. Both variants are also the second fastest golem type, falling far behind the speed of the fire golem and above the speed of the water golem.

Traits:
-Immune to all melee attacks, including blunt attacks. The weapons just phase right through their bodies unless they solidify their bodies on purpose to block and protect their golemancer or golemancer's companions.
-They are smart golems, unlike their heavyweight rocky counterparts.
-Fast reflexes.

Weaknesses:
-Their greatest weakness is fire elemental attacks. If they are attacked by any type of flame weapon or magical projectile, they can go up in flames. This would make a one-hit KO regardless of the golem's remaining HP. As most elementalists tend to specialize in pyrokinesis in some form, this makes the air golem a risky expenditure.

Stat multipliers for the humanoid variant:
HP = (M/6)+(C/5)*(M/15)
Strength = 0
Defense = (M)+(M*(C/15))
Magic = (M)+(M*(C/5))
Weapon = (M)+(M*(C/5))
Speed = (M)+((C/5)*(M/5))

Stat multipliers for the large bird variant:
HP = (M/6)+(C/5)*(M/15)
Strength = (M/2)+((M/2)*(C/10))
Defense = 0
Magic = (M/2)+(M*(C/15))
Weapon = 0
Speed = (M)+((C/5)*(M/5))

Wind Tunnel: This power is available for both variants, but the humanoid variant has a stronger magic level, so the attack is significantly more effective for it. The golem forces a huge rush of air in the direction of it's choosing, creating a wind tunnel type of effect that can stop a strong opponent dead just trying to fight the wind or send weaker opponents flying backwards. In deserts, this attack is far more sinister. The amount of wind will kick up the sand and send it flying right toward the enemy at a speed fast enough to cause the sand particles to scratch and cut bare flesh.

Flight boost: This power is available only for the large bird variant and utilizes the opposite effect of the Wind Tunnel skill. It doubles the golem's speed stat for the duration of the skill.

Thick Air: A power available only for the humanoid variant, this power allows the golem to solidify the air all around it for up to 2 meters from it's body, halting all melee and physical projectile attacks. If a living being is caught in the field, they do not suffocate, but breathing is made much more difficult.


Last edited by Elaninde on Sun Feb 03, 2013 3:09 pm; edited 5 times in total
Elaninde
Elaninde
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Post by Demi Sat Feb 02, 2013 6:16 pm

How durable are these golems, and how is their strength measured? Are you following the normal mechanics for creatures?

Also, how much energy is taken from this as per Energy Levels?
Demi
Demi
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Post by Elaninde Sat Feb 02, 2013 6:28 pm

Sorry, still a noob to the site so I didn't take that into much consideration. I want them to be dependent on the magical strength level of the golemancer in terms of what they can do and how long they can last.

I, uh, I can't seem to find a thread that will help me figure that out, though.
Elaninde
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Post by Demi Sat Feb 02, 2013 6:44 pm

Ah, it's fine.

If you want to use magical strength, then you should probably do something like having a certain amount of Magic power that allows for a certain amount of strength in each of its stats and how long it will last.

Like... if the user has 1-100 in its Magic, the Golem can have 250 in each stat, and can stay alive for up to 50 HP (meaning that five Level 10 [the highest level] attacks will kill it).

It can get higher, as the margins increase. Like... 101-300 = Golem Stats are 350 in each, and can stay alive for up to 100 HP. Then 301-500 magic = Golem stats are 500 each, and can stay alive up to 150 HP.

Something like that, perhaps?
Demi
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Post by Elaninde Sat Feb 02, 2013 6:50 pm

Sounds doable. I was thinking something a bit more complex with a base multiplier for each stat that is determined by magic level. I may need to expand this a bit more and fully develop two creatures for each element, which shouldn't be too difficult." she says, which she may or may not regret.
Elaninde
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Post by Elaninde Sat Feb 02, 2013 7:11 pm

So, um, where's the thread that details a character's energy and how skills use it up?
Elaninde
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Post by Demi Sat Feb 02, 2013 7:16 pm

It was recently deleted by forumotion. At least two hours before you signed up, actually.

I need to rewrite the entire thing, and add some more battle rules. That shouldn't take long, though. Maybe only about 20 minutes.
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Post by Elaninde Sat Feb 02, 2013 7:17 pm

Alrighty. I can wait. ^^ Gives me some time to actually get back to working on my character.
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Post by Demi Sat Feb 02, 2013 8:09 pm

Alright, cool!

Posted here.
Demi
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Post by Elaninde Sun Feb 03, 2013 2:43 am

There we go. I modified it heavily. Lemme know your thoughts or if I did something wrong.
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Post by Demi Sun Feb 03, 2013 11:09 am

Say if I summoned a Complexity Level 3 Fire Golem and assuming my Magic stat was 500 (love those formulas, though - admittedly, I'm a biiiiig mathematical battle mechanics buff), then I have calculated what the stats would be the following, when floored instead of rounding.

HP: 122
STR: 780
MAG: 53
WEP: 0 <--- Good, btw.
SPD: 1400

Those stats are PRETTY unbalanced in the sense that anyone can really outclass it, and it's a little too powerful for a Complexity Level 3 golem, though that may be because of the magic energy expenditure. The creatures with the highest strength are those nearing the 5000's or so.

I'll propose these formula spreads.

(M * C) * 5 / 12 <--- For the highest stat.
(M * C) * 4 / 12 <--- For the second highest stat.
(M * C) * 3 / 12 <--- For the middle stat.
(M * C) * 2 / 12 <--- For the second lowest stat.
(M * C) / 25 <--- For the HP stat. (This could always be HP)

Spread these formulas out between Golems however you wish.

With all of that stated, say my Magic was 500 and I created a Complexity Level 3 Golem. The stats would be:

HP = 60 (Which means that it'll take 6 full-power attacks to beat it.)
STR = 833 (Highest)
DEF = 666 (2nd Highest)
MAG = 500 (Middle)
SPD = 333 (2nd Lowest)
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Post by Elaninde Sun Feb 03, 2013 2:12 pm

They're meant to be somewhat unbalanced, in a sense. I was sort of trying to follow the guide you posted, keeping some things relatively close. The fire golem's key attribute is it's speed. The main point that is to go into their stats is the golemancer's magic level. The higher that is, the higher the golem's overall stats will be. Then they choose the complexity level depending on how much more stronger they want it. With the formulas you proposed, if a level 100 novice were to summon a complexity 10 golem, their highest stat would be in the 400s right off the bat, which would work for the speed bit. But if they summoned a complexity 3 golem, the stat would be 125, which is still significant for a level 100 mage. The golem's complexity is meant to be a variable chosen by the golemancer in their summoning. As a result, in my formulas I attempted to make it an extra addition to the stats rather than combining it with the magic level outright.

Sorry if I'm not making much sense here. Messing with these formulas is what took me so long in rewriting this. ^^ The golems are meant to be a bit unbalanced in their stats, favoring their particular elemental characteristics. Fire is unstable, hot, and, in the golem's case, fast. Earth is meant to be huge, lumbering, and basically a walking tank. I do like how you used a sort of common formula for each stat, though. Perhaps I should have done that. Would have saved a lot of headache. What do you think a fire golem's speed should be after summoned by a level 500 golemancer at complexity level 10?
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Post by Demi Sun Feb 03, 2013 3:05 pm

Ah, I see! That's actually what I hypothesized. The formulas I made were meant to be spread however you wish between the stats.

Now, as for the Golemancer w/ 500 Magic and a Complexity of 10; it would be, by my calculation, 2083; which is pretty good. Able to outspeed many strong creatures, which helps those with low strength.
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Post by Elaninde Sun Feb 03, 2013 3:10 pm

I'll work on the formulas a bit later tonight. I'm sort of switching my attention to my character now.
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Post by Demi Sun Feb 03, 2013 3:16 pm

Alright, then. I hope to see this finished. Btw, about your skills:

You can just use the skill list for this one. Simply use everything you wish, sans the ones that say (NPC). However, for this, we should keep it at two skills.

Like for the Fire Golem; Pyrokinesis and One-Man Army. The last one is pretty important, since it means that the golem can fend off multiple enemies at once. All of the Golems should have it, really.
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