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Playing a Golem

Golems are extremely loyal. Most prefer the path of honorable accord, or the path of Harmony. Very few follow the path of Power and the Inner Voice. Golems are Independent, and will not join any sect unless directly told to do so by a member of Old Clan Tzimice, but that is an extremely rare occurrence.

Golems are sentries created by Old Clan Tzimice to protect their havens from ambitious Fiends. Golems are the product of Kuldonic rituals similar to the Thaumaturgical rituals used to create the Gargoyles. Golems have left the strongholds of their masters to follow a more aggressive approach to serving the Old Clan. Armed with a hatred for the Fiends and the elemental powers inherent in Kuldonic sorcery, many Golems have become mercenaries… selling their services to the highest bidder and doing anything it takes to further their goal of eradicating New Clan Tzimice.

Graduation requirements: Golems require one Graduation to play due to their sect affiliation.

Disciplines: Auspex, Fortitude, and one of the following that must be specified at character creation; Dao, Djiin, Ifriti, or Marid.

Note: Golems may only ever learn one of the four elemental disciplines. No exceptions.

Advantages: Because they were created as sentries, Golems were not given the ability to speak. To enable them to alert each other to the presence of intruders, all Golems have developed an aptitude for telepathic communication. Golems are 3 traits up when attempting to establish or resist a telepathic link.

Note: Golems receive additional advantages based on the element that is chosen at character creation.

Disadvantages: All Golems are created mute in order to make their presence more difficult for intruders to detect. This flaw is passed on to the childer of any Golems as well (All of them have the Mute flaw, no exceptions). Golems also display signs of their elemental heritage. They must begin play with a Beastial trait related to their chosen element. This Negative trait does not count toward the 5 points that may be taken in negative traits at character creation. Golems may never knowingly work for New Clan Tzimice, to do so causes the Golems to go mad. If a Golem discovers that he has been working under the employ of a Tzimice they permanently gain the derangement Crimson Rage if they did not already have it.

Note: Golems receive additional disadvantages based on the element chosen at character creation.


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