I do game design material here. Mostly role-playing games, but I may devolve into card game design or other kinds of hopefully enjoyable drivel. E-mail may be sent to jkuleck@gmail.com.

Sunday, April 04, 2004

D&D Dust Bin: Mage vs. Machine, Part 1

Rather late today... I suppose that's 'yesterday' now. Ah, well, it's still the 3rd of April in my mind, at least.

A little over a year before the release of D&D 3e, TSR released a mini-setting in Dragon Magazinec called Mage vs. Machine, portraying a fantasy world under seige from another plane. The invaders were, naturally, machines - self-replicating robots known as "sheens" that generated from "cysts" that had been dug into the landscape.

Of particular note regarding the article is that all the art was done by Todd Lockwood, who would go on to become one of D&D 3e's most prominent artists. Thus, the sheens are rather visually striking... unfortunately, their appearance can't be reproduced here. If this piques your interest, the rest of the material appears in Dragon Magazine #258 (April 1999).

In any case, here are conversions of two of the sheens to D&D 3.5.

Walker

 Small Construct
Hit Dice: 1d10+10 (15 hp)
Initiative:+0
Speed:20 ft.
Armor Class:14 (+1 size, +3 natural), touch 10, flat-footed 14
Base Attack/Grapple:+0 / -4
Attack:Claw +1 melee (1d6)
Full Attack:Claw +1 melee (1d6)
Space/Reach:5 ft./5 ft.
Special Attacks:Electrical Discharge
Special Qualities:DR 5/magic, Magic Susceptibility
Saves:Fort +0, Ref +0, Will -1
Abilities:Str 10, Dex 10, Con -, Int 5, Wis 10, Cha 1
Skills:Listen +2, Spot +2, Search -2
Feats:Alertness
Environment:Any land
Organization:

Solitary or gang (2-6)

Challenge Rating:1
Treasure:None
Alignment:Neutral
Advancement:2-4 HD (Medium)
Level Adjustment:-

A small, two-legged mechanical creature, the walker employs a small "sampler arm" that allows it to test local elements as well as defend itself when it must.

Electrical Discharge (Ex): As a free action, the walker may charge itself with electricity. If it strikes someone while charged, it inflicts an additional 2d4 points of electrical damage. Alternately, anybody striking it with a metallic weapon while it is so charged takes 2d4 points of electrical damage. After the damage is inflicted, it must wait another 1d4+1 rounds before it can charge itself up again.

Magic Susceptibility: Sheens are weak against magic, and suffer a -3 racial penalty to all saves against spells, spell-like abilities, and supernatural abilities.

Floater

 Medium-size Construct (Sheen)
Hit Dice:3d10+20 (36 hp)
Initiative:+0
Speed:Fly 30 ft. (Perfect)
Armor Class:14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple:+2 / +2
Attack:Claw +3 melee (1d6)
Full Attack:Claw +3/+3/+3 melee (1d6)
Space/Reach:5 ft./5 ft.
Special Attacks:Electrical Discharge
Special Qualities:DR 5/magic, Magic Susceptibility
Saves:Fort +1, Ref +1, Will +1
Abilities:Str 10, Dex 10, Con -, Int 6, Wis 11, Cha 1
Skills:Listen +2, Spot +2, Search +1
Feats:Alertness, Weapon Focus (claw)
Environment:Any land or air
Organization:

Solitary or gang (2-6)

Challenge Rating:3
Treasure:None
Alignment:Neutral
Advancement:4 HD (Medium), 5-6 HD (Large)
Level Adjustment:-

A floating orb with dangling arms used for exploration and defense, the drifter is often the scout and first line of defense for the sheens.

Electrical Discharge (Ex): As a free action, the drifter may charge itself with electricity. If it strikes someone while charged, it inflicts an additional 2d4 points of electrical damage. Alternately, anybody striking it with a metallic weapon while it is so charged takes 2d4 points of electrical damage. After the damage is inflicted, it must wait another 1d4 rounds before it can charge itself up again.

Magic Susceptibility: Sheens are weak against magic, and suffer a -3 racial penalty to all saves against spells, spell-like abilities, and supernatural abilities.

More sheens a'comin' in the upcoming week.

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