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"Dieselpunk" Fantasy?

Started by LoA, February 24, 2011, 01:30:06 AM

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LoA

Now I'm going to begin working on classes. It's important to remember, that i'm going with an E6/pathfinder system.

Fighter
(Urban) Ranger
(Urban) Druid
Sorcerer
Artificer
Rogue
Bard
Pilot (homebrewed class)
Machinist (probably homebrewed)

I'm also thinking Factotum. What do you guys think?

I'm leaving out some classes, and i'll explain why. I'm leaving paladins and clerics out because i want religion to resemble our world. I also decided that just as Athas doesn't really have any "sorcerers" (spontaneous spell casters), and so Dynama doesn't really have any wizards. There are ways to create magical relics, but it's left to artificers, and the process is always pretty expensive. I'm also leaving out monks. For some reason i don't think kung fu masters really fit into my setting.

LoA

I've decided to post some of my races. WIP

Poppy: The poppies are a race of hippo-like humanoids.

+2 Strength, +2 Wisdom, -2 Charisma. Poppies are strong, and astute, but are also off-putting, and pugnacious at times.

Medium: Poppies are Medium creatures, and have no bonuses or penalties due to their size.

Normal Speed: Poppies have a base speed of 30 feet.

Natural Armor: Poppies get a +2 natural armor bonus due to their tough, thick skin.

Aggressive, yet Insightful: Poppies get a +2 racial bonus on Perception and Intimidate checks.

Hardy: Poppies get a +2 racial bonus on saves against Disease.

Languages: Poppies begin play speaking Common.
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Gremlins

+2 Dexterity, +2 Intelligence, '"2 Strength: Gremlins are Gearheads by nature, they have nimble fingers, and highly intelligent.
     
Small: Gremlins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a '"1 penalty to their Combat

Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
     
Slow Speed: Gremlins have a base speed of 20 feet.
     
Fearless: Gremlins receive a +2 racial bonus on all saving throws against fear.
     
Gremlin's Luck: Gremlins receive a +1 racial bonus on all saving throws.
     
Keen Senses: Gremlins receive a +2 racial bonus on Perception skill checks.
     
Sure-Footed: Gremlins receive a +2 racial bonus on Acrobatics and Climb skill checks.
     
Technologically Adept: Gremlins recieve Knowledge: Engineering, and Craft Mechanics, as class skills regardless of class taken
     
Languages: Gremlins begin play speaking Common and Gremlin.
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(Dynamian) Kobold

'"2 Strength, +2 Dexterity, +2 Charisma : Dynamian Kobolds live healthier lifestyles than there mineworking cousins, and are hardier as such. They are also far more refined, and have an air to them, that makes you want to do business with them.

Small: Kobolds are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a '"1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Normal Speed: Kobolds have a base speed of 30 feet.

Darkvision: Kobolds can see in the dark up to 30 feet.

Business Sense: Dynamian Kobolds have a +2 bonus to Sense Motive, Diplomacy, Knowledge: Local, and Profession (any, Pick one at character creation)

Armor: Kobolds have a +1 natural armor bonus.

Languages: Dynamian Kobolds begin play with Common, and a language all thier own, that's a reformed version of Draconic, but people refer to it as "Kobold".

LD

Quote from: good; socialism=evil); but there's a lot of philosophical debate inside of capitalism (laissez-faire v. fascism v. state corporatism) and although a robber baron may be respected for the money he gained due to skiffing; he's not exactly one to be emulated since he can fall far if he violates one too many (of the few) laws of the market.

Essentially, the citizens of Gloria see the Socialists as an evil empire; that being said, I think most people on this board, even the liberal-minded ones, would probably prefer to live in Gloria. The Socialists lands are harsh lands... imagine Stalin's Russia and Mao's China. While the Socialist Empire is "evil", an individual Socialist is probably not.

[quote
One thing I think steampunk, and by extension dieselpunk, settings sometimes tend to gloss over is the "punk" half of the genre.  Cyberpunk was proclaimed such because it a) extrapolated from present-day cybernetics and telecommunications technology and b) there was a "do it yourself," low-life, irreverent streak to the genre, with characters hacking, hijacking, or otherwise re-appropriating tech for their own purposes.  To what extent do you plan on replicating this feel, or do you intend on discarding the DIY low-life elements of the ___punk subgenre?  On the flip side, are you imagining the setting's technology as being significantly more sophisticated than that in the 20's/30's - just as steampunk frequently envisions gear-driven robots and artificial intelligences, for example - or is this more of a "d&d with models Ts and tommyguns" kind of setting? Either could be very cool.  The latter strikes me as a little more cartoonish, but sounds really fun...

Steerpike makes an important point here, although I'd expand the "punk" definition to focus on the anti-establishment aspect. (Which is one reason why Gloria can't rightfully be called anything-punk... it celebrates the establishment- you ARE the establishment :)) Lots of Cyberpunk literature is about thumbing one's nose at the settled morals and order.

LD

>>I've also decided that there was a time when elves and dwarves existed, but now they're extinct. They did leave behind ancient civilizations to explore though. This is where the indiana jones elements begin to come in.

That's pretty neat.

LoA

just to let everyone who keeps up with this thread know that i feel i've made enough progress to be able to post it up in the homebrew section. the name is Dynama the world of swing n' sorcery