Friday, June 9, 2023

Dragonborn at a Glance [Hackmaster]

Dragonborn at a Glance

+2 Strength
-1 Wisdom
-1 Dexterity
No Looks Attribute
+1 Charisma


Dragonborn Pros:

*Breathe Fire. Once per day, a Dragonborn may breathe fire, as if they cast the Scorch spell at the basic level of effect. After breathing fire, they suffer from 6 seconds of spell fatigue. Note that this is a natural ability; Dragonborn Mages do not automatically know the Scorch spell, nor can their breath weapon be enhanced by spell points. Those in the area of effect may Dodge for half damage, against the d20p+the dragonborn’s Dexterity.

If the Dragonborn wishes to increase the power of the breath, or breathe fire again, they must make a physical saving throw against the total cost of the spell divided by 5. Failure on this saving throw inflicts a wound equal to the total cost of the spell divided by 10.


***
Breathing Fire: An example

Ignus Rex breathes fire; for the first breath of the day, he inflicts 1d3p+6 damage, and suffers 6 seconds of spell fatigue.

The next day, Ignus Rex breathes fire again, but wishes to make it very hot, doing 1d3p+10 damage. As this is his first fire breath of the day, the initial cost of Scorch is discounted, but since Ignus increased the damage by 4 points (which would be 40 SP), he must make physical saving throw against d20p+8 (40/5). If he fails, he will take a 4 point wound (40/10). Unless the wound kills him, he breathes fire and suffers 6 seconds of spell fatigue.

Later that same day, Ignus Rex wishes to breathe fire a second time. He must make a Physical saving throw against a d20p+10; the base cost of Scorch is 50. If he fails, he will take a 5 point wound. Unless the wound kills him, he will breath fire for d3p+6 points of damage, and suffer 6 seconds of spell fatigue).
***


*Resist Fire and Heat: Dragonborn naturally resist fire and heat. They receive -1 point of damage per die rolled of fire damage, and a +2 to saving throws to resist effects based on fire or heat. This includes dodge bonuses against fire attacks.


*Size Medium for Hit Points (+10)


Dragonborn Cons

*Dragonborn, while largely humanoid, do not fit in most medium or heavy armors. These must be specially made, or altered by an armorer of at least Journeyman ability, requiring 25% of the cost. This does not apply to shields, or to light armor.


*Dragonborn are a rarity, and often mistaken for lizardmen. As such, their base encounter reaction with other races is Dislike.


Fighter 30
Ranger 50
Barbarian na
Thief 40
Rogue 35
Assassin 35
Mage 60
Fighter/Mage 45
Fighter/Thief 35
Mage/Thief 50

***
Sidebar: Life with No Looks

Dragonborn do not have a Looks attribute as is conventionally understood. This is not to say that they don’t recognize differences in appearance or attractiveness amongst themselves, nor to say that an individual Dragonborn cannot be beautiful to look at. It is simply that the variation in their looks has no effect on humanoid perceptions of them; humans don’t instinctively trust “pretty” dragonborn the way they do pretty elves or dwarves. As such, those two races have neither Charisma nor reaction modifiers due to looks. Only two skills key off of Looks, but these have very different reactions to this lack of an ability. Mastery in the Acting skill for Dragonborn keys solely off the Charisma attribute; a Dragonborn can attempt to act, though they face some limitations in getting others to believe that they’re not Dragonborn (though they may, for example, convince people that they’re some other Dragonborn or something similar). Seduction, however, must be taken twice… once for saurians, and once for humanoids. For saurians, Seduction is considered to have no looks component. When interacting with humanoids, the Looks of the Dragonborn is considered to be 1; -5 to all Mastery die rolls, with a base mastery score of 1. It’s hard to make them think you’re sexy when you’re 7 feet of claws and scales.
***

Organizational Note:

 I've started ensuring that the name of the system involved is in the subject line of the post; I'm still putting tags to aid in searching, but I find it frustrating to browse through posts that don't identify their fandom clearly, and so I decided to make it easier on anyone browsing.

Houstown Cyberworks [Savage Rifts]

[Excerpted from my larger Savage Rifts Houstown post]

... The first is Houstown Cyberworks. This small company has absolutely no connection to Archie III, the insane computer built by the pre-Rifts company, Cyberworks Network, but chose the name because it seemed appropriate for their products. They make use of cybernetic and bionic technologies in ways that non-cybernetic individuals can use; glasses with the capabilities of a cybernetic eye, breathing systems based on cybernetic lungs, and reworked versions of common robotic and cybernetic technologies used in innovative, and non-invasive fashions (see new equipment for some of their creations); they also manufacture cybernetics and bionics for implantation. Though they don't actively support cyber-snatching, they are in the market for unique cybernetic devices. One of Archie's reconnaissance robots came across this corporation in the late 90's, and he has sent several robots to work there over the years, borrowing technology and trying to determine what connection they have to his creators (which is absolutely none, but Archie refuses to believe this). There's a 15% chance that a robot from Archie will be working at Houstown Cyberworks at any given time; most remain only a short while before returning data to Archie.

Houstown Cyberworks

Optical Enhancement Sunglasses
OpEnS utilize cybernetic technology in an external form, allowing the benefits of cybernetic vision for the average human being. Furthermore, there are special options that make them even more useful to those who already have cybernetics.
The theory behind OpEnS is simple. Cybernetic eyes have are a long proven technology, and their enhancement potential is undeniable. Most importantly, though, their small size proves that you no longer need clunky, visor-style goggles to gain the benefits of telescopic and macroscopic sight, thermographic vision, and even light amplification-based passive nightvision. Houstown Cyberworks, however, has taken the technology that allows cybernetic eyes to maintain their awesome clarity and versatility, and installed it into the lenses of stylish sunglasses, but without compromising the wearer's ability to see when our features are turned off. A small console, easily held in one hand or built into a suit of armor, allows the user to switch freely between any options installed, or between them and normal sight, just as if he had cybernetic vision installed.


Basic OpEnS System: 6000cr
The basic OpEnS System includes the glasses, which we will be happy to calibrate to match your vision; if you have any vision deficiencies, these glasses will correct them to 20/20, and even function as multi-focal lenses for those who require it.


Basic OpEnS Options:
Thermo-Imaging: 2000cr
Accurate to 1600 feet (480m)
Passive Nightvision: 2000cr
Allows vision clearer than any conventional image enhancer to 2000 feet (610m), 25% further than conventional systems.
Telescopic Vision: 1200cr
Adjustable to 8x magnification.
Microscopic Vision: 1200cr
Objects within 3 feet (.9m) can be digitally enhanced up to ten times their usual size and detail.
Computer Interface: 1500cr
The OpEnS system can access and display information from any computer attached to it by a universal plug (comes with 5 feet of detachable cord), including our cybernetic internal computers. Text and images are displayed in a Heads Up view.

With a Headjack plug installed in the temple piece of the OpEnS system, complete cybernetic control is possible of the system, removing the need for the controller (requires a cybernetic Core Electronics Package). In addition, there are more options that can be installed, including a tracking crosshair, a micro-radio, and even an anti-theft Device. Also, if you have a Optic Video Nerve Implant, the OpEnS can be modified by a qualified technician (or ordered from the factory) to transmit the images that come across their lens, whether the OpEnS are on your head or not!

OpEnS Cybernetic Options
Targeting Crosshairs: 4000cr
The image of the crosshairs is projected on the lens, and tracks to the chosen target. When combined with one of our image-enhancement options (nightvision or telescopic vision), the target can even be highlighted against the background! These require a headjack plug in order to use. (These add a special +1 to Shooting)

Built-in Radio: 8000cr
Much like the headjack option, this builds a small radio into the opposite temple piece from the headjack plug, and transmits what it receives to your headjack on a special, low-power frequency. A small receptor is built into a collar, allowing you to send messages as well as receive them. The range of the radio is 3 miles. This, of course, requires a headjack.

Ultrasonic Option: 3500cr
This small receptor is built into a temple piece of the OpEnS system, allows you to understand ultrasonic transmissions through your headjack, without having additional surgery.

Molecular Analyzer: 15,000cr
Much like the lung implant, this temple-piece mounted microchip samples the air around the OpEnS system and transmits alerts to you through your headjack. Equivalent of Environmental Sensor (TLPG, p. 102)

Visual Data Transmitter: 1500cr
This is a simple, narrow-band transmitter that will, when combined with one of the image-enhancing options, send whatever your OpEnS system sees to your Optic Video Nerve Implant, allowing you to see whatever your OpEnS system does from up to a mile away (1.6km).

Explosive Temple Piece: 1000cr
This is the ultimate in anti-theft devices! If someone else attempts to plug into your OpEnS system, the difference in their headjack's electronic signature will cause a small fusion charge to explode in the temple piece, killing any mortal instantly (4d4 Mega-Damage).

Clean-Breathe Environmental Systems
The Clean-Breathe line of gas and oxygen masks is based on cybernetic lung implants. Using chemical cells, oxygen is stored from normal breathing, and gradually released for inhalation. Meanwhile, micro-robotic scrubbers and a series of filters cleans incoming air, greatly extending the usable air in any environment.


Basic Oxygen System: 25,000 credits
This system, consisting of a nose and mouth-covering mask and an oxygen cell, provides sufficient oxygen for 30 minutes of breathing. Without a special pump (only 500 credits more), one hour of normal breathing through the mask is required to recharge the cell between uses; with the pump, the recharging can be done automatically.

Advanced Oxygen System: 30,000 credits
An enhanced version of the basic system, this dual-cell system provides enough oxygen for up to an hour of breathing. Recharging the chemical cell requires two hours of normal breathing, but this system is available with a single pump or double-pump system to allow recharging when not wearing the mask. The double-pump system is only 800 credits, and recharges the system in only an hour.

Basic Air Filter System: 5,000 credits
Don't let the price put you off… this is no simple air filter. The nose and mouth mask uses micro-robotics and filters to remove more than 80% of all inhaled pollutants from the air! This is proven to reduce the suffering from allergies, as well as protect from weapons-grade chemical poisons. Filters need to be replaced every 120 hours, but new ones are only 100 credits each. (The system adds +2 to tests against inhaled poisons and fumes, but is ineffective against tear gas and other chemicals which work by irritating the skin and eyes.)

Clean-Breathe Gas Mask: 40,000 credits or 45,000 credits for the dual-cell system.
Clean-Breathe Gas Masks are the best on the market, combining air filtering systems and oxygen storage systems with a tough, protective, hood. Special seals allow them to be integrated into fully environmental armor or used on their own, providing top of the line environmental protection. By engaging both toxin filters and oxygen systems, the system can last for three times as long as the oxygen systems alone when in hostile environments, or work purely off of stored oxygen in airless environments! Since the hood is specially treated to resist weapons-grade chemicals, they also provide complete protection from tear gas! This system can be customizes to include the advantages of our OpEnS system, for only 4000 credits, plus any other options you may choose! (The system adds +4 to save vs. inhaled poisons and fumes while the air filters are engaged. The hood itself has +2 M.D.C., but that only applies if the head is specifically targeted. Like the basic air filter, filters must be changed every 120 hours.)

Complete Clean-Breathe Environmental System: 60,000 credits
A complete body glove (available in several colors), made of the same tough fibers as Triax's Plainclothes Armor, it includes not only the advanced oxygen system, but also integrates it with the basic air filter and eye and skin protection to form an environmental suit which can even be worn under military and civilian armor! The integration of oxygen and air filtering systems can provide up to five hours of breathable air, or an hour running on completely sealed systems! Built into the system is a double-pump recharging system, allowing the system to recharge on its own when not in use, and can even recharge while the system's air filters are engaged! (The body glove has +1 MDC, but otherwise functions as a fully environmental suit of armor. Can be worn with other, non-environmental, suits of armor. When running partially on filter, the wearer has a +4 bonus to save vs. poison gases and fumes, including nerve gases. Like the basic air filter, filters must be changed every 120 hours.)

Molecular Analyzer Option: 15,000 credits
Any of the Clean-Breathe line of environmental protection systems can be enhanced with a molecular analyzer. As efficient as the version on our OpEnS system, the data can be transmitted either to a headjack, cybernetic hearing augmentation, or to a wristwatch style receiver.


Robotic Aid Systems
Based on the same Pre-Rifts technology as the Robot Medical Kit, the Robotic Aid Systems are each designed with to perform a single task. Each system consists of a tough case (6 M.D.C.), approximately 3 inches * 12 inches * 9 inches (or 7.62*30.48*22.86 centimeters) which contains between six and thirty tiny robots, each about the size of a shirt button. These robots are programmed to perform very specific functions. Each case is covered in solar cells, allowing the system to recharge simply by sitting in the sun; cords are also available for constant use, or recharging when sunlight is not available


Robot Demolitions Kit: 60,000 credits
The case of this system is specially reinforced for those who will be working on the front lines (15 M.D.C.). The system and its robots are perfectly capable of examining and defusing explosive materials; all they need is someone to activate them and direct them toward their work! The system handles most human-made explosives at Demolitions d10, but has some trouble with more complex explosives (-1 to -3 to work on alien explosives, unless very similar to those created by humans; Game Master's discretion).


Robot Diagnostic Kit: 30,000 credits for power armor or motorcycle-sized vehicles, 50,000 credits for giant robots or larger vehicles; information disks cost 7000 credits each
Each Robot Diagnostic Kit is programmed with one specific model of power armor or vehicle. Upon activation, it releases a number of our special robots (twenty for the smaller sized machines, thirty for the larger) which seek out damaged systems and report back to the case, providing a mechanic with a complete diagnosis of the machine's status, all within only 30 minutes! While the robots do not repair the damage, they are highly accurate, and provide invaluable information for a mechanic.
While each kit is only programmed with the information for a single vehicle or power armor, the system can be reprogrammed with information disks; each different model of commercial power armor, robot, vehicle, or 'borg chassis costs 7000 credits and is accuracy is somewhat reduced. Remove the disk, and the RDK returns to full efficiency for its original unit.
(Any mechanic making use of this diagnostic tool receives a special +3 bonus to repair the vehicle or power armor; this is reduced to +2 if the system has been reprogrammed. Attempting to use the RDK on a design for which has not been programmed, or a design which is too large for it, reduces the bonus to +1D4-2; penalties are possible, and the new penalty or bonus must be determined each time the RDK is used. Someone with Repair of d10 or higher can program an effective information disk; takes 1D4 days of work.)


Robot Electronics Kit: 30,000 credits
More closely based on the Robot Medical Kit, the Electronics Kit can be used to repair computers and basic electronic devices, or provide more in-depth diagnoses for problems it cannot repair. Upon activation, up to a score of microbots will enter and inspect the target system, to either repair or diagnose the damage. Equal to a Repair skill of d10, or can provide +3 to a skilled Repair check


Robot Hygiene Kit: 20,000 credits
The Robot Hygiene Kit is great for those who spend a long time away from the comforts of civilization. Upon being activated, six tiny robots are released from their housing and begin to traverse the body, removing dirt, cleaning hair and fur, and even polishing teeth and applying medication to acne and other skin blemishes. In only fifteen minutes, you can be once again clean and ready to face the day, whether that brings Brodkil or a state dinner!


Cybernetic Systems

Bio-Comp
Most people are familiar with a bio-comp as an integral part of the Juicer Augmentation process; indeed, that's where the concept originated. Within the past five years, however, the cyber-technicians at Houstown Cyberworks have experimented with using a Bio-Comp in conjunction with only the hundreds of microscopic sensor implanted in the body, rather than a Juicer's drug harness. Rather than optimizing the system to work with synthetic chemicals to create a superman, the reprogrammed Bio-Comps are designed to make the most of the bodies natural resources. This increases a person's capabilities, making them stronger, faster, and healthier without the negative side-effects of Juicer augmentation (most notably, the implants actually increase the individual's life span and prevent the sexual and emotional problems so common to Juicers).
The system works by constantly monitoring the body's state, and by storing any surpluses of the body's natural hormones until they might be needed. This allows the body to operate at peak, natural, efficiency, quickly shed excess weight, and resist a variety of diseases and drugs by optimizing the body's resources. The end result is an exceptionally healthy human being, who is faster, tougher, and better able to meet the challenges of the modern world, but still falls within the normal range of human abilities.
The system is infinitely simpler and safer than that used by Juicers, as it deals only with the body's own products. Additionally, since it works only with natural chemicals, an unlikely malfunction will have almost no negative effect. This simplicity and safety means that only a single processor is used in the basic system. Systems are available with fail-safe processors, to ensure that, no matter how great the injury, the Cyberworks Bio-Comp keeps working. The Bio-Comp also comes with an external system monitor (usually a wristband), so its modifications can be monitored and important information can be relayed.
Currently, the device is limited to augmentation of a normal human being. However, the cyber-technicians at Houstown Cyberworks are working hard on other uses for the device. Within a few months, they expect that they will have perfected a program optimized for psi-stalkers, and the Bio-Comp shows great promise in aiding in the detoxification of Juicers, by slowly changing the program to wean them away from the drugs. Early tests have shown that it increases the chance of a successful detox by as much as 30%, and make the effects of withdrawal less harsh on older juicers.

Bonuses:
+1 Toughness
+1 to Agility, Strength, and Vigor rolls
+1 to Natural Healing rolls
+1 to Running Tests
Though it hasn't been tested (due to the recent use of the technology in this fashion), it is thought that people implanted with this device will live 10% longer than normal, due to their health being minutely controlled.
Strain: 1

Cost: 250,000 credits, at minimum; 50,000 credits for each additional fail-safe processor installed. At the present time, this cybernetic device only works on pure-blooded humans (not ogres, psi-stalkers, or any other offshoots), but within three months there will be a version optimized for psi-stalkers. The system will also require a slight retuning for each new cybernetic or bionic device is installed, to take into account that new system; this costs 3000 credits.
Juicers who undergo the still-experimental Bio-Comp modification process will be hospitalized for a full month while the system is constantly monitored and adjusted, but have a greater chance of a successful detox (+2 on all rolls associated with the detox; medical rolls, Burn resistances, Spirit check). The cost of such a procedure is 100,000 credits (but includes room and board for the month). After that time, they will add the benefits of a "tuned" bio-comp to their post-juice attributes.

IRMSS Full-Life System
This system is implanted into one of the body cavities of a human being; usually placing it between two reinforced ribs, right next to the heart. It functions exactly like the IRMSS system implanted in a juicer. Upon being activated by four strong strikes to the chest (four was chosen since the default for most pulse laser rifles is three; originally the plans called for a single strike, but many found that any weapon impact to the chest would activate the robots, whether they were needed or not), the implant injects twelve microscopic robots into the character's bloodstream, which will quickly seek out any source of blood loss and seal it closed. Once the damage is repaired, the robots will return to their housing for recharging and repair. The entire system runs off the body's natural bio-electricity, and so is very energy efficient. Service is recommended every three months (or 30 activations, for those who like to live on the edge) to replace microbots and refill its store of expendable supplies. As an option, the system can be linked to our reprogrammed Bio-Comps; the system becomes much more efficient, and no longer requires external activation (i.e. no longer requires chest strikes to turn on). If linked to a Bio-Comp, the system requires service only once a year (or 120 activations).

Cost: The basic system costs 85,000 credits, with each service costing from one to four thousand credits (variable as some bots might or might not need to be replaced). Linking the system to a bio-comp will cost only 5000 credits.

(The system is equivalent to a surgical skill of d8+2. For every activation beyond the recommended maximum without service, there is a -1 penalty, as they run out of supplies and bots need replacement, the system begins to fail. If the percentage ever falls to -8, the entire system will need to be replaced. Service visits cost 2D4*500 credits)


Other Systems

DT-WLT-04: Written Language Translator: 9500 credits for basic system with one language, 100-1500 for additional languages/alphabets
Although illegal in the Coalition, the Written Language Translator is quite popular in Houstown and Lone Star. Consisting of a small computer (about the size of a paperback novel) and a detachable optical scanning wand, the Written Language Translator comes programmed with one language of choice. By simply passing the optical scanning wand over the text, the computer will decipher the symbols and read them back, in a second language. The system has Knowledge (Language) of d10.
Each unit is permanently programmed to speak in one language. However, data disks with additional languages may be purchased, allowing the system to read up to 10 languages. The computer can freely swap out these languages just as quickly as you can swap out data disks.
Available languages are American, Spanish, Demongogian, Euro, Dragonese/Elven, and Techno-Can. Houstown Cyberworks is always interested in hiring those with unusual linguistic knowledge to help develop more languages for this system. The default spoken language is American, but Spanish is also available.

DT-WFC-03: Weather Forecasting Computer: 20,000 credits for the entire system (including 3 globes and 9 parachutes), 1500 credits for each sensor globe, 100 credits for self-deploying parachutes.
The Weather Forecasting Computer is a large case, about 3ft x 3ft x 1.5ft (1m x 1m x .5m), weighing almost 85 pounds (40kg), with a detachable, hollow tube on one end, and a tube sealed on one end on the other. Opening the case reveals that the entire bottom is filled with a complex computer and receiver for narrow-band transmissions. The top has space for nine globes, each about a 10 inched (25cm) in diameter, and the detachable tube attaches to the partially sealed tube, forming a long, upright, barrel.
When turned on, the WFC begins collecting atmospheric data; air pressure, relative humidity, wind speed and direction, as well as requesting some information from the user about conditions the past day. From this information, the WFC has the equivalent of a d6 in Knowledge (Meterology) with which to make a prediction; success indicates that it's mostly accurate for the next 6 hours, with each raise adding an additional 6 hours of accuracy. In order to get more accurate information, the system will prompt its user to load one of the sensor globes into the barrel, then give it three feet (one meter) as safe firing clearance.

The barrel is actually a quite simple Gauss cannon, consisting of some 30 rings of electromagnets. This Gauss cannon will fire the sensor globe just over half a mile (one kilometer) into the air, where it will gather more atmospheric data, including brief radar scans, more accurate upper-level wind speed, and visual images. All of these are fed back to the central computer on a narrow-cast feed. The globe will then deploy a small parachute, and float back to the ground, transmitting its data as it goes. It takes about 30 minutes for the entire procedure to complete, from set-up to firing the sensor globe to finishing the data analysis. Even with the parachute, the globe takes 1d4 damage on landing, against a toughness of 5. If it is damaged, it will need to be repaired. The parachute is not reusable (it uses a time-release gas caplet to rapidly expel and expand the chute, which cannot be easily replaced without a large facility).
If the sensor globe is deployed, the accuracy of the reading raises the effective skill to d10 for the next 24 hours, with each raise adding another 6 hours of accuracy. However, since the sensor globes make use of active radar and transmissions, anyone using this is very easy to spot using either active or passive sensors. The system's batteries contain enough power to be used 3 times without the sensor globe being deployed, or once if the sensor globe is deployed. It takes about 6 hours for the system to fully recharge using solar power (the top panel is always a solar panel), or about one hour from a nuclear power plant. While an e-clip can be jury-rigged to provide power, the entire process will completely drain two e-clips.

Incidentally, the Gauss cannon makes a lousy weapon; it is -3 to strike, and will inflict only 1d12 damage to those hit by a sensor globe (but the target will have to make a Strength test to remain standing). Some mercenaries have experimented with using the Gauss cannon, in an emergency, to hurl grenades or other bundles of joy incredible distances (negating strike penalties by using range finders), Houstown Cyberworks is not currently planning on releasing any weapons specifically designed for the Gauss firing system; they concentrate on sensors, cybernetics, and robots, not weapons of war. Bandito Arms, however, is reportedly interested in using Gauss cannons as man-portable mortars.

Houston Cyberworks [Rifts]

 [Excerpted from the larger Rifts: Houstown post]

...Of special note in Pasadena are three businesses. The first is Houstown Cyberworks. This small company has absolutely no connection to Archie III, the insane computer built by the pre-Rifts company, Cyberworks Network, but chose the name because it seemed appropriate for their products. They make use of cybernetic and bionic technologies in ways that non-cybernetic individuals can use; glasses with the capabilities of a cybernetic eye, breathing systems based on cybernetic lungs, and reworked versions of common robotic and cybernetic technologies used in innovative, and non-invasive fashions (see new equipment for some of their creations); they also manufacture cybernetics and bionics for implantation. Though they don't actively support cyber-snatching, they are in the market for unique cybernetic devices. One of Archie's reconnaissance robots came across this corporation in the late 90's, and he has sent several robots to work there over the years, borrowing technology and trying to determine what connection they have to his creators (which is absolutely none, but Archie refuses to believe this). There's a 15% chance that a robot from Archie will be working at Houstown Cyberworks at any given time; most remain only a short while before returning data to Archie.

Saturday, May 27, 2023

Warforged [Hackmaster]

Warforged at a Glance


Ability adjustments
-2 Wisdom
-1 Dexterity
+4 Constitution
-2 Charisma
No Looks Attribute

Warforged Pros
*Warforged are made out of metal, stone, and wood. They have a natural Damage Reduction equivalent to Scale Mail, with a DR of 6. This armor can degrade as normal (PH 197), and must be repaired separately from the Warforged. No matter how badly damaged, however, it can always be repaired with enough time and money.

*Warforged are always considered armed; they may make unarmed attacks as equivalent to clubs (including speed, reach, and damage, though requiring separate specialization from clubs).

*As sentient golems, Warforged do not need to eat, sleep, or breathe. They are immune to common diseases and poisons. They are able to fatigue, but receive a +4 modifier against fatigue checks. Additionally, they receive a +4 bonus to their Threshold of Pain and Trauma Saves.

*As sentient golems, warforged are immune to some spells designed to affect humanoid minds (qv. The 2nd level Mage spell Charm and similar spells). Spells which affect wood, stone, or metal have half effects on them (though if normally not resisted, the warforged is entitled to a Physical Save to negate it).

*Warforged are size Medium for Hit Points (10 + Constitution), but Size Large for Knockbacks; they are deceptively heavy.



Warforged Cons
*Warforged armor and construction slows them down; they have a penalty of 6 to defense, 3 to initiative, and 2 to speed. While they have a base walking speed equal to humans, their jogging, running, and sprinting rate is 50% that of a human. Likewise, they suffer penalties to initiative and skills as if wearing Scale Mail (q.v. page 206 of the PH).

*Warforged do not naturally heal or recover. They receive only ½ benefit from any healing spells applied to them, and any single wound may only have a single healing spell applied to it. Otherwise, they must seek out an armorer with at least Journeyman ability to be repaired. Each point of damage repaired costs 5 sp and requires 2 days of work, or a sufficiently skilled Mage with knowledge of the Repair spell.

*Warforged cannot wear additional armor, though they can make use of shields.

*Warforged are frequently not considered “people”; at best, they are a curiosity, but they are frequently regarded as little more than pieces of equipment, or, possibly, soon-to-be-malfunctioning murder bots. Encounter reactions for racial preferences run from -4 (dislike) to -10 (Fear)

*Warforged do not have a Looks attribute. See “Life with No Looks” sidebar.



Sidebar: Life with No Looks
Warforged do not have a Looks attribute as is conventionally understood. This is not to say that they don’t recognize differences in appearance or attractiveness amongst themselves, nor to say that an individual warforged cannot be beautiful to look at. It is simply that the variation in their looks has no effect on humanoid perceptions of them; humans don’t instinctively trust beautifully crafted warforged the way they do pretty elves or dwarves. As such, they have neither Charisma nor reaction modifiers due to Looks. 
Only two skills key off of Looks, but these have very different reactions to this lack of an ability. Mastery in the Acting skill for Warforged keys solely off the Charisma attribute; a warforged can attempt to act, though they face some limitations in getting others to believe that they’re not robots (though they may, for example, convince people that they’re some other warforged, or a non-sentient golem, or something similar). For Seduction the Looks of the warforged is considered to be 1; -5 to all Mastery die rolls, with a base mastery score of 1. It’s hard to make them think you’re sexy when you’re made of steel and wood. Warforged, for their part, do not respond well to seduction; Seduction checks are always one difficulty harder, and mastery level is counted as one lower when attempting to influence a warforged via Seduction.


Character Classes:
Barbarian: N/A
Fighter: 30
Fighter/Thief: 40
Cleric: 50
Thief: 40
Assassin: 75
Mage: 60
Fighter/Mage: 55
Mage/Thief: 75
Ranger: 75
Rogue: 75


Sidebar: Warforged Mages
Warforged are always wearing the equivalent of Scale Armor. This poses some unique problems for Warforged mages. To their benefit, they are considered elf fighter/mages for the purposes of spell mishaps due to armor, regardless of their class. However, there is still a significant chance of spell mishaps for Warforged mages. Warforged Mages, Rogues, and Hybrid Mages may choose to have Repair as their apprentice spell, however; the spell is crucial to the Warforged, and widely available to them.


New Talent: Hammerhand (5 BP)
Requirements: Warforged

A warforged who trains with their fists may learn to make them more effective weapons. With this talent, a Warforged may use the statistics for a Warhammer instead of a club with their fists, applying all of their mastery of unarmed attacks. They may switch between the two at will (taking advantage of a club’s slightly greater reach), resetting their count.

Friday, March 10, 2023

Updated Savage Star Wars Force Rules

So, been a while since I touched this. As I was just considering getting back into it, I joined a Facebook group for Savage Star Wars, and discovered the MASSIVE amount of work put into it by Christopher Leiby, which more or less removes the need for me to continue on it. No need to reinvent the wheel, especially when it looks to work so well.

However, I'm not a particular fan of his Force system; it has 3 arcane backgrounds of Lightsider, Darksider, and Force Adept, but you switch between them and just feels a bit messy to me. However, my old force rules were as clumsy and random as a blaster, so I spent a bit of time reworking them. I like this version a lot better; it makes Dark Siders very difficult opponents, but limits their flexibility. You can flirt with the Dark Side, and people who are touched by the Force (Lucky) can go a bit further... but once you go too far into the Dark, it becomes even more seductive to stay there.

T
he Force

Arcane Background: Force Sensitive
Arcane Skill: Force
Beginning Powers: 3
Power Points: No Power Points Rule

The Force skill can also be used to perform minor Telekinesis; it has a strength of d4, and a duration of only 1, but otherwise functions like the Telekinesis power.


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Rules Summary:
    *Instead of using Power Points, characters with the Force Sensitive Arcane Background simply choose the power they want to activate and make a Force skill roll. The penalty to the roll is the power’s total cost in Power Points (base cost plus all Modifiers), divided by 2, then rounded up. Casting protection (1 point) with More Armor (+1) and the Hurry modifier (+1), for example, has a cost of 3 Power Points. Half rounded up is 2.
    *Success means the power activates as usual. A raise grants any additional bonuses stated in its description.
    *Critical Failure results in Backlash (SWADE, page 151).
    *Maintaining Powers: Characters can maintain those powers that allow it as long as desired, but each one maintained inflicts a −1 to all further arcane skill rolls.
    *Power Preparation: A caster may prepare powers by concentrating for an entire round (no movement or other actions and must not be Shaken or Stunned). If successful, he ignores 2 points of penalties on all powers cast on his next turn. If he does not enact any powers on his next turn, the preparation is lost.
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The Lure of the Dark Side

In addition to the regular Bennies (called “Force Points”) available to all characters (even those who are not force sensitive), each character in Savage Star Wars may claim, at will, a Dark Side Benny. By calling on their anger and their hatred, they may access the Dark Side and use that Benny. Only one Dark Side benny may be used for a given trigger; you cannot call on Dark Side bennies to continue soaking a wound indefinitely, but you could call upon the Dark Side to soak a wound, reroll your attack, then call upon it again to reroll your damage, and soak damage from a new attack. Dark Side Bennies spent in pursuit of Dark Side aligned emotional hindrances (qv Arrogant, Bloodthirsty, Mean, Ruthless) receive a +2 bonus on the roll.

However, Dark Side Bennies are not spent, they are gained; at the end of a session, the number of Dark Side Bennies a character has accumulated should be noted on their character sheet as Dark Side Points. When a character has more Dark Side Points than bennies with which they begin a session (more than 3 for most characters, 2 for the unlucky, 4 for the lucky, etc.), they must make a Spirit roll. Success on that roll means they have resisted the lure of the Dark Side, and do not have to roll again until they gain more Dark Side Points. Failure on that roll results in the removal of all Dark Side points, and the Dark Sider (minor) hindrance. Failure by someone with the minor hindrance results in the removal of all Dark Side Points and the Dark Sider (major hindrance); if they have the major hindrance, they gain the Lost to the Dark Side hindrance. A raise on the Spirit roll results in the removal of a Dark Side Point, though subsequent raises on that roll will not remove more points. A strong enough spirit can stay on the edge of a long time, but when they fail, they begin to lose connection to the Light.

Characters who use the Dark Side can be very difficult to face, as they will reroll MANY rolls. If they don’t care about their Dark Side Point total, practically any roll can be rerolled once. They lose, however, the ability to reroll a reroll; to spend multiple bennies on a single Soak roll. Someone with a very high Spirit might flirt with the Dark Side, trusting in the strength of their will to resist the lure; but failure always happens.

After each advance, reduce the number of Dark Side Points by 1. Alternatively, an advance can be used to remove all Dark Side Points.


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Note to the GM: I find it effective to give players receiving a Dark Side Point a physical token of their Dark Side point; I use red poker chips, with normal bennies being blue poker chips. An additional advantage of this is the ability to provide the lure of the Dark Side; play with a Dark Side Point token during tense moments. Remind the players, particularly after a Critical Failure, that they can spend a Dark Side Benny, if they want.

***


New Hindrances
Dark Sider (Minor, Major)
Those with the Dark Sider hindrance have begun to succumb to the lure of the Dark Side. As a minor Hindrance, they begin one less benny per session, making it easier to fall to the Dark Side. A major hindrance, they have two less bennies per session, with a minimum of one benny per session.

You may have the Dark Sider hindrance and Lucky, or other effects that boost the number of bennies (such as being Young), at the same time. You may not have Dark Sider (minor) and Dark Sider (major) at the same time; gaining the major replaces the minor.


Lost to the Dark Side (Major)
Prerequisite: Dark Sider Major Hindrance

Those Lost to the Dark Side have perverted the Force for selfish ends. As such, they no longer receive bennies at the beginning of a session. They may continue to call upon the Dark Side as normal.


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Design Note:
Bad Luck in SWADE is a Major Hindrance; Minor Dark Sider has much the same effect, but is only a minor hindrance. This is for several reasons; first of all, Dark Sider can be taken with Lucky, making it a less severe consequence. However, this is also to provide a path back to the Light; someone with Dark Sider (minor) can return with a single advance, someone with Dark Sider (major) can return with two, with the minor hindrance remaining after the first one. Those lost to the Dark Side will take four advances to return; a significant amount of effort.)

***


And, while I don't want to go TOO far down the rabbit hole of redoing Christopher's work, I also like my Wookiee (corrected, at his observation) a bit better.

Wookiee
Pros: Strength and Vigor start at d6 (4), Claws (Str+d4 Damage) (1), Environmental Resistance: Cold (1), Size +1 (1)
Cons: Big -2, Cannot Speak -1, Code of Honor -2 (Wookiee Code of Honor includes the prohibition on using claws as weapons, as well as the idea of the Life Debt)

Saturday, December 3, 2022

Ranger Subclass: The Hobelar [5e]

Not part of the blitz of "subclass as multiclass", the Hobelar is a ranger whose focus is on horsemanship. Their Mount feature mimics the Paladin's Find Steed spell, and their 11th level Primal Steed comes from the Beast Master ranger's alternate class feature, the primal companion.

Hobelar - Ranger Subclass

The Hobelar is a ranger whose focus is horsemanship. Lightly armed and armored, they serve as scouts, skirmishers, or, not infrequently, simply mounted wanderers, ranging across prairies, even through bogs and forests, wherever their needs take them.

New Fighting Style:
*Horsemanship Fighting Style: While mounted, you gain at +1 to hit and +1 to damage. Most rangers who will become Hobelars will have chosen either Horsemanship, Dueling, or Archery fighting styles. This fighting style is available to Fighters, Paladins, and Rangers.

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3rd level - Mounted Combatant: A consummate horseman, the Hobelar has advantage on melee attack rolls against targets smaller than their mount. If their mount is targeted by an attack, the Hobelar can choose for the attack to target the Hobelar themselves. Mounting requires only 5’ of movement. Lastly, if the mount is subjected to an effect which allows a Dexterity saving throw to take half damage, the mount takes no damage if the saving throw succeeds, and only half if it fails. If your game uses feats, and you have already selected Mounted Combatant, you may replace that feat with this feature.

3rd level - Horse Whisperer: A Hobelar is proficient in Animal Handling, and has advantage on Animal Handling checks regarding mounts. If the Hobelar was previously proficient in Animal Handling, they may choose another ranger skill to become proficient in.

3rd level - Hobelar’s Steed: At the end of a short or long rest, a Hobelar may declare one beast they are capable of riding as their Steed. Their Steed is charmed by them, can understand the Hobelar’s speech, and the Hobelar is mounted, they may choose to have any spell that they cast upon themselves also affect their steed. The Steed adds the Hobelar’s proficiency bonus to its AC, attack rolls, and saving throws, and has bonus hit points equal to the Hobelar’s level; these bonus hit points function like temporary hit points, in that they are deducted first, but may be healed with healing magic. Once the animal ceases to be the Hobelar’s steed, they lose any bonus hit points that may remain, as well as other bonuses. A Hobelar may have only one steed at a time.

The Steed may be any Large or Medium beast with no more than a ½ CR, and without a swimming or flying speed. Note that Medium characters cannot select a Medium beast.

7th level - Enhanced Mounts: The Hobelar excels at getting the most out of any mount. At the end of a short or long rest, the Hobelar may extend the following benefits to mounts that they cared for during that rest.
-+5 to speed
-Temporary Hit Points equal to the Hobelar’s proficiency bonus.
-+1 bonus to Armor Class
-The mount is under the effect of an Animal Friendship spell
The Hobelar may grant these bonuses to a number of mounts equal to their Proficiency Bonus, plus their wisdom bonus, in addition to their own mount. The bonuses last until the next short or long rest the Hobelar takes.

7th level - Ostler: Hobelars have a talent for dealing with horses, mules, and other riding beasts (including unusual or fantasy creatures, such as trained riding dogs, elk, or pegasi). When tending them with a healer’s kit during a short rest, they may expend a use of the kit to heal 1d6+4+mount’s Hit Dice worth of HP, in addition to any HD the mount may have spent to heal themselves. They may instead dispel one level of exhaustion, but cannot use a healer’s kit to dispel exhaustion from that mount again until the mount has completed a long rest. The Hobelar may treat a number of animals during a short rest equal to their proficiency bonus, but each will require a separate use of a healer’s kit (so, treating 4 horses requires 4 uses of the kit).

11th level - Primal Steed: The Hobelar draws upon their connection with nature, greatly enhancing their steed. They infuse their steed with primal energy, granting it abilities far beyond a normal beast of its type. The steed is friendly to the Hobelar and their companions and obeys the Hobelar’s commands. The animal now bears primal markings denoting its mystical nature.

The steed uses the statistics of a Primal Steed, below, or its own statistics, whichever are better; for example, if the steed usually has a strength of 18, it will use that instead of the Primal Steed’s 14; if it usually has a 13 Constitution, it will use the Primal Beast’s Constitution of 14. Items worn by or attuned to the steed disappear when the steed reaches 0 HP, but reappear when the next steed is empowered. When the Hobelar finishes a long rest, they may continue with their current steed, make changes to the optional abilities of their steed, or designate a new Primal Steed.

In combat, the steed acts on the Hobelar’s turn. It may move and use its reaction on its own, but the only action it takes is the Dodge action, unless the Hobelar uses their bonus action to direct it to take another action. That action can be one in its stat block, or some other action the steed is capable of. The Hobelar can also sacrifice one of their attacks when making the Attack action to command the steed to take the attack action. If the Hobelar is incapacitated, the steed may take any action of its choice, not just Dodge.

15th level - Master of Horses: While mounted, the Hobelar is a fearsome combatant. They cannot be dismounted against their will, and neither they nor their mount may be knocked prone. As a bonus action, the Hobelar may cast Cure Wounds, Jump, Longstrider, Barkskin, Lesser Restoration, Water Walk, and Stoneskin on their mount, provided they know the spell. They must still expend spell slots to do so. If their mount is their steed, these spells affect the Hobelar, as well.


Primal Steed
Medium or Large beast

Armor Class: 11 + Dexterity Bonus + Proficiency bonus
Hit Points: 5 + (3+Constitution Bonus) times the ranger level; the steed has hit dice equal to the Hobelar’s ranger level.

Speed: 40’

Str 14 (+2)
Dex 14 (+2)
Con 15 (+2)
Int 8 (-1)
Wis 14 (+2)
Cha 11 (+0)

Senses Darkvision 60’, passive perception 12+PB
Languages: Understands the language spoken by its summoner
Challenge –
Proficiency Bonus: equal to summoner’s

Primal Bond: The Primal Steed adds its summoner’s proficiency bonus to any ability check or saving through the steed makes

Natural Bond: The Primal Steed is able to use the following abilities, when its Hobelar acquires them: Land’s Stride, Hide in Plain Sight, Vanish, Feral Sense, and Foe Slayer (using the Hobelar’s Favored Enemies).

Optional Features (choose 2; may choose those marked * twice)
*Agile: Add +2 to the Steed’s Dexterity.
Aquatic: The Steed has a swimming speed equal to its base speed. It can breathe underwater, and so may its Hobelar, so long as they remain mounted.
Armored: The Steed’s Armor Class increases to 13 + Dexterity Bonus + Proficiency Bonus
Charger: The Steed may make a charging attack. If they move at least 20 feet in a straight line towards the target, then hits with an attack that same turn, the target takes an additional 1d6 damage (of the type of the attack). If the target is a creature, it must succeed on a Strength saving throw against the Hobelar’s spell save DC or be knocked prone.
*Fast: The Steed gains a +10 to their speed
Flyer: The Steed has a flying speed equal to its base speed.
Quick: The Steed may Disengage or Dash as a bonus action
*Strong: Add +2 to the Steed’s Strength.
*Tough: Add +2 to the Steed’s Constitution.
*Vicious: The Steed does an additional die of damage with its attacks.

Optional Actions (choose 1)
*Hooves. Melee Weapon attack: the Hobelar’s spell attack modifier to hit, reach 5 ft, one target. Hit: 1d8 + Strength Bonus + proficiency bonus bludgeoning damage.
*Claws: Melee Weapon attack: the Hobelar’s spell attack modifier to hit, reach 5 ft, one target. Hit: 1d8 + Strength Bonus + proficiency bonus slashing damage.
*Bite: Melee Weapon attack: the Hobelar’s spell attack modifier to hit, reach 5 ft, one target. Hit: 1d8 + Strength Bonus + proficiency bonus bludgeoning, piercing, and slashing damage.
*Tail Slap: Melee Weapon attack: the Hobelar’s spell attack modifier to hit, reach 5 ft, one target. Hit: 1d8 + Strength Bonus + proficiency bonus bludgeoning damage.