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

 

Wednesday, December 11, 2024

The Dragon Tonic

 So, in the late 90s, I was on a Dragonlance listserv. If you were on one, you know that they could just be a firehose of emails, especially if something controversial was going on, and moderator emails would be buried somewhere in the flow. So, if there was a controversial subject, and you were sufficiently hot-headed, you would not see "drop this now" messages from the mods until you'd fired off a response, and, because it was email, you couldn't say "oops" and delete the message.

I don't recall what I was right about, but I ran afoul of this, and, as punishment, I was required to write a short story, about two con-men trying to sell dragon parts as medicine. I decided that it was too much homework for a listserv, and didn't do it. And, so, for about 26 years, I've had this assignment in the back of my head. And, with the 40th anniversary of Dragonlance, I decided to do it. Maybe a bit different than the moderator wanted, but it is, at least, recompense for being right when I'd been told to stop.

The Dragon Tonic

Tuesday, December 10, 2024

Tirolian Space: Destroid Tomahawk Chassis

  Soon after the crash of the Robotech battle fortress on Aelois III, the human inhabitants of that planet began to reverse engineer and experiment with the technology. One of the first devices they produced was the Tomahawk frame of what became known as “Destroids”; large, bipedal, walkers designed to engage the gigantic Zentraedi on their own terms. In Aeolian fashion, this basic frame was outfitted with different weapon systems and accessories to serve different functions, and then given distinct names… the Anti-Aircraft platform known as the “Defender”, the missile boat referred to as “Phalanx”, and the multi-function assault platform, the eponymous “Tomahawk.”

As with the later battloids of the Southern Cross army, while these Destroids used a common frame, they were not capable of rapidly changing between roles; one could not easily turn a Defender into a Tomahawk, or a Tomahawk into a Phalanx. Doing so required significant engineering and sensor upgrades.
While largely humanoid in shape, the Tomahawk frame has one critical feature lacked by the more maneuverable Valkyrie battloids: the torso can turn 360 degrees easily and rapidly; thus, while the weapons may appear to be limited to the front arc, they are, in fact, all turret-mounted.

 

Destroid Tomahawk Frame

Craft: Various Designations depending on specific design

Type: Non-Transformable Battloid

Scale: Starfighter

Skill: Walker Operation

Crew: 1

Crew Skill: All skills typically at 4D

Cargo Capacity: 60 kilograms

Consumables: 1 day

Cost: 180,000 (new), 145,000 (used), both prices are black market value

Move: Depends on the loadout; the Phalanx is 25, the Tomahawk is 30, and the Defender is 35

Body Strength: 3D

 

Weapons and Equipment:

Defender:

M-996 78mm Anti-Aircraft Auto-Cannons (2)

Fire Arc: Turret
Skill: Starship Gunnery
Fire Control: 2D
Range: 10-300m/8km/16 Km
Space Range: 1/10/25
Damage: 5D per weapon; can be combined in groups of two or four, for 6D or 7D damage, respectively
Ammo: Each cannon can fire 60 times without reloading; reloading takes significant time and crew support.

 

Some versions have their auto-cannons replaced with the primitive laser weapons of Tirolian Space; those do not have an ammo rating, but reduce the damage to 3D per weapon (3D+1 or 4D+1 when fire-linked), and the range to half.

 

 

 

Tomahawk

HPC-155 Heavy Particle Acceleration Cannons (2)
The Heavy Particle Cannons are mounted in place of forearms or hands.

Fire Arc: Turret
Skill: Starship Gunnery
Fire Control: 2D
Range: 10-300m/4km/8 Km
Space Range: 1/5/15
Damage: 3D+1 per weapon; can be fire-linked to do 4D damage

 

TZ-IV Gun Cluster

The gun cluster  combines several anti-personell and anti-armor weapons into a single package. Unlike the other weapons, these are all Walker-scale weapons, rather than Starfighter-scale. Each Tomahawk has two such clusters, mounted on each shoulder.

25mm autocannon   

Fire Arc: Turret
Skill: Starship Gunnery
Fire Control: 2D
Range: 5-100m/400m/600m
Damage: 3D+1
Ammo: 20 shots (each)

14.5mm laser
Fire Arc: Turret
Skill: Starship Gunnery
Fire Control: 2D
Range: 5-100m/800m/1200m
Damage: 2D

Flame-thrower

Fire Arc: Turret
Skill: Starship Gunnery
Fire Control: 4D
Range: 5-50m/600m/180m
Damage: 2D+1
Ammo: 10 shots (each)

Grenade Launcher
Fire Arc: Turret
Skill: Starship Gunnery
Fire Control: 1D
Range: 5-100m/250m/500m
Damage: 8D+1
Ammo: 8 shots (each)

 

MDS-L-12 Multiple Launch Missile Pod (2)
Like the Gun clusters, the MDS Multiple Launch pods are Walker-scale weapons, designed for engaging tanks and speeders. One is mounted on each shoulder, near the chest.
Fire Arc: Turret
Skill: Starship Gunnery

Fire Control: 2D
Range: 5-100m/250m/500m
Space Range: 1/3/5
Damage: 7D
Ammo: 10 shots (each)

 

 

MDS-M-6 Air Defense Missile Launcher
Mounted in a pod above the right shoulder, the MDS-M-6 is designed as an anti-starfighter weapon.

Fire Arc: Turret
Skill: Starship Gunnery

Fire Control: 2D
Range: 30-100m/300m/700m
Space Range: 1/3/5
Damage: 8D
Ammo: 6 shots

 

Phalanx

The Phalanx mounts only one weapon system; massive barrels of long-range missiles, designed as anti-starfighter weapons. This variant is rarely used; it is often more efficient to mount smaller numbers of missiles on more platforms, but in the early days of the First Contact War between the Aeolians and the Zentraedi, limited numbers of pilots and platforms, faced with massive numbers of Zentraedi soldiers, made Phalanx-style large capacity launchers an effective use of resources.
The Phalanx has another advantage, and that is of multiple actions. Each round, up to four actions may be made, two per missile pod. These may be used to target one or multiple targets. Additionally, the parallel arrangement of missiles allows the Phalanx to fire a large amount of missiles at once; they may fire up to ten missiles per action.

MDS-H-22 Long range missile launchers (2)

Fire Arc: Turret
Skill: Starship Gunnery

Fire Control: 2D
Range: 30-100m/300m/1000m
Space Range: 1/5/10
Damage: 9D
Ammo: 22 shots

 

Sunday, December 1, 2024

Savage Dark Sun Bestiary

 Ok, here it is, the bestiary. The last bit I have, unless I chase a wild hare and come up with more. I focused on, first, the common animals like kank, inix, and mekillot, but then other ones with a strong Dark Sun flavor, including dwarven banshees, drakes, and weird Athasian golems.

Something that may annoy people is how useful I found the 4e Creature catalog in doing this; not infrequently, a good attribute set was had by taking the 4e attribute and halving it; a 24 became a d12, a 12 became a d6. Worked really well for a lot of things.