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    Barbarian in the Playground
     
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    Default Official OOC Thread for the Flying Cities of Ornys Steampunk Campaign

    The IC Thread is up!

    Welcome all! This is the official OOC thread for my homebrewed steampunk campaign in the fantastical world of Ornys.

    Airships? Check.
    Colossal flying cities, powered by mysterious clockwork devices beyond the ken of mortal man? Check
    Sky Pirates? Check.
    Weird and wonderful gagets, guns and trinkes? Check.
    Dramatic swashbuckling adventures on the open air? Check.
    We've got it all.

    For a brief synopsis of the world and setting read:
    Spoiler
    Show
    Set amongst the great flying cities of Ornys, which winked into existence 217 years ago, and are powered by great mechanical devices known as Engines. The world has adapted quickly utilise the technology drawn from reverse-engineering these devices, creating smaller facsimiles of the great Engines that have been put to use powering smaller vessels known as airships. From the huge city of Caelestis, fastened to the ground below with gargantuan chains, to the nomadic city of Nün, and the machine-worshipping fanatics of Brae, technology swiftly replaced magic with the classical arcane disciplines being tossed aside in favour of the study of artifice and magical engineering. Now governed by the powerful Trade Organisations and the vast flying cities, Ornys is a world ripe for adventure.


    For the complete picture, containing background, setting, factions, tone, locations, key figures, races, religions and key points of social note, read:
    Spoiler
    Show

    Setting: The City States of Ornys
    It is now the year 217; 217 years after the discovery of the Great Singularity Engine that spurred the rapid technological expansion now seen across the whole of Ornys. No one quite knows how it came to occur- perhaps the device was activated by a fated individual, whose name is long lost, or by the experiments of an unknown wizard, but 217 years ago, what is now the city of Caelestis blinked into the sky, bound by chains of unknown origin. What is known is that the city did not rise from the earth; the city and its foundations were never there to begin with; the ground below bears no great chasm, and the chains holding it in place appear to descend into the ground endlessly. Archaeologists and investigative teams flocked to the floating rock in their masses to discover the origin of such an incredible occurrence; Arcane scholars have hypothesised that the city materialised from another plane; perhaps to escape from war? It is unknown. But deep within the city was found a vast device of clicking gears and intricate mechanisms- and in the centre of which lay a great brass sphere. This was the Singularity Engine; a device of seemingly perpetual motion and energy, somehow harnessed by an advanced civilisation to produce the energy needed to lift this giant rock. It is unknown who first discovered it; too many have laid claims to such a feat for the truth to ever be discerned, but as more and more people flocked to the site, a city was formed below; Luto.

    Due to the huge traffic in the area, Luto developed trade and crafting districts to service the visitors, and at the same time having either discovered all they could, or driven away by the powerful houses vying for control over the site, the archaeologists dissipated. Pilgrims began migrating into the area, some seeing the rock as a sign from their god, and eventually something of a cult began to develop, in worship of the Singularity Engine, naming themselves the Cult of the Machine. These citizens gave the rock a name: Caelestis, the Heavenly City, or the City of the Sky. Powerful academic organisations attempted to suppress this new Cult, wanting to keep the common men from rising up in protest over the experimentation and study of their ‘god’. The religious institutes of the Old Gods, never having ever had any true power in Ornys to begin with, squabbled with each other, each laying claim to the city for their own, but they soon found their followers dwindling as those awed by the great devices gravitated towards the Cult. At the same time the competed to construct observation centres around the floating rock to learn the secrets of the Engine. Originally within the holdings of a minor baron who lacked the resources to repel the rush of migrants and researches, any lord who laid a claim of their own to the great rock was completely ignored by the influx of privately-funded research groups, pilgrim migrants and the rich aristocrats who began constructing estates in its centre to display their affluence. Other rich and powerful individuals soon followed, as it began to develop into a symbol of status. With no true claim able to be established over the lands, trade organisations moved into Caelestis, gaining land of their own from which to study the Engine and develop their own technologies based upon it, and craftsmen and artisans came with them. The wealthy aristocrats, disliking that they were sharing the city with the Organisations and their merchants and craftsmen, but helpless to stop them, constructed walls about their estates, sectioning themselves off from the others and creating what came to be known as the Inner Circle. After a time, the City of Caelestis was born.

    At the same time, it was discovered that just as Caelestis had appeared, seemingly from nowhere and carrying incredible technologies, other colossal floating sections of land began to be sighted about Ornys, and they too soon found themselves colonised. Utilising the technologies of the Engines, new technologies entered development based upon them; airships were created, bearing smaller facsimile Engines. These newer Engines manifested themselves in many different forms, none able to match the majesty of the original but with new schools of thought developing around the best methods of replicating them. Some made use of bound elementals, tethered to the core of the ship to generate enough energy to drive the powerful steam engines fixed around the ship, whilst some preferred instead to utilise mechanical ships, managed by delicate clockwork mechanisms and powerful chemical batteries infused with magical energies, all reverse-engineered from the intricate clockwork servos found within the cities to power vast steam engines.

    A vast landmass in its own right, and lacking in any form of centralised government, the governing powers of Ornys are consolidated in the 6 Great city states. Each is effectively a country in its own right, with its own laws, traditions, customs and specialties. Attempts to establish borders have long since been abandoned, with the floating cities each retaining sovereignty over themselves, and trading freely with those few still on the ground. Ornys is in the midst of a technological revolution; engineering development shows no signs of stopping, with new and wonderful technologies being created and researched with each passing day. The cities contain over 80% of the population of Ornys, with the rest being distributed amongst small agricultural hamlets and fishing villages scattered across the landscape of the vast continent. City territories can be thought of as 'overlapping' ground territories, which themselves go largely unpoliced but tend to be relatively free from crime as they are composed almost entirely of small agricultural hamlets and fishing communities spread out over the vast continent. As of yet, machinists have been unable to control the movement of the city Engines, and attempting to influence the motion of a city by even the most minuscule of increments is a feat requiring the efforts of hundreds of expert machinists and engineers working in tight co-ordination with one another.

    The Trade Organisations
    Much of the power in Ornys is held by the 4 great trade organisations, governed by the shifting tides of business and trade. These are House Escher, Lockwood Company, The Mortlock Group and The Greyfield Institute. The Organisations effectively police themselves and each other, having established a common charter of fair trade that protects the patents and intellectual rights of its members. While they compete with each other for business and the development of new technologies, they recognise the need for a system that protects their business interests and fosters an mutual environment of productivity amongst engineers and inventors, who can tinker safe in the knowledge that their source of income is protected. Of course, this does not preclude shady business tactics, but by and large, the system works.

    The Lockwood Company
    Lockwood Company was founded on the back of Marcellus Lockwood, a shrewd hand at both business and the sword. His rich father disgraced and dispossessed by a jealous rival, he seized the estate back for his own using nothing but a blade and a razor wit. A powerful and charismatic character, he rebuilt the estate into a large business, and now the Lockwood Company stands as one of the largest trade entities in Ornys, with shares and holdings in manufacturing, engineering, arms trading and, of course, airships. A family business, the Company remains in the family line with Marcellus’ grandson Thaddeus Lockwood- the Lockwoods have always enjoyed long lives, and it is often said by any who’ve seen those of Lockwood blood that their genes must bear traces of elf.

    House Escher
    House Escher is another of the 4 great trade organisations of Ornys, and one of the only surviving High Houses of the Old World. Many of the old great noble houses found themselves destitute as the value of their lands degraded into worthlessness, with nautical shipping routes and trade caravans sinking in financial viability with painful swiftness as airships became more commonplace and technology developed- but not House Escher. They adapted with a capability unknown to the rigid and traditional noble houses, and quickly found themselves rising in influence as they funded the development of new innovative airship designs, and leased ships to traders and Windwright Captains for expeditions to ancient ruins and exotic lands to bring in trade and patent revenue from across the entire continent. They have built the backbone of their company on the loaning of ships to private enterprises, taking a cut of revenue for themselves, and are always willing to fund an expedition if they see profit in it.

    The Mortlock Group
    The Mortlock Group are based in the nomadic city of Nün, and are formed of an old family of Gnomic engineers. They have championed advancements in airship technology, and brought forward the first viable patents for the mass-production of firearms, bringing with it vast revenue in patents. The development of cheap and exploitable technologies for trade and sale has consistently remained the core of their business ethic, and they are widely known as the go-to source for inexpensive and reliable firearms and other such equipment.

    The Greyfield Institute
    Established in the city of Caelestis by the Schola Mechanicam in an effort to produce the most cutting-edge of technologies before any other, in the name of knowledge and progress (and of course, to bring glory to the university), The Greyfield Institute has been responsible for some of the most important breakthroughs in engineering and mechanics in the entire continent. Much of their revenue is spent funding expeditions to newly discovered sites thought to contain material for new technology, so that they always remain on the cutting edge. They take only the best, and their products, whilst expensive, are renown for their incredible quality of craftsmanship and are guaranteed to be far ahead of their competitors.


    Locations
    Caelestis (City of the Sky)
    Situated above the city of Luto, and is now home to aristocrats, wealthy merchants and artisans, universities and other relatively well-off members of society. Has two tiers; the upper circle which is home to the great universities and the estates of the aristocracy, and the lower circle, which is home to merchants, traders and artisans. Caelestis is held in place by gargantuan chains, reinforced with magic, and relies on Luto as a source of cheap labour and food. As the home of the Schola Mechanum, and the very first city in which an Engine was discovered, Caelestris holds a place as a pinnacle of progress and high society, possessing very strong ties to the Greyfield Institute.

    Luto (The City of Dirt)
    Populated with the lower classes, and home to common labourers, factory workers and poorer artisans that cannot afford to migrate to Caelestis. Luto is dark, dirty and crime-ridden; cast in the shadow of the city above, the wish of all citizens of Luto is to eventually reach the great city in the sky. Many harbour resentment towards the denizens of Caelestis, and such people rarely visit the city below for fear of being attacked and robbed. However, Luto is still host to many fantastic engineers and artisans, and you can be sure to find a bargain there wherever you look, though be wary of shifty salesmen. Whilst not a city state in its own right, it comes under the domain of Caelestis.

    Brae
    The city of Brae has seemed to go down a very different path to the other cities; they began as the others did, flocked with archaeologists and pilgrims, but without the influence of the Organisations to suppress religious worship of the Engines, the Cult of the Machine soared in influence. Originally composed of harmless pilgrims, the Cult descended into fanaticism when a mysterious individual by the name of Mortimer Gladwick started to preach within the city. Naming himself Patriarch, he closed the boarders to any by the faithful and established a hierarchy of Cardinals within the Cult, renaming themselves the Order of the Great Machine. Turning against progress, he declared that the use of Engine Technology, and the study of the Engines by anyone other than the church was heresy. Because of this, the common people of Brae are significantly behind the rest of Ornys whilst the Bishops and Cardinals enjoy lives of luxury in the High City. Groups of Servitors, mechanical humanoid warriors developed by the church, patrol the streets with Inquisitors searching for signs of heresy, executing any they find ‘defiling the will of the Great Machine’. From what can be gleaned of their doctrine, their ultimate aim is to return the city to the dimension from which it came, and thus ‘ascend into the arms of the Machine’. Due to their abhorrence of technology in the hands of those outside the church, they shun association with any Organisation.

    Nün
    Nün, the Nomadic city, floats freely through the sky and is sustained largely by trading with others. It is a free city, devoid of any real central rule and populated with airship pilots (who rarely make their home here, but stop off often to trade stories), sky pirates hiding from persecution in Nün’s bustling and densely packed streets and many, many taverns. Nün is also home to vast engineering district that trades in spare parts and airships, as well as constantly developing ways of improving them. Whilst the Mortlock Group holds the greatest power in Nün, all Organisations have significant presence here, and as a free city it is left to them to maintain order, such as it is, with residents and private enterprises buying into them in exchange for protection. The role of policing in Nün is rarely ever extended beyond the Organisations’ protection of their investments however, and as such Nün tends towards the chaotic even at the best of times. Nonetheless, whilst crooked businessmen are rife, Nün lacks a serious criminal element, as most denizens attempt to do well by each other so that they themselves are treated well in return, and Nün remains a veritable hub of trade with all other cities. It is where fortunes are made and broken, and a common destination for those seeking to gain work with the Organisations. The native population primarily consists of gnomes, with a smaller number of humans and dwarves who come to apprentice themselves to the airship artisans. Many old airship captains also make their home here after retirement, having grown to love the hustle and bustle of the free city, and can often be found in local taverns trading stories of adventures past. The Engine of Nün seems to dictate direction at random, and has been known to drive Nün at speeds of up to 5 or 6mph, when on other days it may move more slowly. Nün seems to possess a rudimentary spacial awareness of sorts, adjusting itself to avoid coming close to other cities, or large obstacles such as mountain ranges.

    Ysor
    Often called The City of Brass, Ysor is one of the greatest testaments to the craft of the machinist in all of Ornys. When it was discovered, a vast number of clockwork servitors were found with it, maintaining the mechanisms of the Engine. Their design and their tools were used as blueprints for the development of further devices for use in engineering Engine Technologies, and led to the creation of Servo-Suits- clockwork exoskeletons that enhanced the strength of the wearer, whilst also providing incredible fine motor dexterity These creations allowed machinists to move heavy apparatus with ease, as well as manipulate smaller mechanisms and gears with greater precision. Machinists, inventors and engineers flocked in their masses to admire the fantastically intricate mechanisms of this cities Engine, and it soon became renown as a city of progress. The population consists mostly of those drawn to study the mechanisms of the Engine, and the creators and designers of new mechanisms- this is perhaps the most advanced city in Ornys, and residents enjoy an unusually high common standard of living- however entry is often restricted to those who have something to offer.

    Praba
    Praba is situated far in the south of Ornys, and concerns itself mostly with the study of the magical workings of the Engine. Sometimes called the Purple City, due to its strong ties to House Escher, Praba welcomes all who pursue knowledge and is home to many artisans and scholars. House Escher often funds expeditions from Praba to discover other potential sites of technology and artifacts, and have brought much prosperity to the city as a result. Because of this, many Prabans feel a strong affinity to the House and often speak highly of it. Praba is also home to the Academy of Artifice, an institute dedicated to the research and development of new magical devices, and educators of many of Ornys’ finest artificers. Praba also remains one of the last cities in Ornys with an interest in the arcane outside of its application to technologies, and as such is typically the point of origin for conventional spellcasters and battlemages. Such forms of magic have become uncommon in most of Ornys over the years, as mundane and magical technology has risen to replace many of the functions previously performed by spellcasting. As such, these Prabans can be viewed as somewhat backward by the more technologically aligned northern cities.

    Lockmoor
    Perhaps the most unusual of the cities, Lockmoor is an entirely artificial city named after the original Lockwood Estate. Powered by over one hundred facsimile Engines all intricately connected by a network of servos, pistons and pipes to colossal steam engines keeping the city aloft. Whilst still gigantic, Lockmoor is nothing like the size of the other cities, and requires constant attendance by machinists and clockwork Servitors to maintain the systems. Lockmoor is the base of operations for the Lockwood Company, and a major trade hub between cities, housing important members of the Company, their greatest machinists and inventors, and perhaps most importantly, the Great Shipyard; a vast district dedicated to the construction and development of airships, all under the direction of Thaddeus Lockwood. Whilst a common stopping point for accredited airship captains, it is the stuff of legend for aspiring machinists and engineers hoping to work alongside the greatest minds in Ornys on the next series of airships. Whilst Lockmoor tends to remain relatively stationary due to the huge requirements placed upon its network of engines in order to keep it aloft, it is capable of movement. Whilst not designed for warfare, Lockmoor is still probably the greatest military asset in Ornys, and by far the most powerful airship due to its ability to fill the role of a mobile base for airship production. Its size renders movements incredibly slow, however, and whilst significantly smaller than Nün, its facsimile Engines are unable to produce anywhere near the same amount of speed.


    Heroes and Famous Figures
    Like any world, Ornys has its own fair share of heroes and mysterious figures of legend and folklore.

    Bartholomew Clarke
    The “High Caliber Consecrator”; a character so enshrined in legend that he is spoken about in hushed whispers to keep naughty children in line. Said to be the High Inquisitor of the Order of the Machine, merely the mention of his name brings cold shivers down the neck of any citizen of Brae- the bane of machinists and inventors, he is rarely found without a gun in his hand, wandering the streets of Brae hunting for heresy. Some say he was once the chief enforcer of Mortimer Gladwick himself, and even now still carries out ‘special missions’ in foreign cities, eliminating opponents of the Order. According to these legends, both he and Gladwick must be over 200 years old- no small feat for a human, and legends about his being half-man and half machine are traded in hushed whispers between the citizens of Brae.

    Isaac Gaskel
    A legendary machinist, he worked hand in hand with Marcellus Lockwood himself to produce the first ever airship to grace the skies. Now long dead, machinists to this day invoke his blessing over their craft, and statue of him can be found across all the great city states of Ornys, excepting of course Brae.

    Cornelius Ellicott-Forscythe
    Captain Cornelius Ellicott-Forscythe of the airship Windy Rose; a dashing figure of romance and swashbuckling adventure, subject of tales to make the ladies swoon and the young boys cheer. Feller of the seven-headed dragon priests, seducer of the of the beautiful and exotic Princess Samara, enemy of sky pirates and hero of the people, airship captains often swear by him. So many tales have been traded about his wild adventures that it is no longer known which are true and which aren’t, but his romantic adventures across the sky are loved, if not always believed, by all.

    Esmerelda Nightingale
    Elven pirate princess and enemy of the skies, if legend is to be believed then she has claimed more vessels than an entire armada for her vast hoard of treasure. He flag bears a black thorned rose, a parody of the Lockwood crest. Some say she was once in love with Marcellus Lockwood, but he tossed her aside for another woman and she forever vowed to hunt him from the skies in revenge, and her exploits are as legendary as those of Captain Cornelius.

    Patriarch Mortimer Gladwick
    The Patriarch of the Order of the Machine, and the one who transformed them from a harmless cult to a fanatical institution. Nothing is known about his history, but he is said to be older than Brae itself. His doctrines claim all the technology of the Engines for his Order, and his fanaticism has lead to the deaths of many potentially brilliant machinists.

    Deities/Religions
    All core deities exist within Ornys, but worship of them is very rarely, if ever, practiced. The Old Faiths have all but died out in Ornys at this point, never having really enjoyed any position of power to begin with, and followers of these deities from foreign lands are often looked upon with suspicion or incredulity. The closest thing Ornys has to a national religion is the worship of The Machine, which has proliferated across Ornys due to a continent-wide fascination with engineering and machinism. Worship of Old Faiths is somewhat more common amongst ground dwellers, who are not surrounded on a regular basis by the wondrous devices attributed to The Machine.

    The common man tended to worship whichever deity most conformed to their craft, and so naturally gravitated towards worship of The Machine as their way of life became so dependent upon machinery derived from the Engines. The aristocracy, on the other hand, tended to view religion as fanciful and below their station. As such, they never really had any religion to lose in the first place, and faith in The Machine amongst these upper classes only began to become more commonplace within the last 50 years or so. Worship of Boccob was uncommon outside of arcane circles, and as these diminished in number so too did the number of worshippers. The arcane disciplines of artifice and magical craftsmanship began to replace more conventional spellcasters, and these individuals tended to gravitate more towards The Machine than Boccob, due to the nature of their craft and discipline. Praba, a city that still retains much of its spellcasting roots, remains host to followers of Boccob, but due to the small number of remaining conventional spellcasters these number among the few. Worship of Boccob is somewhat more common amongst the battlemages and war wizards of Praba, who tend to have little interest in the intricacies of machinism.

    The Machine
    Domains: Artifice, Travel, Knowledge, Time

    Worship of The Machine manifests itself in two primary forms; The Order of the Machine and the Cult of the Machine. The Machine itself is not an actual deity (although most of those who worship it believe it is), and as such cannot be communed with or contacted as can a conventional deity. The Machine can however grant domain powers, which manifest themselves through sheer force of belief in its deism, rather than though granting powers to devotees. The Machine is believed to have granted the Engines to man, and belief in The Machine is by far the most common form of religion, active or passive, in Ornys.

    The Cult of the Machine
    The oldest form of worship of The Machine, founded very close to the initial discovery of the Engines, placing it at approximately 210-215 years old. The Cult is a very passive religion, and lacks any centralised authority. Because of this, there are numerous different forms of belief within the Cult, linked only loosely by a shared faith in The Machine. The Cult of the Machine in all its forms is the most common religion in Ornys, almost to the exclusion of all others. Some see The Machine as an actual extraplanar deity, who actively works in the world and watches over machinists, engineers and similar. They believe that The Machine created the Engines, and delivered them to Ornys as a gift to mankind so that he may learn and grow closer to heaven.

    Others believe that The Machine is a personified intelligence within the Engines- something of a shared machine spirit that lives within mechanisms and artifice. This is the most common form of faith in The Machine amongst artificers machinists and engineers, who will often invoke the blessing of the machine spirit over their work, and can often be heard thanking the spirit when their devices work, or apologising to the spirit when they drop or break mechanical devices.

    The Order of the Machine
    Founded by the Patriarch Mortimer Gladwick in Brae, the Order of the Machine provides a centralised, hierarchal institution surrounding the worship of The Machine, and followers of the Order’s way are often fanatical in their pursuits. Worship in this form is practiced almost exclusively within Brae, and is the second oldest form of worshiping The Machine, coming into force approximately 30 years after the discovery of Brae, placing it at around 190 years old. The Order is lead by Mortimer Gladwick, who is still believed to be alive, and his cadre of Cardinals and Bishops who rule from the Higher City. Established members of the priesthood are afforded special privileges; namely, the right to own and use machinery. As such, they often enjoy much greater standards of living than the general populace, to whom such technologies are banned; ownership and operation of technology outside of the Order is considered heresy, and is punished severely. It is not uncommon to see Inquisitors roaming the streets accompanied with Servitors to ‘sniff out’ illegal technology and destroy it, or claim it for the Order. Entry and exit from Brae is heavily regulated by the Order, and it is largely avoided by the rest of Ornys.

    The Order holds that The Machine is the creator of all technology and machinery, having sent the Engines to Ornys to allow His faithful to ascend to heaven and join Him. As such, attempts to create machines of ones own, or to reverse-engineer the technology of the Engines is an act of defiling His holy creation if one is not of The Machine’s chosen. It is thought that the ultimate aim of the Order is to discover the home plane of the Engines, and construct a vast device that will transport the faithful to ‘ascend’ and join The Machine. Followers of the Order’s way are viewed with great suspicion outside of Brae, and are often thought of as untrustworthy, or as spies and members of the inquisition sent out to the other cities to gather information.

    Races
    The two most common races to the world of Ornys are humans and gnomes. Humans, ubiquitous as ever and always striving to move forward, make up the bulk of the city and ground-dwelling populations. Originally the primary inhabitants of Ornys, they migrated to the cities, and tend to live their lives in the hustle and bustle of day-to-day life. They come from all walks of life, and typically account for the vast majority of the aristocracy in Caelestis. They are somewhat less common in Ysor, and are found in their largest numbers in the city of Brae, which tends to exclude or discriminate against other races, and the city of Lockmoor due to their affinity for business. Most races are present to some small extent, but other than humans and gnomes there are no species that exist in significant numbers throughout Ornys.

    Gnomes
    A hardworking species with an affinity for artifice, gnomes compose the second most common race in Ornys due to the continents huge focus on engineering and machinism. Many gnomes often travel to the great cities of Ornys from foreign lands and make their homes there, fascinated by the technologies and opportunity to ply their crafts. Not as common as humans, they still make up a significant bulk of the populations of some cities, most notably Nün and Ysor.

    Half-orcs
    Half-Orcs are typically treated as second-class citizens, and very rarely make it beyond simple labour in the shipyards and crafting and engineering districts, where they are able to find employment as menial labourers in situations where their strength is valued. They populate Luto somewhat more densely, where they often find themselves falling into the criminal underworld as enforcers or bodyguards.

    Dwarves
    Dwarves are somewhat more common, especially in the city of Ysor. They often gravitate towards the engineering districts, attracted by the lure of technologies and the chance to utilise their crafting skills. When they appear, they are often sought after for their natural craftsmanship and ability with metals, but most find the flying cities unnatural and have thus mostly retreated from the continent to foreign land cities or ancestral mountain strongholds.

    Elves
    Elves are fairly uncommon in the world of Ornys. Everyone knows they exist, and most can claim to have met or at least seen one, but they aren't present in significant numbers in the cities. Those that do visit the cities are typically misfits in their own societies, most of whom have retreated to forest villages and smaller agricultural hamlets on the ground below, rather than live in the rapidly advancing world of technology of the cities. They are more likely to mingle amongst humans in the small towns and villages that still dot the landscape below the great cities- not everyone does, or can afford to live in the cities, and there is still a large demand for agriculture as the cities cannot easily sustain themselves due to their large populations. They were never a very common race in Ornys to begin with, and their numbers have only dwindled with the rise of the cities. Elves are more commonly found in the city of Praba, to which they gravitate more readily due to its association with magic and arcane pursuits.

    Half-elves
    Whilst still not numerous, half-elves are notably more common in Ornys than their pure blooded brethren. Equipped with a human drive for adventure, half-elves can most commonly be found manning airships, working as bounty hunters and adventurers. Their natural dexterity makes them well suited to the task of flying an airship or boarding a vessel, and their flair for the dramatic marks them as if they were suited to take to the skies.

    Dragonborn
    Very rarely found in the cities or outside them, dragonborn races are among the least common in Ornys. When they appear, they are often highly sought after on airships, especially by adventuring vessels, due to their natural affinity with the skies and their prowess in combat. Legendary and romantic figures, many dragonborn often fail to live up to the exaggerated expectations of them, and wild tales and rumours are often spread around about them, doing little to preserve the privacy of dragonborn who prefer a quiet life. It is not uncommon for humans to dye strips of their hair silver to gain the appearance of silverbrow humans in order to scare their enemies or increase their chances of employment on skyfaring vessels.

    Overtly humanoid dragonborn such as Silverbrow Humans, whose draconic ancestry is fairly subtle, are the most well received amongst the cities. Monstrous or semi-monstrous races tend to be met with prejudice and suspicion, and less educated or worldly citizens may mistake draconic humanoid races such as spellscales, who bear very distinctive physical traits, for creatures of this vein. As the case with all things magical in this world, they tend to be most well-received in Praba, where the citizens are typically more knowledgable about magical races, and less suspicious or derisive of them. Those that recognise spellscales and other similarly overt draconic races for what they are may view them with awe, as few in the cities have ever seen overtly draconic humanoids in their entire lives. It would not be unusual for their appearance to draw the eyes of citizens as they walk down the street, or for people with which they interact to see them as an exotic curiosity as much as an individual. Amongst airship pilots they are less likely to be treated significantly differently due to their race, as skyfarers tend to be very worldly. However, they may be treated by such people with false sweetness, as many airship captains would love to be able to count dragonborn amongst his crew. If one makes its way to the city of Brae they can expect to experience a great deal of persecution and discrimination, as the Order fosters an attitude of suspicion and xenophobia towards even the most harmless of humans, let alone a dragonborn.

    Halflings
    Halflings often gravitate towards life on airships, where their small size and natural nimbleness is prized. They are found most commonly on the city of Nün, the cultural melting pot of the great cities of Ornys, where they work as shopkeepers or artisans. Their numbers are small, even in Nün, but they make themselves known wherever they go.


    And of course, for the big 16, read:
    Spoiler
    Show

    The Big 16
    1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?

    D&D 3.5

    2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?

    A homebrewed quasi-steampunk setting. Airships, flying cities, firearms, sky pirates and ruins of ancient civilisations ripe for the plunder. Game will be tech-heavy and magic content (excepting magically powered technologies and the like) will be mid-low.

    3. How many Players are you looking for? Will you be taking alternates, and if so, how many?

    Will take 4 to 6 players.

    4. What's the gaming medium (OOTS, chat, e-mail etc.)?

    Play-by-post on GITP forums. If we’re lucky enough to all share time zones, IM or skype is also an option.

    5. What is the characters' starting status (i.e. experience level)?

    1st level.

    6. How much gold or other starting funds will the characters begin with?

    I’ll update this when I know which starting characters everyone is using, and their respective backstories. Assume around 500gp to purchase all equipment.

    7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?

    Look to flavour as your guide. If you need specific in-game fluff for it, then ask me and I will see if I can refluff them to suit the setting. I would prefer that class choices be kept appropriate to the theme (so LG Paladins are still allowed, but discouraged, whilst Rogue/Swashbucklers are AAA-ok), but as long as you can justify a class choice and provide a source for it, it should be fine. I would ask that if you choose tier 1 classes then don’t optimise them too heavily. I don’t mind homebrew; if you find something thematically tasty all the better. Please don’t be upset if I veto them though, and of course, I reserve the right to retroactively veto certain classes/builds that are either wildly inappropriate or massively OP, although this is unlikely to be an issue. 
Rule of thumb: Go for flavour, and if you can make a convincing argument for it and provide a reasonable and decent backstory, then its probably ok.

    8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?

    Standard races and variations thereof are preferred (e.g. Grey Elf isn’t standard, but its a variation of a standard race so its ok). Dragonborn are ok, as long as they don't veer too far off of the template. Please avoid weird monstrous races, and anything with LA unless you have a really good justification for it. Be aware that monstrous humanoids (e.g. half-orcs) are subject to a lot of prejudice in this world, and expect in-game social interactions to reflect race choices.

    9. By what method should Players generate their attributes/ability scores and Hit Points?

    28 point buy. or [rollv] 4 d 6 [/rollv] (without spaces) rolled for each ability score, minus the lowest roll. All rolls to be posted in that format. If you roll badly, you get one reroll of the entire block of stats, in which case you have to accept the second block (even if its worse)- your call. Max HP on first level, roll for every level thereafter and reroll on a 1 OR choose average HP. However you can't opt to roll then take the average if it goes badly.

    10. Does your game use alignment? What are your restrictions, if so?

    Yes, but I’m flexible about it. Committing the odd evil act doesn’t immediately make you evil as long as your character generally isn’t and/or you can properly justify it. As a rule of thumb, if you intended to do something evil, then its evil, and if you did something ‘evil’ by accident, or because you didn’t really have a choice then it wont result in alignment shift. Most of the great religious institutions have fallen, so you’re not at much risk from detect X either. Lawful alignments are generally discouraged; CN and CG are encouraged (but not chaotic stupid). I don’t really mind what you are as long as the rest of the party are of generally compatible alignment.

    One more point of note: I wont be attaching alignment restrictions to spells, so casting ‘evil’ spells like much of the necromancy line has no mechanical effect on your alignment- to all intents and purposes you can just ignore it. Anyone wanting to take the assassin class can do so without being evil, and I’m willing to waive the alignment restrictions on most classes (within reason) as long as you can provide sufficient in-character justification for it.

    11. Do you allow multi-classing, or have any particular rules in regards to it?

    Multiclassing is completely fine, and is in fact encouraged (variety is the spice of life!) I won’t be using XP penalties for multiclassing, because such things are silliness.

    12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?

    Players can generally roll for themselves, preferably using the dice roller function on the forum.I will roll for hidden checks like Spot and Listen.

    13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.

    Sort of. There will be new items, and these may fit unusually into the normal rule system, but the rules otherwise function the same as standard 3.5 with the following exceptions:

    No XP penalty for multiclassing.
    Slower level progression beyond 3rd level
    Needless to say; retroactive veto on cheese or otherwise silly processes allowed by RAW.
    Class skills max rank = ECL +3, Cross-class skills max rank = (ECL +3)/2 as normal. 1 skill point = 1 rank for BOTH class and cross-class skill advancements. None of this 1/2 rank nonsense.
    Good RP will be rewarded with circumstance bonuses to checks, and exceptionally good RP maybe netting better than that e.g. coming up with a particularly frightening and inventive threat = I waive the opposed roll. Note ‘good’ RP ≠ ‘long’.
    UMagicD will be largely replaced with Use Magic Device.
    Some new feats and skills have been brought into effect using 3.5 mechanics.
    Some PF content has been included, and has been fluffed up for the setting as well as having undergone some minor tweaking to fit it to 3.5 rules.
    Rules for airship combat have been included, and differ slightly from published rules on naval combat.
    Any other minor tweak I may have forgotten about will be made clear to the players.

    One major difference is that of levelling up:
    Characters will gain experience as normal, and may put it towards crafting items. However, the amount of XP a character has will not be directly connected to their level. I will give out level advancements when appropriate, in order to keep the party to power milestones suited to varying stages of the campaign. This shouldn't affect players too much, as those milestones largely co-incide with normal points for character advancement, and I will generally be compensating for power discrepancies with cool items, but as I don't know how strong the party will end up being until I've seen them in action, I'd prefer to retain the benefit of the doubt.

    14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?

    Yes, a background is required. I would like to know how your character came into their class, an overview of their personal history and any significant turning points, RP material, plot points in their history that might come back to affect them in some way. Good back story will be met with rewards (decided after I’ve seen it), and it should be in reasonably good detail. I would also like an overview of your character’s personality and any flaws/traits you would like them to have. You may take more than two flaws for flavour but will not gain feats for them, and any flaw/trait you gain must properly fit your character, and hinder them in a significant way to qualify. If the flaw doesn’t have a discernible negative effect, you don’t get a feat. Go crazy! The only restrictions are on making your character the named heir of an Organisation, or anything similar that nets you an unfair advantage. If you want to be the son of Thaddeus Lockwood then go for it, but you'll be a bastard child and he'll never have heard of you.

    15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?

    I would like to play this as a tale of wild adventure, romance, and over-the-top drama, where the villains have twirly moustaches and sky pirates lurk round every bend. That said, if players wish to have a different sort of game, I will accommodate and shift the tone of the gameworld accordingly. There will be fights in abundance, roleplaying is heavily encouraged and as for ‘puzzles’, whilst there may be the odd riddle or something (haven’t decided yet) I generally dislike including actual puzzle-solving, like doors that won’t open unless you decode the right sequence of whistles or whatever.
    On the subject of RP, an explanation of your actions will do- I don’t need you to tell a story every time you do something, but I would like to see some effort, e.g. when you want to intimidate, rather than “I roll to intimidate him. 17, I succeed.” try “I roll to intimidate him. 17. *hem* ‘listen closely, if you don’t tell me where Baron Von Evil is keeping his death ray, I promise you that you will regret my ever having impregnated your mother behind that tavern/ I will tear out your heart and feed it to you with barbecue sauce/ I will strangle you with your own intestines etc.’” Or if you roll a 1... “Right... you... tell me where the laser is or I’ll punch you in the... in the foot. I promise, I’ll do it.” Be inventive and funny, and I will reward you, even in failure.

    16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?

    I have access to most splatbooks over the internet. Barring ToB (sans specific requests maybe), mechanics for vile spells and corruption, and most of the weirder sections (that is to say, most) of TBoEF, I don’t really mind what you use as long as you can provide a source. Be aware that I may limit access to certain classes until such a time that your character is likely to have reason to learn/enter them, so for example, becoming a Mage of the Arcane order would require your character having to both know of its existence and have studied there.


    Current posters of interest and their characters:


    Players:
    Spoiler
    Show

    Gruzzle: Eriks, a silverbrow human gunslinger (Craftsman and DPS)
    Battlemage: Varian De'Aranth, a Spellscale sorcerer (primary arcanist and blaster)
    Krull: Wellby Tosscobble, a Halfling Swashbuckler (Party face, skillsman and airship captain)
    Salt3d: Hendrick, an elderly human artificer (Primary craftsman and minion controller)
    FleshrakerAbuse: Talis QED-24, a Warforged Crusader (Party tank and future Mechanist)
    [SPACE]
    [SPACE]

    I would also like it to be known that if anyone has any ideas or homebrew of their own to suggest to me then let me know! The whole point of this world is that it is constantly advancing, and I would like to encourage players to be as inventive as the world they inhabit and put their crafting skills to good use to give as much to this world as you will hopefully get out of it.

    I will be avoiding the old "You meet in a tavern" cliché, but characters can expect to begin their adventure in the city of Nün. How you came to be there, and how you wish to meet one another, I will leave largely up to you.
    Last edited by Waitingnomad; 2013-06-10 at 10:12 AM.

  2. - Top - End - #2
    Barbarian in the Playground
     
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    Default Re: Official OOC Thread for the Flying Cities of Ornys Steampunk Campaign

    This is a continuation of the previous post due to character limit:

    For information on the homebrew weapons, airships, gadgetry and other assorted tech, read:
    Spoiler
    Show

    New Equipment and Technology
    Wandguns
    The wandgun is a term used to describe a fairly uncommon range of weapons developed by combining magical wands with the designs of machinists and artificers to produce a strange sort of magical firearm. Usually very expensive, it is rare to see such weapons out of the hands of the rich, who more often than not use them as a symbol of affluence rather than for their effectiveness as a weapon.

    A wandgun resembles a carved length of wood or shaped metal, shaped like a rifle or a musket and inlaid with intricate symbols, brass pipes, plates and wiring. Sometimes designed to accommodate sights and butt-stocks also, all share the common characteristics of curved handles and accompanying trigger mechanisms. The underneath of the completely solid ‘barrel’ contains a compartment into which wands can be inserted, and a locking mechanism snaps inwards to hold them in place, as well as connecting the wand to the sensitive brass and copper plating that runs along the length of the weapon. A wandgun is built to accommodate any wand inserted into it, and direct its energies along the length of the weapon and out of the ‘barrel’, thus increasing accuracy. In all cases, swapping a wand out, or replacing one that has run out of charges requires a full round action. Some wandguns are designed with dual-barrels that can accommodate multiple wands to combine the effects of both. Two wands of the same spell combined in such a way has the same effect as an empower effect, whereas wands of different spells may combine to produce completely new effects. Often, when present, these second slots are used to accommodate metamagic wands to enhance the effects of the primary wand being fired. Higher level wandguns are most commonly found as armaments on airships used to ward off sky pirates, and some wandguns are even able to accommodate spells of above 4th level, such as the great defensive turrets of the cities, some of which contain armaments as powerful as 10th level fireballs. Such constructions are huge, however, often requiring a 2 to 3 man team to aim and operate, and are restricted for use as defensive turrets on cities and gigantic skycruisers or dreadnaught class airships.

    Due to to the artificial nature of their design, wandguns allow the use of wands without any skill or ability in the operation of magical items, and so does not require the use magic device skill to operate. Instead, use of wandguns relies upon the standard rules for ranged combat, and due to their fine attunement to the magical energies they direct a wandgun provides a base +1 bonus to ranged attack rolls with that weapon. A wandgun is an exotic weapon and thus requires the feat Exotic Weapon Proficiency: Wandgun to wield. This feat allows for the use of any and every wandgun, and any compatible wand. As the wandgun is designed primarily as an offensive weapon, not all wands are compatible with it. They are not common weapons, and often require special order to acquire one, or to have it custom built for your use. They are always highly expensive, and whilst the cost of wands have also fallen with demand they still remain expensive. Replacement wands often require special order, as few shops stock them, and rarer wands may take weeks or even months to acquire.

    Explosives
    Explosives require no proficiency.

    Bomb
    Small or Medium: 150gp, 3d6 damage in a 5ft radius, 1lb
    Large: 300gp, 4d6 damage in a 10ft radius, 2lb
    10ft range, Type: Fire/Bludgeoning
    A bomb must be lit before it is thrown, requiring a standard move action that may provoke an attack of opportunity. Anyone within the blast radius at the time of explosion may make a DC 15 reflex save for half damage.

    Smoke Bomb
    50gp, 20ft radius, 1lb
    10ft range
    A bomb must be lit before it is thrown, requiring a standard move action that may provoke an attack of opportunity. A smoke bomb is a nondamaging effect, providing concealment and a -4 to all attack rolls, as well as a +6 to all hide checks. A fog cloud will dissipate normally in 4 rounds, but may disperse faster in strong wind conditions.

    Airship Upgrades, Features and Facilities
    A note on augmentations: Augmentations are divided up into tiers, respective to their relative power drain on Engine systems. Some Engines are only capable of supporting a small number of minor auxiliary systems, and so will be unable to utilise more powerful augmentations. Better engines may be able to support multiple minor augmentations (known as augs) or one more median level augmentations, but not both. Powerful Engines such as those aboard Dreadnaught-class warships may be capable of supporting multiple major augs and as well as minor ones. If the party has access to a competent machinist then it may be a viable tactic to purchase more augs than a system is capable of supporting at any one time, and performing on-the-spot replacements of certain systems as they fall in and out of need. Other systems, such as turrets and grapnels don’t draw energy from Engine systems to function, and so a ship is only limited by its carrying capacity with regards to these. To represent Engine capacity, a number will be given next each system that requires energy from the Engine, representing in arbitrary units the energy drain it places upon the Engine. An Engine may not be augmented with more auxiliary systems than its maximum capacity allows; thus an Engine of capacity [2] may support either one or two [1] systems, or a single [2] system, but no more.

    Local Engine
    A Local Engine is the heart and soul of any airship; a Local Engine, or a Local Facsimile Engine is the device that provides the airship with its ability to fly, resembling a large brass sphere, it is created from reverse-engineered Singularity Engine technology. They resonate an energy field around the vessel to which they are bound, allowing it to levitate and maneuver in the air, and various devices may be used to alter or augment this field in different ways to provide different effects. There are two primary types; the Elemental Engine and the Mechanical Engine. Better quality Engines tend to result in a swifter and more responsive vessel, capable of supporting multiple layers of auxiliary fields and other upgrades.

    An Elemental Engine is powered by energy generated by air and fire elementals bound within the Engine and exploited by a combination of arcane artifice and mechanical energy converters derived from Engine Technology. This method of Engine building is an evolution from the earliest methods of airship construction, used by Windwright Captains who piloted ships driven by huge air elementals bound to the very body of the ship itself using their mental link to the elemental in question. The Elemental Engine is considered by many to be an outdated model, but many remain drawn to it due to the romanticism still associated with it because of Captain Cornelius, who himself operated an elementally driven airship, and due to its closer ties to the arcane this model of ship is often preferred by captains from Praba, and the members of House Escher swear by them. However, poorly constructed Elemental Engines have been known to fail from time to time, allowing the bound elementals to escape and wreak havoc on the ship and its crew, and piloting such a vessel into areas with natural antimagic fields is an exercise in recklessness, as there is every chance that systems could fail at any moment.

    The Mechanical Engine is the result of decades of artifice and machinism spent focusing the technologies of the great Singularity Engine into a device of their own design. Relying upon artificially created antimatter energy crystals bound within a containment field in the heart of the Engine, energy is produced through constant annihilation of particles constantly reformed within the Engine core, and is collected and directed via complex energy arrays situated around the Engine proper. Ships powered by Mechanical Engines are often riddled with copper wiring and exposed brass plates scattered with magically etched circuitry designed to direct the field around the ship. More complex in nature, and ranging wildly in cost and quality, Mechanical Engines are significantly more reliable than Elemental Engines, able to function equally well in antimagic zones as they do out of them, and at no risk from escaping wild and uncontrolled elementals. However, if improperly maintained, Mechanical Engines are more prone to failure; their complicated mechanical systems require constant maintenance and upkeep from a capable and attentive engineer or machinist, and the costs of continuous servicing steers many away from these Engines. They remain, nonetheless, the Engine of choice amongst most cities, and ships powered by them tend to be the most flexible to upgrade.

    Fallsafe Generators [2]
    A fallsafe generator is an augmentation of a ships’ Local Engine to cause it to generate a kinetic safety field around the bottom of a ship to protect against falls that the safety nets don’t catch. Extending roughly 15ft from the circumference of an airship, it has the effect of rapidly slowing to a halt anything in freefall within 5ft of it. Falling skyfarers and objects are thus left safely suspended in space where they may then be fetched back on board by fellow crewmembers, or attempt to move towards the hull of the ship and climb up. Objects suspended by the field are capable of horizontal, but not vertical movement. Vessels equipped with these devices tend to be larger merchant vessels or privately owned luxury cruisers, rather than common airships. Such generators tend to be expensive, and most regular skyfarers are confident enough in their skills, and tight enough of pocket that they don’t opt beyond safety nets. Besides, if something goes wrong, then they always have their Pluma.

    Projectile Shielding [6]
    Expensive and energy-demanding, projectile shielding is rarely found beyond military vessels and the private ships of the rich and paranoid. Projectile shields are Engine augmentations designed to generate a protective kinetic bubble from small arms fire and projectile weaponry. The effect of the shielding is to redirect or dissipate projectile attacks within a 5ft bubble of the ship. When projectiles come within this range, a kinetic dampening effect occurs, providing an effective DR 10/ranged weapons to every crewmember aboard the ship, as well as affording a +2 circumstance bonus to AC against ranged attacks coming from outside of the bubble. The kinetic dampening is one way only, and ranged attacks made from inside the bubble are unaffected.

    Ballistic Shielding [8]
    Even more demanding of Engine systems than Projectile Shielding, Ballistic Shielding affords an additional kinetic dampening effect of DR 20/ ranged weapons and ranged magical attacks, as well as affording the vessel a SR of 20. Ballistic Shielding is rarely, if ever, found on civilian vessels, and even within military ships it is typically restricted to dreadnaught-class warships. For good reason too, as few other vessels would ever expect to face such formidable firepower. Magical artillery is extremely uncommon beyond military vessels and city defences, as are projectile weapons powerful enough to warrant the protection of DR 20 shielding.

    Cloaking [8]
    Still highly experimental, cloaking augmentations afford a vessel with a concealment field that shroud it from sight, affording it a chameleon-esque ability to adapt to it’s surroundings. Reserved for special forces pursuit craft, cloaking augmentations aren’t commonly available to civilians, but a few highly-prized augmentations can sometimes be found on the black market, scavenged by pirates who have salvaged them from military vessels. A cloaking effect causes individuals to have to make a DC 15 spot check to discern a cloaked airship. If the airship is not in motion, then this is increased to DC 25. Even if spotted, when the cloaking field is in effect enemies take a -4 circumstance penalty to hit a cloaked target. The cloaking field extends outward from the ship in a 5ft bubble from the furthest extremities of the ship. If the bubble is broken, either by movement outside it or firing through it upon other vessels, the cloaking effect dissipates and must take 1d6 rounds to refocus in order to regain the effect. It is possible to dedicate a full round action to focus the field to allow a single attack through it without disrupting the effect, after which another full round action must be dedicated to refocus the field before a second shot can be made. Shots through the field immediately reduce the spot DC by 5 and allow enemies to make a free spot check if they are within eyesight of the ship. This DC is reduced by a further 5 each time another shot is made.

    Speed [1]/[3]/[5]
    Speed augmentations can be used to manipulate an Engine’s mobility field to excite greater propulsion. This augmentation may be taken multiple times, and multiple lower level speed augmentations can be swapped out for a higher augmentation of equal value at no cost upon purchase of new augmentations. The augmentations increase base speed by 5, 10 and 15mph respectively. Be aware that the total speed an airship is capable of is limited by the quality of its structure and the capacity of its Local Engine. Multiple high-speed augmentations stacked into a poorly constructed ship will likely result in the hull coming apart in the air when traveling at high speeds.

    Pursuit [4]
    Pursuit augmentations are designed for high-speed craft needing to hunt down specific foes, and are often purchased by bounty hunters to aid them in their hunt for elusive sky pirates and other criminals. A pursuit augmentation increases airship fly speed by 5mph and allows an airship to lock on to a single other airship with which it has come into contact. Once locked on, it provides a +20 bonus to Survival and/or Gather Information checks to determine the location of that target. In order to lock onto a target, the airship must have first established a line of sight to the target, and declared it is in pursuit. An airship equipped with this augmentation also enjoys a +10 bonus to shiphandling checks made to pursue other airships.

    Heavy Wandguns [1]
    Commonly found only on military vessels, these turrets are high-power fixed artillery units utilising the heavy duty firepower available only to heavy wandguns. Typically found only on large military vessels with the carrying capacity, system capacity and need, these devices are the height of destructive firepower, capable of laying waste to a conventional vessel within minutes. They have a small reliance on Engine systems to provide the necessary power to operate the various servos necessary to move and aim the huge turrets. In order to operate these devices, Exotic Weapon Proficiency: Wandgun is required.

    Mundane Turrets [1, if equipped with reloading servitors]
    Like cannons on traditional naval vessels, these turrets fire simple cannonballs, chain shot, grapeshot or, depending on how the turrets have been engineered, may even be able to deliver an explosive payload. Much less powerful than heavy wandguns, and also much cheaper, these devices still serve their function admirably against most vessels, but often can’t quite summon the power needed to punch through the hulls of the more fortified vessels. These devices can be upgraded with automatic reloading servitors, reducing both the time needed to reload and the manpower needed to do it.

    Safety Nets
    Ordinary, mundane nets stretched out the side of most skyfaring vessels in order to keep crewmembers and passengers on board in case of a fall. Once landed upon, they provide a +10 circumstance bonus to climb checks taken while holding onto the net. These nets can be found on almost every vessel, and is often the first thing purchased by all but the most cheapskate of airship captains.

    Docking/Boarding Hooks
    Strong wound cables ending in large hooks, these are used for binding to other vessels for the purpose of boarding, or mid-air docking in order to trade between vessels.

    Ship Grapnels [1]
    Very similar in function to boarding hooks, these serve only one purpose; to board. These are long powerful cables ending in sharp punching grapnel hooks that are fired like projectiles into the hull of other ships in order to pierce it and drag the ships closer together. The powerful mechanisms required to launch these heavy cables through the air with enough force to pierce a ships hull place a small draw on Engine systems, though the process is largely independent of the Engine. Though they do cause hull damage, it is not the primary intention of these hooks. The grappling cables are also interwoven with hand and footholds to assist crewmembers in clambering along the cables towards the other ships, providing a +5 circumstance bonus to climb checks while hanging onto the rope- a helpful boon, as these ropes are often shaking and swaying all over the place as the ships pull to and fro and can be very difficult to hold onto for very long (base climb DC 20).

    Founder Module [4]/[8]
    A founder module is a component that can be used to integrate into an Engine to foster a sub-psychic link between the ship and its captain. It causes the ship to register the psychic imprint of its captain, who can then lock the controls of the ship down while on board to prevent other who are not him from operating it. This device also allows the captain to always be aware of the general location of the ship, wherever it is, so as to help him find it again. Advanced versions of this module allow the captain to communicate basic executable commands to his ship, and affords the captain an at-will 1/day scrying ability on his ship. His knowledge of its general location also becomes more focused, allowing him to pinpoint specific directions, and be aware if his ship is moving. The advanced modules are only compatible with the most intricately designed of Engines, however, and are not available to the common man. Should a ships Engine be destroyed or replaced, this link is severed and a new module will have to be purchased and installed.

    Airships
    Now the most ubiquitous mode of transport and trade in all of Ornys, airships still largely remain out of private hands, and are instead loaned to private enterprises by the Organisations for a cut of their trade revenues. Those that do own airships of their own tend to be the rich aristocracy and wealthy merchants who own private luxury craft. Private ownership often also occurs when groups of small businesses pool their funds to purchase one of their own for the purposes of trade, or small groups of enterprising individuals choice to group together to purchase a shared airship in the spirit of adventure. True airship captains remain somewhat uncommon, owing no small part to the large price tag that accompanies private ownership of a skyworthy vessel. Sky pirates roam the trade lanes between cities in airships cobbled together from spare parts and scrap in misfit patchwork fleets, swarming upon unlucky merchant vessels without the good sense or the funds to protect their stock. The military has their hands full keeping the pirate menace at bay, and will often pay good money to bounty hunters that can help thin their number. As such, many will buy group shares in private airships to launch their bounty-hunting careers. This ranges from wildly profitable to financially crippling to some, being forced to repay the cost of airships ruined in fights against airbourne marauders.
    NOTE: Whilst this currently uses the rules for naval combat, viz. it is composed of a number of sections, each of which has its own hardness and Hp value, I would appreciate knowing if there are any less clunky methods of implementing it.

    Basic Airship
    Gargantuan Vehicle
    Basic Mechanical or Elemental Engine [capacity 1]
    Max Speed: 15mph
    Speed: Fly 70ft (poor; can hover)
    Cargo Capacity: 20 Tonnes
    Attack: Ram 10d6
    AC: 3
    Section HP 60 (hardness 5); 10 sections to sink
    Includes birds nest, poop deck with captain’s wheel, shared quarters and mess room, Engine room and a storage deck.
    Cost: 20, 000gp

    Servo Suits
    Servo Suits are clockwork exoskeletons reverse-engineered from the Servitors discovered maintaining the Engine of Ysor and developed for the purposes of construction due to the immense strength and fine motor control they offer their wearers. Not designed for battle, they possess no armour of any sort, but their manipulatory appendages, although designed for delicate work and lifting, allow for most weapons to be wielded with a -2 penalty to attack. When wearing a Servo Suit, due to the way in which it must be fitted in order to respond to the commands of the body, it can only be operated in Light Armour or less. Attempting to operate a Servo Suit in anything greater than Light Armour results in taking a -6 to Dex and a -4 to attack. Furthermore, you are always treated as flat-footed for the purposes of determining AC, however the Str bonus still applies as normal. Operating a Servo Suit in Light Armour or less provides a +4 to Str and Dex, and a +4 circumstance bonus to any craft check involving machinery or delicate fine-motor processes. Operating a Servo Suit in Light Armour or less still applies a -1 to attack, due to the appendages of the suit being awkwardly fitted to the purpose of wielding a weapon. When wearing a Servo Suit, one may make unarmed attacks for 1d6+2 of either lethal or nonlethal damage, and a full attack for another 1d6+2. When operating a Servo Suit, one does not draw attacks of opportunity for making unarmed attacks, however a full attack still draws an Attack of Opportunity as normal.
    In order to use a Servo Suit, a player must invest 2 skill points in order to become trained in its use. If a Servo Suit is operated without training, then the strength bonus is only +2, base land speed is halved, and the wearer is always treated as flat footed for the purposes of determining AC, and suffers a -3 to Dex and a -2 to attack rolls when wearing the suit, all of which stacks with normal penalties.
    Cost: 18, 000gp

    Pluma
    A must-have item for any airship pilot, a pluma is a small auxiliary device that attaches to an Auctor's token slot to provide a single use feather-fall effect in the event its wearer falls. Used ubiquitously as a last-resort safety contingency to protect against falls from airships (known commonly as ‘skyfall’) and Servo Wing failures. Not cheap, but inexpensive enough that its rare to find a skyfarer without one, and they are even carried by those who work aboard well-equipped merchant vessels with safety nets and fallsafe generators. The effect lasts for 100ft, and must be activated as a swift action by manifesting it as you would an Artifex or Opifex.
    Cost: 200gp

    Servo Wings
    Servo Wings are a device attached to a persons back that extend to provide a great pair of mechanical wings, crafted exquisitely from overlapping plates of flexible bronze and copper alloys that vibrate at incredible speeds due to electrical impulses delivered along the spindles of the wings by wires and cables linked to delicate pistons. In flight, the wings vibrate so quickly they become barely visible but for the frame holding them in place. They are more commonly used aboard airships when in-flight to service them, perform maintenance, survey the hull integrity and check for damage and to navigate to safety in the event of a systems failure. A captain will often invest in a set of Servo Wings for his ship mechanic, and more well off captains will also own their own personal pair. When wearing the wings, the wearer is able to fly at a speed of 60 feet, has the ability to dive and their maneuverability is good. If wearing Medium Armour, then fly speed is reduced to 40, and maneuverability is reduced to average. Servo Wings cannot be used with Heavy Armour. In order to be able to use the Servo Wings, a player must invest 2 skill points to become trained in their use. If untrained, then maneuverability is treated as poor, and every round the wearer must succeed on a balance check of DC 30 or lose control of the wings. If the wings become disabled for any reason, the wearer falls as normal.
    The Servo Wings can also be targeted during flight, and if they are damaged they lose the ability to fly.
    Cost: 16, 000gp

    Servitors
    Servitors are clockwork automata used primarily for the purposes of maintenance, but sometimes also as soldiers and guards. Possessing no will of their own, they are utterly loyal to their function, and even those not designed for combat are unusually robust. Fast and strong, they are dangerous in a fight, but possess a fatal weakness to cold, which can freeze their intricate machinery and render them helpless until they are able to thaw. Those designed for combat are typically humanoid, but those designed for maintenance are based upon the originals discovered in Ysor, and resemble spindle-legged spiders with many many legs, each ending with delicate instruments and tools to suit their purpose. If pushed, they may use these tools to attack.

    Prosthetics
    For those who can afford the specialised and delicate machinery required to produce them, intricate clockwork prosthetic limbs exist to replace those lost in battle or engineering accidents, or in the case of some individuals to replace entirely functional limbs. Typically this is an option only available to the extremely wealthy due to the difficulty of producing such devices, but this is an option chosen by many members of the Order within Brae, as some feel that by replacing bodyparts with clockwork prosthetics they grow closer to The Machine. For all its backward approach to Engine Technology, this is a field in which the Machine Priests of Brae specialise. A clockwork prosthetic limb will draw a lot of attention regardless of your location, possessing one in Brae when not a member of the Order is as good as asking the Inquisition to cut it off you. All clockwork prosthetics possess the chance of seizing up in the event of receiving large damage to that particular area, or freezing. A clockwork prosthetic may operate in different ways depending on the limb, and may be repaired but not healed if damaged, and may be enchanted or augmented if their bearer possesses the Augmented Prosthetics feat.

    Arm
    A prosthetic arm grants +1 to attack and +1 to Str and Dex checks for actions using that arm. A prosthetic arm also grants all the bonuses for having a prosthetic hand, and carries with it the added bonus of being able to integrate ones Auctor into the mechanism of the arm, add a wand compartment, or otherwise modify oneself. An Auctor integrated in such a way is considered a concealed weapon of DC 15 until it is used.
    Cost: 9, 000gp

    Hand
    A prosthetic hand allows the user to make an unarmed attack for 1d4 either lethal or nonlethal damage. A prosthetic hand also provides a +4 enhancement bonus to craft checks involving machinery or delicate fine-motor processes.
    Cost: 1, 000gp

    Leg
    A single prosthetic leg grants no inherent bonuses of its own, but allows an unarmed kick attack to be made for 1d4 either lethal or nonlethal damage.
    Two prosthetic legs working in conjunction provides a cumulative +2 to initiative and a 10ft increase in land speed, as well as a 25% increase in carrying capacity and a +6 to jump checks.
    Cost: 4, 000gp

    Eye
    One of the most unusual and difficult to design prosthetic augmentations. Only the finest of machinists are able to even attempt such delicate machinery, and even they cannot succeed such an operation without risk. The individual installing your eye must roll craft and heal checks DC 35 and 30 respectively; if either fail, roll 1d6.
    If the craft check failed: On a roll of 1-3, your mechanical eye is nonfunctional, rendering you blind in that eye. You suffer -6 to spot checks, and must halve the range increment for all ranged weapon and spell uses. You may attempt to have a machinist or other trained individual recalibrate the eye. If you do so, roll another d6 and use the new result. If the result is another 1, you have suffered permanent damage to your optical lobe and are now permanently blind in that eye. These effects can be reversed through a Restoration, Wish, Limited Wish or Miracle spell. A DC 60 craft and heal check to effectively bypass the optical lobe with can also be made, with failure resulting in death or brain damage and success resulting in fully restored vision and an additional +1 bonus to initiative as your optical link becomes even sharper. Roll 1d6; a roll of 1 results in death. A roll of 2-5 results in varying degrees of damage to the frontal lobe, with lower rolls equalling more damage. A roll of 2 reduces all mental stats permanently by 4, a roll of 3 reduces them by 3, a roll of 3 reduces them by 2 and a roll of 1 reduces them by 1. A roll of 6 results only in complete blindness in that eye, and the heal check may be re-attempted. All results 2-5 also result in blindness in that eye.
    On a roll of 4-5, your eyesight is damaged significantly rendering your sight out of that eye colourless and murky. You suffer -3 to spot checks, and the range increment of all your spell and ranged weapon uses is reduced by 25%
    On a roll of 6, the failed check may be reattempted at no cost.
    If the heal check failed: On a roll of 1, your optical lobe has suffered damage and you are now blind in that eye. Refer above for how this may be corrected.
    On a roll of 2-5, you have suffered scarring around the eye as a result of the surgery to install it. The extent of the scarring is relative to the roll, with a higher roll equalling less scarring. You may attempt to reduce the scarring by a factor of 1 (representing the degree of scarring as determined by the roll) by making successive DC 25 heal checks, with failed rolls increasing the scars by a factor of 1.
    On a roll of 6, the failed check may be reattempted at no cost.
    If all the checks are passed, then successful eye surgery results in a +3 to initiative, a +8 to spot checks, a sliding + or - effect to diplomacy depending on the individual, and a +2 to all ranged attack rolls. A mechanical eye also allows the bearer to magnify his sight up to x4 normal, providing built-in monocular vision, and adding an additional +1 to ranged attack rolls if a move action is spent to focus ones vision before making the attack. Vision does not need to be refocused each time unless the bearer wishes to alter the magnification of his sight. The bonuses of 2 mechanical eyes stack, and provide an additional cumulative +1 enhancement bonus to ranged attacks when focused, and each eye also grants Darkvision 60ft (if already low-light vision) or Low-light vision 80ft (if normal vision).
    Cost: 14, 000gp

    Grappels
    [Pronounced: gruh-PELL, as in ‘hell’] A grappel is a type of retractable projectile grappling hook that can be aimed and fired either as a standalone pistol-like device, or as an augmentation that can be added to an Auctor. It is commonly used by airship captains and crew members, as well as construction workers to easily reach high-up sections of ships or buildings quickly when needed. It is also the tool of choice for sky pirates, who use it to board other skyfaring vessels. Whilst not a weapon, it can be used as such to deal 1d4 points of damage to any individual it is fired at, and a following successful opposed strength check (DC Str+5) can be used to trip an opponent, or to pull them towards oneself. If the strength check fails, the firer of the grapnel must make succeed balance check of DC 10 each round the grapnel remains affixed to the foe to avoid being made prone.
    Cost: 50gp

    Auctor
    [Pronounced: awe-ktor] This is a device resembling an armband made from interlocking brass plates that is worn on the lower forearm, and is used to manifest the effects of Artifex and Opifex. The inner segment of the Auctor possesses a port for the loading of Artifex and Opifex, and the most common models also conceal a collapsable frame that can be extended along the under forearm to end in a small disc that fits into the palm of the wearer for the purposes of directing manifestations. More common amongst soldiers and airship captains is a full gauntlet type that incorporates the aiming mechanism, allowing weapons to be wielded whilst retaining the ability to manifest effects when needed. Often, people choose to armour these gauntlets or even affix various blades and spikes to allow them to be used as weapons.

    Many models of Auctor exist, and they are often highly personalised by their owners, who sometimes treat them as a symbol of status or trade. One can often tell a lot about a person from their Auctor, with merchants and aristocrats often wearing intricately decorated Auctors as fashion items, and craftsmen wielding professional and practical Auctor suitable for their trade. Certain types of Auctor can extend their wearers ability to stack multiple Opifex manifestations onto a prime, or to accommodate and combine the effects of multiple Artifex and Opifex working in conjunction with each other. Auctor can also be upgraded to accomodate the instalation of augs, similar to those used in airships. These augmentations can provide the Auctor with multiple enhancements that can sometimes stack, or be switched out on the fly for another.
    Armoured versions designed for combat exist also, with some designs incorporating the aiming mechanism into an entire gauntlet for ease of use.

    Using an Auctor requires a successful UMeD check of base 5+Power level of manifestation (although some more complicated Auctors may be harder to use).Due to the sometimes temperamental nature of technology, sometimes these manifestations may fail. When manifesting an effect, rolls of 1-2 on the UMeD check cause the effects to fizzle out (with the exception of masterwork Auctors, which fail only on rolls of 1).

    Artifex and Opifex
    Small brass tokens bearing symbols in their centre to distinguish their purpose, roughly the size of a small coin. They are used in conjunction with Auctors to manifest physical phenomena with effects similar to magic. The resultant effect is completely nonmagical, although can produce results that differ significantly from their equivocally mundane counterparts. The artifex themselves possess quasi-magical qualities that are activated through an Auctor.

    Artifex
    Artifex are single-use items, with the central symbol coloured black. Artifex typically produce a stronger effect than Opifex. They are inserted into and activated via Auctor, and are consumed during the process. Artifex are most commonly produced for use by bodyguards and military forces, or for self defence, and tend to be relatively inexpensive.

    Opifex
    Opifex are multiple-use items, which come in two forms. These forms are distinguished by the colour of their central symbols; silver and gold.

    Silver Opifex produce slightly weaker effects than Artifex, but may be used multiple times before their reserves are exhausted. These reserves provide only a finite number of charges, and once all are used the Opifex is consumed. There is no cool-down period, and once manifested a Silver Opifex may be manifested again instantly. Consecutive charges may be sacrificed to increase the power of the prime by a stackable factor of 1.5. For example a Silver Opifex of Pyrokinetic Blast with 10 charges can use 2 charges to manifest a kinesis effect of 2d6 x 1.5 power in a 15ft cone, or even spend 3 charges to manifest an effect of 2d6 x 1.5 x 1.5 in a 22.5ft cone. Stacking manifestations is a free action, and does not mechanically effect the way in which the Opifex or Auctor is used in any way other than the additional expenditure of charge. The number of charges that may be sacrificed to increase the power of the prime is, however, limited by the capacity of the Auctor used to manifest it.

    Gold Opifex, sometimes referred to as Omnifex, typically produce even weaker effects than Silver Opifex, however they possess the ability to do so an infinite number of times. Unlike Silver Opifex, Gold Opifex require time to recuperate their energies and therefore cannot be used endlessly. Mechanically, they operate similarly to Silver Opifex in that successive charges can be sacrificed to increase the power of the prime. However Gold Opifex have a finite number of times they are able to manifest per day before they have to recuperate, and charges cannot be sacrificed beyond the daily allowance. A Gold Opifex cannot increase its number of daily charges by not expending those of previous days and will always return to full capacity after rest.

    Artifex and Opifex can produce a wide range of effects, some of which include:

    Disguise Spell:
    Any arcane, psionic or divine power or spell cast when manifesting the effects of this token are treated as if they were under the effect of the Disguise Spell metamagic feat.

    Empower Spell:
    Any arcane, psionic or divine power or spell cast when manifesting the effects of this token are treated as if they were under the effect of the Empower Spell metamagic feat.

    Maximise Spell:
    Any arcane, psionic or divine power or spell cast when manifesting the effects of this token are treated as if they were under the effect of the Maximise Spell metamagic feat.

    Widen Spell:
    Any arcane, psionic or divine power or spell cast when manifesting the effects of this token are treated as if they were under the effect of the Widen Spell metamagic feat.

    Kinetic Thrust
    A kinetic thrust sends one object, person or creature of up to medium size a distance of up to 10ft. If hurled against a solid surface, this deals damage equal to if the creature fell 10 feet (1d6). This distance is halved for each size category about medium, and doubled for each size category below it.
    Special: Instead of scaling the power by 1.5, stacked manifestations of this ability instead increase the distance hurled by 10ft, and thus subsequently increase the damage by another 1d6.

    Pyrokinetic Blast
    This manifests a gout of flame in a 10ft cone emanating from the Auctor. This deals 2d6 fire damage to anything caught within the cone, and provokes a reflex save of DC 15 for half damage.

    Targeted Manifestation
    This token causes any arcane, psionic or divine power or spell of 4th level or lower to be made as a ranged touch attack due to causing a spell or power's effects to be manifested directly on top of their target.

    The base cost of Artifex is (Power Level x 2) x 60gp
    The base cost of Silver-marked Opifex is (Power Level x 2) x 350gp for a stack of 5 charges.
    The base cost of Gold-marked Opifex is (Power Level x 2) x 600gp


    For a list of new feats and skills, read:
    Spoiler
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    This includes a list of new feats and skills that have been added to this campaign. They are as follows:

    Feats
    Exotic Weapon Proficiency: Wandgun
    Exotic Weapon Proficiency: Handcannon
    Exotic Weapon Proficiency: Clockwork Rifle


    Engine Craft (Machinist feat)
    As the name suggests, this feat grants the ability to construct Local Engines for use in airships. This skill can also be used to upgrade existing Local Engines to more powerful models, capable of supporting larger ships and a greater number of augmentations. This skill can also be used to craft engine augmentations of ones own.
    Prerequisite: 7 ranks in Machinist and 5 ranks in Knowledge: Architecture and Engineering.

    Augmented Prosthetic (Machinist feat)
    This allows for prosthetic limbs to be augmented, enhanced or enchanted as if they were a weapon or item.
    Prerequisite: 8 ranks in Machinist

    Craft Auctor (Machinist feat)
    This feat grants the ability to build and customise Auctor, and extends to the creation of Artifex and Opifex. The level multiplier is always rounded up when calculating cost, with a minimum of 1 for first level manifestations.
    The base cost of Artifex is (Power Level x 2) x 60gp
    The base cost of Silver-marked Opifex is (Power Level x 2) x 350gp for a stack of 5 charges.
    The base cost of Gold-marked Opifex is (Power Level x 2) x 600gp
    Crafting these items requires half this cost in raw materials.
    Prerequisite: 5 ranks in Machinist.

    Craft Wandgun (Machinist feat)
    This feat grants the ability to build and customise wandguns. This feat also grants all the benefits given by the Craft Wand feat with the following exceptions: Wands crafted with this feat cannot be used without a wandgun, and have a base cost of Caster Level x Spell Level x 500gp to create.
    Prerequisite: 6 ranks in Machinist

    Craft Prosthetic
    This feat allows the creation of mechanical prosthetics, as well as the modification of existing ones, granting access to the Craft: Prosthetic skill. This feat can also extend to cover any form of mechanical surgery.
    Prerequisite: 6 ranks in Heal and 5 ranks in Machinist

    Skills
    Craft: Prosthetic
    Key Skill: Int
    5 ranks in this skill grants a +5 synergy bonus to Appraise, Machinist and Craft checks involving mechanical limbs or suits, such as the creation of Clockwork Golems. This skill does not circumvent the requirement of any other feat required for the purposes of construction.

    Machinist
    Key Skill: Int
    Machinism can be thought of as a mixture of technical expertise and a sort of empathic sub-psychic connection with mechanical devices. This skill is essential for the maintenance and craft of mechanical technology, allowing individuals to craft the delicate mechanisms needed to maintain Engines and Engine Technology. This skill is used to determine the results of attempts to repair and craft mechanical devices and Engine technology such as Auctors, Artifex and Opifex. This skill is also essential in the construction of airships. 5 ranks in this skill provides a +2 synergy bonus with Appraise and Craft checks involving machinery or Engine Technology. Items created with this skill may bear extraordinary abilities capable of mimicking magic, and do not bear an XP cost as does standard crafting. Such such items are always treated as nonmagical. All crafting involving the application of Machinism rolls against this skill.

    Use Mechanical Device (UMeD)
    Key Skill: Int
    This is largely a substitute for the Use Magical Device skill. Most magical devices in Ornys are replaced by or can be operated through the application of Machinism, allowing for the use of arcane devices without specialist magical training.

    Shiphandling
    Key Skill: Cha
    This skill governs how well one can operate an airship. Attempts to execute complex manoeuvres such as evasion or boarding will require checks of this skill, and in the event of massive hull damage, checks can be made against this skill to attempt airbourne recovery or safe landing. Any class may choose to invest 2 skill points to add this to their skill list, and Swashbucklers, amongst others, may count this as a class skill.


    Update: Be aware that we already have 2 players who have expressed an intrest in arcane spellcasting, and as such I would ask that those who wish to join the campaign avoid such classes unless they intend to go down specific routes (e.g. Effigy Master or Artificer). See the Players tab for more details on the current characters, and when you build your own try and select a class that will add something new to the party dynamic.
    Last edited by Waitingnomad; 2013-06-09 at 11:39 AM.

  3. - Top - End - #3
    Dwarf in the Playground
     
    DwarfFighterGuy

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    Default Re: Official OOC Thread for the Flying Cities of Ornys Steampunk Campaign

    Gruzzle reporting in, thread subscribed to.
    If you aren't in over your head, how will you know how tall you are? ~T.S. Eliot

    The clock is running. Make the most of today. Time waits for no man. Yesterday is history. Tomorrow is a mystery. Today is a gift. That's why it is called the present. ~Alice Morse Earle

    Have you ever noticed that read rhymes with lead, and read rhymes with lead? Also read and lead don't rhyme. Neither do read and lead.

    Avatar done by the amazing and clearly talented Alarra!

  4. - Top - End - #4
    Bugbear in the Playground
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    Default Re: Official OOC Thread for the Flying Cities of Ornys Steampunk Campaign

    I'm here too. =)

    Got a questions in regards to character creation.

    How about prestige classes? You mentioned that some of them will have ingame requirements (like actually finding and joining an order etc.). Will this be for all prestige classes or just some, and how should we deal with this when thinking about the character build? Building to join a specific prestige class and then not being able to might leave a character with a lot of useless feats/skills etc.

    Also, I see that it's looking like we already have two players who want to play elves in the group with possibly another half-elf. I kinda also wanted to play an elf but it seems it would get a bit boring with so many pointy-ears.

  5. - Top - End - #5
    Barbarian in the Playground
     
    Waitingnomad's Avatar

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    Default Re: Official OOC Thread for the Flying Cities of Ornys Steampunk Campaign

    Character limit for posting reached, so I'm moving this here:
    For the preferred method of character sheet submission, read:
    Spoiler
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    Link to character sheet if located elsewhere, e.g. Mythweavers
    Name:
    [Alignment: XX] Race: XX Class: XX
    [Age: [XX] Height: XX Weight: XX
    [Level: 1][XP: XX] HP: XX AC: XX
    [Money: XXXgp (Rounded up to the nearest gp)]
    Deity, if applicable: XX

    Stats
    Str: XX (Modifier)
    Dex: XX (Modifier)
    Con: XX (Modifier)
    Int: XX (Modifier)
    Wis: XX (Modifier)
    Cha: XX (Modifier)

    Saves
    Fortitude: XX
    Reflex: XX
    Will: XX
    BAB: XX

    Equipment:
    Spoiler
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    Owned
    List belongings here that are owned (or co-owned) by you but not currently equipped on your person.

    Equipped
    List belongings here that are equipped on your person. Please include the various modifiers afforded to you by equipment (e.g. AC bonuses from armour), any personalised effects added to the equipment (family crests or insignia, motifs, distinctive patterns on your armour etc.) Please also include the manner in which the items are equipped when not in use (e.g. if you have concealed knives, where are they concealed, do you wear your armour at all times, and if you have a shield where is it carried when not in use. Include any other information you feel necessary.


    Skills:
    Spoiler
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    Include your skills and the number of ranks invested in them, misc. bonuses from items and skill synergy, and bonuses (or minuses) from ability scores, flaws and traits. Please include the final modifier also, use asterisks* to denote cross-class skills. It is not necessary to include every single skill known to your character, but make sure to list any skill you feel likely to use on a regular basis.


    Feats:
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    Please include any feats possessed by your character here


    Languages Spoken
    Spoiler
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    Please include any languages spoken by your character here.


    Physical Description:
    Spoiler
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    Please include a description of your characters appearance, including any personalised effects added to worn equipment (for example, if your armour is decorated with the symbol of your house)


    Personality, Flaws and Character Traits:
    Spoiler
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    Flaws
    Please list character flaws and their mechanical effects here. Flaws must be justifiable and provide a genuine disadvantage to your character in order to qualify for a bonus feat. You're encouraged to be inventive with this, so don't be afraid to make one up of your own.

    Traits
    Please provide details on character traits and their mechanical effects here. Traits must also be justifiable. You're encouraged to be inventive with this, so don't be afraid to make one up of your own.

    Personality
    Please describe the personality of your character, with any particular quirks and tics they possess.


    Backstory:
    Spoiler
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    Please provide a detailed backstory of your character here, explaining your place of origin, your personal history, the circumstances that caused you to acquire your current skills and class, significant turning points in the life of your character and a brief description of important characters in your life. This needn't be incredibly long, but should discuss all these details in a decent amount of detail. Feel free to include anything else you feel to be appropriate here.

    For a list of setting-appropriate classes compiled for your consideration (links included), read:

    The firearms list has now been moved here! Now contains updated information on the types of firearms available to players. Prices will come later- its not much of an issue right now as this is fairly high level equipment. Information on Manifester Ammunition will also be added. On the subject of Machinist Craft items, whilst not yet updated with this designer, it is a label that can be applied to many of the pieces of technology described in the earlier post (Auctors, Servo Wings etc.) Its a term that generally covers mechanical items with extraordinary qualities that have come as a result of exploiting Engine technology.

    Spoiler
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    Firearms
    For the purposes of the weapon focus feat, variants of the same weapons are treated as the equal (thus Weapon Focus: Pistol would apply to both flintlock and clockwork pistols, for example). Firearms rely on black powder to fire, and as such possess the chance to misfire. Furthermore, if a firearm gets sufficiently wet then the black powder within will not fire. When a weapon comes into contact with an amount of water likely to wet the powder, the gun is rendered inoperable until two full round actions are dedicated to the cleaning and reloading of the firearm.

    Misfire
    If the natural result of your attack roll falls within a firearm's misfire value, that shot misses, even if you would have otherwise hit the target. When a firearm misfires, it gains the broken condition. While it has the broken condition, it suffers the normal disadvantages that broken weapons do, and its misfire value increases by 4 unless the wielder has gun training in the particular type of firearm. In that case, the misfire value increases by 2 instead of 4. Standard weapons misfire on a roll of 1-2, with the handcannon and blunderbuss misfiring on a roll of 1-4. Masterwork weapons half this chance of misfire. If a weapon misfires, it gains the broken condition, and must be repaired before it can be used again, which required a successful Craft: Firearms or Machinist check of DC 15. If a firearm with the broken condition misfires again, it will explode, dealing damage as if the wielder were hit by the weapon, with no save.

    The following are treated as Machinist Craft items, and whilst they still fall into their respective armament subtypes they can be considered as universally superior to conventional weaponry. As all Machine Craft items, these firearms are capable of bearing extraordinary properties and enhancements beyond that of conventional weaponry, as they utilise technology drawn from Engine mechanics as applied by capable machinists. All Machinist Arms are treated as masterwork items. When firing a Machinist firearm upon a construct or living construct, Machinist firearms deal additional damage equal to the weapon's damage die halved and rounded up.

    Pistol, Clockwork
    Small: XXgp, 1d6 damage, 1lb
    
Medium: XXgp, 1d8 damage, 2lb
    Critical: x4, Range: 50ft, Type: Piercing. This is a 1h light weapon.
    A clockwork pistol is a breach-fed weapon with a capacity for 6 bullets before it must be reloaded. Reloading requires a move action that may provoke an attack of opportunity.
    This weapon can be upgraded with the capacity to contain 8 bullets at a time.
    This weapon may be loaded with Manifester Ammunition.
    A clockwork pistol is a simple weapon, and may be used in each hand at a -1 penalty to attack, as standard for light weapon dual wielding.

    Pistol, Rail
    Small: XXgp, 1d8 damage, 1lb
    Medium: XXgp, 1d10 damage, 2lb
    Critical: x4, Range: 60ft, Type: Piercing. This is a 1h light weapon.
    The rail pistol is a truly deadly weapon, using Engine Technology to generate condensed kinetic energy along conductive rails lining the sides of its barrel. This energy discharges projectiles at incredible speeds, completely ignoring the meagre defences provided by conventional armour.
    All attacks made with a rail pistol are ranged touch attacks. In the case of magical, psionic, or machinistic armour, treat the armour bonus as halved.
    A rail pistol contains room for 2 bullets, and may be upgraded to accomodate 4. In addition, a rail pistol requires a standard action to build up the energy required to propel its charges after each shot, during which time the weapon can be reloaded, requiring a move action that may provoke attacks of opportunity. All shots with a rail pistol are treated as if they were made with kinetic ammunition.
    This weapon may be loaded with Manifester Ammunition, the effects of which stack with the kinetic effect provided to shots made with this firearm.
    A rail pistol is an exotic weapon, and thus requires the Exotic Weapon Proficiency: Rail Pistol to operate. A flintlock rail may be used in each hand at a -1 penalty to attack, as standard for light weapon dual wielding.

    Handcannon, Clockwork
    Small: XXgp, 2d6 damage, 2lb
    Medium: XXgp, 2d8 damage, 4lb
    Large: XXgp, 2d10 damage, 8lb
    Critical x3, Range 20ft, Type: Piercing. This is a 1h medium weapon.
    A marvel of military engineering, the handcannon is a repeating miniature blunderbuss. Capable of devastating any opponent its turned against. It is an ugly, messy weapon, known for its brutal effectiveness in close combat. It is the weapon most known for its use in the hands of Bartholomew Clarke, the ‘High Caliber Consecrator’ of the Order of the Machine. The clockwork handcannon has a capacity for 2 loads of shot, with the capacity for this to be upgraded to 3. Reloading requires a full round action.
    This weapon may be loaded with Manifester Ammunition.
    The clockwork handcannon is an exotic weapon, and as such requires the feat Exotic Weapon Proficiency: Handcannon to use. Such weapons are extremely rare due to the great difficulty involved in their manufacture and are found only in the collections of firearms aficionados and the showrooms of high-end arms dealerships. It is not unusual to have to wait months for one to become available on the free market, or for an order placed directly to the manufacturer to pull through. A handcannon may be wielded in each hand at the standard penalty for dual wielding medium weapons.
    Special: Due to its large and unwieldy nature, when dual wielding the hand cannon, take an additional -1 penalty to attack.

    Scattergun
    Small: XXgp, 2d8 damage, 4lb
    Medium: XXgp, 3d8 damage, 8lb

    Large: XXgp, 3d10 damage, 16lb
    Critical: x3, Range: 10ft, Type: Piercing, 10ft cone. This is a 2h heavy weapon.
    A scattergun is a messy, brutally powerful close-range weapon, designed to deliver maximum damage right in the midst of close quarters battle. It is a large and unwieldy weapon, effective only at close range but more than capable of transforming anyone who stands in its way into a tenderised slab of meat. A scattergun must be reloaded after every shot, requiring a full round action, and provoking an attack of opportunity. A scattergun requires two hands to operate due to its large size, and suffers a -6 penalty to attempts to wield it in one hand. A scattergun cannot be loaded with one hand.
    This is an weapon requiring Exotic Weapon Proficiency: Scattergun to use and may be loaded with Manifester Ammunition.

    Musket, Light Clockwork
    Small: XXgp, 1d10 damage, 2lb
    Medium: XXgp, 1d12 damage, 4lb
    
Large: XXgp, 2d8 damage, 8lb
    Critical: x4, Range: 80ft, Type: Piercing. This is a 2h light weapon.
    The light clockwork musket can be fitted with a bayonet to attack with during a charge without risking an attack of opportunity for switching out weapons in combat. A light clockwork musket typically holds 4 bullets, but can be upgraded with the capacity to hold 6. Reloading requires a move action which may provoke an attack of opportunity. A musket may be fired, but not reloaded, using one hand at a -2 penalty to attack. A heavy clockwork musket may be fired in each hand at a -1 penalty, which stacks with the penalty for one-handed firing.
    A light clockwork musket is a martial weapon and may be loaded with Manifester Ammunition.

    Musket, Heavy Clockwork
    Small: XXgp, 1d12 damage, 4lb
    Medium: XXgp, 2d8 damage, 8lb
    
Large: XXgp, 2d10 damage, 16lb
    Critical: x4, Range: 120ft, Type: Piercing. This is a 2h heavy weapon.
    The heavy clockwork musket can be fitted with a bayonet to attack with during a charge without risking an attack of opportunity for switching out weapons in combat. A light clockwork musket typically holds 2 bullets, but can be upgraded with the capacity to hold 4. Reloading requires a full round action which may provoke an attack of opportunity. A musket may be fired, but not reloaded, using one hand at a -4 penalty to attack. A heavy clockwork musket may be fired in each hand at the normal penalty for dual wielding, which stacks with the penalty for one-handed firing.
    A heavy clockwork musket is a martial weapon and may be loaded with Manifester Ammunition.

    Rifle, Rail
    Small: XXgp, 2d8 damage, 4lb
    Medium: XXgp, 2d10 damage, 8lb

    Large: XXgp, 2d12 damage, 16lb
    Critical: x3, Range: 160ft, Type: Piercing. This is a 2h heavy weapon.
    The rail rifle is a weapon used only by the most legendary of snipers, and the rare sky pirate that owns one is likely to treat it as his most treasured possession. This is the weapon given to the military’s best snipers, and used by the best assassins of the 6 city states; it is a weapon utterly deadly at long range. Again, possessing the capacity for a bayonet to be fixed, but the chances of that bayonet ever needing to be put to use are slim to none.
    A rail rifle is a pinnacle of firearms engineering technology, incorporating fine mechanisms designed by master machinists. It functions in much the same way as a rail pistol, with two superconducting kinetic rails running down each side of the long brass barrel, channeling energies from a tiny Local Engine located below the breech.
    A rail rifle must be reloaded after every shot, requiring a full round action that may draw attacks of opportunity. Designed exclusively for ranged use, attacks made using one hand are done so at a -6 penalty. A rail rifle cannot be reloaded with one hand. A rail rifle requires a full round to recover the energy needed to propel another projectile, but this time can still be used to reload the weapon.
    All attacks made with a rail pistol are ranged touch attacks. In the case of magical, psionic, or machinistic armour, treat the armour bonus as halved.
    All attacks made with a rail rifle are treated as if they were made using Kinetic ammunition with an empower effect in place.
    A rail rifle is an exotic weapon requiring Exotic Weapon Proficiency: Rail Rifle to use, and may be loaded with Manifester Ammunition. The effects of manifester ammunition stack with the kinetic effect provided by the weapon
    A rail rifle provides an inherent +1 enhancement bonus to attack due to special rifled design of its barrel, which increases accuracy of propelled projectiles.
    Special: A ‘long-barreled‘ version of this weapon can be purchased. Such a weapon provides a range of 180ft instead of 160ft, and gives a +1 circumstance bonus to attack when used at ranges of over 100ft, and provides a -1 to hit when used at distances below 60ft.
    Rifle sights may be fitted to this weapon to provide a +2 enhancement bonus to attack at distances of over 60ft (80ft if a long-barreled weapon).


    And here is some information on a new Clockwork Template. This will be updated soon with information on Clockwork Golems.

    Clockwork Template
    Spoiler
    Show
    This is a template that can be applied to golems or other creatures.

    Creatures with the clockwork template gain the type construct or living construct, with the clockwork subtype. They experience no change in size. A golem gaining this subtype obtains a Cha score of 3d6. They also gain a weakness to cold, which has the chance to freeze the delicate cogs and gears that give a clockwork creature its mobility. When affected by a cold effect, a clockwork creature must make a Fort save of DC 10 + Spell/Power Level + Caster/Manifester Level or be frozen for 1d3 rounds. A frozen golem cannot move, nor attack but may attempt a strength check against the same DC each round to recover early. A freezing effect can also be removed by a heat effect of equal or greater intensity, and cumulative heat effects serve to reduce the DC by their own level.

    Being composed of gears, springs, pipes, and wires, they have a great deal of vital, moving parts. Remove one, and the system may fail. However, due to an anatomy of shifting cogs and gears, it take a knowledgeable machinist to know which ones those may be. As such the construct becomes vulnerable to critical hits, with 50% fortification.
    Living creatures gaining this template subtype are considered living constructs, with only the most essential biological functions being preserved in an otherwise entirely mechanical body. A living creature obtaining this template gains 25% fortification and all the benefits of mechanical prosthetics. A living construct of this type is not affected by nonlethal damage and also gains a +6 natural armour bonus to AC and DR 10/bludgeoning/piercing/magic. Successful critical hits to living clockwork negate damage resistance and are made at 1.5x damage. Living constructs of this sort still need to eat, sleep and drink, but can operate for long extended periods of time without food, drink or rest, becoming all but immune to the effects of fatigue and exhaustion. They are immune to physical ability score damage and drain, with the exception of constitution drain.
    In return, golems of this type gain pseudo-intelligence based on their Cha score. The complexity of their programming depends on their Cha. Each clockwork has a limited range of tasks they are given, from as simple as "guard this place" to as complex as managing a communications system. Within their "Portfolio" they have capable intelligence as any being with an equivalent Int score. Outside, they are unlikely to understand commands and revert to their base, golem concepts of instructions. If the portfolio includes 'combat', it gains proficiency in all simple and martial weapons, OR a single exotic weapon. The clockwork golem can gain one Portfolio for every 6 points of Cha it possesses.
    In addition, a clockwork golem is easier to salvage than a traditional golem. While a golem when reduced to 0 hp falls apart into a pile of rubble, what was formerly a large chunk of stone, iron, or flesh, a clockwork golem would fall into various re-usable springs and cogs which can be pieced back together. A clockwork golem falls apart at -10 hp as if it were a living creature.


    For Airship Combat
    Anyway,
    Hello! It won't be for all PrCs, just the ones that have obvious fluff requirements. For example, if your swashbuckling rogue wants to enter into a PrC like assassin then I will be happy to handwave and say that he's picked up enough tricks from his dealings with various shifty characters over the years that he can qualify for it right away. If your elderly gnome alchemist wants to take a level in assassin though, then it seems dubious to suggest that he will have made the necessary connections or garnered the life experiences required to direct him down that path, however he may ask his rogue friend to set him up with someone who can help. In this way, a party can work together to make use of their experiences. It is likely that many of these requirements won't be too challenging to fill; for example a certain spellcasting PrC may require a quick trip to Praba and a gather information check amongst the arcane universities to discover a teacher.

    If there are certain PrCs you have in mind for your character, let me know and I will inform you of potential requirements, if any, that you might face in attempting to enter it. I am also quite happy to refluff certain PrCs to suit the setting so that you may enter them. Try not to think of these requirements as a barrier, but as a way to augment RP. If there's a particular PrC you want to enter, tell me, and chances are I will find a way of integrating it into the campaign. Out of intrest, which PrC did you have in mind?

    As for the elf issue, I agree. Elves are a sparse race in this campaign, and I would ask that we keep to maybe one elf and one half-elf maximum. However, I am happy to work with players to find something they are happy with, for example by tweaking some of the other races to allow for different mechanical effects and so on.
    Last edited by Waitingnomad; 2013-06-14 at 11:09 AM.

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    Default Re: Official OOC Thread for the Flying Cities of Ornys Steampunk Campaign

    If gunslinger is allowed, mine shall be a Human, a wandering gunsmith named Eriks with a devil-may-care attitude and trademark rectangle-lens purple shades.
    If you aren't in over your head, how will you know how tall you are? ~T.S. Eliot

    The clock is running. Make the most of today. Time waits for no man. Yesterday is history. Tomorrow is a mystery. Today is a gift. That's why it is called the present. ~Alice Morse Earle

    Have you ever noticed that read rhymes with lead, and read rhymes with lead? Also read and lead don't rhyme. Neither do read and lead.

    Avatar done by the amazing and clearly talented Alarra!

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    Default Re: Official OOC Thread for the Flying Cities of Ornys Steampunk Campaign

    I was thinking about getting into Incantatrix/Incantator after 6 levels of sorcerer (if we even get that high).

    Race-wise, I'd like some draconic connection for my sorcerer. I'd favor a spellscale, but that might be too exotic for this campaign?

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    Default Re: Official OOC Thread for the Flying Cities of Ornys Steampunk Campaign

    Ok, I've read both Gunslinger and Alchemist, and am happy to allow both of them with a few minor amendments.

    Alchemist: Minor point of flavour that the alchemist's infusions and similar such abilities are manifested effects, similar to that of an Auctor, rather than magical abilities. When creating infusions, the bear extraordinary properties of the same type as Engine Technology.

    Gunslinger: The Daring Act Optional Rule is not only allowed, but vehemently encouraged! Gunslingers would gain Craft: Firearms as a class skill and the first level 'gunsmithing' bonus feat could be treated as a de facto +5 to craft checks made to create or upgrade firearms and ammunition.
    I will wait in anticipation to see what you do with your character :)

    As for the incantrix; yes the campaign will likely rise above 6th level, but I would like to keep übercaster PrCs like the Incantrix and IOt7xV out of my campaign. Spells of 5th level are already treated as unusually powerful, with even the largest and most heavily armed of battleships rarely bearing armaments stronger than 10th level fireballs.
    Last edited by Waitingnomad; 2013-06-02 at 03:27 PM.

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    Default Re: Official OOC Thread for the Flying Cities of Ornys Steampunk Campaign

    Battlemage, Silverbrow Humans exist within this world, as I understand it, and they are of dragon lineage. I'm seriously contemplating using that Human template for my gunslinger.

    Nomad, I'm ecstatic to hear that Gunslinger is approved, and perhaps someone else with knowledge of Alchemists will take the opportunity to bring that class in as well. Given the skill discrepency between pathfinder and 3.5 (for example I would normally take Acrobatics as a class skill in Pathfinder, but would presume that would be... tumble? in 3.5) would you mind telling me what my class skill list is?
    If you aren't in over your head, how will you know how tall you are? ~T.S. Eliot

    The clock is running. Make the most of today. Time waits for no man. Yesterday is history. Tomorrow is a mystery. Today is a gift. That's why it is called the present. ~Alice Morse Earle

    Have you ever noticed that read rhymes with lead, and read rhymes with lead? Also read and lead don't rhyme. Neither do read and lead.

    Avatar done by the amazing and clearly talented Alarra!

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    Default Re: Official OOC Thread for the Flying Cities of Ornys Steampunk Campaign

    Rolling

    Spoiler
    Show
    (4d6)[5][4][1][2](12)
    [rollv] 4 d 6 [/rollv]
    [rollv] 4 d 6 [/rollv]
    [rollv] 4 d 6 [/rollv]
    [rollv] 4 d 6 [/rollv]
    [rollv] 4 d 6 [/rollv]


    FAIL! haha
    Spoiler
    Show
    [rollv]4d6[/rollv]
    [rollv]4d6[/rollv]
    [rollv]4d6[/rollv]
    [rollv]4d6[/rollv]
    [rollv]4d6[/rollv]
    [rollv]4d6[/rollv]
    Last edited by Gruzzle; 2013-06-02 at 03:28 PM.
    If you aren't in over your head, how will you know how tall you are? ~T.S. Eliot

    The clock is running. Make the most of today. Time waits for no man. Yesterday is history. Tomorrow is a mystery. Today is a gift. That's why it is called the present. ~Alice Morse Earle

    Have you ever noticed that read rhymes with lead, and read rhymes with lead? Also read and lead don't rhyme. Neither do read and lead.

    Avatar done by the amazing and clearly talented Alarra!

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    Default Re: Official OOC Thread for the Flying Cities of Ornys Steampunk Campaign

    Ok, if you can't tell I'm new to the boards and their roll system. Third time is the charm?

    Spoiler
    Show
    (4d6)[6][6][3][4](19)
    (4d6)[4][4][1][2](11)
    (4d6)[5][6][5][6](22)
    (4d6)[5][2][2][5](14)
    (4d6)[3][3][1][4](11)
    (4d6)[1][2][5][4](12)


    Edit:Success! If I'm mathing right, those come out to 16, 10, 17, 12, 10, 11. I'll take 'em.
    Last edited by Gruzzle; 2013-06-02 at 03:32 PM.
    If you aren't in over your head, how will you know how tall you are? ~T.S. Eliot

    The clock is running. Make the most of today. Time waits for no man. Yesterday is history. Tomorrow is a mystery. Today is a gift. That's why it is called the present. ~Alice Morse Earle

    Have you ever noticed that read rhymes with lead, and read rhymes with lead? Also read and lead don't rhyme. Neither do read and lead.

    Avatar done by the amazing and clearly talented Alarra!

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    Default Re: Official OOC Thread for the Flying Cities of Ornys Steampunk Campaign

    Alright, I was only going for Incantatrix because I like maximizing spells, not for any kind of persist spell cheese anyway. I can do without it.

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    Default Re: Official OOC Thread for the Flying Cities of Ornys Steampunk Campaign

    Yes, Silverbrow Human is a draconic race that is otherwise identical in appearance to a human but for a streak of white-silver hair, hence the name. They are a LA+0 race, and information on their place within the setting is provided within the post on races.

    @Gruzzle, your class skills include all those listed on the entry for gunslinger with the following amendments: Instead of perception, you have Spot, and instead of Acrobatics you have both Balance and Tumble. You may also count Craft: Firearms and Use Mechanical Device amongst your class skills, with a +5 Misc. bonus to Craft: Firearms check gained at first level. You may also count all firearms amongst your proficiencies, including those on the exotic weapon list. As all classes, you may choose to invest 2 skill points to add Shiphandling to your skill list.

    @Battlemage, if you play a blasty-oriented sorcerer rather than a battlefield control demon then I will allow Incantrix- does that sound alright?
    Last edited by Waitingnomad; 2013-06-02 at 03:40 PM.

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    Default Re: Official OOC Thread for the Flying Cities of Ornys Steampunk Campaign

    I saw your entry on Dragonborn races in the first post, which I assumed covered all the draconic races from the Races of the Dragon book. Would a spellscale be too rare to have as a pc race? I do find both their aesthetics and the charisma bonus quite appealing.
    If you're against it I can do a Silverbrow human or something else.

    Edit: Yeah I was planing on a blaster sorc, I really don't like the type of caster that just throws a bunch of disables around and the fight is over.
    Last edited by Battlemage; 2013-06-02 at 03:43 PM.

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    Default Re: Official OOC Thread for the Flying Cities of Ornys Steampunk Campaign

    And yeah, those things confuse the hell out of me as well. I can copy and paste the exact same command into a new post and it will work, but in the first one it won't. I can't say I really understand it, but it always seems to work in the Test Thread. If any of your rolls don't work I don't mind you copying and pasting from there.

    @Battlemage, can you provide a link containing its racial traits and modifiers? I can't seem to find it online, but from the looks of it I think playing a spellscale will be absolutely fine.
    Edit: Found it. Spellescales: +2 Charisma, -2 Constitution, yes? That's fine. Do they have any special abilities I should be aware of?
    Last edited by Waitingnomad; 2013-06-02 at 03:52 PM.

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    Default Re: Official OOC Thread for the Flying Cities of Ornys Steampunk Campaign

    I'm having trouble finding the data online. If you have Races of the Dragon they are on page 23. Otherwise I'll summarize the most important parts here:

    +2 Cha, -2 Con
    Dragonblood subtype
    Low-light vision
    Blood Quickening: Spellscales can perform one of multiple rituals each morning to gain some bonuses for the day. Some give a limited number use of some feats (depending on meditation it can be Improved Counterspell, Eschew Materials, Widen Spell, Heighten Spell, Still Spell), some give a bonus to some skill checks like Disguise or Listen, and some give the ability to 3x per day empower a spell to deal extra 2d6 damage to one creature affected by that spell (must be either a good or an evil creature depending on ritual).

    I'll try to find an exact documentation for you.

    Edit: found something: http://dominionofmagic.wikia.com/wiki/Spellscales
    Last edited by Battlemage; 2013-06-02 at 04:06 PM.

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    Default Re: Official OOC Thread for the Flying Cities of Ornys Steampunk Campaign

    If I may, can Profession(Gunsmith) replace Craft (Firearm)? I had already intended on taking Craft(Alchemy) to make nifty big-bodda-boom bullets.
    Last edited by Gruzzle; 2013-06-02 at 04:28 PM.
    If you aren't in over your head, how will you know how tall you are? ~T.S. Eliot

    The clock is running. Make the most of today. Time waits for no man. Yesterday is history. Tomorrow is a mystery. Today is a gift. That's why it is called the present. ~Alice Morse Earle

    Have you ever noticed that read rhymes with lead, and read rhymes with lead? Also read and lead don't rhyme. Neither do read and lead.

    Avatar done by the amazing and clearly talented Alarra!

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    Default Re: Official OOC Thread for the Flying Cities of Ornys Steampunk Campaign

    @Battlemage, If I'm reading it correctly, you have to decide at the time of the ritual which of these effects is granted throughout the day, and all metamagic effects require the expenditure of higher spell slots to cast, yes? In which case, this is fine. Design away!

    @Gruzzle, I'll allow you to have both Profession (Gunsmith) and Craft: Firearm as class skills, but Craft: Alchemy will be a cross-class skill.

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    Default Re: Official OOC Thread for the Flying Cities of Ornys Steampunk Campaign

    Alrighty, although I'd intended to use Craft:Alchemy as described in the Ultimate Combat for Gunslingers specifically. On a related note, Pathfinder produced an extensive firearm list when they released the UC, and I know you have already published some rules for firearms yourself, I was wondering which stats would be used for the different types of firearm.

    Courtesy link: http://paizo.com/pathfinderRPG/prd/u.../firearms.html
    If you aren't in over your head, how will you know how tall you are? ~T.S. Eliot

    The clock is running. Make the most of today. Time waits for no man. Yesterday is history. Tomorrow is a mystery. Today is a gift. That's why it is called the present. ~Alice Morse Earle

    Have you ever noticed that read rhymes with lead, and read rhymes with lead? Also read and lead don't rhyme. Neither do read and lead.

    Avatar done by the amazing and clearly talented Alarra!

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    Default Re: Official OOC Thread for the Flying Cities of Ornys Steampunk Campaign

    Came up with a couple more questions ;)

    1. How are dragon-descended characters treated generally? You wrote in the world info that they are sought after and admired. Is that overwhelmingly the case, or is there also racism/speciesm and xenophobia against them? And how strong are these effects? Would a scaly person going down the street attract a crowd or just some stares and whispers etc? I just want to get a feel for that.

    2. Do you want our characters to end up in a specific place or situation for the start of the game?

    3. Will you be giving the option to re-train a feat or two later on? There is always some feats that would be great in lower levels but useless in the long run, so my feat selection would partly depend on if limited re-training might later on be avaible.
    Last edited by Battlemage; 2013-06-02 at 05:13 PM.

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    Default Re: Official OOC Thread for the Flying Cities of Ornys Steampunk Campaign

    Well its not too out of step with your character, so I will allow that you can spend an additional 4 skill points during character creation to add the Craft: Alchemy skill as a full class skill, if you can come up with a decent enough background justification for it. These points will not count towards any skill ranks, and the Craft: Alchemy skill will begin with no trained ranks, as normal, but from that point onward you will be able to spend points equal to your ECL+3 upon it, as normal for a class skill.

    As for those firearm rules, I quite like the look of the misfire rule, as well as the rule for wet gunpowder. The idea of treating scatter weapons like the blunderbuss as having a cone effect is also pretty nice. I take it that you were referring to the alchemical cartridges when you said this?
    nifty big-bodda-boom bullets.
    I'm very happy to implement something like this using combined Craft: Alchemy and Craft: Firearms checks to create explosive bullets and the like.
    Last edited by Waitingnomad; 2013-06-02 at 05:25 PM.

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    Default Re: Official OOC Thread for the Flying Cities of Ornys Steampunk Campaign

    As for your questions:
    1. Overtly humanoid dragonborn such as Silverbrow Humans, whose draconic ancestry is fairly subtle, are the most well received amongst the cities. Monstrous or semi-monstrous races tend to be met with prejudice and suspicion, and less educated or worldly citizens may mistake draconic humanoid races such as spellscales, who bear very distinctive physical traits, for creatures of this vein. As the case with all things magical in this world, they tend to be most well-received in Praba, where the citizens are typically more knowledgable about magical races, and less suspicious or derisive of them. Those that recognise spellscales for what they are may view them with awe, as few in the cities have ever seen overtly draconic humanoids in their entire lives. It would not be unusual for your appearance to draw the eyes of citizens as you walk down the street, or for people with which you interact to see you as an exotic curiosity as much as an individual. Amongst airship pilots you are less likely to be treated significantly differently due to your race, as skyfarers tend to be very worldly. However, you may be treated by such people with false sweetness, as many airship captains would love to be able to count dragonborn amongst his crew. If you visit the city of Brae you should expect to experience a great deal of persecution and discrimination, as the Order fosters an attitude of suspicion and xenophobia towards even the most harmless of humans, let alone a dragonborn.

    2. I will be avoiding the old "You meet in a tavern" cliché, but characters can expect to begin their adventure in the city of Nün. How you came to be there, and how you wish to meet one another, I will leave largely up to you.

    3. It depends upon the feat. If its a specific class-granted feat then no, but I will allow the retraining of selectable bonus feats and feats gained as part of standard level progression, within reason (you can't go and reselect all your feats from scratch). The exception to this is if the feat is part of a specific feat chain- if you need to take feat A in order to gain access to feats B and C, you cannot take feats A, B and C and then retrain A whilst keeping feats B and C. If you wish to retrain the entry feat then you lose access to the chain.

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    Default Re: Official OOC Thread for the Flying Cities of Ornys Steampunk Campaign

    I'm glad you are happy with all that you've read, is it safe to presume all those rule will be in effect for the campaign? And yes, those are the nifty alchemical rounds I was referring to, thank you for implementing a way for me to craft them.
    If you aren't in over your head, how will you know how tall you are? ~T.S. Eliot

    The clock is running. Make the most of today. Time waits for no man. Yesterday is history. Tomorrow is a mystery. Today is a gift. That's why it is called the present. ~Alice Morse Earle

    Have you ever noticed that read rhymes with lead, and read rhymes with lead? Also read and lead don't rhyme. Neither do read and lead.

    Avatar done by the amazing and clearly talented Alarra!

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    Default Re: Official OOC Thread for the Flying Cities of Ornys Steampunk Campaign

    Thanks for the extensive info, I appreciate it.

    In regards to the feats I was thinking about something like, for example, using the empower spell feat and, at high levels (if we get there), retraining it for maximize spell. It wouldn't be more than maybe 2 feats at most, if it even comes up.
    Last edited by Battlemage; 2013-06-02 at 06:03 PM.

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    Default Re: Official OOC Thread for the Flying Cities of Ornys Steampunk Campaign

    @Gruzzle, A pleasure, and yes, it would. I will find my way round to including them in the write up of firearms soon.

    @Battlemage, Not a problem; it all adds to build the setting and provides interesting opportunities for RP. It will be interesting to see what you do with a character so alien to his surroundings. Retraining Empower for Maximise is absolutely fine.

    Also, assume about 500gp for starting equipment.
    Last edited by Waitingnomad; 2013-06-02 at 07:00 PM.

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    Default Re: Official OOC Thread for the Flying Cities of Ornys Steampunk Campaign

    Here's the rough draft of Eriks the wandering gunsmith.

    http://www.myth-weavers.com/sheetvie...sheetid=583010

    Here's his physical description, cut from the sheet for easier reading.
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    Physical description: Spiky white hair, pale blue eyes darkened by heavy black eyeliner and covered by his trademark rectangle-lensed purple glasses, Eriks dresses in a brown duster over top a loose long sleeved black cotton shirt. Overtop his shirt he sports a utility vest with many pouches and pockets full of gunsmith's tools and miscellaneous ammunition. Off-white canvas cargo pants and dark brown bucklestrap jack boots round out his ensemble. He is also never without his musket's over-shoulder sheath, nor the musket itself, of course. He also often sports an off-white canvas flatcap.

    Attitude: Yes! But seriously, Eriks is best describes as spontaneous, flippant, upbeat, nomadic, a bit oddball, and yet in contrast to all that, Eriks is very reserved about his past. He simply redirects all questions about his past.
    If you aren't in over your head, how will you know how tall you are? ~T.S. Eliot

    The clock is running. Make the most of today. Time waits for no man. Yesterday is history. Tomorrow is a mystery. Today is a gift. That's why it is called the present. ~Alice Morse Earle

    Have you ever noticed that read rhymes with lead, and read rhymes with lead? Also read and lead don't rhyme. Neither do read and lead.

    Avatar done by the amazing and clearly talented Alarra!

  27. - Top - End - #27
    Barbarian in the Playground
     
    Waitingnomad's Avatar

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    Default Re: Official OOC Thread for the Flying Cities of Ornys Steampunk Campaign

    Thank you for your submission, as the first to submit your character sheet you win a gold star! (Which may or may not be tradable for hard currency!) I look forward to reading though his backstory.

    These are the rules that I am using for misfire; the differences from the original are very minor. I would also ask that you specify the type of musket you are using, and use the values given in my homebrewed firearms list.
    Misfire
    If the natural result of your attack roll falls within a firearm's misfire value, that shot misses, even if you would have otherwise hit the target. When a firearm misfires, it gains the broken condition. While it has the broken condition, it suffers the normal disadvantages that broken weapons do, and its misfire value increases by 4 unless the wielder has gun training in the particular type of firearm. In that case, the misfire value increases by 2 instead of 4. Standard weapons misfire on a roll of 1-2, with the handcannon and blunderbuss misfiring on a roll of 1-4. Masterwork weapons half this chance of misfire. If a weapon misfires, it gains the broken condition, and must be repaired before it can be used again, which required a successful Craft: Firearms or Machinist check of DC 15. If a firearm with the broken condition misfires again, it will explode, dealing damage as if the wielder were hit by the weapon, with no save.
    Last edited by Waitingnomad; 2013-06-02 at 07:39 PM.

  28. - Top - End - #28
    Dwarf in the Playground
     
    DwarfFighterGuy

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    Default Re: Official OOC Thread for the Flying Cities of Ornys Steampunk Campaign

    My apologies, I'll edit it. I had presumed I would be using a more mundane musket than the clockwork stuff you had listed. Their descriptions led me to believe they were a bit nice for my little level one self, so I just went for the basic one from the paizo page I listed earlier.

    Again, I'm willing to make the changes but I'm somewhat concerned about scaling. Your firearms do notably less damage and that's really central to the class. Gunslingers aren't healers, or skill monkeys, or tanks. They just do damage. We have no sneak attack modifier, or more powerful spells next level. So guns base damage is central to our damage output, which was why paizo designed the weapons and classes together.

    Misfire rules update noted.
    Last edited by Gruzzle; 2013-06-02 at 08:23 PM.
    If you aren't in over your head, how will you know how tall you are? ~T.S. Eliot

    The clock is running. Make the most of today. Time waits for no man. Yesterday is history. Tomorrow is a mystery. Today is a gift. That's why it is called the present. ~Alice Morse Earle

    Have you ever noticed that read rhymes with lead, and read rhymes with lead? Also read and lead don't rhyme. Neither do read and lead.

    Avatar done by the amazing and clearly talented Alarra!

  29. - Top - End - #29
    Bugbear in the Playground
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    Default Re: Official OOC Thread for the Flying Cities of Ornys Steampunk Campaign

    Varian De'Aranth

    http://www.myth-weavers.com/sheetvie...sheetid=583090

    Description:
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    Standing tall for a spellscale and very thin, Varian certainly stands out in a crowd. His skin consists of countless shimmering scales in all shades of blue, from the bright azure of a summer morning sky to the dark sapphire of deep water. On closer inspection one notices that every scale's border has been tattooed with a thin black outline, defining the shapes and giving his skin the impression of a swirling interplay of water, air and shadow.

    His face is sharply handsome, the lines well defined and energetic, with high cheekbones and a strong chin. Bright, icy blue eyes look out from under his long, dark blue hair, which is held back with braids and ornaments.

    His clothing is well-kept and utilarian, a simple dark duster worn open over black pants and a cotton shirt in muted colors. Boots of dark leather complete the outfit. Various pouches and pockets can be seen on his belt, numerous and easily accessible.


    Personality:
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    As young and curious as he is open-minded and energetic, Varian is always ready to search for new experiences. Driven by a desire to see everything this world has to offer, he is often restless and impatient. While he is generally friendly and accepting, he can show a cold determined vengefulness when pushed too far.
    Though handsome and naturally charismatic, Varian does not have an easy time making friends, since he finds himself so different from the humans that surround him. He does not have much experience with personal relationships of any kind.

    Magic is Varian's life-blood, and he is interested in all the forms it takes.
    Though awed by the impressive opulence of technology in Ornys, he can't shake the nagging feeling that it signifies that his own magical nature is a relic of a bygone era, an anachronism just waiting to be purged and forgotten by the advances of history.


    Background:
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    Varian was born in a small agricultural village somewhere beneath the shadow of the magical city of Praba. His parents, Taldar and Elaida, owned and operated a tiny inn for the townsfolk of their village and the occasional traveler coming through. His birth caused a great amount of domestic trouble, as neither of his parents had any magical talents or any way to explain how their son was born with blue scales instead of skin and other draconic figures. Upon being pressed by her husband, Elaida admitted that she had spent a night with a charismatic and mysterious stranger that had taken rest in their inn many months ago. From then on the atmosphere in the house was terrible. Taldar could not forgive his wife, and his anger at Varian, who he was sure was not his son, never subsided: He punished him violently for the smallest of faults and never had a kind word to spare. As soon as Varian could walk, he was forced to work all the difficult and ugly duties an inn could provide. Whenever he made the slightest mistake, Taldar would lock Varian in a tiny closet for hours at a time, instilling the young child with an instinctive phobia of enclosed spaces. Spending his childhood like this, with a vengeful father and a scared and sorrowful mother, caused Varian to seclude himself away from others as much as possible. He had tried to find friends in the village at first, but the other boys had heard about his origin and made cruel jokes about his mother sleeping with a dragon in disguise.

    He thought he would spent his life like this, terrorrized by his father and shunned by his village, but when he turned 7, the dreams started. Every night he got the impression of mysterious, huge and improbable beings existing just beyond his reach, seperated from him through only a thin veil that was nevertheless impenetrable. Names appeared in his consciousness, from where he knew not. Asterinian, Garyx, Lo, Lendys, Tiamat and Bahamut. But strongest of all was Hlal. Warm, humorous, undbound Hlal, with her laughter and boundless desire for freedom streaming through him. With the dreams, the power came. He could feel it inside him, burning, aching to be released. He learned to control it in secret, shaping it into simple forms, moving small objects around, turning a sun-warmed mug of beer ice cold again or destroying small things with pure magical force. He began to wonder. Had the children in the village, crude and mean-spirited as they were, been right? Was he the son of a dragon? What were these creatures, these names, these forces in his dreams? Dragons? Gods? Both?
    He did not talk about what happened inside of him. He knew noone would understand. 'The only important god is the machine, and it provides for all of us' is what he would hear. But he could not ignore the beings in his dreams. He starting concentrating on them, thinking about a different name every day, trying to determine what its presence hat felt like in his dreams. And he found that doing so each morning made the day easier for him, sharpening his mind and easing his sorrows.

    After spending more years under the thumb of his father, but secretly exploring the new world inside himself, Varian knew he had to leave. His relationship with his father was not getting any better, and he wanted to know more about the beings from his dreams than he could find out on his own. Though only 16 years old, whatever kind of creature he was seemed to mature early, for he had the build of an adult human. Stealing away in the dark of night, he spent most of his meager possesions for a fare upward to the magical city of Praba. If any place could teach him more, it would be this one. And indeed, after only a few days in the city, when he had overcome his shock about the awe-inspiring feats of technology and magic on display everywhere, he had found out that Bahamut and the other names were indeed ancient dragon gods. But upon searching for more knowledge on them, interested in what they were standing for, that they were trying to achieve, how they were worshipped and who did so, he received vague and inconclusive information. Most people he met did not care, for the machine was the only god that interested them. Was it not right here, giving them wondrous things that made their lives so much easier? Who cared about old dragons that were so far removed from human concerns. Varian was not satisfied with this. He needed to know why the dragon gods where in his dreams, what they wanted from him. He felt there was something to discover and he needed it. He knew his next step. It was a big step, a scary step, and most would say a crazy step. He had to find a dragon and ask it about the gods. If any creature knew the details of this matter, it would be a dragon, that was obvious to him. But how did one very young and very unexperienced scaly youth go about the task of meeting a dragon? For that, Varian knew no easy answer. After days of deliberation, he came to a conclusion. Directly searching for a dragon was not likely to succeed. He did have neither the experience nor the skill to find one, and even if he did, to survive the encounter. The dragon might feel some connectionto him because of some shared nature, but it might also not. Thus, he needed to aquire both experience and skills. The only people he had ever heard about meeting dragons and living to tell the tale where heroes like Captain Cornelius. Varian would become an adventurer like him!
    With these thoughts in mind, he made spent his last coin for an airship passage to Nün, the Nomadic City. There he planned to search employment on an airship crew flying into dangerous territory or find some other way to start his own journey of legends. He knew he was taking dangerous and naive risks, but what alternative did he have? The dragons called and he could not deny them.
    Last edited by Battlemage; 2013-06-11 at 05:52 AM.

  30. - Top - End - #30
    Barbarian in the Playground
     
    Waitingnomad's Avatar

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    Default Re: Official OOC Thread for the Flying Cities of Ornys Steampunk Campaign

    @Gruzzle, thats fair enough, I will have another look. The intention behind the clockwork musket is that whilst not as powerful as the flintlock type, it has the capacity to be discharged rapidly and efficiently in the midst of combat.

    I will have another look through the weapon stats on the pathfinder website, and may adopt them for the sake of simplicity, with the clockwork weaponry being, as you said, fancier and reserved for those who can afford it. I will have to alter price scalings to match the ubiquity of firearms in this setting, and the range increments on most of the weapons listed on the pathfinder site seem prohibitively low for this setting in some cases, as many of these firearms were designed with the intention that they be used during airship combat, so I may extend these somewhat. There does seem to be a problem with the expense of the weapons listed there though- 1500gp for a musket seems like an awful lot, even if it does do 1d12 at range.
    I'll admit none of the equipment in my world has been thoroughly playtested yet (you're the guinea pigs), so pathfinder rules may prove to be the more sensible option in this case, as 3.5 lacks any real basis for firearms beyond a few scribbles in the back of the DMG.

    Edit: I notice that I've missed out the flintlock musket from the equipment list, apologies. I will try to update soon.

    As for Battlemage, this looks really good! As soon as you submit your backstory I can start looking at how you fit into the setting, but I'm already liking how you've integrated this into his character. I will add the both of you to the players tab, as you've both obviously moved beyond the point of posting intrest :')
    Last edited by Waitingnomad; 2013-06-02 at 09:07 PM.

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