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Messages - Blackheart

#1
OK getting pretty close now. A few updates added:
Parts Pool
altered the Weapon and Armour proficiencies
added special abilities Decipher Schematic and Master Craftsman
posted the first few power levels of the Device Power List with corresponding fields of science.

I'm having trouble selecting spells for levels 4 - 6, if anyone has any ideas about spells to fill out these levels feel free to post but include which fields (E C EM) you think would apply to the power and how you think it might work.
#2
Added a couple of example devices and the creation processes for each of them.
#3
Quote from: PoseidonIs there a sent Inventor's Power List or can they choose any spell out there? Arcane, divine, or both?
There is a Power List, it's on its way i'm just having some trouble selecting the higher level powers.

Quote from: PoseidonCan Inventors stack powers into one device, or even make devices that link to each other? For example, A device that acts like magic missle and attached to in is a device that acts like a light spell.
Origionally no but after your post on the cashflow issue I rechecked the rules on creating magic items and expanded on the creation process a little (updated "creating inventor devices" post to show changes).

Quote from: PoseidonAs for the emerging technology contributions, the Inventor is going to need money. So they may sell some of their items to local business men, Inventors, and the such. A few weeks later they start seeing people with said invention.

Yeah this ol' chestnut. I'm thinking of scrapping the whole, "world affecting inventions" idea as a game mechanic and instead roleplaying it as a campaign hook. As for the extra cash he's going to need, he's going to have to have an ability that generates income without excess roleplaying. I'm thinking along the lines of the Eberron Artificers craft pool except with gp not xp. Perhaps it is assumed that the Inventor is always selling mundane trinkets, pocket watches, flowing ink pens, windup toys etc. I not sure still thinking.

Quote from: PoseidonWhile reading this class I was getting the impression of a mundane (non-magical) Artificier.
Dead right that's exactly, what he is. I have looked at the Eberron Artificer but he's still a little too magical. There will be a Prestige class that tacks on to the Inventor that will allow him to create truely magical tech.

Just to note. I've reintroduced the idea that each spell in the Device Power List will be tied to one or more scientific disciplines. I've updated "Creating Inventor Devices" to describe the new process, and have also added new skills to the Inventors skill list and added 2 extra skill points.
#4
Its the Bonus Device ability, he recieves one bonus device at first level and one evrey two levels after that.
#5
The Dragon's Den (Archived) / The World Cup
June 26, 2006, 10:52:10 PM
Quote from: HopliteI saw a bit of the aussies game that ended on a penalty in injury time. It was a pretty blatant dive as the forward had basically rounded the defender, but what the defender was ever thinking putting himself in that position is beyond me. Very sad ending for the Aussies who I think were controlling the match.

Very sad indeed, it was an extreamly dissappoining result for us Aussies. Had we been thoroughly thrashed by the Italians it would have been easier to take than that penalty. Although with Azuri down to 10 men for most of the second half we should have been able to convert all of that posession into a goal or two.
But I gotta say that during this World Cup the Socceroos really looked like a world class team, Australia is not really a Soccer nation after all, and even in the 2-0 loss to Brazil we looked like we belonged on the world stage. Hopefully this last 8 months with Guus and the Valliant display by the boys over the last couple of weeks will translate into a stonger pressence in world soccer (look out asian league).
For now It's time for me to jump off the Soccer bandwagon and concentrate on watching Rugby Union instead. I will be watching the final and hope Germany can win the Championship, it would be a top result for the host nation to win.
#6
Quote from: Poseidon1. I don't care for the minor invention chain. I understand you're trying to get the Inventor a little more money so he can make more inventions, but what Inventors that don't want the recognition. A few examples off the top of my head are an introvert, a criminal, or someone running from some organization(Government, Mafia, etc...).
The concept here was not only to give the inventor extra cash for his devices but also to have the PC inventor contribute to the emerging technology of the world. One of the things I want from this game is to establish a starting level of tech and see how the party uses (and abuses) the possibilities. I see what you're saying though re: character types, I'll have to think about it.
Quote from: Poseidon2. What is the starting gold for an Inventor? A 1st level Inventor would need 250gp to make a 0th level device (How many days would such a device take to craft? 1/2?). He wouldn't be able to do that until he was closer to 2nd level (unless he doesn't buy anything and saves all his money). So now we have a 2nd level Inventor trying to make a 0th level device. He needs to spend 1000gp and a day to craft it. By the Wealth By Level table (just using it as a base line) he should only have about 900gp. Even if he saves every cent he gets the average 2nd level Inventor can't craft a 0th power level device. You may want to think about having the base price use half the Inventor level. Meaning a 2nd level Inventor could craft a 1st level device for about 500gp: (1 (power level) X 1 (1/2 Inventor level) X 1000gp)/2 for raw materials cost.
Thanks for spotting this. I was basing the class a lot on the Gnome Artificer from Magic of Faerun. I used the base price formula from there without thinking too much about it. But of course your 1st lvl Gnome Artificer  is a minimum 6th lvl character. Definately back to the drawing board here.
Quote from: Poseidon3. As the Inventor progresses in level he will need more and more down time. This isn't always possible.
I don't see this being too much of a problem, even when the Character doesn't have free time to spend inventing he still gets 10 devices free of charge without the need for downtime.
Quote from: Poseidon4. OTHER: No craft checks are needed when making these devices? Can Inventors take apart other Inventors devices to learn how they work?
I origionally had four seperate craft skills representing different scientific disciplines and was assigning each of the spells in the Device Power List a corresponding craft skill with a craft check required during the creation proccess. I removed this mechanic to streamline the process. I was thinknig of adding a generic craft skill but decided against it. Yes one inventor should be able to reverse engineer anothers devices and yes this would require a craft check of some kind. Hmmmm.....

I realize this class is a bit gimped any suggestions on how to improve it would be helpful. This class is going to be an integeral part of Metropolis so it needs to work effectively.
#7
Homebrews (Archived) / Metropolis: City of Secrets
June 26, 2006, 03:56:01 AM
Classes

A few things are worth noting about the Core Character Classes in Metropolis. First and most important of all, PC Classes are rare, very rare. If a party of PC's walk into an inn only 1 or 2 of the patrons are likely to have levels in a character class, and they are probably going to end up being people of interest.
Secondly Metropolis uses a House Rule that all Characters in Metropolis may choose any two skills at character creation to be designated as permanent class skills. This includes NPC's. This rule serves two purposes, first it makes for more options within the standard classes and represents the fact Metropolis is world of variety, and secondly it means that the comely waitress at the local tavern can pick your pocket even though she is just a commoner.

what follows is a brief description of how the Standard Core Classes fit into a Metropolis Campaign some having variants to better fit the world.

Barbarian
The animal skin wearing, tribal warrior running across the open plains is not likely to be the sort of Barbarian one encounters in Metropolis (although such a character could be found among the Nomads of the Thashian Tundra, or the primitive peoples of Newly Discovered Lands). Rather a Barbarian is probably an uneducated dockworker who spends his nights in the local tavern drinking heavily and getting into fights.
Barbarian Variant: The Brute
The Brute replaces the Barbarians fast movement ability with the Feats Improved Unarmed Strike and Power Attack. Brutes usually live in cities and have no need to run everywhere.

Cleric
If PC classes in Metropolis are rare then "True" Clerics are extremely rare. How such individuals attain their gifts varies from one to another. Some just seem to be able access divine energies as though they were chosen, others might be occultists who have made a dark pact with some demon, while another might have attained a special understanding of the nature of the universe through many years of meditation. The fact is that Metropolis is a world without traditional Gods so the Cleric as a game mechanic works a little differently

Druid
Druids in Metropolis fall into one of three catagories. First there are the spiritual leaders of primitive peoples who may worship an asspect of the Orthra as say a fire spirit. Second are practicioners of the Old Faith, an ancient Pagan religion once practiced all over the continent of Thar and still adhered to in some back water rural communities. Lastly are the Druids who belong to a secret society known as the Watchers who worship the Orthra with a greater understanding of its true nature. The Watchers work behind the scenes in most cities.
[ooc]Druid Varint: Watcher Druid
developing an urban variant of the druid, still needs work (urban druid? an oxymoron)[/ooc]

Fighter
Fighters are extreamly adept combatants. Whilst almost anyone can be trained in the art of combat, the fighter excells in the field. Fighters in Metropolis can more skill points than described in the PHB, 4+int per level. This combined with the Special Skills House Rule means that Fighters in Metropolis have more variation. One might be a stealth specialist using hide & move silently, another might be an agent of one Noble Houses with Use Magic Device and Knowlede Arcana.

more to come
#8
Creating Inventor Devices
Inventor devices use a variety of mechanical, chemical and electromagnetic components to mimic the effects of some spells as set out in the Device Power List. In order to create the device the Inventor must have ranks in the appropriate Knowledge Skill. Because the resulting devices are not magical they are not affected by anything that affects magic like dispel magic, an antimagic field or spell resistance.
The rules for creating inventor devices are similar to the rules for creating magical items except the inventor does not need to spend the XP component (unless the spell being mimicked has an XP component in which case the XP cost is paid once at the time of creation and again if the device is repaired).
To successfully create the device the inventor must first draw up plans and schematics for the design of the device. This requires the Inventor to make a Knowledge check for each scientific discipline needed for the device. The DC for this check is equal to 10 + Device Power Level + Caster Level (note using the term caster level to avoid confusion). If he fails any of these Knowledge Checks he will not be aware of the fact until he completes the device and it fails to work. The inventor can choose to design the device at a lower caster level if desired. The schematics for a device use one page per power level for each power the device is to have.
Next the Inventor must calculate the base price of the device based upon the usage for each power in the device (Note that 0 level powers count as Power Level0.5):

single use, use activated = Device Power Level x Caster Level x 50gp
50 charges, use activated = Device Power Level x Caster Level x 1000gp
use activated or continuous = Device Power Level x Caster Level x 2000gp
no space limitation* = multiply entire cost by 2

*use this when creating Devices which are wielded or carried and not worn on the body


Once the base price has been calculated the inventor must spend one half of the price in raw materials, and then spend an amount of time equal to one day per 1000gp of the base price working on it. If the device does not work because of a miscalculation in the design process the Inventor can salvage half of raw materials (i.e. 1/4 of the base price) from the failed device.
If the device is a 50 charge use activated item it is rendered useless when all the devices charges have been expended until it can be repaired. Repairing a spent or damaged device is simple so long as the inventor still possesses the original schematics, it only requires the inventor to spend 1/4 of the base price in replacement parts. Should the inventor no longer have his origional designs he will have to make the required Knowledge checks again but he receives a +2 bonus on the rolls. Repairing a device only requires one day per Power Level.

Inventor Device Sizes
Devices become more complex depending on their power level and as such the materials and machinery needed to work them gets larger. Devices with multiple powers use the highest Device Power level for determining size. A creature cannot use a device that is more than on size category large than himself. Such devices are stationary unless they can me mounted on a larger creature or incorporated into some type of vehicle. Devices that are huge or lager can be powered by steam engines allowing them to operate as long as the engine is fuelled using the Steamworker Inventor specialty.
The body slots used by an item are determined during creation process.
 
 
Inventor Device Sizes
[tr][td] Power Level[/td][td] Device Size*[/td][td] Item Spaces[/td][/tr]
[tr][td] 0[/td][td] Tiny[/td][td] 1[/td][/tr]
[tr][td] 1st[/td][td] Small[/td][td] 2[/td][/tr]
[tr][td] 2nd[/td][td] Medium[/td][td] 3[/td][/tr]
[tr][td] 3rd[/td][td] Large[/td][td] 4[/td][/tr]
[tr][td] 4th[/td][td] Huge[/td][td] 5[/td][/tr]
[tr][td] 5th[/td][td] Gargantuan[/td][td] 6[/td][/tr]
[tr][td] 6th[/td][td] Colossal[/td][td] 7[/td][/tr]
[/table]


â,¬Å"Metamagicâ,¬Â Devices
Although not magical an inventor can create his devices using metamagic feats. Doing so increases the devices power level appropriately in terms of base cost and save DC but not for the purposes of size.

Weaponlike Devices

Some devices are wielded like weapons for example fireball could be incorporated in to a bazooka like weapon or keen could be used to make a chainsword. The inventor who created such a device is considered proficient with it while another character would suffer a â,¬'4 penalty unless they took an exotic weapon proficiency in order to use it.

example device 1: Detrick, 7th level inventor wants to build Flame Launcher using the fireball device power. The power is related to the Chemical and Mechanical scientific disciplines and is a 3rd level power. Detrick begins drawing up his plans which carry Knowledge: Chemistry and pharmaceuticals and Knowledge: Mechanical Engineering DCs of 20 (3+7+10=20). Detrick has 10 ranks in each skill and 15 intelligence for a total mod of 12, he rolls a 9 for his Mechanical Engineering check and a 12 for his Chemistry and pharmaceuticals. The base price for the Flame Launcher is 42000gp (a 50 charge, use activated device which does not use any body slots) so he puchases the required materials for 21000gp and begins the construction process which will take 42 days. Its seems like a lot of time and money but at the end of day Detrick has hiself a large weapon capable of dealing 7d6 damage at a range of 680ft which can fire once per round for 50 rounds and is not subject to spell resistance.    

example device 2: This time Detrick wants to build a complicated set of Ultra Goggles capable of seeing in different spectrums of light. The resulting invention will use the following device powers; Lowlite Vision 1st level electromagnetic mechanical,Darkvision 2nd level electromagnetic mechanical, See Invisibility 2nd level electromagnetic mechanical. Due to the complexity of design (and the number of skill checks involved) Detrick elects to design the device at the lowest caster level. So the skill checks and DCs involved drawing up the plans will be: Lowlite Vision knowledge EM 12 knowledge M 12, Darkvision knowledge EM 13 knowledge M 13, See Invisibility knowledge EM 13 knowledge M 13. This time all he has to do is not roll a 1 on any of the 6 checks. The base price for the goggles 5000gp (1k for the lowlite, 2k for darkvision and see invisibility, 50 charches use activated). He spends 2500gp on meterials and 5 days on construction. The finished Ultra Goggles are going to take three body slots and Detrick chooses Eyes, Head and Neck. The Goggles have 50 charges and produce the following effects: lowlite vision 1 hour per charge,darkvision 1 hour per charge, see invisibility 10 minutes per charge.

#9
New Core Class: Inventor

The Inventor is much more than just a talented Steam engineer or Clock Maker; these roles can usually be filled by experts. No the inventor is a gifted scientist and engineer with an extraordinary insight into the nature of physics, chemistry, and electromagnetism allowing him to create wondrous devices beyond the imagination.


Game Rule Information

Alignment: any
Hit Die: d6

Class Skills
Appraise (int), Craft: Clockworking (int), Craft: Steamworks (int), Craft: Munitions(int), Craft: any (int), Decipher Script (int), Disable Device (int), Knowledge; Architecture and Engineering (int),Knowledge; Chemistry and pharmaceuticals(int),Knowledge; Mechanical Engineering (int),Knowledge; Electromagnetism (int), Open Lock (dex), Profession (wis), Search (int),

Skill points at 1st level: (6 + int modifier) x 4
Skill Points at each additional level: 6 + int modifier

Armour and weapon proficiency: inventors are proficient with the dagger, wrench (treat as club), light hammer, hypodermic, and firearms. Inventors are proficient with light armour, but not with shields.
Invent Device: The inventor is able to create amazing technological devices. Although these devices might emulate magical effects they are not magical and so are not affected by anything that affects magic like dispel magic, an antimagic field or spell resistance. The device powers an inventor can create progress with level much like a wizard gains spells and are based upon his intelligence score. Like a wizard an inventor must have intelligence score of a least 10 + the deviceâ,¬,,¢s power level to be able to build a device with that power, and like a wizard he uses the bonus spells table to learn extra device powers.
Bonus Device: At 1st level and every two levels thereafter the inventor gets a bonus device incorporating the highest level device power he knows at no cost. These items are single power, use activated devices with 50 charges which represent fuel, fragile components or general wear and tear. The inventor is assumed to have been working on this device in his spare time. After these charges have been spent the device is rendered useless until it can be repaired (see creating inventor devices).
Specialty: at 1st level and every four levels after an inventor can choose a specialty to apply to the devices he creates making them more individualised. Choose a specialty from the options below:
Miniaturisation: The devices you create are smaller than usual being one size step smaller than a device of equivalent power (minimum tiny). You can choose this specialty multiple times, its effects stack.
Power Focus: The devices you create use focused, high yield power sources making their effects harder to resist adding + 1 to the save DC. This specialty can be taken multiple times, its bonuses stack.
Resourceful: You scrounge for materials and cannibalise other machines for the parts you need to create your devices. This effectively halves the base cost of creating the device but due to its haphazard construction the device is one size category larger than a normal device of equivalent power.
Chemist: Rather than creating large clanking machines you can create elegant chemical solutions which are much more portable. You still require a laboratory of a size capable of producing the appropriate device power level except you need not take it with you to benefit from its effect.  
Steamworker: Any device you create of huge or larger size can be powered by a steam engine allowing it to operate as long as the boiler is kept fuelled. Requires ranks in the craft: steamworks skill.
Parts Pool: The inventor is always collecting parts, components, reagents, fuel sources and materials to build his Devices with. The parts he collects go towards offseting the costs of constructiong his inventions and are represented as a value in gp. Each time the Inventor gains a new level, the value of his parts pool increaces; leftover gp value from the previous level do not carry over. This pool does not represent actual gold and the materials in the parts pool cannot be traded for gold as they are more or less worthless to anyone except the Inventor who collected them.
Decipher Schematics: At 2nd level the Inventor is able to work from the plans of another inventor. Each Inventor plans are written using personal shorthand, sketchy drawing, margin notes etc., so an inventor attempting to read anothers designs must fist succeed a Decipher Script Check equal to 10 + inventor level + Device Power Level. If he passes the check he can continue to build the device spending the appropriate funds.
Trapfinding: At 3rd level the inventor can use the search skill to locate traps when the task has a Difficulty Class higher than 20 just like a rogue although this ability does not extend to magical traps.
Bonus Feat: Every four levels the inventor gains a bonus feat. This feat must be selected from the following list: Empower Device, Enlagre Device, Extend Device, Maximize Device
Master Craftsman: At 6th level the Inventor is such an acomplished craftsman that anything he creates using one of his Craft skills is considered masterwork.

[class=Inventor][levels=20][bab=cleric][fort=poor][ref=poor][will=good]
[special=Special][repeat]
[1]Invent Device, Bonus Device, Speciality[/1]
[2]Decipher Schematics[/2]
[3]Trap Finding, Bonus Device[/3]
[4]Bonus Feat[/4]
[5]Specialty, Bonus Device[/5]
[6]Master Craftsman[/6][7]Bonus Device[/7]
[8]Bonus Feat[/8][9]Bonus Device[/9]
[10]Specialty[/10][11]Bonus Device[/11]
[12]Bonus Feat[/12][13]Bonus Device[/13]
[14][/14]
[15]Specialty, Bonus Device[/15]
[16]Bonus Feat[/16][17]Bonus Device[/17][18][/18][19]Bonus Device[/19]
[20]Bonus Feat, Specialty[/20]

[/special][/class]
Device Powers Known
Levelparts pool
(Value represented
in gold pieces)
01st2nd3rd4th5th6th
1st250gp4------
2nd250gp52-----
3rd250gp63-----
4th250gp632----
5th250gp643----
6th625gp643----
7th625gp6442---
8th625gp6443---
9th625gp6443---
10th625gp64442--
11th1250gp64443--
12th1250gp64443--
13th2500gp644442-
14th2500gp644443-
15th3750gp644443-
16th3750gp6544442
17th6250gp6554443
18th6250gp6555443
19th12500gp6555544
20th12500gp6555554
Device Power List
Power LevelPower NameScientific
 Disciplines*
0 Level Device Powers
acid splash
flare
light
daze
ray of frost
mage hand
open/close

C
C
C or EM
EM
C and M
EM
EM
1st Level Device Powers
expeditios retreat
obscuring mist
sleep
burning hands
shocking grasp
jump
grease
hypnotism
feather fall
low light vision
spider climb

C or M
C
C
C and M
EM
M
C
C or M
M
EM and M
M or EM
2nd Level Device Powers
melfs acid arrow
web
see invisibility
daze monster
scorching ray
shatter
hypnotic pettern
Invisibilty
bulls Strength
dark vision
levitate
Mirror image

C and M
C and M
EM
EM
C and M
M
M and EM
EM
C or M
EM
EM
EM and M
3rd Level Device Powers
Protection from energy
stinking cloud
hold person
daylight
fireball
lightning bolt
flame arrow
fly
haste
keen edge
water breathing

C or EM
C and M
EM or C or M
EM
C and M
M and EM
C and M
M or EM or C and M
C
M or C or EM
C and M
4th Level Device Powers
fire shield
shout
greater invisibility

C and M
M
EM
5th Level Device Powers

6th Level Device Powers

*C requires ranks in Knowledge: Chemistry and pharmaceuticals
  M requires ranks in Knowledge; Mechanical Engineering
  EM requires ranks in Knowledge; Electromagnetism


#10
Posting this one here for feedback before it goes in the Metropolis thread. Looking for feedback on game balance, mechanics, feel, any specialties that feel like must haves.
It hasn't ben play tested yet so comments and sugestions would be greatly appreciated.
Cheers
#11
Homebrews (Archived) / Metropolis: City of Secrets
June 09, 2006, 03:34:08 AM
New Race: Wolfen

The Wolfen are a race of shapechangers able to assume either a human form or that of a wolf. Sometimes mistaken for Ashrini Lycanthropes they are in fact a planetouched race related to Lupinal Celestials and have strong ties to the Luminari moon where as their cousins the Werewolves a connected to the moon of Ashris. The Wolfen love nature and normally make a home for themselves in the worlds woodlands in small family groups called packs.

Personality
The Wolfen are a noble race and although usually chaotic in nature they are extremely loyal to their family groups and if they give their word to an outsider they are normally loath to break it. In general the Wolfen are a kind albeit solitary race yet when given just cause they can demonstrate extreme viciousness and animal ferocity.  

Physical Description
Wolfen look like a cross between wolves and humans, their upper body is humanoid although covered in fur whilst their heads and hind quarters are that of a wolf. Wolfen stand between 4 â,¬Ë6â,¬Â and 5â,¬,,¢6â,¬Â yet some exceptional males can stand as tall 6â,¬,,¢ and are usually the leaders of their packs. They typically weigh between 95 and 150 pounds and their fur can range from snowy white to grey to black, some even develop a silvery fur which is seen as a great blessing by the Wolfen. Wolfen prefer their natural or animal forms to their human form.

Relations
Wolfen view all races with a certain amount of distrust although once they develop a relationship with a member of another race they can become a steadfast and loyal companion. They make judgments of an individual based on his actions rather than his race or social position.

Alignment
The Wolfenâ,¬,,¢s tendency to live in small family groups away from civilized society makes them normally chaotic in nature and their connections to Luminari means they tend toward good. Wolfen who do not have strong ties to a pack are capable of displaying any alignment.

Wolfen Lands
Where ever there are expanses of dense woodland small packs of Wolfen can be found. They do prefer colder climes and are normally found in the higher latitudes. They have no nations or cities of their own but individuals can be found in small numbers in cities all over Thar usually in their natural form yet some unscrupulous wolfen prefer to pass themselves off as Human.

Religion
Whilst at first glance it may be assumed that the nature loving Wolfen tend towards druidic forms of religion this is not the case. Their strong ties to the white moon of Luminari means that Wolfen are usally followers of the Light and a packs spiritual leader is always a cleric of the Light.

Wolfen Racial Traits
    *+2 dex -2 con, Wolfen have lightning quick reflexes
    *medium size.
    *Wolfen base land speed is 40 feet.
    *Low-Light Vision: Wolfen can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
    *+2 to listen, spot, and survival; wolfen are natural predatory hunters and have keen senses for hunting
    *Scent: Wolfen can take the scent special quality as a feat
    *Natural weapon: A Wolfen can make a single bite attack causing 1d6 damage + his strength modifier. He can also bite as a secondary attack at -5 to the attack role dealing 1d6 + 1/2 his strength modifier
    *Alternate Form: once per day Wolfen can change forms to that of a wolf of Human. The Wolfen's human form is unique to him and he cannot use this ability to take the form of a specific human. When in wolf form the wolfen has the same colouration as his natural coat. A Wolfen gains an extra use of this ability for every 5 character levels he attains.
    *Animal affinity: a Wolfen can communicate with wolves and Dire Wolves and gains a +4 bonus to any charisma based checks against a Wolf of Dire Wolf
    *Magic Items: The Wolfens wolf like hind quarters means he is unable use items that use the boot slot, instead he may wear an additional pair of bracers around on his hindlegs
    *Automatic Languages: Common and Wolfen. Bonus Languages: Sylvan, Elven, Halfling.*Favored Class: Ranger. A multiclass Wolfens Ranger class does not count when determining whether he takes an experience point penalty.

#12
Homebrews (Archived) / Metropolis: City of Secrets
June 09, 2006, 03:13:28 AM
Cheers Xathan, I'll have to check out Sooth see if you've come up with something I can pinch. Most of the tech I've come with uses rules for new a class called the Inventor (very similar to the Gnome Artificer from MoF). Otherwise the steamtech is big, clunky and vehicle like, and treated much like vehicles.
Oh and the Wolfen is on its way:)
#13
Homebrews (Archived) / Metropolis: City of Secrets
June 09, 2006, 12:32:30 AM
Cheers for the encouragement, I'll try to keep it coming.

Cymro, I guess I was trying to emphasize the boffin's awkwardness more than it's absentmindedness

#14
Homebrews (Archived) / Metropolis: City of Secrets
June 08, 2006, 03:34:14 AM
New Race: Boffin

Personality
Boffins are an odd bunch; they have a tendency to mutter to themselves whet not actively talking to others. Their minds are often racing away thinking of better ways to do something or other. Athough usaully absent minded when a Boffin decides to focus his mind on a given task the results can be exceptional. They have natural inclination for technology and problem solving. It may seem curious but they also have a natural affinity for bueracracy, although when a Boffin mind is applied to such a problem the result is usually an over complicated system which can rarely be understood by anyone except a Boffin. This is why Boffin hold nearly 80% of the offices in the Metropolitan Delegated Civic Authority.

Physical Description
Boffins are diminutive race ranging from about 3â,¬,,¢ to 4â,¬,,¢ tall and weighing 45 to 50 pounds although they tend to be slightly overweight. Their skin is usually a dusty grey in colour although it can range from almost black to having bluish hues and they do not grow hair on their bodies. Their large eyes are stark white although these are rarely seen as all Boffins wear protective goggles to shield their eyes from the light of the surface world. Boffins prefer to wear black leather and grey cloth garments, although the Boffins of Gnimlocke tend to wear brighter colours.

Relations
Boffins find it hard to get along with others as they are usually too wrapped up in their own musings. They are quite fond of humans whose potential for almost anything they find fascinating. Dwarves tend to be aggravated by the Boffins wandering mind and lack of focus.

Alignment
Boffins tend towards a Lawful and Neutral alignment. They understand that there is an order to all things and find beauty in that order. Few Boffins have Chaotic and Good alignments but these individuals tend to be scoffed at by their fellows. Boffins are rarely if ever evil.

Boffin Lands
Boffins are really only found in two places on Aethra; Metropolis and Gnimlocke which is where they were taken in as refugees after fleeing the Underdark.

Religion
In general Boffins do not gravitate towards religion as they prefer a more scientific explanation of reality.

Boffin Racial Traits
    *+2 int -2 chr, Boffins are extremely intelligent although their aloofness and absent mindedness often makes it difficult for them to relate to others.*Small: As a Small creature, a boffin gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.*Boffin base land speed is 20 feet.*Boffin goggles: all boffins wear specially crafted goggles that allow them to endure the sunlight of the suface world, without their goggles they treated as having light sensitivity *Darkvision: Boffins can see in the dark up to 60 feet when not wearing their goggles. Darkvision is black and white only, but it is otherwise like normal sight, and Boffins can function just fine with no light at all. *Master Craftsmen: Boffins are exceptional craftsmen and gain a +2 bonus on any craft skills they may possess *Ordered Mind: Boffins are adept at recalling information and gain a +2 bonus on any knowledge skill checks even if they are using the skill untrained *Clarity of Mind: a Boffin has a strong grip on reality and usually able to tell if things are not truely as they appear. This give the Boffin a +2 racial bonus on saving throws versus illusion and mind affecting spells.  *Automatic Languages: Common and Boffin. Bonus Languages: Undercommon, Draconic, Dwarven, Goblin, and Orc.*Favored Class: Inventor. A multiclass Boffin's Inventor class does not count when determining whether he takes an experience point penalty.

#15
Homebrews (Archived) / Metropolis: City of Secrets
June 08, 2006, 02:54:05 AM
Races

Humans
Humans are the dominant race of Aethra. All nations on the continent of Thar are human nations. They run the gamut of professions and alignments.
Technology: Humans are the driving force behind the expansion of technology; they see its potential and want to harness the power it offers.

Dwarves
Aethran Dwarves have traditionally been an isolationist people, rarely interacting with other races. Recently however the Dwarves particular talents have become a sought after commodity. With Steam engines hungering for fuel the dwarves have found themselves sought out as miners and boilermakers.
Technology: The Dwarves have found a place in the technological world, often operating large coal mining complexes. There is often a dwarf in every boiler crew.

Halflings
Halflings in Aethra are a hobbit-like people living in small village communities off the beaten path and they live their lives in a more traditional way which harks back to older less complicated times. They tend to be distrustful of the big folk, although when they establish a relationship with them they uphold that relationship for life.
Technology: Halflings have no love for technology; they canâ,¬,,¢t understand why it is that big people need to get things done so fast anyway.

Orkin (orcs and half-orcs)
The Orkin are the traditional people of Thash. Unlike orcs in the Monster Manual, Orkin are a proud people with a strong and established culture. They are a lawful people steeped in tradition although they tend to value Strength over negotiation. The Orkin of Thash have recently been conquered by Arconis, and now find themselves as second class citizens in the newly established Arco-Thasian Empire.
Technology: Orkin lack the patience and mental capacity to understand the complexities of Steam Powered machines, but they do recognize the potential of such technology.

Boffins (new race)
The Boffins are a displaced people originating from the Underdark and now finding refuge in the lands of Metropolis and Gnimlocke. They are an extremely intelligent race and are responsible for some of the greatest advancements in technology.
Technology: The Boffins love technology in all its forms although left to their own devices the machines they create would likely become overcomplicated if not useful monstrosities.

Wolfen (new race)
Wolfen are to white moon of Luminari what Werewolves are to the black moon of Ashris. They are proud woodland folk who rarely venture out into world at large although that being said Wolfen often make strong bonds with folk of other races and a rare few of them can be found almost anywhere in any capacity.
Technology: In general Wolfen do not like Steam Powered technology, it pollutes the air and uses too many resources. It remains to be seen how they will react as this technology expands.

Elves
The Elves of Aethra left the planet long ago at the end of the last Planar War. A community of them is said to live on the White Moon of Luminari guarding the gates of heaven should the Angels ever return although modern people donâ,¬,,¢t believe in such fairy tales.
Elves are not usually a playable race in Metropolis although they could be allowed with DMâ,¬,,¢s permission