Wednesday, January 15, 2025

The Painted Mage [Hackmaster]

 

The Painted Mage is a variation on the traditional mage, perhaps surprisingly developed by the grel, but spread from there by escaped grel prisoners. Their art remains rare, and its origin as a grel corruption of pixie-fairy magic makes it controversial, but its practitioners are enthusiastic about the great potential of being a painted mage.

The Whole-Body Spellbook
Painted Mages can learn and prepare spells much like other mages, though they cannot memorize their highest level of spells... a 1st level painted mage will know 2 Apprentice, 1 Journeyman, and 1 First level spell. However, they cannot memorize that 1st level spell, only cast it without memorization, or through their tattoo. At 2nd level, they would be able to memorize a 1st level spell, but not a 2nd, at 3rd they could not memorize a 3rd level spell, and so on.

What makes Painted Mages unique is the art that gives them their name; they are covered in tattoos. Each tattoo is a spell, and each tattooed spell can be cast as if it were memorized, and without additional spell components. Because of this, Painted Mages will have many, many tattoos, often seeking to cover their body in their spell knowledge. This art is not without its costs, however.

First of all, the spell must be known, then turned into a tattooed representation. This requires Arcane Lore and Magical Transcription, but also Advanced Mastery in Artistry: Drawing. Like deciphering a spell scroll, this task is easier if the mage can take their time with it; it is Very Difficult to do this in one hour, but each doubling of time reduces the difficulty by one level; Difficult at two hours, Average at four, Easy at eight, and Very Easy at 16 hours. At the end of this time, the Painted Mage must make both Artistry and Arcane Lore checks; failure on either means that the creation is flawed  Using a tattoo that failed in this stage increases the SVR of the spell by the degree of failure of the design; add the amount by which the Arcane Lore and Artistry checks failed by, divide by 10, and round up; that is the increase to the SVR of this spell, whenever used. Another Painted Mage can check the designer's work; this takes only ten minutes, and will require an Average check for both Arcane Lore and Artistry: Drawing.

The design must then be tattooed on one's body, a delicate and painful process. The tattooist must have at least Advanced mastery in Artistry: Drawing, and proficiency in tattoo needles. Mastery in Arcane Lore and proficiency in Magical Transcription are helpful, but not necessary; proficiency in Magical Transcription adds +5% to the Artistry check, as does each mastery rank in Arcane Lore. Inscribing the tattoo is an Average Artistry: Drawing check, and requires an hour per level of the spell (minimum one hour), and costs as much as transcribing a spell into a spellbook (on page 147 of the PH; this does not include paying the tattooist), plus the costs of any material components or catalysts.
Acquiring the tattoo only does 1d3p damage, but the Painted Mage experiences pain as if taking a wound equal to that damage, plus 1/10th the spell point cost of the spell; if it exceeds their Threshold of Pain, they will need to make a trauma save. If the Painted Mage fails the trauma save, then the Artistry check becomes Difficult, unless someone is able to restrain the mage (contested Feat of Strength between the mage and whoever is restraining them), or the mage fails the trauma save so badly that they pass out. Weaker Painted Mages will often use magic or drugs to avoid the pain, but this is seen as shameful; doing so reduces their honor by 2 points. Being restrained or fainting during the tattooing reduces honor by 1 point... sure, you didn't tough it out, but at least you TRIED.
Painted Mages may try to tattoo themselves. However, the tattoo must go someplace they can reach (usually the chest or legs), and it becomes a Difficult artistry check. Obviously, if they fail a trauma save, they cannot continue their tattoo, so many more will use magic or drugs to resist the pain. On the other hand, tattooing your own spell is pretty hard core, and doing so grants two honor.
Failure during the tattooing process can be disastrous. A failure on the Artistry roll by less than 10 can be "touched up", an Average artistry test. Failure by more than 10 means that the spell created is flawed. A flawed spell will see its SVR increased by 1 point for every 10 points, or portion thereof, by which the artistry roll failed. Of advantage to the painted mage, however, is that a flawed, but unhealed, spell can easily be erased with magical healing. Once the spell is healed, removing it is a much more difficult process.
Once the spell is tattooed, and the wound heals (the actual wound is only 1d3p, remember, but cannot have magical healing applied), the spell may be used forevermore as if memorized.

***

Sidebar: Tattooing Proficiency (1 CP/3CP)

Tattooing is the art of putting permanent images into people’s skins. For 1 CP, the tattooist is familiar with the use of a knife and rubbed pigments to create the image. For 3 CP, the tattooist is familiar with the use of needles and a hammer, as well. Using needles results in a less damaging tattoo and faster recovery time; a knife-made tattoo is also less capable of detail or varied colors. Knife-made tattoos impose a 20% penalty on the artist’s Drawing skill.

All tattoos inflict a wound upon the recipient; those made with needles inflict 1d3p points, while those made with knives inflict 2d6p points of damage (this assumes a tattoo roughly the size of the grel’s hand; truly large and elaborate pieces may be more). During the healing of this wound, no magical healing can be applied to the wound; if it is, the pigment will be expelled. Tattoo wounds can benefit from First Aid, and tattoo wounds should be monitored to avoid infection.
Tattooists are usually paid 1 cp per hour per level of mastery in Artistry: Drawing.

Prerequisite: Average skill in Artistry: Drawing.

***

Tattooed spells must be touched to be cast. The Painted Mage touches the tattoo as part of the casting process (adding nothing to the casting time, if the tattoo is easily accessible), and performs the verbal and somatic components. If the spell was transcribed and inked correctly, the spell will function as normal, with normal chances of spell mishap based on the current situation (armor, damage, distraction, etc.). The painted mage can amp spells, as any other mage can. If the spell was transcribed incorrectly (failure in both Artistry and Arcane Lore during tattoo design, or failure during the tattooing), then the SVR is increased, and so is the risk and danger of a spell mishap.

The Limits of Tattooed Spells
In addition to the possibility of a failed transcription, the Painted Mage has a very real problem: There's only so much space on the body. A Painted Mage may only have a number of spell levels inscribed on their body equal to their BMI, plus their HP kicker for size. Thus, a human with a BMI of 20 would be able to have 30 levels of spells inscribed on their body; an elf with the same BMI would be limited to 25. Pixie-fairies do not become Painted Mages, as it takes up space that could better be given to their own tattoo magic. Apprentice and Journeymen spells count as 1 level.
Once tattooed and healed, a spell is more or less forever, without drastic action. With Expert First Aid and proficiency in tattoo needles, a difficult check can be made to remove a tattoo through bleaching the skin. This process takes as long as making the magical tattoo itself, and causes as much pain; on the bright side, the small damage from this can be magically healed. With less than Expert First Aid mastery, it can still be attempted, but it involves intentionally removing and scarifying the skin, then, hopefully, repairing the damage with healing magic. This process does 2d6p damage, and also inflicts pain equal to the spell point cost divided by ten, plus the damage of the wound.
Also, because tattoos are on the flesh, damage to the flesh can interfere with tattoo magic. Fresh wounds over a tattoo add an additional 10 SP per point of damage to the cost of that spell, and these additional points are a form of amping up of the spell, which can increase the SVR. The painted mage can get around this, if the damage is severe enough, by casting the spell without memorization, but they will then need the normal components and catalysts.

Minimum Requirements
Painted Mages have a minimum intelligence of 8, and a minimum constitution of 12. While they have no minimum size, they benefit from a high BMI.

Skills, Talents, and Proficiencies
Painted Mages begin with the Magical Transcription and Tattooing (Needle) Proficiencies. They begin with one purchase of Literacy (in their own language), Arcane Lore and Artistry: Drawing for free, but they must make additional purchases of Artistry: Drawing until they possess Advanced Mastery. They do not gain additional mastery in Arcane Lore automatically, but may, on odd levels, make one purchase Arcane Lore for 5 BPs. When they purchase Artistry: Drawing, they gain +2 on mastery rolls, unless their bonus from attributes is better.

Beginning Spells
Like other Mages, Painted Mages begin with two Apprentice, one Journeyman, and one first level spell. Any of these can be inscribed on their body. Painted mages often do maintain a traditional spellbook but, as their spells are written on their flesh, they are less likely to carry it with them.
As with other mages, a Painted Mage who seeks out spell knowledge during their level training will be able to transcribe a new spell equal to their new level. This may be transcribed into their flesh at the usual cost in silver, but the checks are considered to be passed automatically.

Painted Mages use the "Mage Advancement Table" from page 59 of the Player's Handbook.

Monday, December 23, 2024

Mutant Rise Released! [Savage Worlds]

 Now, on DriveThruRPG: Mutant Rise! Mutant animals in a cyberpunk future! Includes Lifepath character creation, hacking the Eternal Mall, and using contacts in your Savage Worlds games!

Hue and I worked really hard on this, and his art is fantastic!




Sunday, December 22, 2024

Artificers for Hackmaster

  Artificers practice a rare form of magic; they do not simply learn spells from books, they construct them, by hand, slowly building what wizards only read about. What they create is a device that runs on spell points. Once created, they have several advantages over cast spells; creating them, however, is the work of weeks, and the investment of many, many, many pounds of silver, and not a small amount of blood, sweat, tears, and elbow grease.
As a note, while Artificers are not explicitly an NPC class, they are one that requires significant in-game downtime to improve their magical abilities. I'll also add that I don't necessarily suggest them for Tellene; while they have the rules to work in Hackmaster, they're a bit off the vibe for Tellene (like my Dragonborn and Warforged conversions).

Artificer Magic

Artificers create "arcane devices", which mimic mage spells when activated. However, they mimic very PRECISE mage spells; once created an artificer's device cannot be changed. A mage can choose to spend more spell points to increase the duration or DR of their Illusory Leather Armor when casting; an artificer can, too, but only when they make the device. If their Illusory Leather Armor device provides a DR of 4 for 9 hours, it will always provide a DR of 4 for 9 hours, and always cost 90SP. And making the device will not be fast.
Arcane devices are devices, not simply wands or staves. They have moving components; they may be a puzzle box, which is activated by solving it. It may be a tool, striking flint against steel and, instead of a shower of sparks, shooting a ball of fire. It may be a key that turns in a lock, a staff which folds, or some other mechanical action that results in the magical effect.

Creating Arcane Devices
Artificers start from mage spells, written in spell books; they can design a schematic entirely on their own, but that is far more time-consuming and expensive. It is usually easier to just crib their notes from a mage. They do know Magical Transcription, and can learn these spells from scrolls. When learning a spell from a mage, they must use Arcane Lore checks to decipher them, just as mages do with scrolls. Likewise, a mage can learn spells from an artificer's spell book, though the artificer's transcription has been described as "verbose"; their spell books require three times the vellum, and four times the cost of a mage's spell (they also use a lot of ink, in varying colors). Mages must also decipher artificer spells, but the difficulty is one easier; two hours with an artificer spell is an Average check, a day is Easy, and a fortnight is Trivial; artificers have many more details to record than a mage does, and so communicate things mages do not.

Additionally, creating an arcane device requires tools. Their required tools are an eclectic mix, specific to each artificer. A full set of artificers tools is about 100 silver pieces, and weighs over 100 pounds; it includes hammers, clamps, one or two small anvils, wire cutters, and a variety of other tools. Young artificers seldom begin with a full set of tools, and even experienced artificers may make do with less. Time to build devices is increased by 100 - (the silver piece value of the artificer's tools) percent; if the beginning artificer has 35 sp worth of tools, then their 7-day item will require 7 days x 165%, or 11 and a half days to build, as they create work-arounds with the tools they have. Improving one's tools is subject to availability, but much of what they need can be acquired from normal toolmakers; the availability is similar to the tools of a carpenter or blacksmith. An artificer cannot decrease time spent by acquiring more and more expensive tools; pro-grade (and higher) tools for their various crafts help with the percentages, not with the time required.

Once the schematic is known, and the tools are gathered, the artificer begins to build the device. Building the device will require a number of weeks equal to the level of the spell (minimum 1), and a number of silver pieces equal to its spell point value; the aforementioned Illusory Leather Armor device will require 2 weeks of building, and 90 silver pieces (the usual 60, plus the increased strength and duration). These prices change with Availability; in High Availability areas, they are increased by 10%. In Medium areas, they are increased by 15%, and by 20% in Low areas; in some circumstances, these prices may change, but if the artificer is in a place with somewhat regular trade, they can take an additional week to reduce the penalty by 5%, three weeks to reduce it by 10%, or six weeks to reduce it by 15%. An established artificer might avoid these increases, but it requires being rather dedicated about making one's home a junkyard. Additionally, if the spell has components, the artificer will require one such component per week, or portion thereof, of work; if tools or crafting failures extend the required time, then additional components will be required. If the spell has a catalyst, only one copy of the catalyst needs to be available.

Each week (or portion thereof) the item is under construction, the artificer must make an average Arcane Lore check, and an average check against Blacksmithing, Carpentry, or an appropriate Crafting skill, chosen by the GM, from among those possessed by the artificer (the artificer will not design devices that they have no idea how to make). If the GM wishes to make a random determination of which skill is chosen, roll 1d6; on 1-3, it is the highest, on 4-5 it is the next, and on 6, it is one of the lower skills. Failure on one check indicates that no progress is made this week; our aforementioned Illusory Leather Armor rod will now take an extra seven days. Failure on both checks wipes out a week's progress; if no progress has yet been made, then 1d6*10% of the device's components were ruined and will need to be replaced. It also exposes the artificer to spell mishaps, at a volatility dependent on the specifics of the device being created; our Illusory Leather Armor device from above would face an SVR of 10, as it is an Amped Up casting of an 2nd Level spell.

An arcane device will weigh half its level in pounds, and be size small if under 3 pounds, size medium if under 6 pounds, and size large if larger. This is the weight of the device itself, not any other item involved (so the Embrightener below may only weigh half a pound, but there is still the weight of the lamp it is to be attached to). Weight can be reduced by increasing the effective spell point cost (for design) by 1 point per ounce, or 16 points per pound. This change does not increase the cost for use, just the cost to design and build the device. Increasing the size of the device does not reduce the cost, but does make crafting checks during building easier, to the tune of +5% per pound added (to a maximum of 5 additional pounds). Pixie-fairy artisans don't reduce this size.

To summarize, designing and building an arcane device takes a number of weeks equal to its level (minimum 1), and a number of silver pieces equal to its spell point value. Artificers must first devise a schematic, either developed from mage spells, or those of another artificer. They require 100 silver pieces worth of tools to be fully effective, and the price of devices will increase depending on the local market. Each week of crafting requires an Arcane Lore check, and a check against a crafting skill. Failure on those checks can increase the time needed, or even destroy components.

Using Arcane Devices
Once constructed, an artificer uses an arcane device as somewhere between a spell, a scroll, and a piece of equipment; like equipment, they must ready it, with the attendant cost to their speed. Like a spell, they must perform the casting time, and spend the spell points. All effects of the spell are as specified when the device was created. Artificer magic does have some advantages over casting spells, offset by the weight and lack of flexibility.

Anyone using an arcane device benefits from the Mitigate Spell Fatigue talent; penalties of -3/-15%, and able to move at a walking pace; if they already have that talent, they act as if they had it a second time (penalties reduced to zero). Additionally, arcane devices have a spell fatigue duration of only their casting time, or five seconds, whichever is longer. This benefits normally from Diminish Spell Fatigue (reducing the spell fatigue by 1 per purchase). Arcane devices do not usually suffer spell mishaps, unless the device is broken (see below). Saving throws of arcane devices are at the user's own level, or the level of the artificer when they made the device, whichever is lower. An artificer using an arcane device for which they know the schematic always uses their own level.

An artificer automatically knows how to use any arcane device which they have constructed. Others encountering the device must either be taught, or decipher how to use it. This has the same difficulty levels as deciphering a scroll, but if the artificer who created it is present to instruct them, it is two difficulties easier. If someone, not the creator, who knows how to use the device is present, it is one difficulty easier. Artificers encountering another's devices always find it one difficulty easier, or can do so automatically if they have deciphered the schematic used to create device (even if they are not, themselves, able to create the device). Note that two different artificers, making a device with the same effects, will usually make two different devices; the only exceptions are when one has learned how to make it from the other artificer.

Destroying and Repairing Arcane Devices
Things get broken, especially when taken into dangerous situations. Deliberate attempts to damage an arcane device should be resolved as with shield damage (with the size of the device standing for the size of the shield), but arcane devices do not benefit from "shield damage" ratings... a heavy crossbow does 2d10p to an arcane device. This applies regardless of the construction of the device, as, while you might have made the case from steel, the inner workings are still delicate.

An arcane device not currently in use (one with no active effect, and not being cast through at this time), suffers no mishap when attacked or broken. If the device is in use (during its casting time, or with a currently active effect) when attacked, but not broken, it suffers a mishap at the appropriate SVR; our Illusory Leather Armor device above will have an SVR of 10 (note that this requires attacking the device itself, not, necessarily, the person wearing it). If it is broken while in use, the SVR is increased by 5.

An arcane device that is damaged can be repaired by any artificer. If the artificer has the schematic used to create it, then repairing the device takes 1d10*10% of the time and cost to create it. If they do not have the schematic to repair it, it will require 2d10*10% the time and cost to create it. Magic cannot be used in the repairing of arcane devices. A difficulty many artificers will encounter, when attempting to repair an item they did not create, is that the creator may have used different skills than they, themselves, have. If the creator made extensive use of glassware, an artificer who is not a glazier will have a hard time repairing it. If the artificer does not have the skill, themselves, the average crafting check each week increases to difficult, or more. At the GM's option, the artificer may not be able to complete the work at all (for example, someone without skills as a glazier attempting to repair an arcane lantern).

Some Sample Arcane Devices

Embrightener: The Embrightener is a normal oil lantern; the arcane device is a series of lenses which, when properly aligned, brighten the light of the lantern, extending its range by 50% for 10 minutes. As it is based on an Apprentice spell, this device begins at 1 week and 30 silver pieces.

Clockwork shield: A small device, worn on the forearm, the clockwork shield creates a Magic Shield for 1 minute, that will absorb up to 20 points of damage. Based on a 1st level spell, this device is 1 week and 60 silver pieces (50 for the 1st level spell, +10 for two more HP of damage capacity). Note that once the spell's damage capacity is depleted, the effect ends. Damaging the device means overcoming the DR of the magical shield, and still doing enough to threaten the device.

Hypnosis Device: A pyramidal shape, with a carefully crafted, glittering, glass crystal at the center, held by adjustable wires, the Hypnosis Device casts a Charm spell. Normally, it would be 2 weeks to design and 60 silver pieces, but the creator wanted it lighter, so it is 68 silver pieces, and weighs only half a pound.

Bomb-rock Chucker: The bomb-rock chucker is a man-portable catapult, looking like a staff-sling with a joint in the middle. When used to lob a stone, it turns it into a Force Grenade, inflicting 4d6p damage on a 10' radius. This device will require 8 weeks of work, and 120 silver. The creator made it larger, so it it weighs 9 pounds, instead of 4, and so has a +25 to the carpentry skill needed to create it.

The Artificer Class

The Artificer class is the master of artificer magic, creating arcane devices that allow them to use magic of all sorts. They are often also tinkers; educated and literate, but with a passion for devices and intricate puzzles.

Learning Spells and Schematics
Artificers learn spells in a manner similar to mages, and must maintain a spellbook (though, as mentioned above, their spell books weigh three as much as mage's spell book). Like mages, they are limited in their spell knowledge according to the Mage Spell Cognition table in the Player's Handbook. These spells represent those magical effects that they have mastered to the extent to which they can create new devices based on them. Artificers may learn any spell up to their own level, subject to the limitations on the Mage Spell Cognition table.

Artificers are not limited, however, in the realm of schematics; the instructions on how to create and use a specific arcane device. They may decipher and use any number of arcane schematics, but, without knowledge of the underlying spell effect, they cannot create any variation on that device; an artificer may know how to create an Embrightener, but, without knowledge of the Amplify Illumination spell, they could not create one that makes light even brighter, or make the effect last longer.

Artificers begin with knowledge of four spells... Repair, and one additional spell from the Apprentice, Journeyman, and First levels. Upon gaining a level, they may spend a week in research or tutelage, and add a spell of their new level.

Casting Spells

While artificers can make arcane devices according to their class level, they are not good spellcasters. At 1st level, they may only memorize Apprentice spells. At 2nd, they can memorize Journeyman spells, 1st level spells at 3rd level, and an additional level of spells every odd level thereafter (2nd at 5th, 3rd at 7th, up to 9th level spells at 19th level). Their level for saving throws of cast spells is halved, rounded up. With the exception of Repair, they cannot cast any unmemorized spells; Repair, when unmemorized, still requires twice the spell points.

Proficiencies:
Artificers may acquire proficiency in Low and Minimal Skill weapons at the usual cost, and may specialize in them at 8 BP per category. Medium and high skill weapons require twice the usual BPs, and are specialized at for 10 BP per category. Weapon talents for any weapon are at the usual cost. They are proficient in Light armors, and may acquire shield or other armor proficiency at the usual cost. Note that artificers do not have any special ability to resist spell failure or mishaps while spellcasting; elves are counted as mage/thieves, and warforged as fighter/mages, but all others use the "non-Elf Mage column."
Artificers begin with the Maintenance/Upkeep and Magical Transcription proficiencies for free, though their transcriptions require three times as much vellum and four times as much silver.

Bonus Skills
Artificers begin with a free purchase in Arcane Lore at first level, and receive additional points in it equal to their Intelligence Mastery Die Modifier every level. They also have a free purchase of Literacy, Blacksmithing/Metalworking, Carpentry/Woodworking, and one other Craft skill of choice (including Craft, Leatherworking, and Pottery). At each level, they may take another free purchase in Blacksmithing, Carpentry, or a Craft skill they already know.

Purchasing Other Skills
Artificers may purchase the following skills at the prices listed in parenthesis:
Appraisal (2), Artistry (1), Blacksmithing/Metalworking (1), Carpentry/Woodworking (1), Craft (1), Disarm Trap (8), Identify Trap (8), Leatherworking (1), Lock Picking (6), Pottery (1), Rope Use (1), Trap Design (10).

If an artificer purchases any of these skills, modify their mastery roll by +2, or by the relevant modifier, whichever is greater.

Beginning Equipment, Silver, and Devices
Artificers begin with the standard amount of silver, but at least one-half of that must be in tools. They also begin with one device for each of the spells they know, designed to their specifications.

 

Level

Hit Die (d6)

Attack Bonus

Initiative

Total Spell Points

1

1

0

+2

140

2

1+rr

0

+2

190

3

2

+0

+2

260

4

2+rr

+0

+2

340

5

3

+1

+1

430

6

3+rr

+1

+1

530

7

4

+1

+1

640

8

4+rr

+1

+1

760

9

5

+1

+1

890

10

5+rr

+2

0

1030

11

6

+2

0

1180

12

6+rr

+2

0

1340

13

7

+2

0

1510

14

7+rr

+2

0

1690

15

8

+3

-1

1880

16

8+rr

+3

-1

2080

17

9

+3

-1

2290

18

9+rr

+3

-1

2510

19

10

+3

-1

2740

20

10+rr

+4

-2

2980