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.

Saturday, April 10, 2004

This Time It Isn't d20, I Swear

Ah, the modern game designer's lament. Alas, there will be more d20 Planescape material tomorrow. But for now, a break, and the beginnings of another mini-system along the lines of Dread (the horror game) and Upgrade (my sci-fi game, when I get back to it).

This time it's Murder. Thanks go to the movie Battle Royale and the mini-games Power Kill and Violence.

Most games feature you killing another person. Whether you're putting the blade through the evil warlord in D&D, draining a mortal for food in Vampire, or shooting the evil hybrid cultists in Call of Cthulhu, many games feature, at the very least, the inflicting of violence on another person. While most of these games deal with the mechanical matters of killing another person - that is, a bullet to point A of caliber B will inflict hurting Y, very few deal with the initially harder part of killing another person, which is psychological. A few, like Unknown Armies and Call of Cthulhu, deal with with aftereffects of killing a person (from a psychological standpoint), but only rarely does a game deal with whether or not a character can bear to pull the hypothetical trigger in a mechanical fashion.

Thus, Murder.

Characters have the following traits: Callousness, Determination, and Instinct.

Callousness is how willing you are to overlook your connections to other people when committing the act of killing. Determination is how willing you are to overlook things like shock and injury. Instinct is the ability to kill when your life is put on the line, and override all other issues.

All traits are rated from zero to six. The average person has a one.

When you're trying to commit an act of violence on somebody, you have roll 1d6 + your trait against your Connection. Sample Connection numbers would be:

  • A Nonperson (somebody your character doesn't really consider human) = 3
  • A Person From a Hated Group (somebody you consider inferior to your race/class/whatever) = 4
  • A Mild Aquaintance (somebody you see in the hallway every day, a customer you've seen a couple of times at your favorite haunt) = 5
  • A Strong Aquaintance (somebody you know from class, a regular customer at work) = 6
  • A Distant Relative (somebody you see every couple of years) = 7
  • A Relative (somebody you see twice a year) = 8
  • A Close Relative (somebody you group up with) = 9
  • A Parental Figure (guardian or parent) = 10
  • A True Love = 11
  • An Reflection of Yourself (an identical twin) = 12

If you succeed, you can do it. If you fail, check the amount you failed by and consult the following list.

  • Failed by 1 = You can threaten them deeply (fire a gun nearby, or place a knife to their throat), but you can't actually do it.
  • Failed by 2-3 = You can threaten them lightly (keep the gun pointed in their direction, wave a knife in their direction) but you can't do it.
  • Failed by 4-5 = You can threaten them verbally, but you can't really bring yourself to threaten them physically.
  • Failed by 6-9 = You can't really threaten them.
  • Failed by 10+ = You break down when it comes down to it - you get the shakes, start crying, or whatever.

If they threaten you in turn, you can then roll again against instinct to overcome your "gun-shyness". After you kill somebody, you have to roll your determination in order to kill another person.

Whenever you commit an act of violence, roll three six-sided dice against the trait you succeeded with to kill. If they all come up higher than your trait, it goes up by one. If you kill them, instead roll two six-sided dice, with the same result.

Murder is more intended as a theoretical system than an actual one for play - an exercise in game theory. Still, it's interesting to consider in the context of RPGs, and if it would be as easy for characters to kill as it would be for their players to direct them to kill.

Friday, April 09, 2004

Planescope V: I Did It All For the Electrum

More faction bloodlines. I can quit any time I want! Bear in mind when this is done, I'll go back to the factions I did before, compare, and adjust and edit as necessary. So these are very much "rough drafts".

There's an issue where the old line breaks in older articles no longer exist and the text kind of runs together. I'll fix it as soon as I can.

Athar "Bloodline"


Character Level Minor Intermediate Major
1st - - +2 on Knowledge (religion) checks
2nd - +2 on Knowledge (religion) checks +1 on saves against divine spells
3rd - - Charisma +1
4th +2 on Knowledge (religion) checks +1 on saves against divine spells Immunity to bestow curse, blasphemy, doom, holy word, and geas / quest.
5th - - Lost Affinity +2
6th - Charisma +1 Persuasive
7th +2 on Use Magic Device checks
8th +1 on saves against divine spells Immunity to bestow curse, blasphemy, doom, holy word, and geas / quest. Dismissal 1/day
9th - Wisdom +1
10th - Lost Affinity +2 Nondetection 1/day
11th - - Lost Affinity +4 
12th  Charisma +1 Persuasive +2 on saves against divine spells
13th  +2 on Hide checks
14th  +2 on Use Magic Device checks Banishment 1/day*
15th  - - Constitution +1
16th  Immunity to bestow curse, blasphemy, doom, holy word, and geas / quest. Dismissal 1/day Iron Will
17th  - Lost Affinity +6 
18th  - Wisdom +1  +2 on saves against divine spells
19th - +2 on Move Silently checks
20th Lost Affinity +2 Nondetection 1/day Nondetection at will

* This replaces dismissal 1/day.

Lost Affinity: The Lost gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow Athar members.

Revolutionary League "Bloodline"


Character Level Minor Intermediate Major
1st - - +2 on Disguise checks
2nd - +2 on Disguise checks Stealthy
3rd - - Dexterity +1
4th +2 on Disguise checks Stealthy Faction Disguise
5th - - Anarchist Affinity +2
6th - Dexterity +1 Sneak Attack +1d6
7th +2 on Forgery checks
8th Stealthy Faction Disguise Secret Message
9th - Intelligence +1
10th - Anarchist Affinity +2 Disguise Self 1/day
11th - - Anarchist Affinity +4 
12th  Dexterity +1 Sneak Attack +1d6 Sneak Attack +2d6
13th  +2 on Knowledge (factions & guilds) checks
14th  +2 on Forgery checks Nimble Fingers
15th  - - Constitution +1
16th  Faction Disguise Secret Message Deft Hands
17th  - Anarchist Affinity +6 
18th  - Wisdom +1  Sneak Attack +3d6
19th - +2 on Climb checks
20th Anarchist Affinity +2 Disguise Self 1/day Disguise Self at will

Anarchist Affinity: The Anarchist gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow Revolutionary League members.

Faction Disguise: The Anarchist gains a +10 circumstance bonus on Disguise checks when trying to disguise oneself as a member of another faction (not a specific member, just a general member).

Secret Message: The Anarchist gains a +10 circumstance bonus on Bluff checks when trying to deliver a secret message to a fellow member of the Revolutionary League.

Thursday, April 08, 2004

Planescope IV: Cranium Rats Amuck!

More faction "bloodlines" today: the Doomguard, Fated, and Society of Sensation this time. More to come, as always. Hopefully I'll have the full list of factions done by the end of the week at this rate.

Doomguard "Bloodline"


Character Level Minor Intermediate Major
1st - - +2 on Disable Device checks
2nd - +2 on Disable Device checks Weapon Focus (any one sword type)
3rd - - Strength +1
4th +2 on Disable Device checks Weapon Focus (any one sword type) Sift
5th - - Sinker Affinity +2
6th - Strength +1 Entropy Blow 1/day
7th +2 on Search checks
8th Weapon Focus (any one sword type) Sift Power Attack
9th - Dexterity +1
10th - Sinker Affinity +2 Improved Sift
11th - - Sinker Affinity +4 
12th  Strength +1 Entropy Blow 1/day Entropy Blow 2/day
13th  +2 on Craft (weaponsmithing) checks
14th  +2 on Spot checks Weapon Specialization (any one sword type)
15th  - - Intelligence +1
16th  Sift Power Attack Disentegrate 1/day
17th  - Sinker Affinity +6 
18th  - Dexterity +1  Entropy Blow 3/day
19th - +2 on Craft (armorsmithing) checks
20th Sinker Affinity +2 Improved Sift Improved Entropy Blow

Sinker Affinity: The Sinker gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow Doomguard members.

Sift (Su): The Sinker can take a full-round action (that provokes attacks of opportunity) to make physical contact with a destroyed object or dead creature, and automatically tell what caused the object to break apart or die, down to the type of damage and what sort of implement or spell was used to inflict the final blow (though not the specific object or creature that inflicted it). For example, it may be possible to discover that "greatsword" or "bite attack" or "magic missle" inflicted the damage, but not the specific blade, species of creature, or spellcasting method. If the destruction was magical in nature, a Spellcraft check is required to identify the spell as if the Sinker was witnessing the spell or ability in question. This is a supernatural divination ability.

Entropy Blow (Su): The sinker can declare any attack an entropy blow a the indicated number of times per day. When performing an entropy blow, the sinker subtracts a number from 1 to 5 from his attack. If the attack hits, he then inflicts the same number in points of temporary Constitution damage. This number may not be more than his base attack bonus.

Improved Sift (Su): When using the sift ability, the Sinker can discover more about a destroyed object or dead creature. The amount of information he can glean is shown below:

  • 1st round: As listed for sift, above.
  • 2nd round: General type of creature (humanoid, dragon, outsider) or item (weapon, furniture, barrier) prior to death / destruction.
  • 3rd round: Exact type of creature (goblin, blue dragon, red slaad) or item (longspear, chair, fence), prior to death / destruction.
  • 4th round: Glimpse of creature's or object's form just before death / destruction.
  • 5th round: General length of time since the creature or object was killed / destroyed (seconds, minutes, hours, days, months, years, decades, etc.)

Improved Entropy Blow (Su): As for entropy blow (above), but the number may be between 1 and 10 rather than 1 and 5.

Fated "Bloodline"


Character Level Minor Intermediate Major
1st - - +2 on Sleight of Hand checks
2nd - +2 on Sleight of Hand checks Iron Will
3rd - - Intelligence +1
4th +2 on Sleight of Hand checks Iron Will Self-Reliance I
5th - - Heartless Affinity +2
6th - Intelligence +1 Planar Terrain Mastery
7th +2 on Survival checks
8th Iron Will Self Reliance I Great Fortitude
9th - Dexterity +1
10th - Heartless Affinity +2 Self-Reliance II
11th - - Heartless Affinity +4 
12th  Intelligence +1 Planar Terrain Mastery Planar Terrain Mastery
13th  +2 on Bluff checks 
14th  +2 on Survival checks Lightning Reflexes
15th  - - Charisma +1 
16th  Self Reliance I Great Fortitude Self-Reliance III
17th  - Heartless Affinity +6 
18th  - Dexterity +1  Planar Terrain Mastery
19th - +2 on Knowledge (the planes) checks
20th Heartless Affinity +2 Self-Reliance II Self-Reliance IV

Heartless Affinity: The Heartless gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow Fated members.

Self-Reliance: The Heartless chooses a single skill for each iteration of Self-Reliance. This skill is thereafter considered a class skill for the Heartless, regardless of the character's current class. Furthermore, the character gains an additional 4 skill points for this level.

Planar Terrain Mastery: This functions as the Horizon Walker class feature of the same name.

Society of Sensation "Bloodline"


Character Level Minor Intermediate Major
1st - - +2 on Sense Motive checks
2nd - +2 on Sense Motive checks Alertness
3rd - - Wisdom +1
4th +2 on Sense Motive checks Alertness Darkvision 60'
5th - - Sensate Affinity +2
6th - Wisdom +1 Sensory Touch
7th +2 on Appraise checks
8th Alertness Darkvision 60' Bardic Knowledge 1st
9th - Intelligence +1
10th - Sensate Affinity +2 Scent
11th - - Sensate Affinity +4 
12th  Wisdom +1 Sensory Touch Investigator
13th  +2 on Knowledge (any one) checks
14th  +2 on Spot checks Bardic Knowledge 2nd
15th  - - Charisma +1 
16th  Darkvision 60' Bardic Knowledge 1st Uncanny Dodge
17th  - Sensate Affinity +6 
18th  - Intelligence +1  Bardic Knowledge 3rd
19th - +2 on Use Magic Device checks
20th Sensate Affinity +2 Scent Blindsight 30'

Sensate Affinity: The Sensate gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow Society of Sensation members.

Darkvision 60': If the Sensate already has the darkvision ability from another source (race or class), increase the range of the darkvision by 60'.

Sensory Touch (Su): The Sensate may heal another's wounds by performing a sensory touch once per day. This heals the victim of 1d8+the Sensate's Charisma modifier in hit points, but inflicts the same amount on the Sensate.

Bardic Knowledge: The Sensate gains the Bardic Knowledge ability (as the Bard class feature) usable as if she were a Bard of the indicated level. This stacks with other classes that have the Bardic Knowledge and equivalent abilities.

Scent: If the Sensate already has the scent ability from another source (race or class), add +4 to all Survival checks made concerning scent.

Uncanny Dodge: This functions like the Barbarian class feature of the same name. If a character already has Improved Uncanny Dodge, add 3 to the minimum level a rogue requires to flank the character.

Blindsight 30': If the Sensate already has the blindsight ability from another source (race or class), increase the range of the blindsight by 30'.

Wednesday, April 07, 2004

Planescope III: Yugoloth's Delight

More "Faction lines" - the Fraternity of Order and Harmonium, this time. I have definite changes in mind for the ones I posted yesterday, and I'll let you know when I've gone the additional editing. In any case, here they are.

Fraternity of Order "Bloodline"


Character LevelMinorIntermediateMajor
1st--+2 on Knowledge (any one) checks
2nd-+2 on Knowledge (any one) checksSkill Focus
3rd--Intelligence +1
4th+2 on Knowledge (any one) checksSkill FocusComprehend Languages 1/day
5th--Guvner Affinity +2
6th-Constitution +1Probability Manipulation
7th+2 on Bluff checks
8thSkill FocusComprehend Languages 1/dayOne Loophole
9th-Wisdom +1
10th-Guvner Affinity +2Minor Creation 1/day
11th--Guvner Affinity +4 
12th Intelligence +1Probability ManipulationTwo Loopholes
13th +2 on Decipher Script checks 
14th +2 on Bluff checksSkill Focus
15th -- Charisma +1 
16th Command 1/dayOne LoopholeThree Loopholes
17th -Guvner Affinity +6 
18th -Wisdom +1 Major Creation 1/day*
19th-+2 on Use Magic Device checks
20thHardhead Affinity +2Minor Creation 1/dayFour Loopholes

* This replaces minor creation 1/day.

Guvner Affinity: The Guvner gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow Fraternity of Order members.

Probability Manipulation: Once per day, the Guvner may alter any roll by +2 or -2.

Loophole: The Guvner can study and research loopholes. A loophole is a temporary spell-like ability. To gain a loophole, he must research it for a number of weeks equal to the level of the arcane spell, expend 1,000 gold per week of research, and make a successful Knowledge (arcana) check against DC 15 + spell level. Success allows the Guvner to duplicate the spell as a spell-like ability. The DM rolls 1d4-2 + (the Guvner's Intelligence modifier). The result is the number of times the spell-like ability can be used before being exhausted. When a loophole spell-like ability is exhausted, the Guvner may research a new one in its place, but may never duplicate the same spell more than once. In addition, he may never research a loophole of a spell level greater than his total level /2, or have more than the indicated number of loophole spell-like abilities at one time.

Harmonium "Bloodline"


Character LevelMinorIntermediateMajor
1st--+2 on Intimidation checks
2nd-+2 on Intimidation checksWeapon Focus
3rd--Constitution +1
4th+2 on Intimidation checksWeapon FocusCommand 1/day
5th--Hardhead Affinity +2
6th-Constitution +1+2 on saves against compulsion and fear effects
7th+2 on Spot checks
8thWeapon FocusCommand 1/dayHarmony
9th-Strength +1
10th-Hardhead Affinity +2Greater Command 1/day
11th--Hardhead Affinity +4 
12th Constitution +1+2 on saves against complusion effectsImmunity to fear effects
13th +2 on Diplomacy checks 
14th +2 on Spot checksLeadership
15th -- Charisma +1 
16th Command 1/dayHarmonyInspiring Leadership
17th -Hardhead Affinity +6 
18th -Strength +1 Immunity to compulsion effects
19th-+2 on Perform (oratory) checks
20thHardhead Affinity +2Greater Command 1/dayConductor

Hardhead Affinity: The Hardhead gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow Harmonium members.

Harmony: The harmonium member gains +4 on attack rolls when flanking another target, and also grants +4 when using the aid another action. This replaces the normal +2 granted by either flanking or aid another.

Inspiring Leadership: All followers of the hardhead gain a +2 morale bonus against compulsion and fear effects, and +1 morale bonus to attack and damage rolls while within 100 ft. of the hardhead.

Conductor: The hardhead grants an cumulative +2 bonus to anybody else flanking another target along with him, and gains +4 when others use the aid another action to assist him.

Tuesday, April 06, 2004

Planescope II: Revenge of the Hollyphant

When working up things at Planescape 3e, we had a lot of hot and heavy (perhaps even sexy) arguments on whether to represent the old faction abilities (which were essentially the old AD&D 2e "kits") by feats, prestige classes, or templates. Between templates and a prestige class, are the "bloodlines" from Unearthed Arcana. While not strictly an inherited group, the bloodline rules would be perfect for simulating characters with "minor", "intermediate", and "major" believe in a faction without forcing people to use up pesky feat slots. A minor bloodline just requires one to relinquish a level at 12th level, a intermediate at 6th and 12th level, and a major at 3rd, 6th, and 12th level. Obviously, some tweaking of the rules would need to be done for those joining a faction at a later date. And so, without further ado: three faction "bloodlines".

Dustmen "Bloodline"

Character LevelMinorIntermediateMajor
1st--+2 on Knowledge (religion) checks
2nd-+2 on Knowledge (religion) checksDead Truce
3rd--Intelligence +1
4th+2 on Knowledge (religion) checksDead Truce*Deathwatch 1/day
5th- -Dead Affinity +2
6th-Intelligence +1+2 on saves against Necromancy effects
7th+2 on Heal checks
8thDead Truce*Deathwatch 1/dayRebuke Undead
9th-Wisdom +1
10th-Dead Affinity +2Negative Energy Ward
11th--Dead Affinity +4 
12th Intelligence +1+2 on saves against Necromancy effectsCorpsefriend
13th +2 on Diplomacy Checks 
14th +2 on Heal checksIron Will
15th -- Charisma +1 
16th Deathwatch 1/dayRebuke UndeadCreate Undead 1/day
17th -Dead Affinity +6 
18th -Wisdom +1 Toughness
19th-+2 on Intimidation checks
20thDead Affinity +2Negative Energy WardNegative Energy Immunity

Dead Truce (Su): Dustmen will not be attacked by undead, due to an age-old pact known as the Dead Truce. Any undead creature attacked by a Dustman, however, is freed from the truce concerning that particular Dustman. The same is true if a Dustman actively aids somebody attacking an undead creature. The undead may attack the dustman's companions normally - just not the Dustman.

Dead Affinity: The Dustman gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow Dustmen.

Rebuke Undead (Su): The Dustman may Rebuke Undead as a cleric of 1/2 his character level. If he already has the Rebuke Undead ability (due to the Cleric class or otherwise), he may add +2 to his turning checks, and may use 1/2 his character level or his Cleric level for purposes of turning, whichever is higher.

Negative Energy Ward (Su): The Dustman gains a Negative Energy Resistance of 10, and gains +2 on saves against spells or effects involving negative energy. He may relinquish or resume this protection as a free action.

Corpsefriend: If an undead is about to attack the Dustman, the Dustman may make a Charisma check (DC 20). If this check succeeds, the undead may not attack that Dustman for 24 hours.

Negative Energy Immunity (Su): The Dustman is now immune to all attacks involving negative energy, including level drain, and may survive without harm in the negative energy plane. He may relinquish or resume this protection as a free action.

Free League "Bloodline"

Character LevelMinorIntermediateMajor
1st--+2 on Gather Information checks
2nd-+2 on Gather Information checksIron Will
3rd--Wisdom +1
4th+2 on Gather Information checksIron WillFree Will 1/day*
5th--Indep Affinity +2
6th-Wisdom +1Bardic Knowledge
7th+2 on Sense Motive checks
8thIron WillFree Will 1/day Free Will 2/day
9th-Charisma +1
10th-Indep Affinity +2+2 on saves against Enchantments
11th--Indep Affinity +4 
12th Wisdom +1Bardic KnowledgeFree Will 3/day
13th +2 on Escape Artist checks 
14th +2 on Sense Motive checksLightning Reflexes
15th --Dexterity +1 
16th Free Will 1/dayFree Will 2/dayFree Will 4/day
17th -Indep Affinity +6 
18th -Charisma +1 +10 feet to base land speed. 
19th-+2 to Diplomacy checks
20th Indep Affinity +2+2 on saves against EnchantmentsImmunity to Enchantment effects

Indep Affinity: The Indep gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow members of the Free League.

Free Will: The Indep may reroll any Will save an indicated number of times per day after seeing the roll of the Will save (but before he sees the result). The Indep may not reroll more than once a roll, but may take the better of the two rolls.

Bardic Knowledge: The Indep gains the Bardic Knowledge ability (as the Bard class feature) usable at half his character level. An Indep that already has this ability (such as due to the Bard class) gains a +2 bonus on Bardic Knowledge checks or may use half his character level rather than his Bard level.

Transcendent Order "Bloodline"

Character LevelMinorIntermediateMajor
1st--+2 on Concentration checks
2nd-+2 on Concentration checksImproved Initiative
3rd--Dexterity +1
4th+2 on Concentration checksImproved InitiativeTrance 1/day
5th--Cipher Affinity +2
6th-Dexterity +1+2 on saves against mind-affecting effects
7th+2 on Jump checks
8thImproved InitiativeTrance 1/dayTrance 2/day
9th-Wisdom +1
10th-Cipher Affinity +2Improved Trance
11th--Cipher Affinity +4 
12th Dexterity +1+2 on saves against mind-affecting effectsTrance 3/day
13th +2 on Diplomacy checks 
14th +2 on Jump checksAthletic
15th -- Charisma +1 
16th Trance 1/dayTrance 2/dayTrance 4/day
17th -Cipher Affinity +6 
18th -Wisdom +1 Instant Trance
19th-+2 on Listen checks
20thCipher Affinity +2Improved TranceGreater Trance

Cipher Affinity: The Indep gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow members of the Free League.

Trance: The Cipher may enter a trance the indicated number of times per day as a free action. The Cipher gains +4 to Dexterity for the duration of the trance, but may not delay or use the ready action. The trance lasts for a number of rounds equal to 3 + the Cipher's Wisdom modifier. The Cipher may not activate a trance state while in a rage, ki frenzy, berserk, or similiar state and vice versa. When a trance ends, the Cipher is dazed for the following round.

Improved Trance: As for trance, but you also gain +4 Wisdom and +4 Charisma while in the trance state. Note this increases the duration of the trance state.

Instant Trance: The Cipher may now activate a trance state upon rolling Initiative.

Greater Trance: As for improved trance, but the bonus is now +6 rather than +4. Note this increases the duration of the trance state.

Monday, April 05, 2004

Planescope: the Mouthwash of Sigil

Planescape is really what got me into D&D at all in the first place. The reason being is that it's a truly wonderous, surreal setting. It bypasses the D&D stereotypes (dungeon crawling, elves, dwarves, dragons) and instead creates something wonderfully divergent from your typical fantasy setting while at the same time incorporating everything that might spark nolstagia for the old-time D&D player. Before Planescape, I hadn't really taken D&D 3e too seriously, but afterwards, I was much more enarmoured with the sort of specific madness that D&D is. Because that's what it is, really - it's not a sensible system by any means. D&D is not quite a fantasy game or a miniatures game or a roleplaying game, but it has elements of all the above. It is what it is and makes no apologies.

In any case, I did some very basic conversions. Then I got involved with Planewalker and started writing for them, mainly on factions.

And I wrote a lot. I did setting writing for the Doomguard, the Fraternity of Order, the Sons of Mercy, the Transcedent Order, and the Xaositects. I also did system material (feats and prestige classes) for the above, as well as doing system material for the Bleak Cabal and Harmonium. I also did some material on incorporating the region feat rules (from Forgotten Realms Campaign Setting) into Planescape.

Then, the faction feats section came out.

I was most unhappy.

I felt a lot of the faction feats were shoddy at best. Some were overcomplicated, some were too powerful, some were too weak, some weren't worded clearly, etc. Furthermore, a lot of the feats I had submitted had been altered, typically for the worse in my opinion. Ironically, some of the feats I had changed due to fan feedback got the changes I had made removed, with my editor claiming that the fans would be unhappy with them as they were. Sigh...

So rather than use their material (which I remain unhappy with for nitpicky reasons too numerous to truly cover), I simply edited up by own documents on feats for my players. So here they are, in all of their kludged glory.

In any case, you can have a look and judge for yourself.

My version.

Planewalker's version.

Sunday, April 04, 2004

D&D Dust Bin: Mage vs. Machine, Part 2

Finishing the sheen conversions, here's the rest of the sheens from Dragon Magazine #258.

And no, there's no 'Charlie' or 'Martin'.

I know there's at least one other sheen in a later issue of Dragon Magazine. If I can find the issue, I'll convert it as well.

Some corrections have been done to the earlier sheen entries as well.

Flitter

 Medium-size Construct
Hit Dice: 3d10+20 (36 hp)
Initiative:+4
Speed:fly 50 ft. (Perfect)
Armor Class:18 (+4 Dex, +4 natural), touch 14, flat-footed 14
Base Attack/Grapple:+2 / 2
Attack:Claw +2 melee (1d4)
Full Attack:Claw +2 melee (1d4)
Space/Reach:5 ft./5 ft.
Special Attacks:Electrical Bolt
Special Qualities:DR 5/magic, Magic Susceptibility
Saves:Fort +1, Ref +5, Will +1
Abilities:Str 10, Dex 18, Con -, Int 5, Wis 10, Cha 1
Skills:Listen +2, Spot +2, Search +1
Feats:Alertness, Dodge
Environment:Any land
Organization:

Solitary or gang (2-4)

Challenge Rating:2
Treasure:None
Alignment:Neutral
Advancement:4 HD(medium-size), 5-6 HD (large)
Level Adjustment:-

The flitter is the swifter, more streamlined cousin of the drifter, sacrificing combat capability for sheer speed and agility.

Electrical Bolt: The flitter can fire a bolt of lightning as an attack against any creature within 30' feet, inflicting 3d4 damage (Reflex DC 15 half). It must wait 1d4+1 rounds in order to fire another bolt.

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

Dasher

 Medium-size Construct
Hit Dice: 3d10+20 (36 hp)
Initiative:+9
Speed:150 ft.
Armor Class:23 (+5 Dex, +4 natural, +4 speed), touch 19, flat-footed 18
Base Attack/Grapple:+2 / 2
Attack:Foil +3 melee (1d8+6)
Full Attack:Foil +3 melee (1d8+6)
Space/Reach:5 ft./5 ft.
Special Attacks:None
Special Qualities:Constant Speed, Magic Susceptibility, Meltdown, Sonic Boom
Saves:Fort +1, Ref +6, Will +1
Abilities:Str 15, Dex 20, Con -, Int 6, Wis 10, Cha 1
Skills:Spot +3
Feats:Improved Initiative, Weapon Focus (foil)
Environment:Any land
Organization:

Solitary

Challenge Rating:4
Treasure:None
Alignment:Neutral
Advancement:4 HD(medium-size), 5-6 HD (large)
Level Adjustment:-

Dashers are constantly in motion, always running at high speeds. They are the hit n' run soldiers of the sheens, often far away before a foe can even react to their assault.

Constant Motion (Ex): Dashers are always moving, and cannot take any action that allows them less than a normal move action. If slowed to 70 ft. or less during a given turn, they are knocked prone. However, this constant motion gives them the virtual feats of Mobility and Spring Attack while moving 150 ft. or more in a given round.

Sonic Boom (Ex): By taking a full run action, a dasher can momentarily break the speed of sound and cause a sonic boom. All creatures within 100 ft. of the point where the dasher causes the effect (any one point along its run) must make a Reflex save (DC 16) or be knocked prone. It must wait 1d4+1 rounds before causing another sonic boom.

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

Meltdown (Ex): A dasher takes 1d10 points of fire damage each round if its movement is halted for any reason, as its engines overheat. Anybody in contact with the dasher during this time (such as due to a grapple) also takes 1d10 points of fire damage.

Render

 Large Construct
Hit Dice: 16d10+30 (118 hp)
Initiative:+4
Speed:30 ft.
Armor Class:26 (-1 Size, +4 Dex, +13 natural), touch 13, flat-footed 22
Base Attack/Grapple:+12 / 16
Attack:Claw +18 melee (1d10+6 / 19-20) or Saw +17 melee (3d10+3 / 19-20)
Full Attack:Claw +16/+16/+16/+16/+16/+16 melee (1d10+6) and Saw +12 melee (3d10+3)
Space/Reach:10 ft./10 ft.
Special Attacks:Electrical Discharge, Breath Weapon
Special Qualities:DR 10/magic, Magic Susceptibility
Saves:Fort +5, Ref +9, Will +5
Abilities:Str 22, Dex 18, Con -, Int 10, Wis 10, Cha 1
Skills:Climb +16, Jump +14, Listen +10, Spot +10
Feats:Power Attack, Cleave, Great Cleave, Improved Critical (Saw), Improved Critical (Claw) Weapon Focus (Claw)
Environment:Any land
Organization:

Solitary

Challenge Rating:14
Treasure:None
Alignment:Neutral
Advancement:17-18 HD (Large), 19-26 HD (Huge)
Level Adjustment:-

Renders are built for pure destruction. They have multiple arms which end in long blades, a buzzsaw "mandible", and vents used to spray superheated death on its foes.

Breath Weapon (Ex): 30-foot cone of plasma, 8d10 fire damage, Reflex DC 22 half. It must wait 1d4 rounds before discharging its breath weapon again.

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 rounds before it can charge itself up again.

Magic Susceptibility: Sheens are weak against magic, though renders only suffer a -2 racial penalty to all saves against spells, spell-like abilities, and supernatural abilities.

This isn't the end of Mage vs. Machine conversion - there's still a PrC and spell conversions to come.

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.