Townopolis
2007-10-01, 03:28 AM
Ok, so long story short, I'm trying to create an inventor type class for a campaign setting I'm creating. The setting is classical-ancient in nature, but still has crazy inventors like that guy in Scorpion King. I'm making a class for them, and have devised a mechanic to govern what they can invent. It's not limitless, but it's the best I can come up with.
It works like this. The Esoteric (class name) gains Technology, Principles, and Components. Technology is a rating, which puts a limiting factor on their options. Principles and Components give them options.
For example, a level 1 Esoteric has Technology 1. He may only use aspects at tech level 1 and may only use 1 aspect/gadget. A level 5 Esoteric has Technology 2. He may use aspects at up to tech level 2 and may use 2 aspects/gadget. An Esoteric gains access to aspects by learning new Principles and Components.
Principles are learned at level 1, 4, 9, 14, and 19. By 19th level, an Esoteric knows 5 out of 10 possible principles. A principle gives the Esoteric: a permanent ability, 1-2 recipes for minor items, and 2-3 aspects (each aspects has a version for each tech level). Principle given aspects are usually primary effects.
Components are learned at level 1, 2, and every 3 levels thereafter. By 19th level, an Esoteric knows 7 out of 15 possible components. A component gives an Esoteric: 1-2 recipes for minor items, and 1-2 aspects. Component aspects usually modify the effects created by another aspect.
When creating an item, the Esoteric first chooses a chassis for his gadget. A handheld item costs a certain amount to create, a thrown weapon costs a certain amount. Boots costs this much and head items cost that much. So on and so forth. Items with abilities that use charges must be given an activation, which may increase the cost. Items that use charges must also be charged, and each charge costs a certain amount. After deciding on a gadget's specifications: slot, activation, number of charges, abilities, and such, the Esoteric determines the total requirements for creating the item. Then if he wants to create that item, he pays the gp cost, spends the time needed, and makes all the checks (failing some of the skill checks usually means working longer, but sometimes also means spending more money or even starting over from scratch). 8 hours=1 day.
My problem now is that I need help coming up with 10 principles and 15 components.
Examples. These probably aren't balanced, the numbers are just for example.
Principle of Combustion
Ability: Resistance to Fire 1/-
Recipes: Fire Bead: Simple thrown weapon, 1d4 fire damage, 10' range, no criticals, no Strength bonus to damage. Creation Requirements: 0 gp, 1 hour, Craft: Alchemy check (DC 10).
Aspects:
Explosive: Item explodes after being used, dealing 1d6 fire damage/tech level to all creatures in a 15' radius. Reflex save DC 10+1/2 creator's Esoteric level for half damage. Creation Requirements: +10 gp, +4 hours, Craft: Alchemy check (DC 10+5/tech level).
Bright Light: Items shines brightly for 1 hour/tech level. Shedding bright light in a 10' radius, normal light in a 40' radius, and shadowy illumination in a 70' radius. Each use uses 1 charge. Creation Requirements: +5, +1/2 hour/charge, Craft: Alchemy check (DC 5+5/tech level).
Heating: Item grants the wearer/holder Resistance to cold x/- (x=tech level*2) for 1 minute/tech level. Each use uses 1 charge. Creation Requirements: +20 gp, +1 hour/charge, Craft: Alchemy check (DC 10+5/tech level).
Component: Ground Glass Lens
Recipes:
Targeting Sight: Permanent modification to existing bow or crossbow. Gives the modified weapon +1 to rolls made to confirm critical hits. Creation Requirements: 100 gp, 1 day, Craft: Jeweler check (DC 15).
Aspects:
Focusing Lens: Increases the distances of a light source by 10'/tech level, but reduces its coverage by 1 category (Radius becomes cone, cone becomes line). Creation Requirements: +10 gp, +4 hours, Craft: Jeweler check (DC 10+5/tech level).
Optical lenses: Face slot gadgets only, gives +1 to spot checks while worn. Creation Requirements: +50 gp, 1 day, Craft: Jeweler check (DC 15).
So, for example, a level 5 Esoteric with both of these could create, among other things, a very bright bullseye lantern shining bright light in a 30'cone, normal light in a 60' cone, and shadowy illumination in a 90' cone for 2 hours/charge. Maybe it's a handheld item with a full round activation and 10 charges. (uses tech 2 bright light and tech 2 focusing lens.) He could also make a fragmentation grenade. A thrown weapon that deals 2d6 damage to everyone in 15' when it hits. (Using tech 2 explosive.) Or he could make, for example, a gadget using tech 2 bright light and tech 2 heating to give 2 hours of light or 2 minutes of warmth per charge.
I'm still refining the gadget design process, but principles and components are pretty much set in stone. Now I just need some help designing all 25 of them.
It works like this. The Esoteric (class name) gains Technology, Principles, and Components. Technology is a rating, which puts a limiting factor on their options. Principles and Components give them options.
For example, a level 1 Esoteric has Technology 1. He may only use aspects at tech level 1 and may only use 1 aspect/gadget. A level 5 Esoteric has Technology 2. He may use aspects at up to tech level 2 and may use 2 aspects/gadget. An Esoteric gains access to aspects by learning new Principles and Components.
Principles are learned at level 1, 4, 9, 14, and 19. By 19th level, an Esoteric knows 5 out of 10 possible principles. A principle gives the Esoteric: a permanent ability, 1-2 recipes for minor items, and 2-3 aspects (each aspects has a version for each tech level). Principle given aspects are usually primary effects.
Components are learned at level 1, 2, and every 3 levels thereafter. By 19th level, an Esoteric knows 7 out of 15 possible components. A component gives an Esoteric: 1-2 recipes for minor items, and 1-2 aspects. Component aspects usually modify the effects created by another aspect.
When creating an item, the Esoteric first chooses a chassis for his gadget. A handheld item costs a certain amount to create, a thrown weapon costs a certain amount. Boots costs this much and head items cost that much. So on and so forth. Items with abilities that use charges must be given an activation, which may increase the cost. Items that use charges must also be charged, and each charge costs a certain amount. After deciding on a gadget's specifications: slot, activation, number of charges, abilities, and such, the Esoteric determines the total requirements for creating the item. Then if he wants to create that item, he pays the gp cost, spends the time needed, and makes all the checks (failing some of the skill checks usually means working longer, but sometimes also means spending more money or even starting over from scratch). 8 hours=1 day.
My problem now is that I need help coming up with 10 principles and 15 components.
Examples. These probably aren't balanced, the numbers are just for example.
Principle of Combustion
Ability: Resistance to Fire 1/-
Recipes: Fire Bead: Simple thrown weapon, 1d4 fire damage, 10' range, no criticals, no Strength bonus to damage. Creation Requirements: 0 gp, 1 hour, Craft: Alchemy check (DC 10).
Aspects:
Explosive: Item explodes after being used, dealing 1d6 fire damage/tech level to all creatures in a 15' radius. Reflex save DC 10+1/2 creator's Esoteric level for half damage. Creation Requirements: +10 gp, +4 hours, Craft: Alchemy check (DC 10+5/tech level).
Bright Light: Items shines brightly for 1 hour/tech level. Shedding bright light in a 10' radius, normal light in a 40' radius, and shadowy illumination in a 70' radius. Each use uses 1 charge. Creation Requirements: +5, +1/2 hour/charge, Craft: Alchemy check (DC 5+5/tech level).
Heating: Item grants the wearer/holder Resistance to cold x/- (x=tech level*2) for 1 minute/tech level. Each use uses 1 charge. Creation Requirements: +20 gp, +1 hour/charge, Craft: Alchemy check (DC 10+5/tech level).
Component: Ground Glass Lens
Recipes:
Targeting Sight: Permanent modification to existing bow or crossbow. Gives the modified weapon +1 to rolls made to confirm critical hits. Creation Requirements: 100 gp, 1 day, Craft: Jeweler check (DC 15).
Aspects:
Focusing Lens: Increases the distances of a light source by 10'/tech level, but reduces its coverage by 1 category (Radius becomes cone, cone becomes line). Creation Requirements: +10 gp, +4 hours, Craft: Jeweler check (DC 10+5/tech level).
Optical lenses: Face slot gadgets only, gives +1 to spot checks while worn. Creation Requirements: +50 gp, 1 day, Craft: Jeweler check (DC 15).
So, for example, a level 5 Esoteric with both of these could create, among other things, a very bright bullseye lantern shining bright light in a 30'cone, normal light in a 60' cone, and shadowy illumination in a 90' cone for 2 hours/charge. Maybe it's a handheld item with a full round activation and 10 charges. (uses tech 2 bright light and tech 2 focusing lens.) He could also make a fragmentation grenade. A thrown weapon that deals 2d6 damage to everyone in 15' when it hits. (Using tech 2 explosive.) Or he could make, for example, a gadget using tech 2 bright light and tech 2 heating to give 2 hours of light or 2 minutes of warmth per charge.
I'm still refining the gadget design process, but principles and components are pretty much set in stone. Now I just need some help designing all 25 of them.