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| Lyinginbedmon02-23-07, 07:22 PM | I'm presently on an alternate history version of my own campaign world, Einderseod, in which Bel'la Oloth/ID38 was released a second time and wiped out the planet, literally, as in: blew it the heck up. The survivors fled to space at the tail end of a forced technological leap that led to mostly magic-induced space travel. I'm presently calling this alternate reality "Red Queen era". Races In addition, the Einderseod survivors have chiefly encountered a number of other races: Boshcorah Touched - Born from the physical minds and bodies of the original BroShaCho villainous trio who terrorised Einderseod for a number of years, the Boshcorah Touched began appearing on increasingly distant inhabited planets once the Bastion of Souls on Einderseod flew into the planet's sun after it's destruction. The soul energy within was redistributed throughout the galaxy into the Bastions of other planets, resulting in the mix. The Boshcorah Touched possess all the abilities of their birth parents, with additional abilities based on whichever member of the trio they contain slivers of. Their primary modus operandi is to tamper with the timeline to advance their own goals and ideals, and to gather sacrifices in order to resurrect the original trio. Their ships are many and myriad, garnered from their own races and stolen from others. They are the primary force against the Dead-Nick Armada. Makinonans - A tall, lithe race that initially appeared to be elves of the stars that had left their home planet at the end of its last ice age (Which resulted in all habitable land being completely submerged). The makinonans are a highly advanced race evolved from plesiosaurs, and due to the flooding were forced to rapidly developed extremely advanced cloning methods in order to repopulate their species. Due to early setbacks and mistakes, makinonans have become somewhat akin to vampires, requiring annual victims to drain the life spans of in order to rejuvenate their own bodies and survive longer (This ability is a spell-like Steal Life, but they don't need a moon to gain weeks of youth). When they first approached the Dead-Nick Armada, they were delicate ambassadors with the best things in mind for their new 'allies'. However, this quickly fell flat and they were see to be a threat to the very existence of the Armada. Sovices - A hexagonal block race that are known as extremely powerful adversaries and technology thieves. They had been inactive for a good many years until one of the chunks blasted off of their home world Jannah crash landed on Einderseod. Once the forces involved were eliminated, the sovices became active once again and began expanding their omnigate network to the vicinity of Einderseod. Einderseod was destroyed before they could complete construction however, and they met up over 3 LY ahead of schedule. The Dead-Nick Armada initially reacted violently, opening fire as quickly as possible against the sovice forces, but eventually their weapons became all but useless and they were forced to surrender. As a result, the first relationships were developed by Blue Jester, a construct messiah figure who had served in prison as a war criminal, and the alliances between the sovices and his people soon expanded to the Dead-Nick Armada as well. The normal sovice units are incapable of conversing with life forms, so they use solid-form androids to serve as emissaries, and once relations were established one was posted on every Armada vessel. Prior to their alliances and deactivation, the sovices and their machine gods destroyed many species and influenced many cultures, and this often comes up on worlds they have visited, they are either seen as magnificent gods or horrifying monsters. Astral Phenomena Black Hole - The result of extremely powerful technology, or an unstable star of massive density collapsing, a black hole appears as a nigh-invisible singularity flanked on the horizontal plane by a constantly whirling eddy of matter in orbit (Contrary to popular belief, the 'sucking' effect of a BH only occurs close to the event horizon, one could easily orbit a black hole) around it. Black Holes are inexorably linked with a twin, white, hole, which spews out the matter a black hole engulfs into the exit region. Based on the age of the black hole, the white hole it is tied to can lead to one of 3 different places. The youngest black holes (1-100 millennia) lead to the Plane of Shadow. Adult black holes (101-8000 millennia) lead to the Negative Energy Plane. And the oldest of black holes (8001+ millennia) lead directly to the 'recycle bin' that the creators of the universe built to annihilate matter entirely. In this 'recycle bin' (Named the 'Spirit Complex' by some of their operatives, such as the Jesters), nothing survives. It is however possible that in instances where large amounts of matter is being annihilated there could be a lag time between entry into the SC and actual annihilation. Black Holes can be created most commonly by the collapse of a dense star, but other methods exist. Naturally, the original creators simply create dense stars and collapse them. The Sovices possess a large number of infant black holes a few thousand miles from Jannah, as a result of the destabilisation of the stars that powered their armada of Stellar Engines (The process of which introduces ununoctium into the core of the star and which is then removed to ensure longevity, but collapsing the system without a proper shutdown procedure causes a build-up of Uuo that collapses the star after a few decades). Being able to survive the transfer between the Material Plane and the Plane of Shadow via the singularity inside, the Sovices use these black holes to rapidly enter and rebuild their Omnigate network system. However, the downside of trying to use the black holes as a travel method is the fact that to do so you need to go through the event horizon (And eventually the singularity, but that's a different story, leading to the exit) to do so. In the event horizon all matter is completely disassembled, and presently mankind isn't quite sure what happens past that point. In Einderseod's universe, you get reassembled in the exit location (Be that a plane or a deific trash can), completely fine (Except that, of course, organic life forms are instantly dead, having been destroyed in the disassembly, as are other life forms that require being in 1 piece constantly to function, like Golems and Undead) As a result of this, the 'dead' matter, such as stone and the elements, can travel safely through a black hole in theory. However, it's still not wise for even the most powerful of deities (Including by design the original gods themselves) to go through a black hole's event horizon and singularity unprotected, or at all. The energy radiated by a black hole has some interesting effects. Those nearby that utilise spell energies are at 1d% more risk of a spell mishap with any spell they cast (The roll of which is added to the DC of the normal DC 5 Wisdom check), and those unprotected take 1d12 points of damage per level of the spell they cast. A good electrical conductor placed nearby a black hole finds itself charged phenomenally by 4d% points of electricity damage each apparent round (The Sovices therefore rush their forces through in the 2d20 minute-long intervals of turbid lucidity every 1d20 days) Stars - Stars are the result of interstellar flotsam and dust gathering together to form a gravitational whole, the process of which sparks an atomic reaction that gives the star its 'ball of fire' appearance. Those within 10,000 ft. of the surface of a star are dealt 4d% points of fire damage each round and suffer from the effects of extreme heat if not protected. The surface of the star deals 70d% points of fire damage in addition to that of magma itself. The core of a star is thought to be one of two things: An extremely dense state of superheated gas or liquid mass A portable natural omnigate to the Positive Energy Plane/center of the Elemental Plane of Fire At any rate, no one has survived long enough to find out. Stars are used as the power source for the surviving Stellar Engines used by the Sovices, and can become black holes if such engines are not properly deactivated firsthand. The Dead-Nick Armada and the Zero-One Armada Dead-Nick Armada – Naturally, most of the base races in the Player's Handbook survive the destruction of Einderseod, with the exception of Dwarves (Who found the idea of spending their entire lives in a place where ground could be any number of planet widths away and are now very rare), Orcs/Half-Orcs (Few of which could comprehend the requirements of space travel on a person's behaviour and intelligence and are even rarer than dwarves), and most of the aquatic races and variations thereof (As a direct result of the stringent water requirements on spaceships). The flagship of the Dead-Nick Armada (The primary Einderseod survivor force formed from the original adventuring guild) is the Cosmos Zero-One Armada – A splinter group that separated from the Dead-Nick Armada and the other Einderseod survivors when relations with the sovices developed. They are led by Blue Jester and share a much closer pact with the sovices than any other Einderseod-born force. The Zero-One Armada is composed of every single make of intelligent construct from Einderseod (Though not every member, as some chose to stay with the Dead-Nick Armada) and as such is very diverse and often considered to be a 'rag-tag' collective. The Zero-One Armada is one of the most exploratory forces, as their natural construct traits allow them a greater chance of survival in unknown regions of space than other life forms. They are highly diplomatic and honourable, but are not above using an effective tactic if such a tactic works. Thanks to their assistance, 3 out of 4 of the sovices' Dyson Spheres are functional, allowing the god machines MPH-RN 3374 and KLR 43154 to function completely, as well as VDDRN 01460 to function partially wherever it might be. The flagship of the Zero-One Armada is the Hazard. Standard Ships Einderseod ships are all relative to their original counterparts as seen in Stormwrack. However, the ships are fully hulled, unlike their original versions, and this increases the cost by +¾ rounding down. The exception to this rule is the Hopper ship: Hopper Mk.X-Y - The Hopper is a rowboat-sized transport vehicle used for short distance reconnaissance and exploration. It can be equipped with 2 guns or cannons (Typically 2 Force Guns are used), and is propelled by a Jovocian Drive on the scale of 1 to 3 (Which is much smaller than those used on larger ships) and guarded by a Shield Generator (Often a 3, but more powerful ones are often added). A Hopper can hold up to 6 Medium-size creatures or an equivalent amount of smaller creatures. X denotes the level of its Shield Generator, whilst Y denotes the level of its Jovocian Drive. Unlike most ships, a Hopper is not equipped with a Sensor system of any kind. Instead, it derives its knowledge of the outside world from a section of its hull (Usually the front) that is enchanted with a permanent Invisibility effect. Cost: 24,100 GP (Not including the cost for drives, generators, or weapons) Weight: 100 lb (Without extra equipment) Fighter Ship – Slipstream The Slipstream fighter is smaller than the Hopper and is undoubtedly the smallest ship that the Dead-Nick and Zero-One Armadas have (As is the case with most dog fighting ships). Typically it will hold a single pilot and gunner, and they are usually armed with either a pair of Force Guns or a single Wipeout Cannon. Large vehicle; Profession (pilot) +2; Speed Fly 60 ft. (good); Overall AC 4; Overall HP 20 (hardness 5); Ram 2d6; Space 5 ft. by 15 ft.; Height 5 ft. (Draft 2-1/2 ft.); Complement 2; Watch 1. Cost 34,000 GP. City Ships Cityships require immense amounts of power. Unless otherwise noted, they need at least 200 points of electrical energy to move normally. Any equipment attached to a cityship requires twice as much energy as normal to cover the operations of a normal cityship, such as a Shield Generator or a Temporal Drive (Unless otherwise noted, a typical ship-attached device needs at least 10 points to function for 1 hour). Dead-Nick – Mastery and Necrosis Mastery is the primary cityship of the Armada that houses a large amount of Einderseod survivors, it usually remains in orbit around a planet that has been found to be unknown to ID38, and eventually is relocated to orbit around the Sovice home world Jannah to take advantage of its defensive capabilities. Necrosis is the only known private cityship and only barely makes it into the classification as the smallest known cityship, it is owned by acclaimed necromancer Sieghard le'Morde and operated by his undead and offspring, the Faldeans. Mastery: Colossal vehicle; Seaworthiness +9; Shiphandling +4; Speed wind x 150 ft. (Poor); Overall AC -5; Hull sections 2000 (sink 100 sections); Section hp 300 (hardness 50); Section AC 3; Ram 6d6; Space 675 ft. by 675 ft.; Height 90 ft. (draft 100 ft.); Complement 1,500,000; Watch 1,280; Cargo 4,000 tons (Speed wind x 110 ft. if 2,000 tons or more); Cost 3,840,000 GP Necrosis: Colossal vehicle; Seaworthiness +6; Shiphandling +1; Speed wind x 75 ft. (poor); Overall AC -5; Hull sections (sink sections); Section hp (hardness ); Section AC ; Ram d6; Space 200 ft. by 125 ft.; Height 20 ft. (draft 70 ft.); Complement 1000; Watch 200; Cargo 1000 tons (Speed wind x 55 ft. if 500 tons or more); Cost 240,000 GP (Unique) Zero-One – Cipher, Null, and Binary Cipher was the first cityship constructed by the Zero-One community, and was soon followed by its brothers Null and Binary, with aid from the nigh infinite manpower of the Sovices, their allies. Cipher is the primary station for most Zero-One operatives, and Null and Binary are used as political and military vessels, respectively. A Zero-One cityship appears in the shape of a dagger with a pair forward pointing guard points on the horizontal sides. They are quite impressive to be seen, and are sometimes referred to as the most elegant ships in space, nicknamed "swords of the sky" Colossal vehicle; Seaworthiness +8; Shiphandling +6; Speed wind x 200 ft. (average); Overall AC -5; Hull sections 960 (sink 48 sections); Section hp 300 (hardness 50); Section AC 3; Ram 7d6; Space 800 ft. by 300 ft.; Height 80 ft. (draft 60 ft.); Complement 460,800; Watch 460; Cargo 5,800 tons (Speed wind x 150 ft. if 2,900 tons or more); Cost 1,180,650 GP Artillery Understandably, most Einderseod artillery is magic-based, often duplicating the effects of well-known, powerful, spells. Unless otherwise noted, the following is technology utilised by the Dead-Nick Armada and the Zero-One Armada, though they will often gift this technology to other races as part of trade, commerce, or diplomatic relations. Unless otherwise noted, the following technology is negated if completely enclosed inside an Antimagic Field and functions as a magic item. Force Gun – Functions as a Use-Activated item of Magic Missile at caster level 9th. A single gun can target anything within a 180° arc about itself, restricted by obstructions in the path (Such as walls or other items). Takes up a 5 ft. section on the hull. Cost: 18,000 GP Weight: 1/12 lb Force Turret - Similar to the Spell Turret trap in the Dungeon Master's Guide II, a Force Turret is an automated turret that verges on Construct sentience (And was created by the people of Zero-One). A Force Turret is fitted with dual Force Cannons to attack foes, and can attack anything up to 210 ft. away. Cost: 42,000 GP Weight: 20-1/6 lb. Inertial Rifle – A powerful projectile weapon used on a small number of ships due to its large size and often-slow period of reloading, added to its aiming restrictions. The rifle itself consists of a long cylinder of stone which ship mages cast Passwall upon to create a tube. The rifle is then loaded with a specialised adamantine round often enchanted with the same degree of Disintegrate used for Wipeout Cannons, weighing in total 54 lb. When the rifle is ready to fire, the spells are dismissed simultaneously resulting in the round being shot out of the external exit of the cylinder at a speed/round equal to the distance travelled through the rifle. Due to the vacuum nature of space, the round can potentially travel for an infinite number of rounds until it strikes an object, without losing any momentum (And therefore, damage). The damage is equal to damage the round would cause from falling and travelling the initial speed/round once, in addition to the damage that would be dealt by the Disintegrate effect (An IR Disin round travelling at 80 ft. per round would deal 31d6, for example). In addition, whilst creatures hit by the round can resist the spell effect with a Fortitude save, they are still subject to the normal damage of the round (9d6 in the above example). Cost: 10 GP/equivalent 5ft.^2 section of the rifle. IR Disin round: 3,301 GP Weight: 50 lb/equivalent 5ft.^2 section of the rifle. IR Disin round: 54 lb Wipeout Cannon – Functions as a Use-Activated item of Disintegrate at caster level 11th. A single cannon can target anything within a 180° arc about itself, restricted by obstructions in the path (Such as walls or other items). Takes up a 10 ft section on the hull. Cost: 132,000 GP Weight: 1/12 lb Wipeout Turret - Similar to the Spell Turret trap in the Dungeon Master's Guide II, a Wipeout Turret is an automated turret that verges on Construct sentience (And was created by the people of Zero-One). Using slight modifications to the standard turret chassis to accommodate the larger form of the Wipeout Cannon, a Wipeout Turret is fitted with dual Wipeout Cannons to attack foes, and can attack anything up to 210 ft. away. Cost: 270,000 GP Weight: 20-1/6 lb Defensive Technology Most Einderseod defenses are designed for use against Bel’la Oloth and other space-bound threats, often resulting in retreat tactics. As with artillery, these devices, unless otherwise noted, do not function in an Antimagic Field. Blinding Glory Generator - As the Blinding Glory spell was found to be one of the few effective means of staving off annihilation at the hands of Bel'la Oloth shortly before the destruction of Einderseod, virtually all Armada ships are equipped with a Blinding Glory Generator (Or BGG, as they are often abbreviated). However, the BGG is only effective assuming the crew are capable of activating the device before Bel'la can begin her assault. The light generated by the BGG consumes a spherical area 3,400ft. in diameter. More powerful ones have been used, by the city ships for example, for whom the standard area is too small. Cost: 306,000 GP Weight: 20 lb. Escape Pod Mk.X-Y - The Escape Pod is equipped with a Bottle of Air and a SensEye system, coupled with a hyperdrive (Teleport) mechanism, allowing slow and staggered travel. X denotes the CL above Arcane Eye's minimum 6, whilst Y denotes the CL above Teleport Object's minimum 14, which affects the distance the systems reach out to. The standard Escape Pod can hold up to 4 Medium-size creatures, but can hold an equivalent amount of larger or smaller creatures. Cost: 7300+([6+X]*8000)+([14+Y]*14000) GP Weight: 107 lb Inter-Temporal Gateway - Developed by the Dead-Nick Armada to allow them to travel through time in order to change the past and alter the course of history, in the hopes of preventing ID38's return and thereby restoring Einderseod in its entirety. The device appears as a large metallic hemisphere with a slightly emerald crystalline wall inside. When active, the emerald shifts into a light blue hue and becomes all but indistinguishable. It allows the use of the Teleport Through Time spell on all creatures that pass through to a maximum weight of 1000 lb. Cost: 806,150 GP Weight: 2000 lb SensEye Mk.X - The most popular form of divination on ships, a SensEye system produces an Arcane Eye that reports information back to the readout screen of the ship it is installed on. Higher Mk. systems can travel further and therefore gather more information. Cosmos, the flagship of the Dead-Nick Armada, houses an impressive 31 SensEye Mk.3s. Cost: 8000*(X+7) GP Weight: 5 lb Shield Generator X – The vessel is surrounded by a Wall of Force. If a section is destroyed (Broken up into 5 ft. sections), X sections can be renewed as a swift action by the pilot. Because of this field, the vessel cannot be harmed unless the Wall of Force is at least partially destroyed (Such as by a Disintegrate spell, for example). Cost: 90000/(5/[X*1440]) GP Weight: 20 lb Propulsion and Energy Generation Most Einderseod Armada technology is based on the Jovocian Generator, a source of infinite energy developed during the Great War, and made illegal after due to its extreme power. However, once it became an essential component of interstellar travel, this law was waved with the condition that the generators be listed in a directory and maintenanced at least once every 3 years. Prior to the release of Jovocian Turbine technology, the revolutionary Reaction Formula was created from ancient monastic scriptures recovered from an abandoned monastery. It is still used in small vehicles and to travel in regions with little or no magic capacity. Jovocian Turbine X – Based on the pioneering (And for the most part, illegal to the degree of war crime status) technology of the Jovocian Generator developed during the original Great War, the Jovocian Turbine produces an infinite and perpetual power source that is used by most Einderseod-born vessels, and became very popular once magic became available in space. It is not infallible, however, and therefore all such turbines on all such vessels are constantly monitored and maintenanced. It creates a perpetual speed of the vessel’s highest base speed times X (Equivalent to a wind thrust modifier). If more than one is installed, it can either increase the multiplier by half the normal multiplier, or increase the shiphandling by an equal number. Cost: (6,000*X) GP (Or ¾ of this price for simply the Jovocian Generator) Weight: 20 lb (Smaller ones can weigh as little as 10 lb, however. This is the case for 1-3s) Reaction Formula – First developed when the need for escape velocity from Einderseod became an immediate issue in the wake of the Second Great War, Reaction Formula is a complex chemical that reacts extremely violently with magical energies, especially those related to fire energies, and was developed by Morganth Stormcrow and Suwah Bikiam on the Platform 1 floating shipyard. Reaction Formula (Or more commonly, “RF”) is divided into 2 stages of purity: Continental and Interplanetary. RF can only be formed into 1 of the 2 stages, as the production process welds the impurities of Continental RF to the founding molecules, thereby making them inseparable and therefore impossible to purify. Continental RF is used to fire small objects far distances, and is capable of firing a 1 lb 40 ft. into the air. Interplanetary RF is more commonly used for propelling early spacecraft and achieving escape velocity in magic diminished or impoverished region. Interplanetary RF contains almost no impurities, and is therefore much purer than Continental RF, and much more powerful, providing enough thrust to propel a 100 lb object 40 ft. The Craft (alchemy) skill can be used to produce RF of either kind. Continental RF requires a DC 25 Craft check, whilst Interplanetary RF requires a DC 35 Craft check. Cost: 50 GP for Continental, 750 GP for Interplanetary Weight: 1-ounce flask for Continental, 15 lb. gallon barrels for Interplanetary Miscellaneous Technology This category covers all other technologies used by Einderseod forces. As with artillery, it ceases to function in an Antimagic Field. Energy Funnel Mk. X – Developed by Zero-One operatives, an energy funnel feeds energy from a constant power source like a Jovocian Generator or a Trans-Planar Generator to a secondary location a considerable distance away. The effect is derived from teleportation magic combined with Sovice planar technology and comes in a pair (The base unit is attached to the power source, the secondary unit releases the energy). X denotes the multiple of 10 ft. beyond 100 that a funnel can send the energy. Most funnels are used to power personal gravitational arrays, but others are used to power technology requiring a constant energy feed from a distance (Such as GMOs). Cost: 4,000*X GP (For the base and secondary unit) Weight: 1/2 lb. (Per unit) Gravitational Array X – (X denotes the number of 1 Gs produced) A gravitational array produces a definitive downward pull on all creatures inside a ship within 150 ft. (Multiple arrays are necessary for larger ships), persisting only within the ship (So those outside a ship with an array are unaffected). This pull simulates gravity of 1 G (Very slightly greater than that of Earth), but more expensive arrays can be purchased for stronger gravitational pulls (1000 GP extra for each additional 1 G) for example for creatures adapted to life on denser planets. A gravitational array requires a constant power feed of electricity. For every 15 points dealt in any given round, an array can function normally for 1 minute before failing. A character adjacent to an array (Such as an engineer) or with a direct link to it (Such as a pilot) can change the direction of the pull as a standard action. On a vessel, a gravitational array takes up an area 5 ft. square Cost: 60,000+(1000*X-1) GP Weight: 10 lb. Gravitational Array (Personal) X – A personal gravitational array functions identically to the normal array, but affects only 1 person. It usually appears as a somewhat awkward though small block that attaches to clothing (Usually they appear on exosuits for space survival). Most Armada or Zero-One personal arrays are supplied with a very small Energy Funnel to grant a continuous energy supply from a considerable distance away, though alternatives exist. Cost: 45,000+(750*X-1) GP Weight: 2 lb. [B]Universal Translator - A small device that attaches to the side of the temple on a humanoid skull, this device bestows upon the user a persistent Tongues effect in concert with a continuing Comprehend Languages effect. As a magic item, these effects cease in areas of antimagic or no magic.Cost: 40,500 GP Weight: - lb. |
| Lyinginbedmon02-23-07, 07:23 PM | As a highly advanced species, the Sovices possess extremely advanced technology that is more than capable of interstellar travel. Prior to the downfall of the Janni, they were used to form Dyson Spheres and their Omnigate network was used by a wealth of races and millions of travellers each day. Originally, the Janni used them to travel the stars using Stellar Engines, but after their downfall the Sovices instead turned to the less volatile method of using entirely block-composed ships, as the Stellar Engines were prone to collapsing into black holes if left unchecked. When a Sovice ship meets an unknown race, their initial response is “Tlan tal Sovice. Resk keh kelaman”, which means, “We are Sovice. Opposition is useless”. This is not a threat of any kind; it is simply something they say out of habit as a first greeting. Fortunately, few races are capable of translating the initial greeting, so they soon switch to the language of the new race, from which a newer, friendlier, greeting is selected. Standard Ships Angstrom: Gargantuan vehicle; Seaworthiness +4; Shiphandling +3; Speed wind x 50 ft. (Good); Overall AC -1; Hull sections 18 (sink 4 sections); Section hp 80 (hardness 20); Section AC 3; Ram 5d6; Space 45 ft. by 40 ft.; Height 20 ft. (draft 15 ft.); Complement 100; Watch 8; Cargo 250 tons (Speed wind x 40 ft. if 125 tons or more); Cost #Special# Kael: Huge vehicle; Seaworthiness +2; Shiphandling +2; Speed wind x 30 ft. (Average); Overall AC 1; Hull sections 12 (sink 3 sections); Section hp 80 (hardness 20); Section AC 3; Ram 3d6; Space 30 ft. by 30 ft.; Height 15 ft. (draft 10 ft.); Complement 20; Watch 6; Cargo 200 tons (Speed wind x 25 ft. if 100 tons or more); Cost #Special# Meter: Colossal vehicle; Seaworthiness +6; Shiphandling +4; Speed wind x 60 ft. (Perfect); Overall AC -5; Hull sections 24 (sink 6 sections); Section hp 120 (hardness 20); Section AC 3; Ram 6d6; Space 40 ft. by 40 ft.; Height 20 ft. (draft 15 ft.); Complement 400; Watch 10; Cargo 500 tons (Speed wind x 45 ft. if 250 tons or more); Cost #Special# Fighter Ship – Salin Composed of a minor 80,000 blocks, the Salin ship appears as a distinctly pointed dart, with thrusters positioned on either side of the rear tail section. The Salin class is very new, as it was not until the Sovice alliance with the Zero-One Armada that they became able to supply the thrusters with sufficient power (Through use of the Energy Funnel technology). As a result of this, they typically only stray a few hundred feet away from their parent ships. Usually equipped with a pair Sustained Blast Gauss Cannons or a single Halcyon Rapid Photon Array and a Distrata Cannon. Large vehicle; Profession (pilot) +3; Speed Fly 60 ft. (good); Overall AC 4; Overall HP 80 (hardness 20); Ram 2d6; Space 5 ft. by 20 ft.; Height 5 ft. (Draft 2-1/2 ft.); Complement 2; Watch 1. Cost N/A City Ship – DRN-460/“Damin” Sovice cityships, entitled the DRN-460 or "Damin" ("Dragon") class, appear as a massive spherical conglomerate of Sovice blocks, precisely 208 million (26 times the amount of a Meter class ship). The class was made to replace the Stellar Engines, which now are extremely few in number and, due to their creation of black holes when improperly deactivated, unduly hazardous. In order for a Damin ship to move, it requires at least 150 electrical energy each round. Sovices typically use 3 Trans-Planar Generator 5s for this purpose, but Zero-One operatives will typically use Jovocian Generators instead when required. Because it is composed entirely of Sovice blocks, a Damin cityship can alter its shape to fit through any space at least 200 ft. wide, but must move at half speed while doing so. Colossal vehicle; Seaworthiness +9; Shiphandling +4; Speed wind x 150 ft. (Poor); Overall AC -5; Hull sections 2000 (sink 100 sections); Section hp 400 (hardness 60); Section AC 3; Ram 6d6; Space 900 ft. by 900 ft.; Height 450 ft. (draft 450 ft.); Complement 2,000,000; Watch 2,000; Cargo 12,000 tons (Speed wind x 110 ft. if 6,000 tons or more); Cost #Special# Stellar Engine – Astrim Dysilm The Sovice stellar engines are extremely powerful and harness the entire power of a star to achieve propulsion. As they only possess ~4 such engines, the Sovices are overly protective of them and they don’t normally leave the galaxy, but they are often used (If at all) for heavy transport of precious or large items. Because of the unique nature of a stellar engine, a traditional ship statistics block is insufficient to provide details on it. A stellar engine (At least, of Sovice design) is composed of a star encircled by a dual ring of large statites that project the gathered energy onto a massive solar sail. The statites themselves are colossal objects, with Hardness 20 and 2000 HP each, and a single stellar engine has up to 10 million such statites. The solar sail is millions of miles square, with Hardness 10 and 1500 HP. In whole, a single stellar engine can carry up to 500 billion tonnes of cargo at a steady speed of Wind x 2,000,000 ft. (Poor maneuverability). However, each of the 10 million statites must be fully charged with at least 400 points of electrical damage each round for the engine to function, and the wind equivalent thrust is the average of the total 1 per 500 points of electrical damage fed into each statite involved. Besides making the engine extremely inefficient and cumbersome, the process has a devastating side effect of producing hazardous Ununoctium deposits inside the core of the star used, which are siphoned out by the same system to prevent a collapse. However, if the engine is not shut down properly, a process taking many weeks, the substance continues to build up until the star collapses after 2d4 years, forming a black hole. Sovice ships cannot be purchased as the Sovices are unwilling to enter into a trading agreement due to the implications of a galaxy of races with their technology, and as such do not sell or trade their vehicles, though members of other species may temporarily come into control of one. Prices are presented for items here in order to calculate what weapons a ship owned by a Sovice NPC could afford or what compatible weapons a character could barter for. As seen above, there is no Mounts entry in the statistics blocks for Sovice ships. This is because of the reduction in size of weapons by the time of post-Red Queen era, allowing a massive number of weapons to be installed without the worry of large space requirements, the number of weapons on a ship is limited only to the surface area of its hull. Of special note is that Sovice ships do not actually have any crew. They are piloted solely by the collective intellect of the many millions of blocks that compose them. However, it is by this same composition possible for a Sovice ship to rearrange its blocks to provide habitable 'pockets' within the ship for other lifeforms to survive in, these pockets are continually refreshed with breathable air provided the collective will of the blocks wants it that way. Artillery The technology of the Sovices is understandably highly advanced, and they are capable of increasing the abilities of other races' technology far beyond their own capabilities as well. Unless otherwise noted, a Sovice weapon is usually incompatible with non-Sovice ships, because they are composed entirely of Sovice blocks. Exceptions exist, however. In general, the ships mentioned above have some combination of the following weapons: Conversion Missile – A Conversion Missile (CM) is a projectile weapon (One of few in the Sovice armoury) that is composed of 200 Sovice blocks from the ship it is fired from. Once it impacts upon a ship’s hull, it discorporates into 20 Sovice bugs and begins eating away at the hull and into the ship’s interior. The missile travels at 70 ft. per round as a Medium-sized animated object with the Sovice subtype, and returns to the ship that fired it after 10 rounds if it fails to reach a target. The initial impact of the missile is similar to a ram, dealing 2d6 points of damage for each 10 ft. of straight-line distance the missile covers immediately before impacting. Because the CM is composed of the same blocks that comprise the ship, the ship takes 2 points of damage to its hardness on 2 hull sections from the 10 ft. section of the hull that launches it. Cost: 120,000 GP Weight: 12-½ lb. Distrata Beam – The Distrata Beam (DB) is designed for use against magic-saturated vessels, as it completely disables magic-based weaponry and shielding. This effect is identical to a Mordenkainen’s Disjunction spell (Caster level 20th, Will save DC 23 negates, range 550 ft.) On a vessel, a DB takes up an area on the hull 10 ft. wide. Cost: 400,000 GP Weight: 10 lb. Halcyon Rapid Photon Array – A Halcyon Rapid Photon Array (HRPA, affectionately known in Armada circles as Herpes) fires up to 4 photon-based missiles with each attack. The missiles pierce and even destroy force-based shielding on contact, and can strike unerringly regardless of a target’s cover or concealment if less than total. On contact, a HRPA missile deals 8d6 force damage to its target, then explodes and deals half that amount to a 10 ft. section around it. This damage affects objects, so it can pierce through hulls and damage unattended objects. It has however been discovered that spell resistance is resistant to the effects of a HRPA missile (Effective caster level 16th) On a vessel, a HRPA takes up an area on the hull 5 ft. wide Cost: 260,000 GP Weight: 5 lb. Photonic Cannon – The Sovice-crafted inspiration for the Dead-Nick Armada weapon, the Inertial Rifle. The Photonic Cannon (PC) fires an intensely charged beam of excited photons that can easily burn a hole through typical matter and cause a potentially devastating chain reaction in contact with the energies of a power source such as a Jovocian Generator or similar device. Whilst much more compact than the Inertial Rifle, the PC takes several moments to charge (1d6 rounds) and requires a ranged touch attack to aim successfully. Because it is essentially composed of light alone, it passes through force effects, as light is one of the few things that actually do pass through force by way of having zero mass. The PC can be left to charge beyond its required time, adding 2d6 damage for each additional full-round spent charging. At normal charge, the PC deals 13d6 untyped damage to a targeted vessel with a range increment of 250 ft., and pierces force-based hulls such as most typical shield generators. In addition, if the beam defeats a physical barrier, it can continue through to its range. If it strikes an energy source such as a nuclear reaction or an infinite energy chain, the source short circuits through particle excitation and detonates in a 20 ft. blast around itself, dealing the same damage as the initial beam. On a vessel, a PC takes up an area on the hull 20 ft. wide. Cost: 1,120,000 GP Weight: 80 lb. Sustained Blast Gauss Cannon – The Sustained Blast Gauss Cannon (SBGC) is designed to eliminate an object molecule by molecule by erasing a new layer of the object each passing moment. To an object, this deals 3 points of damage to its hardness and 2d12 points of damage with each successful hit with a ranged touch attack. On a creature, it deals 2d6-2 Constitution damage (Or Strength damage, if the creature has no Constitution score) and 2d20 points of slashing damage with each successful hit. Each time the SBGC makes a successful hit on a target; it gains a +2 bonus on ranged touch attacks against that same target the next round. On a vessel, a SBGC takes up an area on the hull 5 ft. wide. Cost: 140,000 GP Weight: 10 lb. Defensive Technology Due to the resilience of Sovice blocks, and their ability to regenerate damage, Sovice defensive technologies are not particularly powerful and are often highly specialised. However, this does not mean that they are not powerful. Unless otherwise noted, a Sovice defense system cannot be used on a non-Sovice ship, due to its being composed entirely of Sovice blocks. Exceptions exist, however. BG/UD Generator – A design based on the Armada BGGs, a BG/UD Generator can produce the effect of a Blinding Glory or Utterdark spell as a Standard action for up to 17 hours at a time. Whilst the two effects can be used simultaneously, the result is normal prevailing light conditions and no effect upon good or evil-aligned creatures, so this use is not recommended. The BG/UD Generators variable nature allows Sovice ships to blind good or evil creatures with equal ability, allowing it to escape 44.444% more creatures than standard Armada vessels. On a vessel, a BG/UD Generator takes up an area 10 ft. square. Cost: 612,000 GP Weight: 20 lb. Corporealisation Drive – A C-Drive causes all incorporeal within a 160 ft. radius to become corporeal, and nothing within the same area can become ethereal nor can anything already ethereal affect the plane the drive is in whilst in the field. The drive can only remain active for 16 minutes at a time. On a vessel, a C-Drive takes up an area 10 ft. square within the ship. Since it is specially constructed, it does not rely on Sovice blocks, and so can be installed on non-Sovice ships. Cost: 320,000 GP Weight: 20 lb. Extradimensional Escape Console – This considerably large device initially creates a small wall of stone, 5 ft. square, directly infront of the ship using it. It then transmits the ship through into the stone and into an extradimensional environment resembling a massive cave with continual air, water, and edible fungi. This environment persists for up to 40 hours before the ship and all other objects and creatures within the cave are ejected to their original position. The wall remains even after the effect and during, allowing other ships to locate the wall and thereby rescue the ship. Based on commands given by the pilot, outside creatures cannot enter the extradimensional environment, unless the pilot specifically allows them to. The power of the console depends on the size of the ship, due to the space requirements of the extradimensional area. This therefore affects the cost of the console. On a vessel, an EEC (Known as an ‘Eek!’ system by Armada crewmen) takes up an area 30 ft. square within the ship. It is especially designed as a solid-form device, allowing it to be used by non-Sovice ships. Each EEC can only be used 50 times before the micro black hole used to power the device collapses. More powerful versions exist in rarity, however, that can be used an infinite number of times. Because of limitations on the output of the power source, only ships of Huge size or larger can utilise an EEC. Cost: 8,540,000 GP for a Colossal ship, 7,600,000 GP for a Gargantuan ship, 3,140,000 GP for a Huge ship Weight: 50 lb. Ferrum Curtain Generator X – Since the C-Drive eliminates most abilities to penetrate physical objects; the Sovices prefer to use physical barriers as opposed to force-based ones such as the Shield Generators of the Armada. An FC Generator creates a 5-inch thick wall of invisible enhanced iron around a ship (With Hardness 30 and 60 hp per inch of thickness, making saves as a magic item with a +12 bonus) that can be renewed by X 5-ft. sections each round as a swift action. On a vessel, an FC Generator takes up an area of 5 square feet. As a solid-form device, it can be used on non-Sovice ships. Those ships that acquire them often combine them with Armada Shield Generators in order to make the curtain itself virtually indestructible. Cost: 12000+(245000/5/[X*1440]) GP Weight: 20 lb. Inter-Planar Sensor System – An EPSS (Known in Armada circles as a Euripides system) detects all creatures within 40 ft. even on the Ethereal or Shadow planes. As an abjuration-based effect, this system also detects the presence of Bel’la Oloth, and is used by the Sovices when other methods fail to discern her. When more than one EPSS is installed on a ship, each additional unit beyond the first increases the area by 20 ft. However, each unit can only remain active for 88 continuous hours before failing. On a vessel, an EPSS takes up an area 5 ft. square within the vessel. It is pre-constructed using a solid design, so it can be installed on non-Sovice ships with little difficulty. Cost: 132,000 GP Weight: 10 lb. Offensive Teleportation System – An OTS can move a dangerous intruder up to 30 ft. away from within a ship to any location within 900 miles from the ship itself. The targeted intruder can make a Will save against this effect (DC 19), and each OTS can only attempt such an attack once each round. The effect appears as the creature being enveloped in a bright light and then instantaneously vanishing. On a vessel, an OTS takes up an area of 5 square feet within the ship. Because OTS’ have to be made specifically, they are not dependent on Sovice blocks for their construction, and can be installed on non-Sovice ships. Cost: 108,000 GP Weight: 20 lb. Propulsion and Energy Generation The Sovice mastery of interplanar travel and technology allowed them to quickly develop high-powered energy sources and this is seen in a large number of their technologies (Most of which will draw some amount of energy from such an energy source). Their most advanced propulsion engine to date is the Universal Ion Drive, a device with no set or perceived limitation on how much thrust it can produce. Most Sovice-controlled ships do not typically utilise the Ion Drive as a method of interstellar travel. More often, they are launched with a heavy cargo of blocks and upon reaching a pre-agreed distance they will create a new permanent Omnigate, from which other ships can be launched. Because the range of the Omnigate network is restricted only by what the Sovices know of a location, it can reach anywhere they have enough information on. For exploratory purposes, the Sovices will often launch a Simbel unit to gather information on a distant location. Gatcon units will then teleport to that location and construct an Omnigate. Sovice Universal Ion Drive – A Universal Ion Drive is a device that releases more energy based on the amount of electrical energy injected into it. For every 50 points of electrical energy that is injected into it in a given round, the drive provides a wind-equivalent thrust of 1. Energy added from different sources stacks to determine the amount of electrical damage dealt, allowing onboard spellcasters to assist in providing a more consistent thrust. However, when the drive is subjected to infinite electrical energy (Such as that from a Jovocian Generator) the drive explodes, dealing the same amount of energy to a 20 ft. radius area around the drive. The legendary Sovice traitor, UCL 13 is known to have evaded the DUMCHN 35414 by utilising electrical energy from a black hole to supercharge his Ion Drive, allowing a massive burst in thrust to escape. Cost: 2,000 GP Weight: 20 lb. Sovice Trans-Planar Generator X – Sovices have extensive knowledge on planar attributes and the effects of combining them. The Trans-Planar Generator uses 2 opposing planes (Often the Positive and Negative Energy Planes, though more primitive versions have been created using the Elemental Planes of Water and Fire to produce a steam-based version) overlapped together to create a powerful source of raw energy, which they then refine to power their ships and other devices. Between 2 gates leading to the Positive and Negative energy planes, a T-PG releases X times 10d10 points of electricity damage each round. The higher X is, the more stable the reaction is due to control factors. Since the gates are technologically created, a T-PG operates even in areas with little or no magic. Cost: 3000*X GP Weight: 15 lb. Miscellaneous Technology Their inheritance of Janni technology (Therefore, all technology available at PL 7 – The Gravity Age, with some PL 8 technology), as well as devices designed by the DUMCHN 35414, has allowed the Sovices a considerable amount of technology that often does not see much usage outside of their home world of Jannah, but sometimes makes appearances during prolonged or specific encounters with them. Auto-Learner – An Auto-Learner is a device attempted by the Janni as a method of teaching children the full requisite information necessary for their lives in the comparative blink of an eye. It involves an eyepiece, as well as a segment that covers the ears, appearing much like a head-encompassing headset. When worn and activated (Requiring 20 points of electrical damage), the headset ‘downloads’ this information directly into the user’s brain. Whilst the immediate effect is that virtually nothing has changed, the user’s Intelligence score increases by +1 point every hour afterwards, to a maximum of 10 points after 10 hours. However, the Janni could not work out the finer issues with this technology, and every hour that passes the user loses the capacity to speak a language (Determined randomly), until they can speak nothing but Jannic. This process has also been known to cause significant neural damage, causing a decline in the Wisdom score of a cumulative -1 point every hour (No maximum), with the user dying once their Wisdom reaches 0. These effects can be cured with a Remove Curse spell, but this also removes all the information downloaded (And hence the Intelligence increase). Cost: 2,500 GP Weight: ½ lb. Defense Satellite – A defense satellite is simply a large weapons platform fitted with a powerful sensor and targeting system and a single Photonic Cannon. Because the cannon takes a moment to charge to capacity, the satellites are typically deployed in grids above a planet’s surface at an altitude of 80 kilometres (49.68 miles) or more, so that other satellites can attack a target whilst others charge their cannons. Defense satellites require at least 400 points of electrical damage each round to sustain their sensor systems, with an additional 100 points of electrical damage needed to also charge the Photonic Cannon. Whilst the sensors are functional, the satellite can detect any threat within 600 ft. even if on a coterminous plane such as the Ethereal Plane and the Plane of Shadow, though they cannot be fired at targets on inhabited planetoids (A safety protocol built in to avoid enemy attacks on the planet so defended). A defense satellite has Hardness 15 and 1000 Hit Points. Cost: 1,300,000 GP Weight: 1,000 lb Gate Auto-Dialler – This small handheld device, which appears as a distinctive rod with inner blue lighting in geometric lines, can dial a single location through a gateway (Omnigate or Nanogate) once as a Swift action. The device is inactive after this dialling, but can be recharged by Sovice engineers to hold another address. The gate opens immediately after the Swift action of the auto-dialler, and functions normally afterwards. This device does not allow someone to open multiple gates, should a gateway already be in use when it is activated. Cost: 7,650 GP Weight: – lb Gate Shield – A gate shield is a device installed into the local Omnigates surrounding Jannah as a precautionary measure against enemy attacks through the network. It is a combination of the Corporealisation Drive and the Ferrum Curtain Generator, much like the Planetary Defense Ferrum Generator, that covers the gate entirely, preventing any travellers from physically passing through even when ethereal or incorporeal. The shield can repair 9 5 ft. sections each round as a Swift action made by the Gatcon it is carried by. In order for the shield to function, each Gatcon in an Omnigate must be equipped with a gate shield. Cost: 233,280,000 GP Weight: 20 lb Jannic Bunk – The beds used by the Janni are models of miniaturization. When supplied with power, they produce an internal gravitational field that maintains a ‘down’ force towards the bed, and then folds upward, seemingly into nowhere, leaving a vertical plane of metal. The bed folds away into a pocket on the Ethereal Plane (Which is shielded by a Wall of Force effect), and requires at least 10 points of electrical damage to function. This makes a Jannic bed much more than a place to sleep, it also serves as a potent hiding place (As it requires a pass code to open or close, this is optional), a defensive location, a place to store valuable objects, or simply a place to relax (The view of the Ethereal Plane can be quite comforting at night, especially in regions where Jannic Bunks are common, as the pockets can often be seen from one another on the plane as twinkling lights which dim as the user goes to sleep). Cost: 1,373,000 GP Weight: 20 lb Molecular Assembler – A powerful device used to create items from gravitically altered atoms and molecules generated from a small opening on the top of the device which spews forth water vapour, a molecular assembler can produce any item or material desired given enough information. Typically, a molecular assembler is found with 1d20 items, such as food and simple objects, already stored in its database, and can hold up to 50 items of varying complexity and design in storage, and can also construct devices without saving the design information. However, in order to create and save new devices into the assembler, it must be used in conjunction with an Auto-Learner, the devices are displayed in component stages on the vapour during designing. Whilst the S-Janni are capable of using this device, the Sovices are extremely inept at doing so, as they are incapable of using the Auto-Learner and are therefore limited to the objects stored in the assembler’s memory, though they can make them with extreme ease. The assembler requires at least 100 points of electrical damage to function, when creating a costly item, it requires additional energy equal to the gold piece value of the object (At least 10 electrical damage), but it cannot produce magical items, though it can produce the materials necessary to make a magic item. Cost: 253,000 GP Weight: 200 lb Nanogate – Designed to allow trade and communication to distant worlds once the Sovices adopted a more diplomatic position, a nanogate functions similarly to the Omnigate system produced by Gatcon units. It is a solid form device, produced as a trio or large, heavy, tablets, which produce a gateway leading to a portion of the actual Omnigate network in their center, and can potentially lead to anywhere given the correct coordinates, which can be entered through a Jannic keypad on the primary tablet. Each tablet takes up a 5 ft. by 5 ft. by 7 ft. space, and the tablets can only function when within 20 ft. of each other in a precise equilateral triangle. When active, the gateway produce typically rests along the West-East axis, facing the North, although additional options for horizontal gates can be accessed through the keypad. A nanogate requires at least 40 points of electrical damage to function for a single usage, this power is typically supplied via an inbuilt trio of Trans-Planar Generator 2s, but alternative power sources can easily be added. The gate produced by a nanogate can remain open for as long as at least 70 points of electrical damage are maintained, making it a risky device to use as users can never be entirely certain how long it will remain open. As such, most users will supplement the nanogate with power from external generators, often an indicator of the advancement of the race. Without supplemental power, a nanogate will typically remain open for around 9 minutes before failing. Destroying the tablets is possible, albeit very difficult. Each tablet has Hardness 20 and 2400 HP, and is considered to be immune to all energy types (With the exception of using electricity to power the gate). Cost: 324,000 GP (Or 108,000 GP per Tablet) Weight: 2000 lb per tablet Observation Satellite – Set in orbit of planets to monitor developments and cultural growth, an observation satellite is a considerable piece of surveillance technology. It initially locates an obviously well used location on the surface (Typically a watering hole or similar region, or a highly populated area such as a city), and then tracks the travel of every creature that passes through the region, building up a map of the entire region, which spans a grand region of 100,000 square kilometres. Once the initial surveillance is completed, it is routed to and displayed on a related receiver pod anywhere on the same plane of existence, and this is then continually updated. The receiver pod is a desk-sized device, which is predominantly used to track data from an observation satellite, but it can also send messages to a location on the map, which manifests as a gust of talking wind. A satellite requires a continual supply of 30 electrical damage to function, whilst a receiver pod requires 15 electrical damage to function. Most satellites are fitted with Trans-Planar Generator 3s to serve this function. An observation satellite has Hardness 9 and 500 Hit Points. Cost: 41,500 GP for a satellite, 20,000 GP for a single receiver pod Weight: 1,000 lb for the satellite, 200 lb for a receiver pod Planetary Defense Ferrum Generator (PDFG) – As the name implies, a PDFG unit utilises the technology of the Ferrum Curtain Generator and the Corporealisation Drive to produce a shield over an area of 37 million square kilometres (Roughly 14,285,774 square miles) of sky at an altitude of 80 kilometres (49.68 miles). This means that 14 such units must be installed in a grid pattern on a Jannah-sized planet to produce a planetary defense. To function, each unit requires 4,000 points of electrical damage each minute. Attaching a Jovocian Generator to a PDFG unit is extremely risky, as the infinite energy supplied to it prevents the unit from ever being turned off, as it is activated by an influx of energy from its power supply. Whilst a PDFG unit is active, travel in or out of the shielded region without first destroying the shield itself is impossible, and the shield is repaired at a rate of 5 5ft. sections each round, and can repair 1 more section for every 100 points of electrical damage over the required 4,000. The shield prevents light from permeating it, so whilst active a typical planet entirely shielded is in complete darkness without supplementary light sources. Cost: 5,184,000,000 GP per unit Weight: 2,000 lb per unit |
| Lyinginbedmon02-23-07, 07:23 PM | Makinoan Medium Monstrous Humanoid (Aquatic) Hit Dice: 2d8+6 (15 HP) Initiative: +1 (+1 Dex) Speed: 30 ft., Swim 40 ft. Armor Class: 15 (+1 Dex, +4 Nat), touch 11, flat-footed 14 Base Attack/Grapple: +2/+2 Attack: Slam +2 melee (1d6 [20/x2]) Full Attack: Slam +2 melee (1d6 [20/x2]) Space/Reach: 5 ft./5 ft. Special Attacks: Poison, Steal Life Special Qualities: Amphibious Saves: Fort +3, Ref +4, Will +3 Abilities: Str 10, Dex 12, Con 16, Int 14, Wis 11, Cha 12 Skills: Concentration +8, Diplomacy +6, Search +7, Swim +5* Feats: Ability Focus (steal life), Virulent Poisonb Challenge Rating: 2 Alignment: Neutral Advancement: By character class Level Adjustment: +2 A tall lithe creature stands before you, with slender features and large yellow eyes with black sclera. Its skin is distinctly moist and almost like a dolphin’s. The palms of its hands feature a triad of tiny teeth-like blades Makinoans hail from the ocean planet Kinoa. Approximately 8000 years ago it was beset by increased heat from its local star when it inexplicably turned red, and the ice and snow that coated much of the landscape rapidly melted, causing a flood of biblical proportions. To survive, the ever-decreasing Makinoan population rapidly devised expert cloning technology to maintain their numbers. However, errors and accidents during this development caused the Makinoans to become sterile, their sexual organs entirely removed (Though gender dimorphism remained). As a result, to continue their survival they were forced to genetically engineer in themselves a method of stealing life force from other creatures, which they began breeding as cattle. Experiments were attempted to return their breeding capabilities, but thus far nothing has proven successful, resulting in thin or fragile eggs or deformed hatchlings. Makinoans are not inherently evil, merely caught in circumstances that necessitate dark acts. They are usually friendly when meeting a new race, and are quick to demonstrate their technological capabilities to create an opportunity for friendly relationships. They are pacifists at heart, their defensive technology second only to their cloning and stasis technologies. However, their pacifist natures do not get in the way of their species’ survival. Combat Amphibious (Ex): Although Makinoans are aquatic; they can survive indefinitely on land. Despite this, the humidity in their ships is notoriously high. Poison: Fortitude DC 16. Initial damage unconsciousness, secondary damage unconsciousness for 2d4 hours. Delivered via its Steal Life attack, though it can be used to coat weapons and often is. Steal Life (Sp): A Makinoan that succeeds on its touch attack against a creature or that successfully grapples a creature can drain weeks from its life force and supplement its own. For every round in which the Makinoan continues to concentrate whilst touching or grappling the creature, it drains 1 point from an ability score of its choosing (It must choose a different ability score each round, and cannot drain one again until it has drained the others) and for every point drained it becomes one week younger. Any creature so affected can make a DC 23 Fortitude save to negate this effect. As the drain continues, the victim shrivels and apparently ages rapidly, eventually becoming nothing but a dried husk. If the Makinoan is killed whilst so feeding on a creature, the ability drain is partially negated, as half of the drain to each ability score (Rounding down) is restored. The saving throw is Constitution-based and includes a +2 bonus from the Ability Focus feat, the ability mimics an 8th level spell. Skills: Makinoans get a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. They can always choose to take 10 on a Swim check, even if distracted or endangered. They can use the run action while swimming, provided they swim in a straight line. Makinoans as characters +6 Constitution, +4 Intelligence, +2 Dexterity and Charisma Darkvision out to 60 ft. Racial Hit Dice: A Makinoan begins play with 2 levels of Monstrous Humanoid, which provide 2d8 hit dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, Will +3 Racial Skills: A Makinoan’s monstrous humanoid levels give it skill points equal to 5 × (2 + Int modifier, minimum 1). Its class skills are Concentration, Diplomacy, Search, and Swim. Makinoans have a +8 racial bonus on Swim checks to perform some special action or avoid a hazard. They can always choose to take 10 on a Swim check, even if distracted or endangered. They can use the run action while swimming, provided they swim in a straight line. Racial Feats: Makinoans gain Virulent Poison as a bonus feat +4 natural armor bonus Natural weapons: Slam (1d6) Special Attacks (see above): Poison, Steal Life Special Qualities (see above): Amphibious Automatic Languages: Makinoan. Bonus Languages: Aquan, Common Favoured Class: Expert Level Adjustment: +2 Base Height Height Modifier Base Weight Weight Modifier Makinoan, Male 4' 10" +2d10+2 85 x(2d4) lb. Makinoan, Female 4' 8" +2d10+2 83 x(2d4) lb. Adulthood Barbarian/Rogue/Sorcerer Bard/Fighter/Paladin/Ranger Cleric/Druid/Monk/Wizard Makinoan 15 years +2d6 +3d6 +4d6 Middle Age Old Venerable Maximum Age Makinoan 30 40 50 +2d10 years Makinoan Ships Aweigh: Huge vehicle; Seaworthiness +0; Shiphandling +5; Speed wind x 20 ft. (Perfect); Overall AC 3; Hull hp 300 (hardness 20); Section AC 3; Ram 2d6; Space 15 ft. by 5 ft.; Height 5 ft. (draft 5 ft.); Complement 8; Watch 1; Cargo 4 tons (Speed wind x 15 ft. if 2 tons or more); Cost 30,500 GP Binnacle: Gargantuan vehicle; Seaworthiness +2; Shiphandling +5; Speed wind x 35 ft. (Good); Overall AC 1; Hull sections 4 (sink 1 section); Section hp 300 (hardness 20); Section AC 3; Ram 3d6; Space 30 ft. by 10 ft.; Height 10 ft. (draft 5 ft.); Complement 15; Watch 3; Cargo 30 tons (Speed wind x 25 ft. if 15 tons or more); Cost 34,500 GP Windlass: Colossal vehicle; Seaworthiness +6; Shiphandling +1; Speed wind x 30 ft. (Average); Overall AC -3; Hull sections 240 (sink 60 sections); Section hp N/A (hardness N/A); Section AC 3; Ram 6d6; Space 150 ft. by 40 ft.; Height 20 ft. (draft 20 ft.); Complement 500; Watch 20; Cargo 500 tons (Speed wind x 20 ft. if 250 tons or more); Cost 90,000 GP Fighter Ship – Kraken The Kraken appears, as its name suggests, similar to a squid, with aesthetic tentacles forming the pointed front nose of the ship and the head section composing the crewed tail section. The solar sail of the ship seeps out of the nose section with the tentacles holding it taught. Because of their design and method of propulsion, all the weaponry is held at the rear of the ship, which is usually 5 Hulkbuster or Meteoric Missiles (As this means their ammunition is limited, they often operate in strafing runs, returning to the parent ship to resupply). Huge vehicle; Profession (pilot) +1; Speed Fly 80 ft. (average); Overall AC 3; Overall HP 60 (hardness 15); Ram 1d6; Space 10 ft. by 45 ft.; Height 10 ft. (Draft 5 ft.); Complement 2; Watch 1. Cost 43,000 GP City Ships - Arken, Cialarm, Feltitus, and Usulatin Coming from an oceanic planet, Makinoans build the hulls of their ships from the readily available Riverine, and as such their cityships are fairly rare to see. However, those that are seen are extremely difficult to destroy by conventional means, given the impervious nature of Riverine itself. As a result, Wipeout Cannons are typically the primary weapon in a fight against a Makinoan cityship. Cityships of this race typically hold enough cloning pods to repair 1/10th of their watch (About 29 pods). A Makinoan cityship appears similar to a colossal squid, with long, non-functional, tendrils flanking the main pointed body of the ship. Colossal vehicle; Seaworthiness +6; Shiphandling +8; Speed wind x 200 ft. (average); Overall AC -5; Hull sections 770 (sink 40 sections); Section AC 3; Ram 3d6; Space 960 ft. by 240 ft.; Height 70 ft. (draft 20 ft.); Complement 294,910; Watch 295; Cargo 4,600 tons (Speed wind x 150 ft. if 2,300 tons or more); Cost 755,620 GP Makinoan Artillery Unlike most weapons, Makinoan weapons are designed primarily not to harm their victim, but to subdue or inhibit them, so that the Makinoans who retrieve them can use them as cattle to feed off of. As a result of their mastery of defensive technology, most of their weapons are also projectile or remote-operation based, designed to cause as little physical harm as possible and instead disable their targets. Aeconation Mine – The Aeconation Mine is by far one of the most powerful mines in the Makinoan arsenal. It appears virtually identical to a Scatter Mine, a 5 ft. diameter sphere of mithral (Modified, Hardness 50, 80 HP/inch), but lacks the spines and is instead coated with strange writings and runes that seem almost to spiral around the sphere persistently. Aeconation Mines can detect all non-Makinoan creatures within 300 ft., and from detection a sequence of events occurs instantaneously. All creatures on coexistent planes within 50 ft. of the mine are forced onto the Material Plane, and teleportation magics targeting any area within 55 ft. of the mine are delayed by 3 rounds (The mine is aware of any such magics). If damaged by up to half its hit points, an Aeconation Mine can trade places with another identical mine within 110 ft. Aeconation Mines are perhaps best because of their optional attack methods. When they are set to kill those that they ensnare, they release a cloud of acidic fog identical to a Acid Fog spell lasting 13 rounds at a time. But if set to instead capture, they target a creature within 230 ft. each round and entangles it in chains composed of light. These chains impose a –2 penalty on attack rolls and a -4 penalty to effective Dexterity. Moreover, the chains are anchored to the nearest immobile object, often a meteorite, preventing the bound creature from moving. An entangled creature attempting to cast a spell must succeed on a Concentration check (DC 15 + spell level) or lose the spell. The chains automatically constrict the bound creature for 3d6 points of nonlethal damage per round unless the mine commands the chains not to deal damage during any given round. The constricting chains have AC 20, 65 HP, and damage reduction 10/magic. They are immune to energy-based attacks, non-lethal damage, and all spells except dispel magic and similar effects. They are not subject to critical hits. Half of all damage dealt to the chains (rounded down) is transferred to the victim. A successful DC 32 Strength check breaks the chains. An entangled creature can also attempt to escape (requiring 1 minute) with a DC 40 Escape Artist check. The chains last for 13 rounds at a time. All of these effects are technologically based and therefore are, unless noted, immune to dispel magic and antimagic effects. Cost: 741,000 GP Weight: 5 lb. Hulkbuster Missile – This weapon is used by Makinoans to capture victims to be used as cattle. When fired, it travels at 90 ft. per round for the first 5 rounds after its launch and then 60 ft. for the remaining 45 rounds that they can travel. Upon impact with a solid mass, it deals 1d8+1 damage for every 10 ft. of straight-line movement immediately prior to impact, ignoring Hardness less than 20. However, a Hulkbuster Missile is incapable of actually holing a ship unless it is forcefully removed. Its primary purpose is instead to infect the crew with a disease known as Life Blindness produced in a fog-like cloud from the warhead of the missile. The cloud obscures all vision, even darkvision, beyond 5 ft. Creatures within 5 ft. have concealment, and those further away have total concealment. A moderate wind disperses the cloud in 4 rounds, or 1 round with a strong wind. Those within a 20 ft. radius from the missile must succeed at a DC 21 Fortitude save or lose all ability to perceive living creatures, including plants. See page 30 of the Book of Vile Darkness for more details on Life Blindness. On a vessel, a hulkbuster missile takes up an area 5 ft. square. It is a single fire weapon, so its launch tube must be refilled each time it is fired before it can fire again. However, a retrieved missile can function again if repaired sufficiently. Cost: 113,000 GP Weight: 4 lb. Meteoric Missile – A meteoric missile appears a dart-shaped spike 8 inches long and composed of adamantine (Hardness 20, 320 HP, ignores hardness less than 20). Such a missile is unique in that, whilst its ordinary impact damage (2d6 per 10 ft. travelled immediately prior, 120 ft. range increment) is mediocre at best, it can sacrifice parts of itself to deal more damage, effectively reshaping itself into a more effective form against the desired target. When a meteoric missile strikes a target, it can sacrifice any multiple of 10 hit points up to its own hit points –10. Doing so allows it to increase its damage by +1d6 per 10 hit points sacrificed. On a vessel, a meteoric missile takes up an area 5 ft. square. It is a single fire weapon, so its launch tube must be refilled each time it is fired before it can fire again. However, a retrieved missile can function again if repaired sufficiently. Cost: 5,005 GP Weight: 4 lb. Scatter Mine – A Scatter Mine appears as a large steel sphere 5 ft. in diameter with very small spines very slightly jutting from within. Scatter Mines are normally left in an area in preparation for an ambush on a ship, but can also be used in combat as well. Their function is to locate non-Makinoan life within 920 ft. of its position. Any such creature within range can attempt a DC 20 Will save to avoid detection. When it successfully locates such a target, it instantly teleports to within 30 ft. of it and releases its spines. All creatures within 30 ft. of the mine must then succeed on a DC 20 Reflex save or be pierced by a spine and take 1d4 damage. Further, the spines are coated in Makinoan poison and must succeed on a DC 21 Fortitude save or fall unconscious. 1 minute later, they must succeed on a second Fortitude save or fall unconscious for 2d4 hours. Immediately prior to attacking, it sends a message to the nearest Makinoan ship defining the ship’s location, as Interplanar Message. Cost: 318,500 GP Weight: 5 lb. Slum Ball – A Slum Ball is a handheld sphere that upon activation releases a blast that causes up to 10 HD of creatures within 50 ft. to make a DC 16 Will save or fall deep asleep immediately. Multiple Slum Balls can be placed with overlapping areas to increase their effectiveness when activated simultaneously. Each Slum Ball activated at the same time affecting the same creature adds +2 HD to the HD total of the target creatures and increases the saving throw DC by +2. The effect is otherwise identical to a Deep Slumber spell. Cost: 60,000 GP Weight: 2 lb. Makinoan Defenses Makinoans are masters of defensive technology, having had to rapidly develop means of surviving the increasingly turbulent environment of their home world. None in the Sendfri galaxy can contend with their defenses, but certainly they are not impenetrable, as those among the Dead-Nick Armada can attest. The most important or powerful of Makinoan ships have their hulls composed of Riverine, but virtually all others are hulled with ordinary steel. Castra Mine – In the same vein as the SM Mine and DR Mine, a Castra Mine appears virtually identical to an SM Mine but with a distinctly golden sheen. It produces light, occupies the same space, and is otherwise indistinguishable from an SM Mine. However, the true danger of a Castra Mine is its simplicity. An SM Mine produces a technological effect, identical to an Antimagic Field out to a 20 ft. radius from itself at all times unless commanded to do otherwise. Cost: 328,500 GP Weight: 12 lb. Cloning Pod – The cornerstone of the now-asexual Makinoan species, a cloning pod is a vital device with which they continue their existence when victims are not present to instead prolong their deaths. When a dead or near-dead (-9 HP or less, or dying from old age in the next 20 minutes) occupant is placed in the pod, it disintegrates the existing body and instantaneously produces a new body, which the soul of the deceased creature is placed into. This new body is effectively 8 months younger than the original. Whilst this technology would allow the race to live potentially indefinitely, it has a chilling side effect: With every use, the user slips closer to insanity as the soul continually moves from body to body, dealing with the realisation of the newer body at the same time. With each use, the user must make a DC 15 Will save +2 per previous use. Failure causes them to shift one step towards Chaotic Evil alignment, moving through the Good-Evil axis prior to the Lawful-Chaotic axis. Upon reaching Chaotic Evil alignment, they are immediately affected as though by Insanity (No saving throw). In a ship, a cloning pod takes up a space 10 ft. by 5 ft. and requires at least 150 points of acid damage to function once. Cost: 340,000 GP Weight: 20 lb. Dimension Rip Mine – A DR Mine is similar in appearance to an SM Mine, but is typically darker in colour almost to the point of black. A DR Mine can shift a single target each round from within 800 ft. to any other location within 680 ft. on the other relative side of the parent ship as a swift action. Targets and pilots of targeted ships can attempt DC 16 Will saves to avoid this. This allows the ship to avoid harm from missiles and other weapons, including entire ships weighing up to 175 lbs (However, in space, most objects have no physical weight, and so this stipulation typically applies only to targets on planetary bodies). Like an SM Mine, a DR Mine sits either stationary relative to its parent ship to a distance of 50 ft. or in synchronous orbit around it. It also emits light as an SM Mine and takes up the same space. Cost: 102,500 GP Weight: 12 lb. Path Clearer Missile – A Path Clearer Missile is designed, not to do harm to a ship, but to seal it away in a pocket dimension hidden inside of a small block of stone. The stone slab itself is 5 ft. square, whilst the pocket dimension is 400 square feet in size, more than enough to accommodate all but the largest of ships. The missile itself is consumed in creating the stone, which holds the target ship or similar object inside for up to 20 hours (Though the pilot can choose to end it at any point). Inside, the dimension appears as a dank cavern, containing enough breathable air to last those inside for up to 20 hours. However, whilst the Path Clearer Missile is predominantly designed to do as its name suggests, clear a path, it also has a secondary purpose. The area within the pocket dimension is continuously drenched in acidic rain, dealing 7d6 damage to unprotected surfaces and creatures each round. This secondary effect is subject to the pilot’s wishes, it can be deactivated as a free action prior to launching the missile. Range increment 120 ft. On a vessel, a path clearer missile takes up an area 5 ft. square. It is a single fire weapon, so its launch tube must be refilled each time it is fired before it can fire again. Cost: 120,009 GP Weight: 4 lb. Selective Molecular Mine – An SM Mine repels all loose metal or stone items weighing up to 500 pounds to 120 ft. away, as well as all fixed objects up to 3 inches in diameter. A single mine can repel only one object, so multiple mines are usually used on a ship to allow for multiple targets to be repelled. The mine itself appears as a 5 ft. deep steel sphere that sits either stationary relative to its parent ship to a distance of 50 ft. or in synchronous orbit around it. A number of such mines will often orbit a single parent ship, creating a stylised electron orbit effect. Additionally, an SM Mine can emit light varying from no light at all to illuminating a 60 ft. radius; the pilot determines the exact illumination. On a vessel, an SM Mine slots into a small pod mounted into the hull 5 ft. square with the mine itself jutting from the side half its width. Cost: 484,500 GP Weight: 12 lb. Stasis Pod – A Stasis Pod is a feature found on every single Makinoan ship, and is used to stave off the deaths of any crewmen not immediately needed, replacing beds on other ships. Those placed in it are held in stasis for any length of time, potentially eternity, as determined when initially placed. An unwilling occupant can attempt a DC 22 Fortitude save to negate the effect. Alternatively, Makinoans use stasis pods to keep their cattle alive on long journeys. In a ship, a stasis pod takes up a 10 ft. by 5 ft. space, and requires at least 200 points of acid damage to function in any given round. Cost: 762,500 GP Weight: 20 lb. Makinoan Energy Sources and Propulsion The Makinoan race was forced into a life on massive ships on the surface of their ocean planet after a massive polar meltdown flooded it and sunk their civilisation to the depths. As a result, they took the source of their plight, their red sun, and turned it into a power source. However, sunlight is insufficient to power all of the systems on their ships, and they also took to utilising volatile chemicals to fuel some technologies. Acidic Flux Generator – An Acidic Flux Generator (AFG) is a tangled web of piping around a central green-blue core, typically cubical in shape. When active, the core constantly shifts from green to blue colouring, and the piping emits an ominous dim yellow light. An AFG normally has up to 4 output pipes, from which an acidic compound is pumped when it is active. The acid deals 7d10 points of acid damage. However, they can be pushed to produce more acid, up to 10d10 points, but this is harmful to the device and deals 2d4 points of acid damage to it each round this strength is maintained (Hardness 10, 720 HP), finally detonating and releasing the acidic fog from the core upon reaching 0 HP. The central core of the device is a magically powered sphere, which holds the base acid that it replicates. If the core is removed, not only does the AFG not function, but when shattered the core produces an Acid Fog effect as a 17th level caster. To prevent accidental breaking, the core is coated in Riverine, and requires a DC 20 Disable Device check to remove. In a ship, an AFG takes up a space of 2 ft. cubed. Cost: 157,500 GP Weight: 20 lb Solar Sail – A Solar Sail is a massive inch-thick sail composed of improved adamantine (Hardness 60, 80 HP inch) 40 ft. square. When provided with fire energy, it converts every 20 points into 1 point of equivalent wind-thrust. Cost: 800 GP Weight: 1/2 lb. Solar Thruster X – When provided with 1 day of sunlight or similar effect (Such as the Daylight spell), a Solar Thruster X produces 20X points of fire damage in a cone 10 ft. wide and 60 ft. long for 2 days. On a vessel, a Solar Thruster takes up an area 10 ft. wide and 30 ft. long. On Makinoan vessels, they are usually mounted half inside the ship and half outside, appearing like massive pipes peering out. Cost: 4000*X GP Weight: 60 lb. |
| Lyinginbedmon02-23-07, 07:24 PM | Boshcorah Touched Ships As a ragtag group, the Boshcorah Touched have no unique ships of their own, their fleets entirely stolen from other species or acquired through dubious sources. Their flagship, the Interstellar, is a Greatship armed with technology from a number of species (Including the Armada, the Sovices, and the Makinoans) Fighter Ship – Soulreaper The only ship the Touched have designed entirely without theft (Though most components usually are), the Soulreaper dogfighter ship is a force to be reckoned with for sheer manoeuvrability and ease to fly. It appears as a streamed-back eagle, with the weaponry usually housed in the wings. Usually equipped with a pair of Devil Ark Bolts, or a single Reaver Messaging System. Large vehicle; Profession (pilot) +4; Speed Fly 60 ft. (perfect); Overall AC 4; Overall HP 30 (hardness 8); Ram 1d6; Space 5 ft. by 20 ft.; Height 5 ft. (Draft 2-1/2 ft.); Complement 3; Watch 1. Cost 46,000 GP City Ships – N/A The Boshcorah Touched possess no cityships. Their groups gather in large numbers of stolen ships instead. Boshcorah Touched Artillery The weapons of the Boshcorah Touched are usually those of their component races, or their victims, but there are a few weapons that they have themselves developed: Aegean Lugvast – A Lugvast is a type of gauntlet that is specially crafted to allow the wielder to effectively use them as a claw attack (A medium lugvast deals 1d6 damage) with a +2 bonus on attack and damage rolls. In addition, any creature struck by an Aegean Lugvast must succeed on a DC 11 Fortitude save or take a –10 penalty on attack rolls for 10 minutes. Cost: 76,002 GP Weight: 1 lb. Devil Ark Bolt – The primary ray weapon of Touched ships, a Devil Ark bolt is a beam of dark energy that deals 5d8 damage (Half of which is cold damage, the remainder of which is untyped) to a target within 100 ft. with a ranged touch attack. Creatures struck by the ray must succeed on a DC 13 Fortitude save or be stunned for 1 round. On a vessel, a Devil Ark Bolt takes up an area on the hull 5 ft. square Cost: 72,000 GP Weight: 5 lb. God Palmer – A god palmer is a device that wraps around the palm of a humanoid creature’s hand. It produces an effect identical to that of a Bestow Curse, Greater spell on a creature up to 30 ft. away (Save DC 22). These devices are usually given to the higher-up members of the Touched, who will often use one of the variant curses seen in Book of Vile Darkness. Cost: 240,000 GP Weight: 1 lb. Rappelo Mars GR – These devices are usually attached to a ship in pairs. A Rappelo GR (Named for the first ship it was used on) device creates a large fist-shaped image that can attack anything within 30 ft. from the ship it is attached, dealing 17d6 points of damage each round to everything in the 30 ft. diameter area (Reflex DC 23 for half damage). Airborne targets must succeed on a similar Reflex save or be forcibly ejected from the area affected. The pilot of a ship can redirect a Rappelo fist to a new target each round as a free action. On a vessel, a Rappelo GR device takes up an area on the hull 25 ft. square Cost: 306,000 GP Weight: 10 lb. Ripper Ball – A Ripper Ball is a small spherical device that can be made to roll along the ground in a specific direction at a speed of 30 ft. On command, the ball stops and emits a blast of quivering dark energy to all within 30 ft., who must succeed on a Will save (DC 14) or be immediately dazed and then fall unconscious for 1d10 minutes on the next round. During infiltration, a group of Touched will usually carry 2 or 3 Ripper Balls, along with an equivalent number of Screech Balls. Cost: 56,000 GP Weight: 1 lb. Screech Ball – A Screech Ball is similar in appearance to its Ripper counterpart, but is distinguished by a number of small dark holes in its surface. When a Screech Ball is commanded to halt, it releases a piercing screech that stuns all within 30 ft. of it for 1 round (Fortitude DC 14 negates) Cost: 12,000 GP Weight: 1 lb. Trek’ta’dru Generator – Stolen from an unknown species (From which it gains its name), a TTD generator creates a massive area of absolute darkness that only Evil-aligned creatures can perceive inside of. Typically the Touched will use this device in order to blind ships they wish to raid or eliminate. The effect radiates out to 1700 ft. and last for 17 hours before failing. A Blinding Glory Generator or similar device cancels out the effect. In a vessel, a TTD generator takes up an area 10 ft. square, as a BGG Cost: 306,000 GP Weight: 20 lb. Boshcorah Touched Defenses Due to their mixed-race heritage, the Boshcorah Touched have a significant number of exotic defense methods, and many give the aesthetic impression of doom (In particular, the Reaver Messaging System is a trademark, as the target hears numerous shrieking voices immediately before their demise) Glory Totem – A Glory Totem is a 4-foot diameter steel sphere that produces a Blinding Glory effect in a smaller area than that produced by a BGG. This allows a Touched vessel to fire it and then flee whilst ID38 is incapacitated. When activated, the totem flies at a speed of 100 ft. per round and upon command releases the effect out to a radius of 500 ft. for 5 hours. However, whilst they can be used more than once, their usage means they generally don’t survive the first use. Cost: 180,000 GP Weight: 10 lb. Haemlok Recaller – A Haemlok Recaller returns a ship to the evil node of its original shipyard or any location with an evil node it has since visited as a standard action. If such a node is already filled or has been destroyed, the ship is bounced to the next nearest node, each such bounce deals 2d6 points of damage to all creatures on the ship. Many Touched activity centres include an evil node of at least Class 1 status (Created via the Node Genesis spell), for just this reason. In a vessel, a Haemlok Recaller takes up an area 10 ft. square Cost: 240,000 GP Weight: 10 lb. Internal Conjuration System – An ICS locates the nearest enemy forces within 50 ft. of the unit and summons a number of undead within 10 ft. of them as per the Summon Undead V spell. On a vessel, an ICS takes up a space 5 ft. square. Cost: 50,000 GP Weight: 10 lb. Inter-Planar Drive – An Inter-Planar Drive provides equivalent wind thrust 3, and allows the ship to which it is attached to shift from one plane to another as a full-round action. After shifting, the ship and all its contents appear on the equivalent location on the new plane. Any creatures not wanting to shift can attempt a DC 23 Will save, in which case they are left behind as the ship changes planes. In a vessel, an Inter-Planar Drive takes up an area 20 ft. square Cost: 668,000 GP Weight: 20 lb. Reaver Messaging System – RMS works by supplanting a target with 25 Message effects, then afflicts them with a Reciprocal Gyre effect, dealing a total of 25d12 damage to the targeted creature within 190 ft. of the base unit. Mounting the messages takes time; it takes 13 rounds for 1 unit to apply them (2 per unit each round if more than one is present). Each unit can take 2 standard actions, therefore if it applies the final Message in a round and performs no other actions it can cast the final Reciprocal Gyre spell. The victim can resist the effect of the RMS by making a DC 17 Will save for half damage. If they fail their saving throw (And survive the damage), they must also make an additional DC 17 Fortitude saving throw to avoid being dazed for 1d6 rounds. In a vessel, an RMS unit takes up an area 5 ft. square Cost: 91,000 GP Weight: 10 lb. Temporal Drive – Developed ahead of the Armada Inter-Temporal Gateway, a temporal drive allows an entire ship to travel through time as the Teleport Through Time spell. This technology gives the Touched a significant tactical advantage over the Armada in the realm of temporal travel, so the Armada typically makes extreme motions to prevent any ships from utilising such a drive. A temporal drive provides an equivalent wind thrust of 2. Cost: 866,000 GP Weight: 20 lb. Boshcorah Touched Energy Sources and Propulsion Coming from all walks of life, the Touched have few unique energy sources or propulsion, preferring instead to modify those of other races, in particular that of the Armadas. |
| Lyinginbedmon02-23-07, 07:30 PM | Phew, that's all the info I have at the moment, boy it's a lot more than I remember :gah: Now, you're all probably wondering what I'm doing posting all of this right? Well, truth be told, I need some help. I've got all this info, but I'm not sure if it's all balanced, and I could use a hand working out the details of some more astral phenomenon, or more creatures/races. Simply put, the wealth of info I have at the moment is a little too 'raison bran' :P |
| Adrez Nesnsid03-15-07, 12:25 PM | This is pretty cool :thumbsup: ! Unfortunately I'm not too good at judging game balance, but either way I like it. |