Author Topic: [3.5]Machines of the Gods  (Read 10177 times)

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Littha

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[3.5]Machines of the Gods
« on: May 13, 2010, 07:32:00 AM »
I'm Currently looking into running a PbP game set in a Renaissance/Victorian style world and trying to come up with some interesting new items other than just guns.

so far i have
Devices:
[spoiler]Blade launch (DC 15 Craft Engineering ) 200 gp
system of springs and wires on underside of the arm that launches a blade forward into your hand when you need it grants the Quick draw feat to any light weapon or wand put in it. Could be used to  shoot an opponent but -4 to hit. Hidden, reviled if searched.

Pistol wrist (DC 10 craft Engineering  to attach pistol) 200 gp
A small pistol mounted on the back of the hand, max range 10' low damage, one shot then reload.[/spoiler]

Electroforge items:

[spoiler]Electroforge items are a completely new kind of technology utilizing the power of the heavens itself to power many wonderful items, however at this early stage it is impossible to effectively mass produce electrospark items and each must be hand crafted by a skilled craftsman.

Electroforge items connect using sockets, each item has a listed number of input and output sockets. For example: an electrospark generator has 1 output socket and no inputs whereas an electrostorage has 3 inputs and i output. Thus you can connect 3 generators to one storage.

For example:
Code: [Select]
Generator_>__
               \
Generator_>____Storage_>___Stormcannon
               /
Generator_>__
This generates 3 power a round and stores a maximum of 10 allowing the stormcannon to fire for 3d6 damage each round 6d6 damage every 2 rounds, 9d6 damage every 3 rounds or 10d6 damage after that

Code: [Select]
Generator_>____Storage_>__
                           \
Generator_>____Storage_____(Charge Modulator)_Stormcannon
                           /
Generator_>____Storage_>__
This configuration allows the same energy storage for the first 3 rounds as the one above however it continues to store energy until 30 points of energy is stored which could be unleashed as 3 10d6 shots over 3 rounds or 1 30d6 shot in one round, however firing more than 10d6 in one shot permanently damages the stormcannon and thus its not possible to fire a 20d6 shot followed by a 10d6 shot.

Electrospark generator (DC 30 craft Engineering) 4000gp
Spins powerful magnets causing massive electrical buildup. up to three may be carried any more cause too much ionization of the person holding them and vastly increase the chance of lightning strikes. An electrospark generator creates 1 point of charge per round but does not store them. Has one output socket.

Electrostorm generator(DC 40 craft Engineering) 12000gp
A large and exceptional powerful array of 4 electrospark generators that feed into a central chamber, a thick diamondlike glass cover allows views into the chamber itself showing the raging storm inside. An electrostorm generator creates 15 points of charge a round however it is so cumbersome that it would need to be mounted on a cart for a medium creature to make use of it. Electrostorm generators make up the core of an electroforge golem. 1 output slot

Electron runners(DC 15 craft Engineering) 100gp
Electron runners are metal cables and other conductors that run through the center of a weapon to the blade and connect it to an electrospark generator. When a melee weapon with this attachment is connected to an energy source it delivers 1d6 non magical electrical damage per stored point of energy when you strike your opponent on the first successful attack each round. There is no option to use less than the complete charge of a connected electrostorage in your attack. Discharging more than one point of energy in an attack is dangerous and thus there is a 5% chance per point of energy used for a backfire to occur wherein you take the electrical damage rather than your opponent. Has one input slot.

Electrostorage (DC 30 craft Engineering) 1000gp
When a electrospark generator is attached to the electrostorage device its electrical buildup can be stored, up to 10 charges may be stored per electrostorage but these devices are inefficient and 1 charge is lost per minute unless it is connected to a generator. Elecrtostorage devices can be connected to one another thus increasing the maximum capacitance and rate of energy loss. Has 3 input sockets and one output socket.

Electroncutter(DC 15 craft Engineering) 100gp
An electroncutter cuts off power to a certain part of the system allowing the power to be used elsewhere, has 1 input and 1 output and uses no energy itself it is a free action to turn an electrocutter on or off. Stormcannons and Tempestcannons have these built in however as they are heavily reinforced they require a standard action to use.

Stormcannon(DC 20 craft Engineering) 2000gp
A stormcannon is a device that utilities massive amounts of electrical energy to create a beam of highly charged particles, what this does is cause lightning to shoot either from the sky or the floor to any point along the beam, deals 1d6 non magical electrical damage in a 30' line. Additional energy can be used from attached capacitors to deal more damage and increase range, for every 1 point of energy channeled into the stormcannon past the first it deals an additional 1d6 damage and the range increases by an additional 10ft however like the electron runners you have no option of using less than the full charge each shot. Thus with three electrospark generators attached a stormcannon can deal a maximum of 3d6 damage per round at a range of 60', connecting 3 fully charged electrostorage packs can make it deal its maximum of 30d6 damage at a range of 330' however discharging more than 10 points of energy in one shot permanently damages the stormcannon making it non functional until repaired with a DC 30 craft (clockwork) check. A stormcannon is a 2 handed weapon and a reflex save of 10+ your BAB is required to take half damage from the attack. A stormcannon can only be fired once per round as it must cool down after each shot. Has 3 input slots.

Tempestcannon
(DC 30 craft Engineering) 4000gp
A tempestcannon is a more powerful version of the stormcannon, it has a reenforced construction that allows it to fire higher power energy blasts without damaging itself, however it is not as efficent and requires 2 points of charge to use and an additional 2 points per d6 damage to be added. A tempestcannon can fire multiple shots each round (limited by he user) or it may fire a single shot using all of its power, either way a tempestcannon cannot use more than 30 points of charge in a round without damaging itself ireperably. A tempest cannon is a 2 handed weapon for a large creature, they are often used as siege weapons or mounted on electroforge golems. Has 5 input slots

Electrofield Generator(DC 20 craft Engineering) 2000gp
An electrofield Generator is similar to an electrospark generator but works in nearly the opposite way, it converts incoming current into a powerful electronic field that is capable of deflecting incoming attacks. An electrofield generator grants a deflection bonus to AC equal to its charge this round, it has no regulating mechanism and uses all charge in connected storage in one round but using charge modulators and electrostorage packs it is possible to store energy for a quick boost to AC for a round.

Charge Modulator(DC 15 craft Engineering) 100gp
A charge modulator is a device for restricting the ammount of energy that enters a stormcannon or electron runner attachment, with one of these attached the ammount of energy used in each attack can be dictated allowing for safer operation of hgh powered devices. This is not without a cost though as charge modulators are highly inefficient lose energy rapidly. Each time a charge modulator is used to restrict the maximum energy passing though it 1 point of energy is lost from that stored in the electrostorage banks.

Sparkdirector(DC 15 craft Engineering) 100gp
A spark director allows several pieces of equipment to be powered by the same source, each of its 4 output slots carries 1/4 of the total power that goes into it. the spark director always outputs the total energy that enters it, if some of its slots are restricted with charge modulators the remaining power is devided between the unrestricted slots. If all slots are restricted a sparkdirector will overload and become useless, completely shorting the circut and disabling any attached devices.

Shockattack(DC 25 craft Engineering) 2500gp
Using rapidly vibrating plates these devices generate intense sonic waves capable of shattering stone and crushing bones. Deals 1d6 sonic damage per 2 points of engergy used to everything within a 10' burst centered on yourself. Each point of energy added after the first increases the range by 5'. No more than 10 points of energy may be channeled through this item per round without perminently damaging the internal workings. Has 3 inputs

Blinding Goggles(DC 25 craft Engineering) 2500gp
Generating a flash of pure white light this item causes perminant damage to the retina of your opponents. This is a Gaze attack that causes perminant blindness, however it has some differences:
   the user is not immune to their own blinding flash provided they can see their own eyes (in a mirror possibly)
   creatures looking at you in a mirror are still affected.
   this is a light effect and dispels darkness effects and spells of the 3rd level or lower.
   This is a none magical effect
generating such a powerful burst of light requires a lot of built up energy, the blinding flash requires at least 10 energy to fire though more may be spent. The save to resist the effect is DC 10 + 1 fort save for each extra point of energy used in the attack. Blinding goggles have 5 inputs

Electrolode(DC 20 craft Engineering) 200gp
An electrolode is a powerful electromagnet, metal objects are attracted to it and a pair of them can make a metal object float in between. A pair of electrolodes require 1 point of energy a round between them. they have 1 input between them.

[/spoiler]


Steam powered items

[spoiler]Steam power has only come into precidence recently and so nearly all of it is hand made, barring some simple designs.
Unlike electrospark designs steam powered objects can have as many inputs and outputs as you want.

When pressure builds up too high without being used it can cause components to burst and explode each time pressure is added above the items threashold roll a d20, the burst threashold is 20 that doubles each time more pressure is added. Thus a Boiler with 6 points of pressure will explode on a 20 but a boiler with 10 points of pressure will explode on a 4-20. Explosions deal 1d6 points of fire damage per point of pressure stored at the time of the explosion in the exploding component, the rest of the pressure in the system is lost but causes no additional damage. Pressure is equal across the whole system at all times unless valves are used.

Explosion ranges
Pressure      Explosion range   
+1              20                   
+2              19-20                
+3              17-20                
+4              13-20              
+5              5-20
+6              explodes


Pressure
The pressure capacity of a system is equal to the storage of all of its parts (excluding parts cut off via valves) at least that many points of pressure must be accumulated before any can be used.
for example:
Code: [Select]
Vent
  |
Boiler___ Steam cannon

Has a minimum pressure of 12 (2+5+5) only points above this are counted for explosions (and usable pressure) so once pressure 15 is reached the Vent may burst but the boiler wouldnt as its threshold in this system is 18 pressure. A minimum pressure of 13 is required to fire the steam cannon in this case


Code: [Select]
Vent
  |
Valve
  |
Boiler___ Valve___Steam cannon
This system has a minimum pressure of 5 while both valves are closed. When the pressure reaches 11 (system pressure 5 + boiler tolarance 5 +1) it risks exploding, when the valve to the steam cannon is opened the pressure equalises and will not explode but leaves 1 spare pressure to actually fire the cannon. To fire the steam cannon in this configuration with its valve open requires a minimum of 11 pressure (system pressure 10 + 1) and nothing will explode until pressure 16 (system pressure 10 + boiler tolarance 5 +1). Opening the cannon valve at 11 pressure causes it to fire, creating a cone of burning steam for 1d6 damage that will continually fire until the valve is closed or pressure is lost elsewhere.
Code: [Select]
Vent
  |
Valve
  |
Boiler____Chamber___ Valve___Steam cannon

This system has a minimum pressure of 17 while both valves are closed and nothing will explode until pressure reaches 27 (system pressure 17 + boiler pressure 5 + extra capacity 5) thus when the steam cannon valve is opened the pressure will equalise to 22 and 5 points of steam will be fired by the steam cannon in the first round and 1 point each round after until the valve is closed again


Boiler(DC 25 craft Engineering) 2000gp
The boiler does just what it says on the tin, it boils water. Boilers create pressure which can then be used to power other devices at a rate of 1 pressure/round. a boiler can store up to 5 points of pressure. Boilers are cumbersome devices and a medium creature can only carry 3 of them at a time (they are about the size of a small lunchbox)

Vent
(DC 10 craft Engineering) 50gp
A vent releases pressure when it begins to go over the threshold of a component, usually attached to a boiler. When open a vent releases all pressure in the system harmlessly when closed a vent can store up to 2 points of pressure. When a vent explodes it is not damaged and deals no damage to the user, all that happens is that it opens and loses all the pressure in the system. opening a vent is a swift action but it closes itself automatically when there is no pressure left to vent. Generally these are mounted as high up as possible on the character or device.

Steam Cannon
(DC 15 craft Engineering) 100gp
A steam cannon is a special kind of vent that uses built up pressure to spray the area in front of it with boiling water. A steam cannon deals 1d6 points of fire damage per pressure vented in a 30' cone. a steam cannon stores 5 points of pressure. A steam cannon only vents exess pressure unlike a vent that releases all of it. Steam cannons do not explode. steam cannons are connected to the rest of the system with a thick rubber tube and require 1 hand for a medium creature to hold and another hand to operate the connected valve.

Valve
(DC 20 craft Engineering) 200gp
A valve stops pressure from moving from one component to another, this allows the system to reach higher pressures without the weaker components like the vents bursting open. a valve can store no points of pressure at all but counts as having the ability to store 12 pressure for the purposes of working out explosions. If a valve breaks it does not deal damage to the user, it however is permanently damaged and the pressure it was containing spreads into the area that was restricted. Opening or closing a valve is a swift action.

Chamber
(DC 5 craft Engineering) 20gp
The chamber safely stores pressure and allows higher power operating by a thick rubber balloon inside of it. A chamber stores 12 points of pressure but can withstand up to 20 before it risks explosions and increases the maximum pressure of the system by 5 without risking components exploding.

Nozzle(DC 15 craft Engineering) 200gp
A nozzle allows only a portion of the pressure within to escape setting how much pressure can pass through each round is a swift action. nozzles have no capacity of their own but will burst open like vents under the same circumstances.

Steampiping(DC 25 craft Engineering) 1000gp
Specially modified weapons have steampiping running through their insides, tiny holes perforate the blade and allow super heated gas to escape. Steampiping can store 3 pressure but constantly vents pressure equal to the exess pressure just like a steamcannon. Each point of pressure lost in a round causes the weapon with steampiping to deal an addidional d6 fire damage.

Fogger(DC 25 craft Engineering) 1500gp
A fogger creates a cloud of steam by releasing a burst of pressure into the enviroment, the steam isnt hot enough to deal any damage but is uncomfortably warm. A fogger acts as a fog cloud spell that lasts for 1 round per use. A fogger can hold 6 pressure and requires 5 extra pressure to fire, unlike many devices a fogger has its own build in valve that requires a standard action to open.

Launcher(DC 25 craft Engineering) 1000gp
A launcher is a piston that fires and then retracts it stores 4 pressure and requres 2 to fire. On its own a launcher deals 1d8 blunt damage for each 2 points of additional pressure however as its name suggests it is generally used to launch objects. When combined with a pair of electrolodes and a spinner a launcher can be used to fire bladed disks that rotate at high speeds, these disks bounce off walls and deal 1d8 slashing damage for each point of pressure used in the launcher along with 1d6 slashing damage for each point of force used in the spinner.
[/spoiler]

Clockwork items
[spoiler]
Clockwork items

Force
Force is the energy used when dealing wih mechanical objcts, too little force and the whole system shuts down too much and a jam would likley destroy the whole thing.
Each component (other than the winder) has a resistance value, this value must be beaten by total force in the system for that component to move.

Tolerance
Each item has tollarance, when the system jams while its running the item that has the lowest tollarance in the line back to the winder breaks, becoming unusable but repairable

Speed
Force is not used up like energy or pressure when it moves a component, speed is the culmative total of all of the force in the system since it was connected. More speed means

that attacks are more powerful but jamming becomes more common.

Winder------|Clutch|-----Spinner
This setup requires  force to work (1+3). If a jam occurs in the system however all of the connected components jolt to a sudden stop, in this case damaging the clutch as it has

the lowest tolerance.

Winder------|Clutch|-----Spinner
      \
       ------Gears----Impellerblades

In this system if the impellerblades suffer a jam the gears will break but the clutch and the spinner will not be damaged.

Winder (DC 30 craft Engineering) 3000gp
A winder is a small device with a rotating center, powered by elemental earth the center constantly rotates allowing other forms of machinery to be run off it. A winder generates 1 force a round.

Teeth(DC 25 craft Engineering) 1000gp
Teeth are chain fed blades that run arounf the edges of a weapon, their primary function is in cutting down trees and the like but enterprising people have applied the same principles to normal weapons. Teeth cause the weapon to deal additional slashing damage equal to the speed in the sytem in d6. Resistance value 4, tolerance value 2

Flywheel(DC 25 craft Engineering) 500gp
Flywheels store force for later use. Resistance 10 tolerance 4

AutoLoader(DC 20 craft Engineering) 200gp
An autoloader is a device that does exactly what it says on the tin, it loads things. When a mechanical ranged weapon (crossbows or guns not bows) is attached the autoloader removes the need to manually reload after each shot, instead using a cartridge. Each cartridge carries 12 ammunition and once it runs out must be replaced with another with a move action.  resistance 4. tolerance 4

Mechshield(DC 15 craft Engineering) 100gp
A Mechshield is a mechanical shield designed to protect the wearer without encumbering him too badly. +2 Shield bonus to AC no armor check no spell failure, can be enchanted like any other shield. Resistance 8 tolerance 6

Clutch(DC 15 craft Engineering) 200gp
A clutch is used to cut off the winder or other components in the system, typically when the speed starts getting too high. When activated additional force from the winders side of the system is lost and the other side of the system begins to slow down, it loses speed equal to the resistance value of the components on that side of the clutch each round. resistance 1. tolerance 3

Gears(DC 15 craft Engineering) 200gp
Gears are a system for changing the ratio of force to speed in the system. Gears cannot be set whilst moving or they will cause a jam, so a clutch is generally used. An attached set of gears allows the user to dictate the ratio of force to speed between 5:1 and 1:5 however increasing speed without increasing force has its problems being that resistance will become a larger problem. Resistance 1. tolerance 2

Brake(DC 20 craft Engineering) 300gp
A Brake is used to bring a part of the system to an abrupt hault, when the break is used the whole system stops in one turn however it is generally coupled with a clutch because activating the break while new force is entering the system causes a jam. resistance 0 tolerance 3

Impellerblades(DC 25 craft Engineering) 2000gp
Impellerblades are deployable blades that allow clumsy flight, it takes a full round action to deploy the impellerblades and they grant a fly speed of 10'(clumsy) that increases by 10' per point of speed in the system. Resistance 6 tolerance 3

Pincher(DC 20 craft Engineering) 1000gp
A Pincher is a device designed to crush an opponent, upon a successful grapple check the operator can use the pincher to crush his opponent to death. This deals 1d6 bludgeoning damage per point of speed in the system but if it fails to crush your opponent (not necessarily kill undead and oozes might survive) it causes a jam. resistance 8 tolerance 6

Spinner (DC 15 craft Engineering) 500gp
A spinner rotates another component attached to it, can be used in several ways; the main being attaching a circular blade to it and using it to cut through sheet metal or spinning electrolodes in a disk launcher. Attached items deal 1d6 slashing damage per point of speed in the system in addition to their own damage but will jam if it hits an object it cannot cut through. See the launcher (steam) for more details on the disk launcher. resistance 4 tolerance 5

[/spoiler]
Converters
[spoiler]Generator
This piece of technology is a previous way of running electroforge equipment, it is efficient but limited in its capabilities.
Converts 1 pressure into 2 energy when connected to an electroforge system has one output socket. stores 5 pressure.

Water heater
An inefficient way to power a device but non the less still useful a water heater is a special type of boiler powered by electroforge equipment it converts
2 charge into 1 pressure. 1 input no output. stores 5 pressure

Motor
A way of converting electricity into force a motor uses 2 points of charge to generate 1 force. 2 inputs . Resistance 1, Tolerance 4

Turbine
This device uses pressure to create force, it uses 2 points of pressure to create 1 force. Resistance 1, Tolerance 4. Stores 5 pressure

Dynamo
A way of converting force into charge, generates 1 charge for every 10 force in the connected system. 1 output. Resistance 10, Tolerance 5

Compressor
This device converts force into pressure to be used in a steam system. generates 1 pressure for every 10 force in the connected system. Resistance 10, Tolerance 5. Stores 5 pressure



[/spoiler]
However I'm having trouble coming up with prices for these things and most of all more items, the electrospark gear wont be used to power anything large as it requires each generator to be hand crafted by a fairly skilled artisan and steam power or direct magical power like that used to power a golem will be used more often...

So far all of the equipment here is none magical but obviously there needs to be some magical effects in there somewhere and i want to interweave the steam and electrical systems to produce more synergistic results, possibly electrifying the cone of steam or something. There will also be a third set of items that use clockwork to run with flywheels and the like that can be powered off either of the two of these but i havent started writing those yet.
« Last Edit: June 11, 2010, 08:41:24 PM by Littha »

veekie

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Re: [3.5]Machines of the Gods
« Reply #1 on: May 14, 2010, 02:57:23 AM »
Hmm, the simple question to consider when pricing, do these items exist in parallel with 'standard' magic items?
If they don't you have a hell lot more liberty to work in.
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."

Littha

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Re: [3.5]Machines of the Gods
« Reply #2 on: May 14, 2010, 07:03:57 AM »
Its intended to run alongside magic items which is where the problem lies

also Clockwork updated.

Flay Crimsonwind

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Re: [3.5]Machines of the Gods
« Reply #3 on: May 14, 2010, 07:58:06 AM »
Automail must exist. If you don't know what I'm talking about, you have not been paying attention!  :D

Also, if this is implemented, I'm damned well making a charrie for this.

Littha

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Re: [3.5]Machines of the Gods
« Reply #4 on: May 14, 2010, 08:13:41 AM »
That is true... you also need to be able to kill a tank with a sword and a grenade....  :D

Flay Crimsonwind

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Re: [3.5]Machines of the Gods
« Reply #5 on: May 14, 2010, 08:18:14 AM »
That is true... you also need to be able to kill a tank with a sword and a grenade....  :D
Not just any sword, that'd be stupid. But a uranium katana will work, I saw so on youtube. [/sarcasm][/stereotype]

Seriously though, clockwork/electroforge (not steam; that'd hurt like hell) limbs would be an interesting addition. Just my 2cp.
« Last Edit: May 14, 2010, 08:20:32 AM by Flay Crimsonwind »

Littha

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Re: [3.5]Machines of the Gods
« Reply #6 on: May 14, 2010, 08:20:00 AM »
nah, just a rapier... http://www.youtube.com/watch?v=yALR9sPI3lQ

Edit: yea they would be really cool, im working on that at the moment actually i was alluding to the most recent episode of FMA brotherhood above...
« Last Edit: May 14, 2010, 08:23:05 AM by Littha »

Flay Crimsonwind

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Re: [3.5]Machines of the Gods
« Reply #7 on: May 14, 2010, 08:27:26 AM »
Wow, I had no idea they were so caught up with the manga-waaaaaiiiit! I don't give a damn how physically superior you are, what the hell is that rapier made out of that it still has an edge after slicing apart high-velocity shells and fucking tank tracks!? Adamantine, my ass!

Littha

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Re: [3.5]Machines of the Gods
« Reply #8 on: May 14, 2010, 08:31:38 AM »

Flay Crimsonwind

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Re: [3.5]Machines of the Gods
« Reply #9 on: May 14, 2010, 08:33:59 AM »
Rule of cool?
Well, someone's not getting any sleep tonight, damn TV tropes!  :banghead

Littha

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Re: [3.5]Machines of the Gods
« Reply #10 on: May 14, 2010, 09:02:49 AM »
That is true... you also need to be able to kill a tank with a sword and a grenade....  :D
Not just any sword, that'd be stupid. But a uranium katana will work, I saw so on youtube. [/sarcasm][/stereotype]

Seriously though, clockwork/electroforge (not steam; that'd hurt like hell) limbs would be an interesting addition. Just my 2cp.

steam prosthetic you say... [spoiler][/spoiler]

In all likelihood there will just be the option to have one of the components mounted where your limb was or built into a prosthetic. As this world has warforged working humanoid limbs are obviously possible to manufacture.


Right: now i have to write another system havent decided what i want for the last of the 4:
  • ]Magitech, advantage is its more powerful. Disadvantage is its unstable and dosent work in an AMF.
  • Hydraulics to finish the elemental cycle (Electro - air, Steam - Fire, Clockwork - Earth)
problem is im running out of ideas for how systems should work, so far each of the 3 has its own unique way of working and I don't know weather i could make hydraulics different enough from steam or magic from electo.

veekie

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Re: [3.5]Machines of the Gods
« Reply #11 on: May 14, 2010, 10:09:34 AM »
Hmm, hydraulics is thematically pleasing, but it's nature is fundamentally as an energy carrier rather than a motive force.  I'd personally have made Electro as fire myself(purest of energy forms, besides) and Steam as air, but that's just me.

However, you forget one. Alchemy, which tends to use interestingly colored liquids, whether reacted, consumed, mixed, sprayed  or otherwise applied. Flamethrowers made by spraying a mixture of fuel and catalyst oxidiser, wonder cure drugs, performance enhancers, etc. Metaphysically, it's Water in it's aspect of change, transformation and flow.
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."

Littha

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Re: [3.5]Machines of the Gods
« Reply #12 on: May 14, 2010, 10:26:48 AM »
This is true and i could probably do something with reaction mechanisms as its mechanic. Some thought will have to go into this...

Edit: Having had a bit of a go at it I have a list of elemental combinations:
[spoiler]
Earth + Water = Oil
Oil + Fire = Alchemists Fire
Oil + Air = Solid Fog

Earth + Fire = Rock
Rock + Air = Blinding Shards
Rock + water = Granular Liquid

Earth + Air = Powder
Powder + Fire = Gunpowder
Powder + Water = Sticking Mud

Water + Earth = Acid
Acid + Air = Poison Gas
Acid + Fire = Corroding Flames

Water + Fire = Steam
Steam + Air = Stormclouds
Steam + Earth = Sludge

Water + Air = Fog
Fog + Fire = Burning Air
Fog + Earth = Imprisonment

Fire + Earth = Explosive
Explosive + Water = Liquid Explosives
Explosive + Air = Exploding Gas

Fire + Water = Liquid Flames
Liquid Flames + Air = Air aflame
Liquid Flames + Earth = Composite Explosives

Fire + Air = Conflagration
Conflagration + Water = Scalding air
Conflagration + Earth = Magma

Air + Fire = Evaporating Wind
Evaporating Wind + Water = Drought water
Evaporating Wind + Earth = Drystone

Air + Earth = Lightning
Lightning + Fire = Cataclysm
Lightning + Water = Shock fluid

Air + Water = Cloud
Cloud + Fire = Flamestrike
Cloud + Earth = Rain of Boulders
[/spoiler]
Any more sensible ideas graciously appreciated, at the moment they work on the concept of
[Pure element] + [Infused Energy] = [Product]
and then
[Product] + [Second Infused Energy] = Final Product

As you can only carry 3 elemental generators with you at once a combination of all 4 elements is not possible in a mobile kit but possible in a full lab, however it is exceptionally unstable and generally advised to avoid combining 4 elements at once.  Alongside this there will be a positve and negative energy infusion for each element which will not combine with other elements.
Water + Positive = Healing Water
and the like, Healing water cant be combined with anything else but can be distilled into certain effects....

The issue here is coming up with properties for each element that can be used in a logical system without a clause on what happens when you distill each product or element in a particular way....


That and so far i have nearly written a whole campaign setting... what i get for a game design degree i suppose.
« Last Edit: May 14, 2010, 11:47:00 AM by Littha »

veekie

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Re: [3.5]Machines of the Gods
« Reply #13 on: May 14, 2010, 05:44:02 PM »
Well, the next trick then is to generate Formulas, Recipes and Schematics, basically, while it IS possible to just blindly mix them and get some result, it'd be a great deal less like a Wand of Wonder if you have a learned recipe for a given effect, which produces the desired effect reliably. After all, this is Magic-Science, proportions, sequence and environment matters a great deal!

On the game mechanic side, this is essentially a check on the potentially exponential number of player available creations you'd have to keep track of.
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[spoiler]
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Littha

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Re: [3.5]Machines of the Gods
« Reply #14 on: May 14, 2010, 05:52:35 PM »
As it stands those in that list are essentially all the possible combinations barring the positive and negative energy infusions.

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Re: [3.5]Machines of the Gods
« Reply #15 on: May 14, 2010, 06:34:53 PM »
I think you could make a base class for all this.
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Re: [3.5]Machines of the Gods
« Reply #16 on: May 14, 2010, 06:35:07 PM »
Ok... this all looks kind of complicated. Could you give us some specific examples of items created using these rules? I wouldn't mind having a couple of fun toys for my character, but right now I don't really know what they'd be or how to make them...

And any idea how you're going to price them? If they do things that standard items (magical or mundane) in D&D already do, you should probably just base your pricing on those.
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

Littha

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Re: [3.5]Machines of the Gods
« Reply #17 on: May 14, 2010, 08:21:27 PM »
Examples as requested
[spoiler]

In this image we see 3 electrospark generators feeding into a stormcannon through 3 electrostorage. Each generator produces 1 charge a round storing it in its connected storage. Maximum capacity of each storage is 10 so total maximum is 30. when the stormcannon is activated it will release all built up energy in one shot, 3d6 damage a round if fired constantly and it could be charge up to 30d6 damage. Any more than 10d6 damage in one shot will fry the cannon so it must be fired a minimum of once every 3 rounds.


In this system we see 3 boilers and 3 winders powering some steampiping by converting the force in the winders into extra pressure using a compressor. steampiping like this will deal 3d6 damage a round before the wiinders are attached and will then increase in damage by 1d6 every 3.3 rounds as the winders speed up.



This shows three independent things you can do with three different systems at once. Namely fire a stem cannon, run a chainsaw and project an energy field of varying strength.


And finally this is a combination of all three; the autoloader drops metal disks into the chamber of the weapon whereupon it slides between the electrolodes (the bottom of which is spinning due to the spinner. Once its controller decides the disk is spinning fast enough he hits the launcher which fires the disk out of the end of the weapon. This diagram is simplified, you need a valve to stop the launcher going off constantly though that would make for a rapid fire weapon.

anyone familiar with unreal tournament should recognize it as this

[/spoiler]

I hope that makes more sense, what should be recognised however is while you can prodce things like the launcher with these components their real stregnth lies in creating a whole system that weaves all of them together, you could use a set of impellerblades to fly along with a pincher to grapple your opponents with next to a electrofield generator to deflect incoming attacks and a set of boilers to provide extra power or possibly a steam cannon....

You could also build a weapon that has all three of steampiping teeth and Electron runners that would essencially be... a chainsaw that spews scalding hot steam and electrocutes you when it hits you dealing quite a lot of damage.
« Last Edit: May 14, 2010, 08:28:50 PM by Littha »

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Re: [3.5]Machines of the Gods
« Reply #18 on: May 14, 2010, 09:04:45 PM »
You could also build a weapon that has all three of steampiping teeth and Electron runners that would essencially be... a chainsaw that spews scalding hot steam and electrocutes you when it hits you dealing quite a lot of damage.
And then start adding magic effects.  :D
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Re: [3.5]Machines of the Gods
« Reply #19 on: May 16, 2010, 12:39:58 AM »
So these things are going to be small enough to use, like the Unreal Tournament weapon? I figured a boiler would be something huge...
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]