
History
Creation

Golems are from Jewish mythology. Traditionally a Rabbi or someone
knowledgeable of the Kabbalah would form a body of the golem from clay
then wrote either the name of god or Aemaet, to bring the golem to
life. These golems were then used within the community to protect or
serve the Jewish people, in order to stop the golem the Rabbi would
remove the word from the golem's head, striking it dead.
Perhaps the most famous golem story is of that of Rabbi Loeb. Rabbi
Loeb lived from 1513-1609 and defended his people aginst thier enemies.
He was loved so much they called him "The Exalted One". The creation of
the golem was reported to have happened in 1580. Rabbi Loeb prayed for
an answer to help his people and recieved the answer make a golem of
clay and your enemies will be defeated. He called tow of his followers
to help him and then begin the process of creating the golem. He then
breathed life into the golem by invoking the Shem Hameforash(the true
name of god known only to a few men per century). They dressed the
golem and brought him to the synogogue to begin his mission. Eventually
the golem was no longer required (some say he went mad) and Rabbi Loeb
revoked the Shem Hameforash, making the golem once again lifeless clay.
The golem was locked in the attic of the synogogue and noone was
allowed in there for many years.
Crafting
The Laws
Aemaet Switch
Gigul
System
Crafting
The creation of a Golem is long and arduous process. Many Nockers
consider the creation of a golem amoung thier greatest accomplishments,
as it takes years of study, and practice to gain the knowledge to
create even a simple golem. First the body of the golem must be
created. What should the golem look like? That is entirely up to the
creator of the golem. Many take the form of traditional mechanical
animals or clay figures, but as time passes and Anime and Manga become
more popular the younger generation are making more golems in the form
of BattleMechs.
The Laws
The following is The Three Laws of Robotics as proscribed by Isaac Asimov:
1. A robot may not injure a human being, or, through inaction, allow a human being to come to harm.
2. A robot must obey the orders given to it by human beings except where such orders would conflict with the First Law.
3. A robot must protect its own existence as long as such protection does not conflict with the First or Second Law
Now you may wonder why I would mention the laws of Robotics, when were
talking about Golems. To put it simply, to prevent unfortunate
accidents from occurring when you give a bad or vague order to the
Golem. His programming must take in account, not causing harm to those
around him.
Thats fine for a normal everyday worker golem but what of War Golems
and Guard Golems? With adavanced programming you can make it so the
Golem recognizes the enemy causing only those harm and abiding by the
rules of Robotics otherwise.
Without these rules you create a dangerous and monstrous creation
indeed and if it breaks from its creators control the bloodshed will be
insurmountable.
Aemaet Switch
The Aemaet switch is to
turn off, or stop a golem immediatly. Jewish history says the word
Aemaet (truth) was written was written on the top of the golems head
during creation, and as a fail safe the Ae would be erased to leave
maet (corpse). This Aemaet allowe for the creator of the golem to stop
the golem if it ever went mad. Even when a Nocker makes a golem today
it is a good idea to program in an Aemaet Switch into your golem,
especially if you ever want to grant him intellegence through Gigul.
Gigul
Gigul or the Transmogrification of Souls gives golems intellegence.
This is considered to be the highest act of creation. Practice of the
Gigul is strictly goaverned by the Bes Din, and if done without thier
permission results in immediate and permanant disbarrment. A Nocker
must be careful when attempting Gigul that he does not create a
mindless monster. A note of caution here is Mary Shelly's Frankenstein,
though the golem in it was not evil, it was granted intellegence, just
not enough to function as was intended. Mistreatment of a golem is
strictly forbidden by The Bes Din, and could result in the permanent
disbarrment of the guilty Nocker. Beyond the legal aspects, a golem who
has been mistreated is very likely to turn on its master. Newly created
golems are just like children and must be fostered as such.
system
With high enough level in crafting and gemetria a Nocker may complete
the creation of a golem. Extended rolls of Gemetria + Intellegence and
Crafts + Intellegence at difficulty of 7 are required until 10
successes are achieved on each of them. The Realm Fae Dweomer of
Glamour is always required for the casting of Animantis (Infusion level
3. For each success rolled on the Animantis cantrip 7 points may be
alloted to the Golem's Physical and Social Attributs, and Skills and
Redes. Any botched roll means that the Golem was damaged in the
creation process and must be repaired, prior to continuing.
In order for the Golem to achieve sentience a Nocker must cast Gigul
upon it. This requires a Delta Wave Helmet and a rod of true silver.
The Realm Fae Dweomer of Galmour must always be used when cating this
upon a golem. If the cantrip roll succeeds then the Nocker must make a
Gemetria + Intellegence roll at diffuclty 7. For every success rolled
the Nocker may allot 1 Attribute point to the Golems Intellegence,
Perception or Wits. This Golem is friendly and loyal to the Nocker
learning skills fairly quickly. If the Gemetria + Intellegenc roll
fails the Golem is like a dim witted dog and loves his master,
unerringly though it is unable to follow basic commands. If one or both
of the Cantrip and Gemetria rolls botch the Golem gains sentience but
something is totally wrong with it. The golem is totally unstable and
antisocial. (The ST rolls the Charecters Gemetria + Intellegence then
assigns Attribute points.)
Most large golems are powered by FUBARs. In order to capture a FUBAR a
Nocker must use FUBAR Generation (Infusion 3) with Realm Fae Dweomer of
Glamour. The number of Successes determines the number of Glamour
points the FUBAR has. The Nocker can then trap the generated FUBAR in a
metal hoop by rolling a Gemetria + Intellegence difficulty equal to the
FUBARs Glamour rating. Wild FUBARS can be captured as well, but the
Nocker needs a electric generator to capture the FUBAR. Usually this
generator is steam powered. To construct the generator the Nocker must
make extended Intellegence + Crafts, Gemetria, and Science rolls until
he recieves 5 successes each at a difficulty of 7. FUBARs need to be
invested with a point of Glamour per week to surbvive.