Showing posts with label Spells. Show all posts
Showing posts with label Spells. Show all posts

Friday, 20 November 2020

Alternate mental detection

Mental detection through the ESP spell is very common in my setting. I run monsters that have it as being actively aware of their near environment and have found the base ESP spell a bit lacking for my game. NPCs and players are well aware of this and steps can be taken to avoid detection as discussed in a previous blog post. Doing my research I have read multiple versions of the spell across games, editions and spell systems and have revised it for my game based on my needs.

I also added a stronger spell for deeper mind reads as shown below.

Sense thoughts

First is the classical ESP which I have renamed sense thoughts to differentiate it.  It's easy to back out the base cost of the spell using the spell system to be around 15 points to detect thoughts. The question is if this is a spell that has been "improved" like fireball. Looking at other 10-20 cost detections it seems reasonable, and begs the question is a thought a treasure as the detection costs the same amount.

I dislike the one turn detection aspect in play, standing still for 10 minutes seems unreasonable for standard play. In social situations outside combat standing and focusing on a person for 10 minutes reduces the utility to almost zero, I feel the spell should be usable if cast. I am aware that ACKs tries to allocate everything to a turn cycle but sometimes this breaks my personal sense of flow (I use double dungeon movement as a result as many players balk at moving only 60 ft in 10 minutes, yes i know they are searching). Long story short, the scan takes a round to establish.

Also, for detection I use the basic Freud three levels of the mind model to help me explain the levels of the mind probe (because at a basic level it is easy to explain). Surface thoughts being only what is on the top of a person's mind, cleaver players will use this through questioning to elevate the preconscious/subconscious to the surface through verbal questioning. The unconscious remains out of scope.

I also integrated several of the "sense aura" type summaries to clear up the detection of minds.

Sense Thoughts (2): Detection, detect thoughts 15, range 60’ (x1), duration 2 hours (x2.5), saving throw avoids spell effect (x0.5), arcane/eldritch (x1), total cost 18.75

Sense Thoughts

Arcane 2 / Eldritch 2
Range: 60'
Duration: 2 hours

This spell permits the caster to detect the presence of thoughts and read surface thoughts of one or more targets within range.

If thinking creatures are within the caster’s line of sight, the caster sees them as surrounded by a purple aura - the more powerful the mind, the stronger the aura. Invisible creatures are not detected by this spell, but the emanations of their thoughts will be seen as an amorphous purple glowing fog, possibly allowing the caster (only) to attack the invisible creature at an attack penalty of only -2. If the thinking creatures are not within the caster’s line of sight, he is nevertheless aware of them in his mind’s eye, gaining a sense of their proximity, number, and relative power.

While the spell is active the caster may concentrate for a full round on a single thinking creature to probe its surface thoughts. Surface thoughts are those in the conscious mind containing thoughts, memories, feelings, and wishes that the target is aware at any given moment, memories not actively recalled are not accessible unless the target can be prompted to remember them. A creature’s thoughts are understood regardless of the language. The target creature is not normally aware of being spied upon in this way but if it sees the caster concentrating on them or is somehow suspicious it may make a saving throw versus Spells to clear its thoughts and avoid detection. Rock or metal of more than 2 inches thick or a thin coating of lead or gold will block the spell. 

Probe thoughts


One thing I dislike about several more modern versions of the ESP spell is they grant the ability to dive into subconscious or unconscious memory. This should be powerful, level 4-6 spell effect powerful.

It borders on the same power level as a divination or communion spell. In effect you probe a mind to answer questions or extract information. It may even be possible to extract information that the target cannot recall. As such I based my build for a spell that goes to subconscious and unconscious based on these types of spell.

Overall, the base probe detection should sit around the 60-70 base spell cost mark when building it. Rather than making the spell fully "evil" in nature due to what it does I gave it a more open utility where the extraction could be used for the benefit of the individual. I didn't add a saving throw deliberately, if you spend a level 5 spell on a single target that does not kill the target I feel you should get some return. I did add the targets full awareness to compensate for this, which makes the social aspects interesting to play through. Overall, in combination I feel this spell has some interesting options for use in play.

Probe Thoughts (5): Detection, probe unconscious 60, range 30’ (x0.8), 1 creature in range (x0.7), duration concentration (x1), no saving throw permitted (x1), arcane/eldritch (x1), eldritch or communion (x1.25), total cost 42.

Probe Thoughts

Arcane 5 / Eldritch 5
Range: 30’
Duration: concentration

The caster concentrates on a target and gains full access to their memory and knowledge going as deep as the subconscious and unconscious mind. The target is aware of this intrusion, if they are asleep they are awakened. While no save is available to the target the spell is cancelled if they move outside of range. The target of probe thoughts will not be well disposed to the spellcaster, the judge should adjust their reaction status based on the nature and length of the probe.

The caster can learn the answer to one question per round, though more complicated questions or narrative answers may take more than one round to answer (as a guide 10 words per round are a normal answer). The creature's thoughts are understood regardless of language. The creature may continue to act normally and recalls all answers given. The judge answers to the best of their ability based on the target's memories and may even delve into forgotten memories deep into the unconscious mind. The answers are from the subject's perspective and true based on their recollection with older memories being more vague and difficult to recall in perfect detail.

Saturday, 24 October 2020

Overload

I was making a spell for a magic item in my game that caused a machine to overload and explode. It’s not uncommon to see a spell that has two effects based off the same saving throw, but this one is more a spell that can sometimes trigger another. Now I know the ACKs spell system is more for “fit or feel” system than it is a balanced creation system but it’s still good to write it down and size the spell effect. 

The intent of the spell was to target a machine and make it saves vs death. If it fails it is destroyed and explodes. Overall its a bit like a death spell with a partial fireball that only goes off it the target dies. I had to stretch the spell design system a little, using an “environmental” modifier to get me a trigger effect. Overall though it comes in around level 5 which seems about right.

Oh, and the Almanac has converted me to Eldritch spells, the more I look at them the more I like the change. Also it has the Terran Engineer in that system so I classified the spell below as experimental (I think i followed the guidelines correctly).

New Spell: Overload

Arcane 5, Eldritch 6 (grey, experimental)
Range: 90’
Duration: Instantaneous

This spell causes the power systems of a device to catastrophically overload destroying it and causing an explosive reaction to occur. The target robot or machine must make a saving throw versus Death. If the target’s saving throw succeeds, it resists the spell. If the target’s saving throw fails, it catastrophically explodes and is destroyed. The explosion does an amount of damage equal to the original targets hit dice in d6 (minimum 3d6) over a 20’ diameter area cantered on the target original location. Creatures caught in the explosive area may save vs. blast to take half the damage rolled.

Overload (5): Death, target slain (85), 1 creature (x1), able to target object (x1.25), only targets robots/machines (x0.75), range 90' (x0.8), instantaneous (x1). Saving throw avoids spell effect (x0.5), eldritch (x1), cost 31.9; and blast, 1d6 damage per level (27), maximum 6d (x0.8) (damage varies between 3D min and 9D max), spell draws on specific environmental power source (x0.67) (device destroyed by death spell), 20’ diameter sphere (x2), range 90’ (x0.8), duration instantaneous (x1), saving throw reduces spell effects by half (x0.75), arcane (x1), cost 17.4; total cost 49.2. [Eldritch blast x1.5 for second part, cost 58]

Magic Items: Rods in my game


I am populating out some treasure items for the dungeon I am creating and have decided that for my game rods will be “large wands”. In this a wand has a single spell and 20 charges, while rods will have three spells and 20 charges. They still have the caster leave at +3 to give them an advantage over cheaper wands. Staffs will have varied effects in addition to being weapons to further differentiate them.

Some current rods are:

Rod of healing [E]: This white birch rod is engraved with runes of healing and may be used to heal sickness and injury. It holds up to 20 charges and may use them to cast cure disease (E3 as 8th level caster), cure serious wounds (E4 as 10th level caster), and neutralise poison (E4 as 10th level caster). None of the spells may be reversed. Value: 75,000gp (7.5 spell level gives 3,750 per charge, at 20 charges).

Rod of the technomancer [E]: This short staff is made from the same blueish steel material used in visitor craft and is adorned with a sapphire gem. It holds up to 20 charges and may use them to cast network shutdown (E5 as 12th level caster), magnetic pulse (E5 as 12th level caster), and overload (E6 as 14th level caster). Value: 110,000gp (11 spell level gives 5,500 per charge, at 20 charges).

Rod of the warrior [E]: This silver rod with a ruby tips allows its wielder to summon a small army and join the fray with its eldritch armor. It holds up to 20 charges and may use them to cast summon barbarian (E1 as 4th level caster), summon hero (E2 as 6th level caster), and eldritch armor (E2 as 6th level caster). Value: 35,000gp (3.5 spell level gives 1,750 per charge, at 20 charges).

Friday, 9 October 2020

Stay out of my mind!

Last week I posted the visitor custom class, and Omer noted on discord (link on the Autarch forums so jump in), that permanent ESP is very powerful though fitting to the conversion of the BCK monster. Regardless of how much it costs in the build, it is powerful (costing almost as much as a full rank of thief value), but it’s also a common power in my campaign so how do I deal with it?

Classes and saving throws


While I have built the visitor class more for NPC use, the key thing to recognise is that visitors are both common in my setting (as a monster) and well known. They are the villains of the setting both due to their actions and their powers to read minds. To the point that my players assume that visitors will read their mind. Also, they cannot mix in human civilisation without significant concealment or disguises.

As such, the saving throw in ESP goes from an "if suspicious" to "if you see them". Making the opportunity for a saveing throw automatic. Additionally, failing the save still does not remove the awareness of mind reading and distrust of mind readers.

In addition to this, two player classes common to my setting are related to visitors, the Nephil (from BCK) and Psion alien-human hybrids. While not able to access ESP permanently, they suffer from the same general distrust. That said a Nephil can use its innate ESP and Spells to reach an effectively permanent state of ESP by around fourth to eighth level 2 hour duration plus overlap). Again, if you see a Nephil the district alows for a save.

The mind shield


BCK comes with the mind shield item. A technological solution to the prevalence of ESP that is linked to having these creatures in the game. At its core this possesses the following two spells:
  • Immune mind affecting (5): protection, mind affecting spell category 55, self x0.75, 3 turns x1.2, arcane/eldritch x1; total cost 49.5 
  • Can’t cast spells (2): reverse protection. Anti-magic on target 25, only for mind affecting spells x0.5 (as category limit), range touch x1, 3 turns x1.2, no save x1; arcane/eldritchx1; total cost 15

This item should be broadly available as an item (I sprinkle a few here and there). I really like how this item has a flaw, in a way the idea of an item that has a bonus and a failing are more appealing to me than cursed items. I have used this often for powerful items in my games as it makes decisions around use more interesting.

In terms of item costs they are easy to calculate as a permanent level 5 effect reduced by a cursed permanent level 2. So I price them as 125,000 reduced by 50,000 for a cost of 75,000. Non-caster classes benefit strongly from these while casters and Nephil may choose to avoid them.

New items to stop mind reading


In D&D lore there is a ring of mind shielding. This can easily be added in concept to ACKs using the following spell build:
  • Stop mind reading (3): protection, immune to mental detections (25) (as 1 type of effects), range touch (x1), 3 turns (x1.2), arcane/eldritch (x1); total cost 30.

Creating the following item:
Ring of mind shielding:
The wearer of this ring is immune to magic allowing others to detect or read their thoughts. The reader can completely block telepathy if they do not want it. It also protects them from others reading their intentions such as through the perceive intentions ability. Value 75,000 (3rd order permanent effect).

This also allows for a new warding scroll which would allow non-casters to use the item (making it more available). This would use the following spell:
  • Stop mind reading zone (6): protection, immune to mental detections (25) (as 1 type of effects), target 1 creature (x1), protection in 10’ radius around target (x1.75), range touch x1, 6 turns (x1.33), arcane/eldritch (x1); total cost 58.2.
Scroll of ward against mental detection: A barrier is created against all mental detection spells and spell-like effects. This barrier remains for 6 turns, during which time those inside the area are immune to detection, effects that reveal thoughts and powers that reveal intentions, though they may still detect others. Total cost 3,000 (6th order single charge effect).

Such items would be very useful when crossing through visitor held territory subject to my detection rules. I would rule that parties encountering non-visitor encounters would not trigger the increase in alert status if a battle occurs as all their minds are shielded from detection.

Sunday, 30 August 2020

Action packed spells

Sticking with a spell theme while Aryx's Almanac of Unusual Magic is up for funding. The Terran engineer update should be coming soon which should be good.

A while ago I was exploring initiative bonuses in ACKs and noticed there were no spells relating to initiative. So naturally I began to tinker with it and I came up with these.

New spell: Speed of action

Arcane 1, Eldritch 1
Range: 30’
Duration: 6 turns (1 hour)
The target of this spell experiences accelerated reflexes granting them a bonus of +1 to initiative rolls. This bonus does not apply to spellcasting actions. When using worldship initiative any dice rolled, excluding spellcasting, is reduced by one step (eg. a d6 become a d4). 

Speed of action (1): Transmogrification, +1 initiative in combat (half proficiency, doesn’t aid spellcasting; 10), range 30’ (x0.9), duration 6 turns (x1), beneficial effect (x1), arcane/eldritch (x1), total cost 9.

New spell: Instant action*

Arcane 4, Eldritch 4
Range: 30’
Duration: 1 turn (10 minutes)
The world slows from the perspective of the spell's target granting them uncanny combat insight. The creature acts before all other participants in the combat round regardless of what they rolled for initiative. If more than one creature in the combat is subject to this spell their actions are resolved before the main round using their normal initiative rolled. This bonus does not apply to spellcasting actions which still require actions and speech at normal rates, a creature subject to this spell that casts a spell ignores this benefit for the round of casting.
The reverse of this spell is lagging Action, which forces the affected creature to act last in the round regardless of their initiative roll. More than one creature is resolved as above, but after all other actions. Spellcasting actions remain unaffected as the spellcaster can tune out all other stimuli. The creature may save versus Spells to avoid the effect. Instant action and lagging action dispel each other.

Instant action (4): Transmogrification, +6 initiative in combat (roll higher than 6 in standard combat; 60), range 30’ (x0.9), duration 1 turn (x0.7), beneficial effect (x1), arcane (x1), total cost 37.8; Reverses to lagging action (4): Transmogrification, -6 initiative in combat (roll less than 1 in standard combat; 60), range 30’ (x0.9), duration 1 turn (x0.7), saving throw avoids (x1), arcane/eldritch (x1), total cost 37.8.

New spell: Quicken action

Arcane 6, Eldritch 6
Range: 60’
Duration: 3 turns (30 minutes)
This spell splits the recipient’s mind and actions in two. This duality of thought and action allows them to act twice in any round. They roll twice for initiative, with each declaration being entirely separate. For example: one action may be a ranged attack and the other casting a spell. If one action is dependent on the other the character must delay an action until they can catch up with themself.

Quicken Mind (6): Target’s movement routine doubled (20) and target’s full action doubled (40) (60 total), target 1 willing creature or object (x1), only creatures can be targeted (x0.8), range 60' (x1.33), duration 3 turns (x0.9), beneficial effect (x1), arcane/eldritch (x1), total cost 57.5

Design Notes


Speed of action: this ones a pretty standard spell, gives a bonus, standard range and duration. I could have given it a 60' range but I'm wanting it to have a group/close range as a stock spell.

Instant action: This one is a bit more experimental, using an initiative 'separate round' rule I recall from shadowrun. It uses the above cost times six to push a normal action outside the standard round on a d6 (for an average participant). 

Quicken action: If you want a version of quicken mind that ages a person simulate to haste you can use this build:
Time split (6 - target rolls twice for initiative, aging version): Target’s movement routine doubled (20) and target’s full action doubled (40) (60 total), target 1 willing creature or object, plus one per 2 levels (x3), only creatures can be targeted (x0.8), all willing targets aged 1 to 5 years (x0.3), range 60' (x1.33), duration 6 turns (x1), beneficial effect (x1), arcane/eldritch (x1), total cost 57.5

Saturday, 1 August 2020

Anniversary and a spell

It's been a year!

Looking back I have enjoyed my new weekly routine. I'm enjoying using this blog as an incentive to continue to develop my setting and as a result I have been gaming with my children more often and more regularly. So overall a positive outcome in a difficult year. 

Right now I need to finish my monsters, work on a customised spell list, make up some more racial and class templates and then I think start posting some of the adventure material I have created. Also I will post up some more machinery and material to complement the machinery to the max rules from Axioms.

I think my introspection this last week added to the un-joys of lockdown caused me to stall on finishing my monsters, so for this week a spell.

New Spell: Cone of Ice


This is based on the Thunderbolt spell from Heroic Fantasy that adds a condition to the damage. I always pictured Cone of Cold as encasing someone in Ice (was that in the Narnia movie?), so here is a replacement version that does just that.

Cone of Ice

Arcane 5
Range: 0’
Duration: instantaneous 

This spell produces an icy cone 40' long and 20' wide stretching from the caster’s hands. Any creatures caught in the area of effect of the cone of ice must make a saving throw versus Blast. A creature that fails the saving throw suffers 1d6 points of cold damage per level of the caster and is coated in a layer of ice, restraining their movement. A creature that succeeds on the saving throw suffers half damage but is not restrained.

A restrained creature cannot move until it escapes or cuts itself free from the ice. Restrained creatures cannot use shields and can be attacked with a +2 bonus, or can be ambushed or backstabbed for a +4 bonus. The restrained creature may attempt to escape as an action in lieu of attacking. It may attempt to slip free with a saving throw versus Paralysis or it may attempt to break free with a proficiency throw to open doors. If the creature has Contortionism proficiency, it gains a +4 bonus on either throw. To cut itself or another free, a creature must successfully hit the ice (AC 5) and deal an amount of damage with one blow equal to or exceeding the spellcasters caster level. See the condition rules in axioms 6 for more details.

Cone of Ice (5): Blast, 1d6 damage per level (27), elemental - water (x1), target 40’ long x 20’ wide cone (x2.5), range 0’ (x0.4), duration instantaneous (x1), saving throw reduces spell effects by half (x0.75), arcane (x1); cost 20.25; restrained 20, elemental - water (x1), target 40’ long x 20’ wide cone (x2.5), range 0’ (x0.4), duration until target makes save (x3), saving throw avoids spell effect (x0.5), arcane (x1); cost 30; total cost 50.25.

Notes


The tricky part here is how to price restrained as a condition. Helpless is around 40 points in the death category, and it removes the ability to act. Restrained still allows for actions so a cost of 20 felt about right.

I felt is would be inevitable someone would try to cut their way out so I added it as an option to the other two escape methods. For this I used an AC5 to reflect the spells level and the need to shatter the encasement. The hit points based off the spellcasters "casters level" seemed logical (around 9-14).

Saturday, 18 July 2020

Spells that transfer health

I’m working on a visitor racial template based on the BCK visitor monster entry to use for NPCs. The last thing I need is a reverse engineering of the mind meld power. That said mind meld is more a narrative power and I’m effectively going to have to back it out as a spell.

At the same time I’m examining options for arcane healing spells. This is highly unconventional but then so is my whole setting. At first I thought I might build a completely different magic system, but I found it easier to view arcane magic as a hybrid of magic from the universe channeled using will and the mind. This effectively makes it a hybrid of arcane magic and psionics in my mind. The added bonus here is any spells I make can just be used as arcane spells in other settings.

The first thing I need to explore for mind meld is the transfer of health between people.

Transfer health 

So this one is simple, I’m trying to replicate cure light wounds for arcane magic with one change, the caster takes damage equal to the amount healed. Simple right? But lacking precedence in ACKs spell creation system.

So, how to factor in the damage? I could apply a multiplier but lack a benchmark. So let’s look at two damaging spells. The first is the spell cause light wounds.

Cause Light Wounds: 1d6+1 causing (10), target 1 creature (x1), attack throw required (x1), range 0' (x1), duration instantaneous (x1), no saving throw (x1), divine (x1.5), total cost 15.

As an arcane spell it would imply the spell penalty is equal to the gain (15 as arcane). A zero cost spell or cantrip sounds wrong here. Next let’s look at it as a blast spell. 

Take damage healed: 1d6+1 curing (33), same roll as healing roll x1, max 1D x0.1, one creature x1, touch x0.4, instant x1, no save x1, arcane x1, total cost 1.32.

This gives a near negligible reduction to the base spell. So let’s take an average, (1.3+15)/2 = 8.8. That’s a little higher than a half, so for simplicity let’s just make it a half. This give us our multiplier and alows me to make a new spell. I really like how this one came out.

Transfer life force 
Arcane 1
Range: touch
Duration: instantaneous 
This dangerous spell takes some of the caster's life force and transfers it to the recipient causing a burst of healing. The caster lays their hands on the injured creature and heals 1d6+1 points of damage with the caster taking as much damage as is healed. If using the hit point rules from heroic fantasy the recipient receives one day of healing at its BHR while the caster loses health based on one day of BHR. This spell may also be used to cure paralysis, transferring this state to the caster, but does not then cure or cause any points of damage. The spell will never increase a creature’s hit points beyond the normal amount but can reduce the caster's hit point below zero.

Transfer life force (1): healing, 1d6+1 curing (10), damages caster equal to amount healed (x0.5), target 1 creature (x1), attack throw required (x1), range 0' (x1), duration instantaneous (x1), arcane (x1.5), beneficial effect (x1), total cost 10.

Mind meld

Now I have a gauge on transfer health, I can build something resembling the mind meld power. I must admit though when running visitors I simplify this power to just giving groups of visitors pooled hit points, to make bookkeeping easier. The power wasn’t designed as a spell or character power so I'm trying to shoe horn it into something resembling the ability.

It’s key features are:
  • Once per day.
  • Group - 8 maximum.
  • 60’ range
  • Pool and redistribute health.

So the first problem with this as a spell is eight creatures, no such multiplier exists. Enchant has 3d6 for x5, it seems over cost (x1.1 for x1). Eight is half the levels in the game, a big bonus early on… let’s go with x5 though.

It’s only a benefit to those with the power, a severe limitation. I would say less than half utility, settling on a third. It also can only benefit once per day, which it in the healing cantrip.

Let’s build it at the lowest level first, a 10 point heal. 

Mind-meld minimum (1): healing, 1d6+1 curing (10), transfers health and damages participants equal to amount healed (x0.5), target 8 creatures (x5), all creatures must be able to cast mind-meld (0.33), no attack throw required (x1.4), range 60' (x1.3), duration instantaneous (x1), spell can only be cast on each target once per day (×0.33), arcane (x1.5), beneficial effect (x1), total cost 7.4.

Given the monster power lacks limits on transfers I need to amp this up a little, up to cure serious wounds and settling on a level 3 spell. In the end I’m not sure I would put this in a spell list, maybe just keep it as a racial power benchmarked as a spell.

Mind meld
Arcane 3
Range: 60’
Duration: instantaneous
This power allows a group of eight psionically active creatures that all possess this ability or spell to transfer health between them. The effect is psionic and does not require physical contact. Creatures in the meld may transfer health to each other, either taking damage in exchange or receiving healing. All participants must be willing to receive healing or take damage. Each creature in the meld may only receive or take up to 2d6 plus 1 point per level of the initiator as points of healing or damage. If using the hit point rules from heroic fantasy the recipient may receive four days of healing or damage at its BHR. The spell will never increase a creature’s hit points beyond the normal amount but can reduce a participants hit point below zero.

Mind-meld (3): healing, 2d6+level curing (40), transfers health and damages participants equal to amount healed (x0.5), target 8 creatures (x5), all creatures must be able to cast mind-meld (0.33), no attack throw required (x1.4), range 60' (x1.3), duration instantaneous (x1), spell can only be cast on each target once per day (×0.33), arcane (x1.5), beneficial effect (x1), total cost 29.7.

Friday, 27 March 2020

A few random items

I'm cleaning up some of my files and dug up the following items from a few random notes. Some of the spells are from a much earlier post on technology.

Staffs and Wand


Staff of the Technomancer [A]: This staff is made out of the same blueish steel material used in visitor craft and is adorned with a sapphire gem. It holds up to 30 charges and may use them to cast detect technology (as 5th level caster), disable technology (as 5th level caster), control technology (as 8th level caster) and magnetic pulse (as 12th level caster). Value: 127,500gp (8.5 spell level gives 4,250 per charge, at 30 charges).

Staff of the Artificer [D]: This bronze staff is engraved with runes of measurement and is inlaid with crystal gems in a lattice pattern on its heavy head. It holds up to 30 charges and may use them to cast detect technology (as 4th level caster), disable technology (as 6th level caster) and control technology (as 6th level caster). This staff can also be used with the same effect as a staff of striking. Value: 117,500gp (7.5 spell level (includes striking) gives 3,750 per charge, at 30 charges; +1 staff 5000).

Wand of mechanical control [A]: The wielder of this wand can take control of the programming or command functions of autonomous machines for five rounds, as detailed in the spell control machines. Refer to the spell for the effects and concentration requirements. While concentrating on controlling the machines, the wielder can move at half movement, if successfully struck in combat all concentration is lost and the control ends. One charge is expended per usage. Value: 30,000gp (3 spell level gives 1,500 per charge, at 20 charges).

Miscellaneous Magic Item


Torc of vitality: This torc is fashioned from solid silver with tyrannosaurus leather wrapping the band and exposed silver ends cast in the image of snarling dragon heads. At the start of every day it grants the wearer 10 temporary hit points for that day. The temporary hit points cannot be restored by healing and are the first lost whenever the character takes damage. Value 75,000gp (3rd level permanent effect)

Spell: Vitalise

Arcane 3
Range: touch
Duration: 1 turn per level
This spell infuses the recipient with the vitality of a tyrannosaurus. The spell grants the person touched 2d10 temporary hit points for the duration of the spell. The temporary hit points cannot be restored by healing and are the first lost whenever the character takes damage. 

Vitalise (3): Transmogrification, current form gains 2d10 hp (60), 1 living creature (x1), range touch (x0.6), duration 1 turn per level (x0.8), total cost 28.8.

Tuesday, 24 March 2020

The Shojon

Space giants! They are like a sci-fi fantasy TV trope right? I had to have them, and they must be green or blue. But I'm a child of the anime 80's so I'm tapping into a little Macross and Starblazers with this one as they come to mind when I think about giants in space. It sort of unfolded and evolved from there.

The Shojon


The Shojon are a race without culture, history or identity. They are an aggressive giant humanoid race, being remarkably close to human appearance, but with green to blue skin and slightly pointed ears. As giants they come in at 9' to 11' in height causing them to stoop in the average pedestrian zone.

They awoke after the crash from damaged cloning chambers across the ship. The visitors had been experimenting on them and were seeking to tap into their aggression and military potential for use as a proxy race. To facilitate this they had been tampering with the Shojon genetic code to make them more susceptible to mental influence, a trait they retain to this day. A side effect of this is that their maturity and intellect is slightly stunted compared to other races. Waking in this way they had no baseline of a culture or society and quickly grouped up into packs to seek out food. 

Unfortunately for them, both genders awoke in completely separate parts of the worldship. Slight differences in their gender pre-culture developed after awakening and physical gender differences coupled with their formative intellects led them to conclude they were different species. It didn't help that the other group caused them odd feelings they couldn't explain, nor did their aggressive tendencies. This differing species view and competing over the same sustenance sources led to conflict and segregation, a racial war that wages to this day. They also refer to themselves by different race names being the Kagion-jin for the male culture, and Madion-jin for the female. Databases unearthed have since proven that the race was known as the Shojon, though the Kagion-jin and Madion-jin consider such data heresy and believe it to be visitor lies. Additionally it has been revealed that the race was originally twice the size it is now, with visitors utilising biomass adjustment to bring them down to the current 10' average from the original 20' size.

They have since learned to operate the cloning machines found throughout the ship and use them as their only form of reproduction. As such they value biomatter fluids, energy crystals and genetic databases over all other things. Such items can be sold to them at inflated prices if negotiations can be started, which can be difficult given their hostile nature to those not of their gender species. Where they find genetic data they use it to ensure there is variety in their pseudo-clones' genetic makeup as they seek to edit out the visitor tampering. This ensures they do not all look identical, though they do ensure the gender matches their 'species'.

Overall both humans and visitors tend to give the Shojon a wide berth, they are territorial and aggressive making any relations with them extremely different. Their own language of Shojon is known by some but relations are often used to deflect their aggression rather than make peace. 

Shojon (Large Giants)

Kagion-jin
Madion-jin
% In Lair:
Dungeon Enc:
Wilderness Enc:
Treasure Type / XP:
25%
Gang (2d4) / Outpost (2d8)
Band (2d8) / Camp (4d8)
O, L / 600
35%
Gang (2d4) / Outpost (2d8)
Band (2d8) / Camp (4d8)
Q / 600
Hit Dice:
Armor Class:
Save:
Special Def.:
8
6 (leather)
F8
Susceptibility (charm)
8
9 (scale, shield)
F8
Armor specialists, 
Susceptibility (charm)
Movement:
Attacks:


Morale:
Special Off.: 
120’ (40’)
1 two-handed weapon (3+, 2d10) 
or crossbow (3+, 2d8, 5' line, 200')
or throw spear (3+, 2d8, 40')
+1 (+4)
Battle fury (+2 melee hit, +4 moral)
120’ (40’)
1 weapon (3+, 2d8) 
or crossbow (3+, 2d8, 5' line)
or throw spear (3+, 2d8, 40')
+1
None

All Shojon, regardless of gender, appear as giant humans with pointed ears and blue to green skin pigments. Their hair colour is extremely varied including vivid greens, blues and violets amongst the more regular human colors. They stand 9' to 11' tall and weigh about 1,200lb. Visitor tampering with their genetic makeup has left them susceptible to mental influence, their charm save duration is one month (the lowest rate). They are territorial and aggressive leading to most encounters with them resulting in conflict.

Shojon carry crossbows that, in their hands, are effectively medium ballistas. These weapons do 2d8 damage in a 5' line (damaging two targets if they are in a line) at a range of 200'. They may also hurl massive spears with a range increment of 40' that do 2d8 damage.

Kagion-jin: Male Shojon refer to themselves as Kagion-jin. They equipped themselves with dinosaur leather armor and wielding massive great axes, two-handed swords or polearms suited to their size. Whenever they engage in melee combat the Kagion-jin are engulfed in a battle fury. When enraged they gain +2 to their melee attack value, and they battle fearlessly until killed (+4 morale). 

Madion-jin: Female Shojon refer to themselves as Madion-jin. They wear elaborate dinosaur scale armor which they adorn with feathers and elaborate plumage. In battle they wield swords or spears one handed along with shields. They are armor specialists, having trained to optimise their use of shields and armor in combat granting them a bonus of +1 to armor class compared to their male counterparts (factored into their AC in the stat block).

New Item - Biomass Adjustment Chamber

This device is similar in nature to the cloning and regeneration vats, though it is significantly larger. It consists of a 25' long cylindrical chamber that is 12' in diameter lying on a large metallic slab containing various tubes that connect into either end of the cylinder. Only an arcane Spellcaster, or equivalent, can understand the alien interfaces required to operate the biomass adjustment chamber and determine its key function. The chamber is used to increase or decrease the size of the person placed within.

Enlarging the subject placed within increases both size and mass by cloning existing cells within the host and inserting them between current cellular matter. This subjects the recipient to the permanent effects of the growth spell (player's companion). 

Reducing the subject placed within selectively adjusts or replaces cellular material to be smaller and lighter, they retain the same number of cells, just more efficiently packed. This subjects the recipient to the permanent effects of the reduce spell (below).

Such transitions may only be applied once to any subject, though it may be reversed using the alternative process to the one taken. For the purposes of stacking this procedure should be treated as having the relevant spells cast permanently (permeance rules in ACKs page 120) though this effect cannot be dispelled. Shojon have been exposed to such effects at a genetic level but still use these chambers to become human sized (leading to many stories of Shojon infiltrators) or be restored to their full ancestral size.

Enlargement requires significant addition of mass drawing on a large amount of organic materials (costing 20,000gp) and 10 energy crystals. Reduction requires refinement of cellular material only and as such draws on less organic material (costing 5,000gp) but draws on the same 10 energy crystals. Regardless of the procedure undertaken all materials required are consumed through the process. The process takes 2d6 days to complete during which the subject is unconscious within a tank of biofluid. 

New spell: Reduce 

Arcane 3
Range: touch
Duration: 2 hours
The recipient of this spell and all their equipment halves in size. The reduction also halves their mass but they maintain similar muscle density and suffer no negative impacts to their strength. The size reduction grants them +1 AC. Being smaller than their normal form they also see the world differently and gain a bonus of +2 to move silently and hide in shadows checks. If the recipient lacks these abilities they may escape detection with a proficiency throw of 14+ on 1d20 by remaining motionless and quiet in cover.

If a creature under the effect of a growth spell is subject to reduce or diminution, or vice versa, both spells are cancelled. If a creature under the effect of a reduce or diminution spell is subject to either spell again the most recently cast one applies.

Notes


Shojon: Yes, I know I could have just written them up as one monster but it brings it home giving them two stat blocks. In the end it's only a slight difference. I left the throw ability in from other giants but there are no rocks lying around on the world ship so made it spears and doubled the spear range increment, I dropped its damage a notch and added in the ballista as well, not worth a special as they are really just ranged attacks. Potions of giant strength would use this spear rule in my setting. The proficiency equivalent is not worth a special, similar to the barbarian. The treasure split reflects their nature somewhat, the males are raider and the raider tables have more chance at having magic weapons which suit them.

BAC: I somehow got carried away with this one, I think it might be something to do with micro sized Shojon love stories… I benchmarked the fluids on double and half a clone vat in BCK respectively.

Reduce: Price check was that protection gives +1 AC for 5 and granting a proficiency is 20 (it effectively grants the skulking proficiency). The spell itself is supposed to be a positive size reduction effect so I went a little the ant man route of maintaining density, under normal reductions it would have shed four times more the mass. As it is it has some utility for thieves that would be seen as a bonus and some situational advantages that could be nice to have.

Reduce (3): Transmogrification, current form shrinks to half size (25), 1 living creature (x1), range touch (x0.6), duration 12 turns (x2), total cost 30.

Friday, 31 January 2020

The Bog'ans and a new spell

Right now my focus is on creating encounter tables and setting appropriate monster lists. Each monster I create here seeks to explain the setting through its presence. The normal humanoid enemies seem a bit out of place in the world ship, I needed something alien to replace them.


So I read up on the Reticulans in These Stars Are Ours! as it’s a bit of a near neighbour for this setting and a great take on the 'visitors', maybe the world ship is in another dimension in its future. The Bog'ans evolved from the thought bubble - what would happen to the lesser classes of visitors if they were cut off from their energy, tools and technology?

Bog'ans




A Bog'an and its Thief Bird proxy
When the world ship crashed upon the surface of the planet it suffered critical damage to its systems and structure. While remaining roughly intact the damage sheared off its engines and devastated many of its control systems. Most of the interior transport shuttles and systems ceased operation due to lack of power or broken motive systems. In many areas massive bulkheads sealed off whole sections of the vessel to preserve structural integrity. Many of the vessels lower deck crew
were cut off from the forward command sections of the vessel. Being in the main lesser class proles there was no urgency among the elite to rescue them. The elite also had their own problems given they too were struggling to maintain the core systems in the face of the damage and human aggression.

The proles had to take care of themselves. Without power to sustain their robotic proxies they turned their mental powers to control the various beasts released from Vivariums in the catastrophe. From this mental bond they themselves became less refined in thought and more opportunistic and feral in deed. For tools they turned to metal, wood and fibre. It was difficult at first, many died as they are not a people built for confrontation, but they adapted and evolved (the elites would say they devolved). They turned their backs on the elite who had failed to assist them, to the point that they see themselves as a people liberated from the controlling influence of the old ways. To this day they still plot and war against the humans and elites who would halt their expansion.

Bog’an (small humanoid)
% In Lair:
Dungeon Enc:
Wilderness Enc:
Treasure Type / XP:
40%
Mob (1d8) / Gang (1d6 mobs)
Gang (1d6 mobs) / Clan (1d10 gangs)
E (per gang) / 6
Hit Dice:
Armor Class:
Save:
Special Def.:
1d6*
2 (+2 leather)
F0
None
Movement:
Attacks:
Morale:
Special Off.: 
90’ (30’)
Crossbow (11+/1d6) or Dagger (11+/1d4)
-1
Telepathic communication, ESP, Dominate lesser beings

Unlike their more advanced ancestors they lack the energy and tools required for advanced technology and have degenerated to their scavenger nature. They have directed their mental powers to dominate lesser life forms such as animals and dinosaurs. These controlled beasts act as labourers and proxies in the Bog’ans battles. Each visitor can dominate an animal with a hit dice equal to or less than their own. Additionally a mob of Bog’ans (up to 8) can pool this psychic power to dominate animals up to the combined group hit dice. Such animals are charmed and will follow any mental command from their masters.

Bog'ans typically dress in leather armor made from reptilian hide and wield ranged weapons such as crossbows made of woods and metals salvage from the environment. Their anaemic combat abilities render them weaker than other monsters in combat and they use the fighter 0 progression for attack and saving throws (the leaders below use normal monster hit dice progression for attack throws).

A Bog’an mob is led by a champion with full 6 hp (normal monster attack and saving throws) and equipped with a masterwork scale mail made of dinosaur scale (AC 4). The most common proxy animals used by mobs and champions are velociraptors, known colloquially as "Thief Birds". A Bog’an gang always has a sub-chieftain with AC 4, 2+1 HD with 15 hp, dealing an extra +1 damage on all damage rolls. Sub-chieftains often use deinonychus, or "Claw Birds", as their proxy beasts. A Bog’an clan will be led by a chieftain of HD 5 wearing masterwork splint armor made of dinosaur hide reinforced with metal strips (AC 6), dealing +2 damage to all attacks and wielding an ancestral plasma rifle (2d6+2 damage, 360' range, 30 shots, rapid fire). As the mightiest warriors of their clan they dominate a Timurlengia, called "Grin Lizards" due to their large mouth full of teeth that is often the last thing their victims see. As long as the chieftain is alive, the bog'an's will gain a +2 to morale rolls. As bog'ans are all female and breed through parthenogenesis there is no gender separation and all adults contribute to the defence of the clan. Any clan will have young equal to 25% of the number of adults, they will not fight and have only 1 hp.

Design notes


First I needed to replace mind meld, the signature power of visitors. I thought long and hard about an alternative, but in the end visitors need proxies, they are not inherently good in combat as reflected in the level zero attack throw. Using animals, which are easier to influence, seemed a natural thing. But I mentally extend this bond to their own nature bring a slightly regressed species.

Telepathic link comes in as a level 1 spell (see the new spell below) with ESP being level two giving them a base #### ##. This gives me room for up to another six before I give them two specials. I didn’t build the animal control, but it’s limited nature places it at around a level 2-3 spell. Given the proxies come with their own xp I didn’t add another special, technically I could take points off for the level 0 human attack and save so just left it at 1d6*.

New spell: Telepathic Link

Arcane 1
Range: 120’
Duration: 2 turns
This spell allows the caster to communicate telepathically, and silently, to anyone within range. This communication link goes both ways allowing the target to communicate back. Unlike full telepathy neither party may read the surface thoughts of the other, as such communication requires the participants to actively send a message and the communicators must share a common language. The caster can also setup a shared network of minds talking telepathically together, though all communication in such a group is shared unfiltered by the caster.

Notes: telepathy seems to be priced at 20 spell points as built. Given surface read is more valuable than communication I split it 5/15.

Telepathic link: Detection, mental communication (5), range 120’ (x1.5), duration of 2 turns (x1), all creatures in range (x1), no save x1, arcane x1, total cost 8 (level 1).



Tuesday, 14 January 2020

The Gaumont Empire

The Gaumont Empire descends from the original human inhabitants of this world who boarded the alien vessel to destroy its core. To the wider world these people are often referred to in legend as the creators, but to themselves they are just humans. While not fully successful they aided in halting the invasion and crashing the world ship.

Territory: 83 hexes (Duchy equivalent)
Population: 24,900 (density 300 p/hex)
Centralized settlement pattern, one shift down on urban table: round to 20% urban = 4,980 urban
Capital: 20% in capital = 996 families


As a society they descend almost fully from people of a military background and even to this day their civilisation reflects this. Strong rule of law, service to the state and resilience are traits of Gaumontians even to this day.

Their empire was founded in the launch hangers of the vessel. The hangers are cavernous structures with roofs from two to six miles high. Buildings hang from this sky top in the mists that would be clouds, these buildings are old abandoned hangers and service structures. The surface layer is generally flat containing various platforms and open spaces for storage and servicing of vehicles. The launch doors themselves were in the floor structure, now buried to the outside world and preventing access to the outside world. In some places where doors were sheared off dirt and rock spilled into the hangers creating areas that to this day reflect hills and fields for the current inhabitants.

District 1 - Surlarr


Closer to the Terran Enclave, Surlarr was always the fallback zone for the Gaumont Empire. Additionally with many of its hangers sheared off and the surface layer containing abundant soil the district serves the roll of the breadbasket of the empire.

Fort Marchal

Throughout the history of the empire this holding has always served as the backup capital, only releasing this role in recent history. Unlike several other cities this one is contained within corridor like structures and lacks open spaces and thoroughfares that many a city desire. But it makes it a tough but to crack. Unfortunately it makes it difficult to manage trade with and less pleasant to live in but through the history of the empire these negatives have been more than worth the benefits of safety.

College of Mechanists: Fort Marchal is home to the empires college of mechanists who maintain the ancient arts of machinery passed down from their ancestors. Here many mechanist items can be purchased or commissioned.

District 2 - Cemat


This district has had a troubled history and has always been the frontline in terms of holding territory in the launch hangers. Supported by the Terran holdings to the south, it fell upon the early Gaumont infantry to push the human holding towards the aft side of the bays. But visitor attack squads and the myriad of rampaging escaped experiments frustrated these efforts to the point that this territory has had to be abandoned and recaptured several times.

In the modern era, the wall was established to help hold the northern front and contain many of the threats to the other side of the wall. Many a theory around these constant attacks over hundreds of years point to the hypothetical existence of some sinister intelligence that drives these beasts and marauders but none have ever found the true source.

Neo Valliswa (Capital)

The establishment of the wall has allowed the original capital of Valliswa to be rebuilt over the last hundred years. Originally little better than a shanty town that was reinforced using grounded abductors as defence turrets, the town has blossomed and features structures of steel and stone that befit its status as a capital. In the great hall the current Emperor sits, descended from a long line of Guamonts who have served the empire.

District 3 - Ferone (Terran Development Zone)


The establishment of this territory was a combined effort working with the Terran Enclave in which it was agreed that the land and people would be ruled by the Guamont Empire. These territories were held by visitor outcasts and marauding scavengers that were fought off in the early establishment of the zone. It has since blossomed into a stable district where many people of mixed heritage live. Benefiting from this union they have drawn on Terran and local Mechanist knowledge to repair and revitalise several habitation chambers in the area.

District 4 - Annex Pontos


This domain was a neighbouring holding that was annexed by the Gaumont Empire only a few hundred years ago. It’s people are from a foreign world having escaped from onboard Vivariums and test laboratories on the world ship after the crash. Since the annexation they have become productive members of the empire.

(Left vague for now, this is a GMs chance to put Elves or some other alien race into the setting)

District 5 - Batylle


The current frontier district of the empire was established by house Avril. It is an untamed land on the edge of the empire, beset by visitor raids and scavengers. People of all walks live here, be they human, half terran, terran and hybrids living in relative harmony in a harsh land.

Watchtower Avril

What passes for a village in the region was infact the original watchtower border fort from house Avril. The scouting house cut deep into the borderlands to establish this beachhead from which they have “civilised” the surrounding region.

Sea Of Life


This massive water reservoir is a cylinder over 70 miles long and 20 miles wide. It contains fresh water that sustains some of the nearby communities, additionally its calm surface is ideal for sailing that enables transportation and fishing, though the lack of winds renders all boats to the use of oars. Beneath its surface all manner of creatures live, many hostile to human life.

Emperor Edmond Guamont


The current Emperor of Gaumont is a young but battle experienced, his former regent serves him loyally as his man-at-arms. He wields a mighty sword built by his ancestors that retracts down to a mere hilt, additionally he wears the crown of the royal guard. This famed ‘guardian crown’ is an heirloom and symbol of the empire, it is said to protect not just the wearer but those who stand with him (as ring of protection +3 with 5’ radius). Legends say that while an Emperor wears the crown the Empire will never fail.

Emperor Edmond Guamont: Fighter 9; Str 13 (+1) [18/+3 with suit], Int 12, Wis 9, Dex 9, Con 12, Cha 13 (+1); Fate points: 5; MV 20’ (60)', AC 10 (Juggernaut suit - Human version of Gnomish bronze armored suit AC 7, the guardian crown +3 with 5’ radius), HD 9, hp 60, Initiative: -1, #AT 5+, Melee - retractable great sword +2 (AT 0+, 1d10+10, x2 MOS 7), Ranged - Plasma pistol (AT5+, range increment 210', 20 shots, 2d4+4), Save F9; Proficiencies: Command, Fighting Style (two-handed weapon), Leadership, Military Strategy x3, Weapon Focus (swords and daggers); Leadership Ability 6, Strategic Ability +3, Morale Modifier +3;
Equipment: Fine Juggernaut under suit, 3xenergy crystals, potion of extra healing, potion of invulnerability, personal security drone.

New item - Retractable great sword +2


When first found this small cylinder item appears to be a two handed sword hilt without a blade. On command it reforms itself into a full two handed sword. For this process inch sized metal fragments retract from the hilt climbing over each other to reconstruct the blade in a few seconds. This retraction feature allows these mighty weapons to be concealed as daggers. Value: 40,000gp (+2 enchantment, one 1st level permanent effect).

New spell - Reduce weapon

Arcane 1
Range: touch
Duration: 6 turns plus 1 per level
Used by assassins and nobility alike this spell allows a weapon to be reduced in size to a miniature object about the size of a coin. This allows for ease of concealment of the weapon in question making it almost undetectable to the most thorough of inspections.

Reduce weapon: Transformation, Handheld object reduced to the size of a coin (25; as grow/reduce), range 0'/Touch* (x0.6), Only affects weapons (x0.5), duration of 6 turns plus 1 per level (x1), arcane (x1), total cost 8 (Level 1)