Min/Max Boards

Creative Corner => Campaign Settings and World-Building => Homebrew and House Rules (D&D) => Magipunk Campaign Setting => Topic started by: sirpercival on December 12, 2011, 04:25:17 PM

Title: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on December 12, 2011, 04:25:17 PM
So I have an idea for a homebrew setting based on 3.5, and I need some input and help fleshing it out.  I call it "Magipunk", and the idea is that it's cyberpunk but with magic replacing tech.  I have specific ideas about the location, plot, history, etc., but what I'm looking for are staples of cyberpunk and what their magic equivalent would be, to design the global culture.

Here's what I have so far:
~Cyber implants => grafts
~Nanotech medicine => healing spells
~Holograms => illusion spells
~Genetic engineering => polymorph, etc. and monsters
~Virtual reality/Metaverse => planar travel/astral projection type things

I'm not sure what to do with computer systems and hackers...

I also think maybe I could build in some MaI, because it seems like a perfect setting for it.  Maybe also Prime's spellbook armor.  Thoughts, Garryl, Prime?

Any problems you can foresee?  Any suggestions or awesome ideas?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on December 12, 2011, 08:56:47 PM
As I think about this more, it's turning into a postmodern Tippyverse:

~Distantly-separated, force-domed sprawling metropolitan areas.  Inside each dome the entire area is Dimensional-Lock'd, except for very specific places which are Teleport Circle pads.
~The TC pads take you to/from the Port Nexus, which is basically a giant TC terminal on the Moon.  Costs $$ to get anywhere.
~In between the domed metros lies the Wilds, populated by bizarre monstrosities which "were the product of genetic experiments" (aka normal monsters).
~The population is made up of various races which came about from "genetic engineering".
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: phaedrusxy on December 12, 2011, 09:00:42 PM
I like it. I've played in a couple of games with similar settings, and am DMing (well... restarting) one that's a bit similar, though more environmentally based (Exiled). Littha's "Dues Ex Machina" game has a setting kind of like this (megacities separated by dangerous wilderness), as did the now defunct "Way of the Wizard" game on BG. You might peek at those if you're looking for ideas to steal/build upon/etc. :D
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on December 12, 2011, 09:13:51 PM
What's the tech level like in those games?  Are they sufficiently postmodern?  :D

Basically, just think about how awesome Bladerunner or Snow Crash would have been if they'd been based on magic.  :smirk
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: nijineko on December 12, 2011, 10:01:46 PM
i was just reading a manga about this sort of thing. one of the main characters was a complete cipher - incapable of using magic to any degree. where was that.... *wanders off to go look for it*


edit: oh yeah, broken blade was the name of the manga.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Jackinthegreen on December 12, 2011, 10:10:07 PM
Creating computers in a magipunk world might be akin to creating stationary constructs.  Input commands, and it outputs a result.  A keyboard could be made of stone keys with both magical and mundane symbols.  The audio/visual bits can be done through illusions.

Disable Device would have a lot of new uses of course, especially with hackers and crackers.  Going into the "internet" territory would mean the "computers" are linked up and can communicate.  Depending on the tech level, you could have people (or creatures) digitized into one terminal to pop out another.

Alternately, it might be nice to split up the information communications from any teleport services.  An example of a teleport service I know well is the Grid from Anarchy Online.  It's the usual "digitize the user and send him/her/it somewhere else" schtick, but it has some flexibility in that the destination isn't predetermined.  You Grid in and you're in a room with a bunch of named drop-off spots.  It gets a bit more interesting in that you need a certain amount of Computer Literacy skill to use any of the terminals and drop-offs, sometimes a very high skill check.  A specialized class called a Fixer can port himself and later his team directly into the Grid without needing a terminal.  Fixers also have a way to crack into a specialized Grid that has additional exits in the world, and at high levels can take along teammates.

There's also the Whom-Pah system, which is really just pipes taking the character to certain destinations.  Boring and comparatively mundane, but it gets people in the general area.  There's no central hub to everywhere with this system, but that's the price for being free.  Watch out for guards though if you're from an opposed faction.

Spinning this into D&D, it's easy to make teleport pads like the Whom-pah or the above TC pads.  DDO has plenty of examples there.  If you're going with a Grid structure then it's porting the person to another plane that kind of overlaps with the material plane.  IIRC, that's in the territory of demiplane for D&D since it's not a "natural" plane.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: nijineko on December 12, 2011, 11:59:00 PM
a magi-punk computer would probably be like the vacuum tube era calculation machines combined with the more mechanical predecessors. a giant amalgamation of brass gears and crystals instead of vacuum tubes. scrying would allow for long distance communicating between computers. the various image spells would allow for both scrying interfaces between computers and for virtual keyboards and display screens. magic mouths or another illusion could create the sfx as needed.

a message tube system extending into the astral or ethereal with only the terminals residing on the prime would be a fun variant for personal transportation.

and don't forget the mechs.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on December 13, 2011, 08:51:16 AM
I'm definitely going with TC pads for transportation -- it's a staple of Tippyverse.

For computers, I'm thinking of something called DivNet (I originally was going to go with ScryNet, but then I thought Ahnold would come to get me).  Basically, a computer is a divination machine (wondrous item).  Command-line coding is all about asking the correct questions, and the more expensive computers have higher-level divination spells in them.  Email = sending.  Video chat = scrying.

I love the flavor that you suggested, ninjeko -- I think it will be more streamlined, but lots of crystal and chrome.  No computer screens, but highly polished aluminum mirrors for the best resolution.

However, I'm not sure how to do hacking with this setup.  How does one "hack" scrying and divination?

Mechs will be from the Power of Cybernetics stuff (Garryl's work), though I'm trying to figure out how to reflavor it BACK to magic instead of science.  :)
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on December 13, 2011, 09:21:13 AM
Here's an incomplete list of my class ideas; these would be instead of the normal classes, not in addition to.  What sorts of party roles am I missing?  What other cyberpunk staples need to be represented?  Any comments on implementation?


More brainstorming!

Races
~Warforged = robots.  Duh.
~Lifetorn (http://www.minmaxboards.com/index.php?topic=2130.0), an undead race modeled after warforged.  There's no actual immortality, but when your time is up, if you can't afford resurrection you can choose to become Lifetorn instead of dying.  Also this is done to some people illegally.  Lifetorn are not Citizens and have very few governmental rights; most of them are Drudges

NPC classes
~Citizen (= aristocrat)
~Drudge (= commoner), has few rights
~Magewright (a magitechnician's employee)
~Soldier (= warrior)
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Garryl on December 13, 2011, 12:46:09 PM
  • Magitechnician -- basically a variation on artificer, with some macguver and Scottie thrown in.
  • Crystal Mage -- a variant wizard that uses Prime32's spellcrystals (http://www.minmaxboards.com/index.php?topic=1795).
  • Psykin -- a mutant-themed spellshaping (http://www.minmaxboards.com/index.php?board=64.0) class.
  • Synthevolver -- a two-track class: biosynth (based on fleshwarper) or mechanosynth (based on renegade mastermaker).  Probably melee-based.
  • Morphling -- a genetically enhanced warrior that can alter their morphology (based off wildshape ranger, changeling, shifter).  Not sure if this should be a race instead, but I'm leaning toward class.
  • Dodger -- a variant rogue, maybe with some Jaunter mixed in.
  • Wildling (alt. Domeskipper) -- someone who spends most of their time outside the domes.  Druid/ranger/barbarian?
  • Holomancer -- A light-bender, think illusionist or beguiler.
  • Energy Warrior, Cyberneticist, Dreadnought -- Power of Cybernetics (http://www.minmaxboards.com/index.php?topic=1527.0) classes.  Ideas on reflavoring back to magic?
  • Medtech -- Wielder of healing magics, and other stuff?  There's no divine magic, so I'm not sure where else to go with this, but there needs to be a source of healing.... unless it all comes from (magitechnician-built) items.  Thoughts?

You still have arcane magic in this world, right? How about a Medic (http://www.minmaxboards.com/index.php?topic=1061) for your Medtech. They've even got a negative energy, necromancery ACF, perfect for making Lifetorn.

Are Psykins going to spellshape gamma rays or something?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on December 13, 2011, 12:54:53 PM
Oh, Medic is PERFECT.  It can do some bard-like party buffing, too, which is exactly what I wanted.  And yes, you have ONLY arcane magic.  No science, other than spellcraft.  :D

The idea behind the Psykin was basically a reflavoring, where rather than "learning formulae", they would have the inborn ability (through a genetic quirk or somesuch) to bend reality around them, kind of a la X-men mutants (think Storm, Pyro, etc.).  I don't want to flood the setting with them, but I think Impulse Mage, Anchorite, Elemental Adept, and possibly Spellshape Champion could all work... I might want to add in a spellshape race or two.  Glah, too many options.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: phaedrusxy on December 13, 2011, 12:58:08 PM
What's the tech level like in those games?  Are they sufficiently postmodern?  :D

Basically, just think about how awesome Bladerunner or Snow Crash would have been if they'd been based on magic.  :smirk
Although I'm not planning to get into it much (at least till later in the game), the "tech" level in mine is quite high, with every house having trinkets of Prestidigitation, cities having giant robots to defend them, with domes covering them which can exclude unwanted teleportations, incorpeals, etc.

I put in a limitation that almost all magic items are actually powered by "mythals", though. So if you get more than a mile or so from a city, they stop working. Traditional magic also does not work without a "focus" (like in the Imperium game, except without a way to overcome it). Creatures with innate psi/magic abilities are branded as criminals and exiled or executed (hence the game name...).


And no... I don't think Blade Runner would be more awesome if based on "magic"...  :eh
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: DonQuixote on December 13, 2011, 01:19:23 PM
I'm not sure what to do with computer systems and hackers...

Deep Rot. (http://suptg.thisisnotatrueending.com/archive/12936417/)  You know you want to.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on December 13, 2011, 01:29:29 PM
I'm not sure what to do with computer systems and hackers...

Deep Rot. (http://suptg.thisisnotatrueending.com/archive/12936417/)  You know you want to.

 :lmao

That is priceless.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: nijineko on December 13, 2011, 03:45:40 PM
I'm definitely going with TC pads for transportation -- it's a staple of Tippyverse.

For computers, I'm thinking of something called DivNet (I originally was going to go with ScryNet, but then I thought Ahnold would come to get me).  Basically, a computer is a divination machine (wondrous item).  Command-line coding is all about asking the correct questions, and the more expensive computers have higher-level divination spells in them.  Email = sending.  Video chat = scrying.

I love the flavor that you suggested, ninjeko -- I think it will be more streamlined, but lots of crystal and chrome.  No computer screens, but highly polished aluminum mirrors for the best resolution.

However, I'm not sure how to do hacking with this setup.  How does one "hack" scrying and divination?

Mechs will be from the Power of Cybernetics stuff (Garryl's work), though I'm trying to figure out how to reflavor it BACK to magic instead of science.  :)

i'm a fan of psionics, so insert "but where's my psionics" commentary here.

oh hacking: i recall reading a novel where that was one of the main premises - how to defeat someone who can see the future constantly. i wish i could recall it, as it was quite brilliant. in any case, most forms of divination are not sure things, and are explicitly called out as being limited in scope. besides, you have remote viewing detectors, even remote viewing traps, and protection from scrying effects already. i'm also reminded of the movie minority report. build a replacement scenario, and you might even fool divination.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on December 13, 2011, 05:56:36 PM
Oh man, I forgot psionics.  I'll add in something.

So is Oracle Hacker a base class or a PrC?  :D
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on December 13, 2011, 06:48:36 PM
OK, so my psionics idea:

Mentalist, a character who constructs psychic resonances and uncovers universal truths.  Mechanically, Telepath + Truenamer?  Stop me before I go off the edge.

I'm also thinking changing the Jaunter part of Dodger to Elocater, since teleportation is impossible in the cities.  This gives them weirder mobility.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Prime32 on December 14, 2011, 08:00:56 AM
I'm not sure what to do with computer systems and hackers...

Deep Rot. (http://suptg.thisisnotatrueending.com/archive/12936417/)  You know you want to.

 :lmao

That is priceless.
I had that idea months before /tg/. :grave
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on December 14, 2011, 09:39:56 AM
Since I'm changing everything else, I'm going to change skills.  How's this for a skill list?  Am I missing anything?


UMD is no longer a skill.  Magic items are common enough that everyone has some training in it, so it's a simple level check; Magitechnicians get bonuses and some extra use out of it.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Jackinthegreen on December 14, 2011, 02:54:25 PM
Not going to use Iaijutsu Focus I guess?   :lol

So far the most extensive skill list I've seen is in Dictum Mortuum's Factotum handbook. http://brilliantgameologists.com/boards/index.php?PHPSESSID=r8m3v6agse1u6bt06g19reasl5&topic=2720.msg83222#msg83222
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on December 15, 2011, 03:35:26 PM
Crap, I forgot Perform.  That's going in there as a standalone, I think.

EDIT: What do we think of combining Concentration and Autohypnosis?  What would the stat be?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: nijineko on December 15, 2011, 07:50:53 PM
hmmmm, based on my familiarity with self-hypnosis, i would tend towards wis for a mental based concentration stat. also, tie in hypnotizing someone else into a perform check combined with the concentration check.

mentalist is a good catchall. i recall a book by cathy livoni (iirc) called element of time. i really liked how they handled psionics in that book. each general area of psionics was referred to as a "channel". not everyone had access to all channels. and control over a channel was not a given either. people with anger management issues wound up getting "channel-blocked" by a more powerful individual so that they could not harm others. so there was a power check and a skill check. the further away or more mass involved required a higher power check, while complex or delicate manipulations required a higher skill check.

oh, and thank you for adding psionics, btw.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on December 15, 2011, 07:59:20 PM
OK, so I'm go with combining Concentration and Autohypnosis into something Wisdom-based.

I'm glad you like the idea!  I haven't touched it yet, though, because I'm not sure where to exactly go with it, mechanics-wise.  Will the fact that my idea of the Mentalist restricts it to Telepathy still satisfy your psionics craving?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: nijineko on December 15, 2011, 09:51:46 PM
something psionic is always nice. ^^

the basic forms of psi are: telekinesis, empathy, telepathy, precognition, clairsensing (such as clairvoyance & clairaudience), psychometry, bio-feedback effects, & teleportation. astral projection and the like might simply be a variation of clairsensing, but it is possible for it to be a different effect all together.

i don't think i've missed any. all other forms of psi i can think of are likely extensions of something i've already mentioned.

but restricting psionics in your homebrew to whatever you like is your privilege.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on December 15, 2011, 09:57:20 PM
Well, yes... I suppose that's true.  Lol.

I think actually that the Mentalist won't be just telepathy anyway.  Makes more sense with my concept to be Telepathy and Clairsentience (I'm talking XPH disciplines here... where do you group Empathy and Psychometry?  What is psychometry?).

Basically, I wanted to reduce overlap of abilities with the other classes.  Psykin will be able to do the kinetics, bio-feedback is essentially Morphling, and the Psychoportation stuff is kind of Dodger (though not exactly).  Does that make sense?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: nijineko on December 15, 2011, 10:54:44 PM
to answer your question psychometry is viewing the past, also known as object reading. for some people they have to have an object, and while holding or touching it they start receiving various impressions or even visions relating to it. for others, they can simply stand in a location and start getting a similar effect.

empathy is sensing of emotions, while telepathy is sensing of thoughts - usually characterized with language, but not strictly needed. so generally it should be lumped in the same discipline as telepathy.

biofeedback is usually considered the healing aspect of the body, as well as the more esoteric control and alter.

some systems even have shapeshifting via psi using a combination of projective empathy, projective telepathy, astral projection, and teleportation.


generally speaking, they can be paired by some opposite characteristic.

empathy and telepathy
telekinesis and biofeedback
clairsensing and astral projection
precognition and psychometry
teleportation and (summoning)


however, others group them by function.

precognition, psychometry, clairsensing, astral projection
telekinesis, biofeedback, teleportation, (summoning)
empathy and telepathy.


incidentally, teleportation can be viewed as a kind of 'pushing', while (summoning) is teleportation that 'pulls' things to you instead of 'pushing' you somewhere. sometimes, astral projection is grouped with teleportation instead.

there are other possible groupings depending on just how the psi is supposed to function.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on December 15, 2011, 10:59:54 PM
This is all extremely interesting, seriously.  But then what is empathy (in terms of d20 psionics)?

So, given what I said about overlap, which of these applies to the Mentalist?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: nijineko on December 15, 2011, 11:04:07 PM
sorry, mid-edit. ^^ empathy should be lumped with telepathy.

also, any of the sensing types might work with mentalist.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on December 16, 2011, 09:49:59 PM
Crap... now that I've seen the Xenoalchemist, what do I do with my idea for the Synthevolver?  Is it similar enough that I just replace the Synthevolver with Xenoalchemist?

Also, I have awesome ideas for Mentalist and Oracle Hacker, as well as a PrC that mixes OH with Holomancer and is AWESOME.

For Mentalist, have you ever read the World of Null-A (and the Players of Null-A) by A.E. Van Vogt?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Garryl on December 16, 2011, 11:09:39 PM
  • Energy Warrior, Cyberneticist, Dreadnought -- Power of Cybernetics (http://www.minmaxboards.com/index.php?topic=1527.0) classes.  Ideas on reflavoring back to magic?

Call them spellmolders. While Psykins and other spellshapers take magic and give it temporary shape, it dissipates rapidly. Spellmolders hold that magic in its form over longer periods of time by forming spellmolds (modules), into which they pump magic (energy) as needed, giving it a solid and lasting form for as long as it is needed. The flow of magic must be heavily restricted to prevent it from breaking free and releasing, but skilled spellmolders can channel more magical energy into a mold at once without letting it shatter (energy capacity). Practiced spellmolders learn to shape their spellmolds directly around their bodies (socket attachments), giving them greater control over the magical energies used.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Kajhera on December 16, 2011, 11:28:44 PM
  • Energy Warrior, Cyberneticist, Dreadnought -- Power of Cybernetics (http://www.minmaxboards.com/index.php?topic=1527.0) classes.  Ideas on reflavoring back to magic?

Call them spellmolders. While Psykins and other spellshapers take magic and give it temporary shape, it dissipates rapidly. Spellmolders hold that magic in its form over longer periods of time by forming spellmolds (modules), into which they pump magic (energy) as needed, giving it a solid and lasting form for as long as it is needed. The flow of magic must be heavily restricted to prevent it from breaking free and releasing, but skilled spellmolders can channel more magical energy into a mold at once without letting it shatter (energy capacity). Practiced spellmolders learn to shape their spellmolds directly around their bodies (socket attachments), giving them greater control over the magical energies used.
I'm going to have to reverse-adapt normal incarnum into science fiction sometime
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Nanshork on December 17, 2011, 10:34:40 AM
Crap... now that I've seen the Xenoalchemist, what do I do with my idea for the Synthevolver?  Is it similar enough that I just replace the Synthevolver with Xenoalchemist?

I say it is different enough to do your own thing.  Your Synthevolver sounds like someone who grafts themselves to become better, to evolve into something synthetic.  (See what I did there?   :p)

The Xenoalchemist makes grafts for everybody and gets bonuses when cutting up "donors". 

I like where you're going with this, make your own class.  Maybe borrow a little if it seems appropriate.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on December 17, 2011, 11:35:26 AM
Crap... now that I've seen the Xenoalchemist, what do I do with my idea for the Synthevolver?  Is it similar enough that I just replace the Synthevolver with Xenoalchemist?

I say it is different enough to do your own thing.  Your Synthevolver sounds like someone who grafts themselves to become better, to evolve into something synthetic.  (See what I did there?   :p)

The Xenoalchemist makes grafts for everybody and gets bonuses when cutting up "donors". 

I like where you're going with this, make your own class.  Maybe borrow a little if it seems appropriate.

Yes, I agree.  And that's exactly where the name Synthevolver came from.  :D

Plus, I just realized I forgot Heal as a skill, too... blergh.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on December 19, 2011, 08:15:51 PM
OK, I have a subforum! Wheeee.... take a look at everything and give feedback!
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Nanshork on December 19, 2011, 08:19:33 PM
I saw your index and was about to tell you that you should get a subforum before I realized that you had one already.   :p

Edit: You should also link to Garryl's classes in your index.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on December 19, 2011, 08:54:34 PM
My plan is to repost the classes in this forum with reflavorings and update skills, pending G's permission.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Nanshork on December 19, 2011, 08:57:06 PM
My plan is to repost the classes in this forum with reflavorings and update skills, pending G's permission.

Ahh, fair enough.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on December 23, 2011, 12:06:45 PM
Time for updates.

Morphling seems to be completely done; Crystal Mage is done pending updating spells to the setting, which I need to do for everyone else too.  Holomancer is done pending adding the Indigo Trickster invocations, which is next on the to-do list.  I could use more feedback on the Dodger, and any at all on the Mentalist.  DivHead is nearing completion; I expect it to need lots of tweaking, however.

After DivHead, I'm going to write the adaptation info for the PoC classes, and the Spellshaping classes.  I've decided to have the Spellshaping classes (whichever ones I port, probably 2 or 3) be more or less as-is like the PoC classes, with just some reflavoring.

I think I'm going to make the Psykin into what the Soulknife should have been.  Force-blades galore!  I'm still thinking about the mechanics for the Synthevolver; input would be appreciated.  Domeskipper & Magitechnician are a little further down the to-do list, but I'm burning through these pretty quickly so it shouldn't be too long.

  ))>~-~<((

I've also been thinking about PrCs.  I have a few in mind, but I'd love some input.  As you read these new classes, what kinds of PrCs occur to you? 
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on December 28, 2011, 07:40:42 PM
If anyone wants to contribute ideas for the locations, I'm all ears.  I have basic ideas but few specifics so far.

Also, what kind of information should go into a location writeup?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: nijineko on December 30, 2011, 12:37:11 AM
If anyone wants to contribute ideas for the locations, I'm all ears.  I have basic ideas but few specifics so far.

Also, what kind of information should go into a location writeup?

location write ups.... there are three basic methods for doing those. dm only, player only, and mixed. dm only should have the significant features, any hidden definitely-there stuff, and a list of one sentence or so rumors and ideas for expansion and changing things up. player only would be mostly "public knowledge" and observable stuff.

mixed tends to be the same as player only, plus rumors and plot hook teasers.

another factor is how big the location in question is.


i think it would be quite interesting if you had a megalopolis setting, but instead of hard science tech, make it all biological. sort of like everyone are parasites living in this vast neuro-organic matrix / mega structure, one so big, they don't know where the end of it is.

just throwing random stuff out there. 
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: veekie on December 30, 2011, 04:38:56 AM
For a location, the most important would be the overall themes of an area, 4-5 major attributes, and the most significant landmarks. From there add a similar amount of specific area examples, notable NPCs and general events. More than that gets kinda cluttery I think.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on December 30, 2011, 05:40:44 PM
That's pretty good, veek -- I think I'll model them after the location writeups in ECS and FRCS.  Kind of multipurpose.

Discussion for anyone who cares:

I've been thinking about the domeskipper.  It's a class for those people who travel between the domes, hanging out in the Wilds.  I want it to be able to handle both the semi-feral outcasts/exiles, and the flashy, celebrity big-game hunters.  I don't, however, want tree-hugging druid.  So, what class features do I include?

I was thinking about the following:
~Favored Enemy
~Full Animal Companion
~Skirmish?
~Wild Empathy
~No spellcasting

Thoughts?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Garryl on December 30, 2011, 09:39:21 PM
I've been thinking about a sort of wild martial adept with an animal companion, with the companion as a pretty important part of the class as recharging your maneuvers is via having your companion initiate maneuvers. I sorta ran out of ideas after that. Maybe something like that could work for the Domeskipper? It would be nice to have some ToB classes in your setting.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on December 30, 2011, 10:15:26 PM
That's actually pretty damn cool, better than the skirmish idea.  I agree about having a ToB class, I hadn't figured out where to put one.

So, we have:
~Druid & Ranger fluff abilities (wild empathy, trackless step, etc.)
~Full-progression Animal Companion
~Favored Enemy
~Initiating

How does that sound?  Also, are there any nature-themed homebrew disciplines?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Garryl on December 30, 2011, 11:45:24 PM
Here are the notes I had on the class. Revealing Light is/was a homebrew discipline I was working on based on light, finding/revealing things, and the Search skill. Natural Blessing was just a filler ability because I couldn't think of much else to fill the levels, and because I was trying to mimic replacing the Ranger and also parts of the Druid. Feel free to remove it if it doesn't fit what you're going for.

(click to show/hide)
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on January 02, 2012, 07:47:50 AM
Thank you, Garryl -- that was extremely helpful, and I totally stole some of the ideas :D  BTW, do you want to address the comment someone made on the Medic repost?

...

I'm still thinking about the DivHead... not sure if I want to construct rules for a whole new conflict system (informational warfare) or what... it's slow going.  But anyway, next up is Magitechnician.

My thought was to start with artificer, give it a quick paint job for magitech, and then the big change: take out the infusions and a couple other class features, and replace them with some sort of Macguyver/Scotty abilities, jury-rigging-type stuff where they can essentially make improvised items.  I'm not sure how to implement this, though -- does anyone know of something similar I can use for inspiration?



EDIT: I have three possible Magipunk logos.  Which is best??

(http://i39.tinypic.com/2z5pteq.png)

(http://i43.tinypic.com/ekfepy.png)

(http://i44.tinypic.com/t7furr.png)
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Nanshork on January 02, 2012, 04:02:26 PM
The PoC stuff is going to take awhile to port over since Garryl hasn't finished it yet apparently.

I'm not a fan of the third logo.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Jackinthegreen on January 02, 2012, 07:31:50 PM
I don't know about others, but wordsmithing sounds odd.  Perhaps wordcraft?  Or maybe I just think it sounds good because it's similar to warcraft.

I realize it's a bit out there, but some racial substitution levels could work well for some of the classes.  A Warforged Synthevolver has plenty of interesting opportunities through being a mechanosynth, if the race isn't being modified of course.  Lifetorn medics have rather amusing possibilities for roleplay.

As for logos, the first looks the best to me.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on January 02, 2012, 07:56:08 PM
Hmm... I like wordcraft.  It shall be done.  :)

And yes, I agree about racial sub levels.  That will definitely happen.

Here's a gaming philosophy question.  How do people feel about the concept of prestige classes?  I've designed these base classes to be strong and interesting 1-20... so PrCs are a lot less necessary than when based off of core classes.  The ideas I've had have been mostly dual-progression PrCs... does that make sense?  Are they necessary?  Do I need to make more traditional PrCs?

Agreed that the 3rd logo is the worst... I like both 1 and 2 though.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Nanshork on January 02, 2012, 08:05:57 PM
I'm happy with prestige classes that are dual-progression or based around a specific theme.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on January 02, 2012, 08:21:41 PM
I'm happy with prestige classes that are dual-progression or based around a specific theme.

What other kinds of PrCs are there than these?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Nanshork on January 02, 2012, 08:39:18 PM
I'm happy with prestige classes that are dual-progression or based around a specific theme.

What other kinds of PrCs are there than these?

Random pieces of junk?   :P  Anyways, most PrC themes are worthless.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on January 02, 2012, 09:09:45 PM
Haha, ok.  Well, then, I'll stick with Dual-Progression PrCs unless I see a particular ability to focus on for a particular class (like Lens Mage for a Holomancer's coherent light).
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Garryl on January 03, 2012, 12:37:05 AM
The PoC stuff is going to take awhile to port over since Garryl hasn't finished it yet apparently.

Finishing PoC is going to take a while. That said, a lot of the material is going to remain the same, and it's compatible with almost all of the existing MaI material. Even the whole Power Suit mechanic, which the PoC classes don't have but all of the old MaI material requires, can still technically be qualified for with the Power Suit module that everyone gets (although some tweaking may be required).
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on January 03, 2012, 12:40:35 PM
So, for my nature-based discipline, I'd love some ideas for maneuvers.  I figured that most of this would be support and not necessarily offense...

Here's what I have so far:

Stances giving alternate senses (darkvision, low-light vision, blindsight)
Tree-stride maneuver, possibly earth glide

(that's it...)

EDIT: Oh yeah, and a little bit of divination.  Find the Path, Commune with Nature-type things.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on January 04, 2012, 03:05:30 PM
So, I just realized that I have no classes at the moment that can reproduce most of the divine buffs and summons.  Since I've already decided there will be no divine magic, I have two options:

1) Make a new arcane casting class (or classes) that can do these things.

2a) Make Crystal Warrior a separate gish class (instead of just a Crystal Mage variant) that gets a spell list of basically every buff there is, and
2b) Be resigned to the fact that Crystal Mage's summon monster X (and possibly some SNA for my domeskipper discipline) will be all the summoning there is.

Preference?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Nanshork on January 04, 2012, 04:21:17 PM
I have no preference.

However, I've officially added Magipunk to my list of Homebrew that is awesome and I want to play.  You should feel proud.   :p
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on January 04, 2012, 05:02:37 PM
I have no preference.

However, I've officially added Magipunk to my list of Homebrew that is awesome and I want to play.  You should feel proud.   :p

 :clap  Whoooo!
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Nanshork on January 04, 2012, 05:13:18 PM
I have no preference.

However, I've officially added Magipunk to my list of Homebrew that is awesome and I want to play.  You should feel proud.   :p

 :clap  Whoooo!

The problem with the internet: I can't tell just how much of that was sarcasm.   :P
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on January 04, 2012, 05:16:36 PM
I have no preference.

However, I've officially added Magipunk to my list of Homebrew that is awesome and I want to play.  You should feel proud.   :p

 :clap  Whoooo!

The problem with the internet: I can't tell just how much of that was sarcasm.   :P

None at all.  I'm happy when people get as enthusiastic as I am :)
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Nanshork on January 04, 2012, 05:33:41 PM
Good to hear.   :D

I also like it that every race in the setting has a racial substitution level planned.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on January 04, 2012, 06:23:46 PM
That's actually not true -- there are more races available (just not common ones).  However, every CLASS has sub levels planned, and all the common races have sub levels.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Jackinthegreen on January 05, 2012, 05:16:12 AM
If you need a list of Warforged feats for Synthevolver, I believe http://dndtools.eu/feats/categories/warforged/ should suffice.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on January 05, 2012, 03:31:58 PM
OK, feedback time.  I have an idea for a new class, and I need some input. 

First, background cosmology: The "planes" exist as virtual-scapes, kind of like a cross between the Metaverse and the Matrix.  When you "plane-shift", you're projecting yourself into one of these virtual realities, populated by artificial intelligences.  It's a dangerous pastime, however, since (like the Matrix) you can be killed if your virtual self is killed.

So, the idea is a class (working title is Virtualist, but I don't think I actually like that) that attunes/downloads different outer planes, kind of like a mash-up between an Ardent, a Horizon Walker, and a Planar Shepherd.  Planar attunement grants several benefits that scale with level: plane-specific buffs (scaling), planar bubbles (mid levels), and "wildshaping" into relevant outsiders (high levels).  In the context of the flavor above, it's like you attune yourself to the Neo plane, download it, and now you know kung fu.

Prestige classes would be Virtual Being (dual-progression with Holomancer, based on Psion Uncarnate) and Philoticist (dual-progression with DivHead, based on War Weaver).

Now, feedback.

a) Is this a cool idea, something you could see playing?
b) Is it redundant with other classes I already have? (PrCs don't count, I haven't written them yet and they can change)
c) Should it be a PrC or a base class?
d) Is it over/underpowered?  (Note that there will be no Dal Quor for time trait abuse.  Planes will be standard Planescape cosmology.)
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Nanshork on January 05, 2012, 06:10:53 PM
A) When I think about it, it sounds like you're just talking about a reflavored psionic Druid/ Planar Shepherd.  However, the flavor of that class sounds fucking awesome!

B) No, you were talking about adding buffing and this could fill that role.  Just don't let it overshadow everything like the druid and we'll be okay.

C) I'm thinking base class, I'm not sure which class it would work for as a PrC.

D) I'd have to actually see class abilities before I can judge.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on January 05, 2012, 06:25:23 PM
Well, it won't have the biggest thing that makes druid overshadow, which is spellcasting, and it won't have an animal companion either, so that helps.  Also, you will explicitly NOT get spellcasting off the outsider forms, though since it's high level I may give out SLAs... I haven't decided.

Actually... now that I think about it, the best way I can think of to design the mechanics is to base it off of Binder.  You pick one or more planes to attune at the beginning of the day, and you get scaling abilities based on your level off each one.

That... sounds amazingly awesome.  Woo hoo!  I'll make it.  Now I just need a name...
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Jackinthegreen on January 05, 2012, 07:53:46 PM
Planeswalker.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on January 05, 2012, 07:54:29 PM
Bahahaha how did I miss that??  :)
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Nanshork on January 05, 2012, 08:43:56 PM
Well, it won't have the biggest thing that makes druid overshadow, which is spellcasting, and it won't have an animal companion either, so that helps.  Also, you will explicitly NOT get spellcasting off the outsider forms, though since it's high level I may give out SLAs... I haven't decided.

Actually... now that I think about it, the best way I can think of to design the mechanics is to base it off of Binder.  You pick one or more planes to attune at the beginning of the day, and you get scaling abilities based on your level off each one.

That... sounds amazingly awesome.  Woo hoo!  I'll make it.  Now I just need a name...

This sounds perfect!
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on January 05, 2012, 09:01:15 PM
Well, it won't have the biggest thing that makes druid overshadow, which is spellcasting, and it won't have an animal companion either, so that helps.  Also, you will explicitly NOT get spellcasting off the outsider forms, though since it's high level I may give out SLAs... I haven't decided.

Actually... now that I think about it, the best way I can think of to design the mechanics is to base it off of Binder.  You pick one or more planes to attune at the beginning of the day, and you get scaling abilities based on your level off each one.

That... sounds amazingly awesome.  Woo hoo!  I'll make it.  Now I just need a name...

This sounds perfect!

I know, right?? It's in the works right now.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: veekie on January 06, 2012, 02:01:25 AM
For names, Unrealist?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Jackinthegreen on January 06, 2012, 08:54:21 PM
Do you plan on adding more to the races list?  I ask because knowing what's standard would be very helpful.  There's also the minor issue of the Planeswalker (or whatever name you might change it to) not having a sub level and also not having a typical race to tie it with.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on January 06, 2012, 09:30:26 PM
Well, what I had figured would be that pretty much all D&D races are represented, but that the ones with racial sub levels are the common ones.

I'm not sure what to match with Planeswalker, though... hmm... I could switch Half-Elf to Planeswalker and give DivHead to Illumian, does that make sense?  Or maybe make Planeswalker sub levels for Dragonblood?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Jackinthegreen on January 06, 2012, 10:09:37 PM
Dragonblood seems odd for Planeswalker, but the Illumian and Half-Elf suggestions seem like they'd work alright.

As for common races though, considering it's your setting you can have races be as common or uncommon as you'd like.

Perhaps poking through http://www.minmaxboards.com/index.php?topic=1281.0 might reveal something?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on January 11, 2012, 09:35:30 AM
OK, three more logos.  I'm set on the style, I just need the font.  Which of these do you like?

(http://i44.tinypic.com/bg9rtt.png)

(http://i41.tinypic.com/2rrwdx3.png)

(http://i39.tinypic.com/23rmgyw.png)

EDIT: So I don't forget, top is #420d0d and bottom is #4d3d3d
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: nijineko on January 17, 2012, 01:07:32 AM
i would give a paw down to all three. but then, i'm not much into blood, or closely resembling said color.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Sneaky_Sable on January 17, 2012, 03:41:22 PM
Maybe I missed it, and I'm not 100% keen on sifting for an answer when I can go to the source... :)

Do mystical materials such as Mithril and Adamantite still exist in this setting?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on January 17, 2012, 03:43:23 PM
i would give a paw down to all three. but then, i'm not much into blood, or closely resembling said color.

Hmm... ok.  I'll try a few more.

Maybe I missed it, and I'm not 100% keen on sifting for an answer when I can go to the source... :)

Do mystical materials such as Mithril and Adamantite still exist in this setting?

Yes indeed.  :)
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on January 17, 2012, 04:08:07 PM
How about this? I think it looks less "bloody".

(http://i39.tinypic.com/bdr335.png)
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Sneaky_Sable on January 17, 2012, 05:28:33 PM
That's not bad. Not bad at all, good sir.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Jackinthegreen on January 18, 2012, 08:11:45 PM
How do you plan on handling ranged weapons?  I imagine you'll allow the usual bows and crossbows, but some sort of firearms would seem somewhat normal in here.  Heck, your dodger pic has the guy wielding a gun.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on January 18, 2012, 08:24:35 PM
Yes, so that'll be handled when I do items (as will the Heavy Armor info), but I was figuring firearms would basically be magical energy weapons, where a clip is a wand of Lesser Orb X.  So, they're pretty expensive for run-of-the-mill people, but adventurers can afford them pretty easily after long.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Sneaky_Sable on January 18, 2012, 09:52:48 PM
Oh nice, stylish ranged pew-pew weapons!
Title: Discussion of Magipunk Items
Post by: Sneaky_Sable on January 19, 2012, 12:45:12 PM
Reserved for Energy Guns

Simple Recommendation: Base them off of bows / crossbows. Powered by energy gems rather then arrows / bolts. Each Energy Gem is good for 20 shots and then is discharged. Energy Guns deal Energy Damage based on the energy gem used to power them.

Perhaps there are five types of Energy Gem (For each energy type [discounting Force]), priced appropriately or price gouged appropriately. Go to the frozen north, ask for a Fire Crystal. Get laughed at.

More thoughts: Energy Gems can be recharged, but cost the same as buying a new one. They're cheap because the enchantment on them is incredibly specialized, and the gems used are essentially useless cast offs from Crystal Mages using the rest of the gem for an actual effect.

Standard and Enhanced Energy Gems: Standard energy gems deal energy damage. Enhanced Energy Gems either deal more damage OR have additional effects as per the Orb of... spells from Complete Arcana (Acid sickens, Cold blinds, Electricity entangles, Sound deafens, and Fire (SHOULD) set things on fire.)
Title: Re: Discussion of Magipunk Items
Post by: sirpercival on January 19, 2012, 01:09:48 PM
I had been planning on having the clips be wands of Lesser Orb, but this may be neater.  Good call.

On a separate note: I have no idea how to price the heavy armors.  Any suggestions?

EDIT: I split this off into the brainstorming thread, to keep things nice and neat in the Items thread.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Sneaky_Sable on January 19, 2012, 02:40:47 PM
New Idea for Prestige Class: Reclaimer

Essentially someone who suits up, heads out of the domes, and reclaims swaths of wilderness so that construction teams can come by, plant the magic crystals, and make another dome. They'd be heavy enforcer kinda bad asses, and they'd get heavy armor proficiency to boot. Maybe as they go through the progression, they get class features to offset things like the Armor check penalty and the movement hit, indicating loads and loads of training in maneuvering in heavy armor. Capstone could be "Universal Heavy Armor Proficiency" that allows them to be proficient in, and apply their class bonuses to, every form of Heavy Armor in the campaign universe.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on January 19, 2012, 03:52:50 PM
I like it!  I'll add it to my to-do list, down the line.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on January 19, 2012, 04:08:31 PM
So, in creating this setting I've been trying to remove trap choices.  I've axed heavy armor, changed weapon focus, TWF, and toughness, and axed Monk and Fighter.

Are there any more common traps that need addressing?  I'd like to keep most options worth taking, and the ones you actually do take depend on your character concept.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Sneaky_Sable on January 19, 2012, 04:09:51 PM
You've failed to address Pit, Spike, and Poison Gas traps.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on January 19, 2012, 04:11:02 PM
You've failed to address Pit, Spike, and Poison Gas traps.

:P
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Garryl on January 19, 2012, 04:24:30 PM
I've always felt that medium armor was a bit of a trap. It's only a small AC bonus over light armor (a breastplate is only 1 better than a chain shirt), but it still drops your speed by 1/3. It just never seems worth it, especially with full plate's mockery (3 points better armor bonus than a breastplate, and only 2 less Max Dex, too). Maybe a little something on that end, too?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on January 19, 2012, 04:41:23 PM
Hmm... I'm not sure where to go with that, unless I completely rework all the armors to make them more like d20 modern-style or something.

Maybe if I re-partition the D&D armors into Light (light & medium) and Medium (medium & heavy), then give the Dreadnought free proficiency in one type of exotic armor?

That way medium armor would have the heavier armors, whereas the lighter mediums would go into light?

I dunno... alternatives?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Sneaky_Sable on January 19, 2012, 05:11:38 PM
Medium over Light armor isn't a trap, it's a choice. You don't want Medium Armor, don't buy into it. Stop at "Chain Shirt" like everyone else.

Medium Armor is decent for folks with doo-doo Dexterity scores who want to not get hit. The speed hit is a problem, unless you spend the money to lighten the armor. And there's the trade: Spend money to have your gear emulate the stats you want to have. ;)

So how's this grab you: Hide Armor and Scale Mail no longer hit your speed. You keep your full 30, or whatever. Chainmail and Breastplates affect your speed as normal. Or just be a dwarf, and laugh at all those slow humans encumbered by armor.

<Dwarf (Played by Brian Blessed)> HAHAHA!
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Jackinthegreen on January 19, 2012, 09:18:48 PM
Since you've combined many skills, will the masterwork tools rules still be in place?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on January 19, 2012, 09:19:58 PM
Yep.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on January 19, 2012, 10:58:52 PM
New Idea for Prestige Class: Reclaimer

Essentially someone who suits up, heads out of the domes, and reclaims swaths of wilderness so that construction teams can come by, plant the magic crystals, and make another dome. They'd be heavy enforcer kinda bad asses, and they'd get heavy armor proficiency to boot. Maybe as they go through the progression, they get class features to offset things like the Armor check penalty and the movement hit, indicating loads and loads of training in maneuvering in heavy armor. Capstone could be "Universal Heavy Armor Proficiency" that allows them to be proficient in, and apply their class bonuses to, every form of Heavy Armor in the campaign universe.

I did it! (http://www.minmaxboards.com/index.php?topic=2926.0)  You'll love it.   :smirk
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Sneaky_Sable on January 20, 2012, 09:45:27 AM
I do! If I wasn't so psyched about the Biosynth I've already built, I'd build a Repo-Man, name him Duke Nukem, and win at D&D
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Nanshork on January 22, 2012, 05:38:04 PM
Given Lifetorn Hulk, what's your ruling on Powerful Build and Natural Attacks?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on January 22, 2012, 06:27:04 PM
Um... sure!  Why not.  :)
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Nanshork on January 24, 2012, 08:08:09 PM
I'm interested in seeing where you go with the Metamorph prestige class.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on January 24, 2012, 08:16:40 PM
So am I!  :)
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Nanshork on January 24, 2012, 08:24:06 PM
If it wasn't for the two Synthevolovers in the group already then I'd be contemplating going after it depending on how it comes out.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on January 24, 2012, 08:24:47 PM
Hey, why not? Every synth is different.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Nanshork on January 24, 2012, 08:28:27 PM
Well then let's see how it comes out!
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on January 24, 2012, 08:31:17 PM
What's happening to all my pictures????
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: veekie on January 26, 2012, 10:02:18 AM
Whats the host for them?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on January 26, 2012, 10:17:38 AM
Some were random, but most were on TinyPic.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: veekie on January 26, 2012, 10:21:07 AM
Probably a server issue on their end. Switch hosts?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Sneaky_Sable on January 27, 2012, 02:04:02 PM
It's the GHOST OF SOPA PAST!! OooOOooooooOOooo..

Okay, serious time:

Regional Feats
Burned Soldier [Regional]
The incredible heat of the desert has granted you some resistance to similarly hot things.
Regions: Jarrash
Benefit: You gain fire resistance 3.

Frozen Knight [Regional]
You've spent so much time on the ice that you're used to chill temperatures.
Regions: North
Benefit: You gain cold resistance 3.

There's a trio of supplements that most seem to have forgotten, or just outright ignore. Sandstorm, Frostbite, and Stormwrack... Or "How to get lost in the desert", "How to freeze to death", and "How to send your party to a watery grave".

Sandstorm have "Heat Endurance" and Frostbite had "Cold Endurance" that may be applicable in these situations better then granting Fire / Cold resistance.

COLD ENDURANCE [GENERAL]
Either because of growing up in a frostfell or training your body and mind to ignore the biting effect of cold, you can
exist with ease in low-temperature environments.
Prerequisite: Base Fortitude save bonus +2.
Benefi t: You can exist comfortably in conditions between 0° F and 90° F without having to make Fortitude saves (as
described in Cold Dangers, page 8). You also gain a +2 bonus on saving throws against cold effects.
Cold Endurance doesn’t provide any level of resistance to cold damage.

HEAT ENDURANCE [GENERAL]
Either as a result of growing up in the waste, or by training your body and mind to ignore the effects of searing heat, you
can exist with ease in high-temperature environments.
Prerequisite: Base Fortitude save +2.
Benefi t: You gain a +2 bonus on saving throws against fire effects. You can exist comfortably in temperatures up
to 120° F without having to make Fortitude saves (see Heat Dangers, page 12). Your protection against heat is level 1
(see Protection against Heat, page 14 Sandstorm).



Also, Regional Feats. Are those a "You get one free at character creation depending on where you're from"? If so, Well-Connected looks like the winner for Unique.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on January 27, 2012, 02:26:20 PM
Thing is, those endurance feats exist anyway and are available for taking.  I wanted entirely new feats, and so those two were born.  If you have better ideas to replace them then be my guest.  :)

And I wrote Well-Connected with Unique in mind :D
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Sneaky_Sable on January 27, 2012, 03:10:43 PM
The trick is, having Cold Resist # doesn't protect you from the effects of a cold environment. It applies against the non-lethal damage that exposure would cause, but it doesn't provide against any other effect the cold would have. Cold Endurance allows one to ignore all the effects of normal cold at its lightest degree, and be considered partially protected at later stages of the cold.

Ultimately, your Regional feat is superior in that it actually grants Cold Resistance, which applies to any cold damage, not just a chilly winter.


(Oh, and apply everything I said above about [Cold] to [Fire] too.)
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Garryl on January 27, 2012, 03:25:42 PM
IIRC (which I probably don't as I've never read Sandstorm of Frostburn), Heat/Cold Protection level 3 doesn't kick in until you have resistance 5 to fire/cold, and you don't get any protection level for resistances until then.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Sneaky_Sable on January 27, 2012, 03:29:40 PM
Cold / Fire Resistance grants Cold Endurance Level 3 once you hit Resist 5.

It also applies against any non-lethal damage (as stated above)

To give an idea as to how bitterly tooth-numbingly cold Cold Endurance 3 protects: Cold Protection Level 3 protects completely against "Extreme Cold", which is -20F to -50F. Ehh, I hate typing, so here's Commander CopyPasta!

Extreme Cold: Unprotected characters take 1d6 points of cold damage per 10 minutes (no save). In addition, an unprotected character must make a Fortitude save (DC 15, +1
per previous check) or take 1d4 points of nonlethal damage. Those wearing metal armor or coming into contact with very cold metal are affected as if by a chill metal spell. A partially
protected character takes damage and makes saving throws once per hour instead of once per 10 minutes.
A character must have a level of protection of 3 or higher to be protected against extreme cold. Level 2 is considered partial protection; level 1 is considered unprotected.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Shiki on January 27, 2012, 03:55:37 PM
Do you have anything written on the Planar Pioneer already, sirpercival? :curiousemote

Oh, and also on the Dodger + Holomancer one?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on January 27, 2012, 05:58:31 PM
I'll take a look again at the heat/cold rules (via sandstorm & frostburn) and possibly adjust the feats.

Planar Pioneer is up next, posted tonight or tomorrow.  I had some ideas about the dodger/holomancer, which was going to be shadowy.  Shadowpouncing, for example.  I'm not sure what else, but lots of darkness and shadow, kind of like an anti-holomancer.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Shiki on January 27, 2012, 06:16:07 PM
Sketch I just did for dodger + holomancer:

ENTRY REQUIREMENTS
Skills: Arcana 6 ranks, Perception 10 ranks, Stealth 10 ranks.
Invocations: Darkness invocation.
Special: Bend light, and versatility class features.
(add or remove etc)

TABLE: Class Name   HD: d6
   Base
   Attack   Fort   Ref   Will
Level   Bonus   Save   Save   Save   Special               Spellcasting
1st   +0   +0   +2   +2   Ambiant shadows, hide in plain sight,      +1 level of existing invocation-using class
               shadow jump (move), versatility
2nd   +1   +0   +3   +3   Sneak attack +1d6            +1 level of existing invocation-using class
3rd   +2   +1   +3   +3   Shadow jump (pounce)         +1 level of existing invocation-using class
4th   +3   +1   +4   +4   Sneak attack +2d6            +1 level of existing invocation-using class
5th   +3   +1   +4   +4   Shadow jump (swift)         +1 level of existing invocation-using class
6th   +4   +2   +5   +5   Sneak attack +3d6            +1 level of existing invocation-using class
7th   +5   +2   +5   +5   Shadow jump (immediate)         +1 level of existing invocation-using class
Class Skills (6 + Int modifier per level): etc

Ambiant Shadows (Su) is basically constant blur (cloak of shadow! etc) if you are near/in shadows; starts at 20% @1st and increases by 5% per level after, so it stops at 50%.

Versatility.. etc. Your level in this PrC/2 (round up).

Shadow Jump (Su); you can jump indefinitely because else it is dumb. Jumping starts as a move action, then you get to pounce (Coherent Light pounce is the awesomeness), after you can do it as either swift or move, and @7th you can do it as immediate. However, you can only jump once per round, else it's too dumb. The distance you can jump is up to 10 ft. + 20 ft. per level, so @1st you can jump 30 ft. or less per jump, and @7 150 ft. or less per jump.


This is pretty much not complete though.

edit: fuk formating
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on January 27, 2012, 06:53:12 PM
I like it!  I'll take it and run with it. :)
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Nanshork on January 28, 2012, 10:40:54 AM
I actually did some digging just for you sirpercival ( :P) about what kind of Warforged substitution levels could exist for Morphling and I realized that Warforged completely negates an ability tree that ends with a capstone.

Morphic Reserves (level 7), Improved Morphic Reserves (level 14), and Morphic Apotheosis (level 20) are all irrelevant because Warforged are immune to exhaustion and fatigue. 

Whether or not you make racial substitution levels won't affect my decision about character race, but if you get the urge to there's a start.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on January 28, 2012, 12:06:33 PM
That is an excellent catch, and I'll almost certainly make racial sub levels to address it.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: AyeGill on January 28, 2012, 01:00:19 PM
How about these Warforged racial sub levels for Morphling:
Level 7 - Lose morphic reserves, use Transformation to transform into Constructs
Level 11 - Lose Improved Morphic Reserves, get Specialized Form
Level 20 - Lose Morphic Apotheosis, get Customized Form
Specialized Form: At level 11, the Warforged MorphlingTransformer must select one creature whose form he can assume with Transformation. This form does not have to be an animated car, but it is recommended. He must also chose morph abilities with a total cost equal to his con modifier, which he has the required level to assume. Whenever he uses Transformation to assume the selected form, he also gets the benefits of the selected morph abilities, for as long as he stays in that form. Every second level from level 11 on, he may choose another form and another set of Morph abilities if he so desires.
Customized Form: At level 20, the Warforged Morphling can choose another form and another set of morph abilities for his specialized form. However, this time, he may choose morph abilities with a total cost equal to twice his con modifier.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on January 28, 2012, 01:04:18 PM
That's perfect!  Thanks :)
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on January 28, 2012, 02:54:59 PM
The Shadow (http://www.minmaxboards.com/index.php?topic=3065.0) is done.  About to start the Planar Pioneer.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Shiki on January 30, 2012, 04:54:19 PM
I figure I'm kind of annoying with all my questions and I'm sorry for that, but could you please give me a nudge in the PP (Planar Pioneer) thread so that I can know what I can work with? I edited my last post yesterday..
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on January 30, 2012, 05:01:05 PM
Lol, you're fine -- I like answering questions.  :)  I'll head over there now.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Shiki on January 30, 2012, 05:04:59 PM
I guess it's just an impression then, though I DO get it from times to times anywhere, hm.. Sorry to bother you with my insecurities, lol.

edit: edit ported elsewhere
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Nanshork on February 12, 2012, 04:46:30 PM
How does the alternate form ability of the Warforged Substitution levels work?  Alternate form replaces the ability scores of the morphling with that of the creature and constructs don't have a constitution score.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on February 12, 2012, 04:52:19 PM
Hmm... I see the problem.  I think you get the Construct's lack of Con score -- but again your normal hit points are your normal hit points.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Nanshork on February 15, 2012, 07:51:59 PM
Since Warforged and Lifetorn aren't Citizens, what are they?  What rights do they have/not have?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on February 15, 2012, 09:23:32 PM
Well, for one thing, disputes tend to be ruled in favor of Citizens over non-Citizens.  Non-Citizens also don't get Cred Accounts, though they can function with solid currency just fine.  Non-Citizens get shit pay compared to Citizens.

Now, Non-Citizens who work for "Legitimate" businesses or agencies get a semi-protected status, like a work visa type thing, and get higher pay than other Non-Citizens.  And some NCs are coveted by illegitimate businesses because they're off the grid and harder to trace.

And, if you're an NC and you have enough money, you can purchase citizenship in Evernight from any of a dozen people who offer the service.  It costs roughly 500gp per HD, and if you're discovered to have a Citizenship like that elsewhere, if you're unlucky you can be deported back to Evernight.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Garryl on April 24, 2012, 07:11:18 PM
I'm thinking about a psionic Dodger PrC. More Warmind/Psionic Fist style than a dual progression class. Call it the "Fleeting Thought". 4th-5th level powers, Mind-slip (somewhere between Invisibility and Mass Cloud Mind), maybe Int to AC or something. You could probably do it such that Dodger isn't absolutely required for it, but just by far the easiest entry.

On a related note, would it be possible to review the Mentalist and Crystal Mage, maybe add some more support and/or fluff? I always forget about those two, despite them being full casters (or equivalent). They just don't have any interesting class features to me, and I've always had a problem with the Mentalist's Similarization (something about it, maybe the major penalty to saves, just bugs me).
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on April 24, 2012, 07:52:55 PM
I'm thinking about a psionic Dodger PrC. More Warmind/Psionic Fist style than a dual progression class. Call it the "Fleeting Thought". 4th-5th level powers, Mind-slip (somewhere between Invisibility and Mass Cloud Mind), maybe Int to AC or something. You could probably do it such that Dodger isn't absolutely required for it, but just by far the easiest entry.

I take it this is in addition to Psy-cat?  Go ahead and post what you've got, and I'll edit to match :)

Quote
On a related note, would it be possible to review the Mentalist and Crystal Mage, maybe add some more support and/or fluff? I always forget about those two, despite them being full casters (or equivalent). They just don't have any interesting class features to me, and I've always had a problem with the Mentalist's Similarization (something about it, maybe the major penalty to saves, just bugs me).

Review in what way?

I have a Mentalist/DivHead prc planned (Neuromancer), but not much more.  Feel free to suggest stuff if you have anything.

Actually, how about this: I think there should be a Crystal Mage/PoC prc.  Thoughts?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Garryl on April 24, 2012, 08:30:15 PM
I'm thinking about a psionic Dodger PrC. More Warmind/Psionic Fist style than a dual progression class. Call it the "Fleeting Thought". 4th-5th level powers, Mind-slip (somewhere between Invisibility and Mass Cloud Mind), maybe Int to AC or something. You could probably do it such that Dodger isn't absolutely required for it, but just by far the easiest entry.

I take it this is in addition to Psy-cat?  Go ahead and post what you've got, and I'll edit to match :)

I'd completely forgotten about the Psycat. Is that a Dodger PrC? Other than the requirement of Personal Gravity, it doesn't really feel that way to me. Given the existence of the Rapscallion feat (or whichever it is), Sneak Attack isn't really tied to one class or another, and that's the only real tie in the class features from Psycat to Dodger (and Sneak Attack never felt like the defining class feature of the Dodger to me anyways).

What I wrote there is about all I've got. It was just a fleeting thought that I decided to jot.

Quote
Quote
On a related note, would it be possible to review the Mentalist and Crystal Mage, maybe add some more support and/or fluff? I always forget about those two, despite them being full casters (or equivalent). They just don't have any interesting class features to me, and I've always had a problem with the Mentalist's Similarization (something about it, maybe the major penalty to saves, just bugs me).

Review in what way?

I have a Mentalist/DivHead prc planned (Neuromancer), but not much more.  Feel free to suggest stuff if you have anything.

Actually, how about this: I think there should be a Crystal Mage/PoC prc.  Thoughts?

I dunno. More feats, ACFs, class features, etc. I keep on forgetting that Crystal Mage actually has class features (the original version that was just a gutted Wizard is stuck in my head), so I'd better reread it before making any more judgements.

Given how negative I've been feeling about homebrew today (I've said "ooh, neat" far less than normal) I suspect my judgement may not be at its best, so take things with a grain of salt.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on April 24, 2012, 08:39:32 PM
Then I shall think on both things.  The dodger stuff I'm gonna wait on until I address the edits you suggested.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on April 25, 2012, 03:20:30 PM
So I agree that psycat doesn't feel very dodger-y... more like a roguish PrC for psykins.  We need something like a manifesting elocator (except that Dodger is already elocator).

OK, here's my thought:  Psionic Swiftblade, but with separate progression; give it mantles, like a swiftblade/ardent.  How does that sound?  Base it around Time-slip rather than Haste, so it feels more like a Dodger.

Neuromancer as I said I have ideas for, and we'll work out some kind of PoC/Crystal mage prc, that has too much awesome built in not to take advantage of.

In terms of feats, both Mentalist and CrysMage have a couple feats already.  Neither has items, which I should remedy; they also could use more feats, so I'll think about that.  What do you dislike about Similarization?  It's kind of integral to the class, so I want to fix any issues.  I could definitely work up a Mentalist ACF or two, so that might help.

Zen Fundamentalist is due a major rewrite, making it a swordsagey ToB class, as I said elsewhere.

Do you think Nullblade and/or the Ritual System have their place here?

Oh yeah!  And: Powerbard.  I want some feedback on my ideas.

~Don't want to just clone bard, like I didn't want to clone artificer.  Gotta put my stamp on it!
~Maybe take out spellcasting?  Base it entirely around music, kinda like glomming together bard, warchanter, seeker of the song, etc.?
~Either way, class feature names will be based on rock band names.  Because, yes.  Wyld Stallions!
~Have to include a feat or two that promotes cooperation between PB's (so you can form a band).
~I must have ToB on the brain, because I'm maybe thinking a sonic-based discipline?  Or, I could make the mechanics more like souped-up Shadowcasting, with mysteries being PB music and sonic effects?  That's basically the only mechanic I think I don't have anywhere.

Anything else/better anyone can think of?
 
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Sneaky_Sable on April 25, 2012, 03:31:31 PM
Nullblade: Nope. Nope. Nope. :)

Powerbard: Percival, how's this sound. Rename "Rituals" to "Songs" and have the Powerbard be your Ritualist. Maybe give them some inspirational feel-good stuff too (Unless there are feel-good rituals), or they could just jam out some Perform(Acts of Awesomeness) rolls in their off time.

That'd make Bass Golems and Tweeter Swarms more like Ritual Repeaters, and higher level Powerbards could make them repeat area-affect Sonic attacks, to which they'd be immune to.

Also, just to let you know I'm still working on those two. I figure that the primary differences will be mobility (Bass Golem slow, Tweeter Swarm fast), damage (Bass Golem range attack deals bludgeoning damage, while Tweeter Swarm range attack deals slashing damage, all with a sonic special effect), and special abilities (Tweeter swarms can use Shatter, due to high frequency soundwaves, while Bass Golems can deal tons of damage to structures, cause Bass.)

Visually, Bass Golems look like mobile speaker equipment with some crystals growing here and there, with the bulk of their central body dominated by a massive subwoofer. Tweeter Swarms will look like anodized titanium humming birds with tiny little speakers taking up most of their central body.

Since elementals have cool names for bigger and better versions of themselves, Bass Golems and Tweeter Swarms may have the same, with the lowest, smallest, and weakest Bass Golems known as the Bose Golems, while the largest, strongest, and most badass known as the Rockfords or the Polks.

And yes, I used to SELL audio equipment.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Garryl on April 25, 2012, 04:11:10 PM
All Similarization does (until the higher level versions) is add large numbers to your save DCs (it effectively adds another 0.4*(level + Int mod) to the save DCs). Being usable only once is irrelevant when it only takes one failed save to nullify an opponent (and with that penalty, especially at higher levels, it's pretty much guaranteed unless your opponent's saves were already off the chart).

Have class that combos Powerbard and Holomancer for a one-man music video.

I'm not sure what belongs in Magipunk, actually. It's supposed to be Cyberpunk but with magic instead of technology, right? But there's a bit more to it that I've forgotten. That, and I don't really know the range of Cyberpunk, to begin with. Most of my understanding of it as a real setting is from the game you're running right now, which seems to me to be on the grim and gritty side (guns and trench coats and murder mysteries, oh my).
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Sneaky_Sable on April 25, 2012, 04:29:08 PM
All Similarization does (until the higher level versions) is add large numbers to your save DCs (it effectively adds another 0.4*(level + Int mod) to the save DCs). Being usable only once is irrelevant when it only takes one failed save to nullify an opponent (and with that penalty, especially at higher levels, it's pretty much guaranteed unless your opponent's saves were already off the chart).

Have class that combos Powerbard and Holomancer for a one-man music video.

I'm not sure what belongs in Magipunk, actually. It's supposed to be Cyberpunk but with magic instead of technology, right? But there's a bit more to it that I've forgotten. That, and I don't really know the range of Cyberpunk, to begin with. Most of my understanding of it as a real setting is from the game you're running right now, which seems to me to be on the grim and gritty side (guns and trench coats and murder mysteries, oh my).

Don't forget the underlying punk rebellious attitude. US vs. THEM! Fight the corporations! Take back the world!
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Wrex on April 25, 2012, 11:42:05 PM
Quote
OK, here's my thought:  Psionic Swiftblade, but with separate progression; give it mantles, like a swiftblade/ardent.  How does that sound?  Base it around Time-slip rather than Haste, so it feels more like a Dodger.

Master of going first, eh? I like it.

Quote
Neuromancer as I said I have ideas for, and we'll work out some kind of PoC/Crystal mage prc, that has too much awesome built in not to take advantage of.

In terms of feats, both Mentalist and CrysMage have a couple feats already.  Neither has items, which I should remedy; they also could use more feats, so I'll think about that.  What do you dislike about Similarization?  It's kind of integral to the class, so I want to fix any issues.  I could definitely work up a Mentalist ACF or two, so that might help.
Similarization is a bit boring, but it is a Screw-saves-just-lose type of thing. Perhaps, let it allow you to use telepathy on a creature immune to mind affecting, OR penalize saves?

Quote
Zen Fundamentalist is due a major rewrite, making it a swordsagey ToB class, as I said elsewhere.
Sounds good
Quote
Do you think Nullblade and/or the Ritual System have their place here?
Nullblade could work, but it would take creative fluffing.

As far as Rituals go: Make the powerbard the ritualist! Think about it: They do not actually play music any more, they just record it ahead of time, and release it when neccesary. You take damage from the stress of recording this music, inside some sort of Cerebral Implant, Div head style, rather than write bloody glyphs on the ground. The Instrument is merely a focus/weapon.

Or the ritualist could be someone who is skilled at hacking the oracle. While the DivHead interfaces with the sensors, The ritualist2 would manipulate the metaverse to cause an effect, using himself as the focus. They would be called "Scripts" or some such, and only so many could be retained inside his implant at a given time. when executed, there is your ritual. Life loss still occurs due to mental stress. In this situation, the powerbard would likely be a sort of skill caster, like the planeswalker. Make the Perform check, or suffer the consequences, your ability firing regardless.


Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on April 26, 2012, 09:15:12 AM
I like the "scripts" idea, and I think that maybe we can bring Rituals in.  I'm hesitant to have Powerbard do that though... it doesn't really fit what I wanted with the class.  I'm actually liking the shadow mysteries idea, so I'm going to play around with that.

EDIT: BTW, if anyone else wants to help design the Inner and Transitive Planar Nodes, feel free... ;)  I've got Earth half-done.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on April 26, 2012, 11:45:04 AM
I present, for your perusal: the Splitter (http://www.minmaxboards.com/index.php?topic=4799.0).
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Sneaky_Sable on April 26, 2012, 12:32:57 PM
Not bad, but he needs a better base attack bonus saving throw progression more class features access to more skills more bonus feats a puppy.

I'll give this the reading it truly deserves when I return from lunch
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Garryl on April 27, 2012, 08:48:48 PM
Definitely will be a mechanosynth evolve.  And that reminds me that I need a consistent way to allow Warforged to get mechanosynth evolves... thoughts?  (Answer in the Brainstorming thread, please.)


Grafts, maybe? In fact, why not offer a variety of evolves from both sides of Synthevolver as generic grafts. Probably only the stage 1 evolves for the things money can buy, but possibly also some stage 2 grafts could be available... for the right price. Warforged could have a racial trait or racial feat that gives them better/easier access to Mechanosynth evolve grafts. You might want a similar option for Lifetorn and Biosynth grafts, at least at character creation.

"Good news, Mr. Smith! You'll be happy to know that you're still among the living-ish. Unfortunately, there was a small problem with your kidney donor. Turns out he was a Displacer Beast. Yeah... Anyways, that'll be 85 quid."

Edit: By the way, DivHead + Zen Fundamentalist = Neo. PrC it, you know you wanna.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: littha on April 30, 2012, 09:02:18 AM
Definitely will be a mechanosynth evolve.  And that reminds me that I need a consistent way to allow Warforged to get mechanosynth evolves... thoughts?  (Answer in the Brainstorming thread, please.)

Possibly some Warforged specific evolution granting feats, like the current ones but that allow you to take current tier evolves rather than previous tier. Might be too strong on a mechanosynth so possibly restrict it to characters whose effective mechanosynth level is less than half their ECL or something.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on April 30, 2012, 09:35:53 AM
Time to discuss racial sub levels.  Here are the pairings I have already:

Aasimar Holomancer
Changeling Morphling
Dwarf Psykin
Elf Crystal Mage
Gnome Magitechnician
Half-Elf Planeswalker
Half-Orc Domeskipper
Halfling Dodger
Illumian DivHead
Lifetorn Medic
Mongrelfolk Biosynth
Shifter Zen Fundamentalist
Tiefling Mentalist
Warforged Morphling
Warforged Synthevolver

Zen Fundamentalist and Powerbard need racial subs (the current shifter ZF subs don't work because I overhauled the class).  Shifter should really have Morphling subs, so let's say that the ultimate goal is to have 3 races with sub levels for each class, and each race gets up to 2 classes.  I'm looking for pairings which are (a) thematically appropriate, and/or (b) swap out redundant class features (like the Warforged Morphling).  Here are my thoughts so far (current pairings starred, full races/classes italicized, open races/classes in red):

By ClassBy RaceSuggestions for filling out the rest of the lists?  I'll need to add in a few more races, clearly.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: FireInTheSky on April 30, 2012, 04:02:46 PM
Lifetorn - Biosynth
Mongrelfolk- Mechanosynth
Tiefling - Planeswalker

Half-Orc Zen Fundamentalist  :P

Or, move Shifter to ZF and give Half-Orc Biosynth.
Move Elf from Domeskipper to ZF

New Races:

Raptoran - Dodger, Domeskipper
Spellscale - Crystal Mage (use Elf racial subs), Planeswalker
Drow (Lesser Drow) - Holomancer, Planeswalker
Qualinesti - DivHead, Magitechnician
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Jackinthegreen on May 04, 2012, 09:46:34 PM
Random thought: Something in this setting needs the description "Run and Gun."
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Wrex on May 07, 2012, 12:12:10 AM
Something I noticed is that even though you have all these wonderful guns, no one will really ever use them. Martial characters typically have manuvers and class features geared towards melee, and casters will have better things to do than take pot shots with a laser pistol. The cost of ammo is also pretty damn prohibitive, making a bow a better choice for characters. The only characters I can really see benefiting from these weapons are like the DivHead and Dodger, but the lack of weapon proficencies relegates them to a Revolver and grade 1 HEX cells. The Dodger has Sneak attack, so it would work for him, but the DivHead would be held back by the fairly low damage. Perhaps a gun specialist class is in order?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on May 07, 2012, 12:16:54 AM
Definitely, that's a good idea.  I'll add it to my to-do list.

Now, Domeskipper has access to a ranged discipline, so there's that... the other thing is that the guns are good enough that they make an excellent secondary weapon for any character.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Wrex on May 07, 2012, 12:18:53 AM
Definitely, that's a good idea.  I'll add it to my to-do list.

Now, Domeskipper has access to a ranged discipline, so there's that... the other thing is that the guns are good enough that they make an excellent secondary weapon for any character.

 :banghead  *Rereads falling star*


I'm...not quite sure how I missed that.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on May 07, 2012, 09:04:58 AM
So, I'm working on this gun prc, and it's becoming clear to me that I need to include rules for guns that shoot normal bullets.

The idea I have is that bullet guns (as opposed to energy guns) are psionic items based on Telekinetic Thrust.  However, I still need to figure out how they would actually work, particularly when it comes to things like automatic weapons.

I have two options:
1) Use d20 modern-style gun rules (without the Firearms prof feats)
2) Make some shit up myself, with the help of all you lovely people.

Any suggestions/opinions?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Garryl on May 07, 2012, 09:34:56 AM
As long as it's balanced and comparable to the other options that are available (bows, energy guns) and isn't complex for the sake of complexity or different for the sake of being different or "realistic" (PF gun rules), I'll be happy.

If you wanted to make guns balanced against bows, you could, for example, have free action reloading and a gage rating for each gun, and if your Strength is too low you deal less damage or have a penalty to hit (say, a cumulative -2 penalty on attack rolls until you spend a move action to steady your stance). I'd advocate either free action reloading (possibly requiring the Rapid Reload feat if the weapons are more powerful than normal) or ridiculously large clips (50+) so you don't have to worry about breaking full attacks due to rounding errors with how many bullets are still loaded.

For automatic weapons, you can either do Rapid Shot style (ie: more attacks, lower attack bonus) or d20 Modern's spray and pray style (area attack that uses a Reflex save instead of an attack roll). There are probably other options if you want them.

Since these are psionic items, rather than explosive-based, the "ratta-tatta-tat" sound is probably the auditory display of the effect, rather than the actual sound of the explosion that launches the bullet. So you can have a little fun there, with some guns that sound like real guns, some that sound like cartoon sound effects, etc.. Similarly, the muzzle flash is the visual display, not an actual explosion. With no explosion, blanks could actually be perfectly safe, if you want them to exist. Silencers are just display suppressors, like a Concentration check (which proficient users may even be able to suppress on their own).
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Sneaky_Sable on May 07, 2012, 09:46:32 AM
Use d20 modern for guns and gun combat, and roll back the Purchase DC to Gold with the handy chart in d20 Future
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on May 07, 2012, 10:48:17 AM
Now that I'm thinking about it, if I'm going psionic, why worry about clips at all?  Just to make it different from the energy guns which have clips.  I'll base it off of Crystal Shard/Swarm of Crystals.  If the numbers below are too expensive to be worthwhile, I can switch it to clips but then you have to buy the ammo which is expensive.

Something like:

~A single-shot pistol is a 1-h simple weapon that does 1d6 piercing as a standard action ranged attack (range increment 50 feet) and costs 2135gp.  You can also get a pump-action rifle which is 2-h and does 2d6 (range increment 80 feet) and costs 3950 gp, and a sniper rifle which is a 2-h exotic weapon and does 4d6 (range increment 110 feet) and costs 7600 gp.
~A semiautomatic pistol is a martial weapon that replicates a single-shot but can be used with iterative attacks, and costs 2335 gp.  The semiautomatic rifle is a martial weapon that similarly replicates the pump-action, and costs 4350 gp.
~A fully-auto pistol is a 1-h exotic weapon which does 3d4 within a 5-foot square as a burst as a standard action, with a range increment of 30 feet; hit AC 10 to get the right square (failure scatters as a thrown weapon); costs 11135 gp.  Auto rifle does 5d4 with a range increment of 50 feet; costs 18350 gp.

Since it's based off Swarm of Crystals, auto weapons do NOT allow a save.  They are also quite expensive, which makes up for it I think.

Thoughts?

Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Sneaky_Sable on May 07, 2012, 10:55:52 AM
These prices remind me of Chris Rock's comedy routine where he solves gun violence by pricing guns cheap, but suggests that every bullet should cost $5,000.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Garryl on May 07, 2012, 12:24:30 PM
Do the fully autos have a burst fire option to be like the semis or are they volley only? If so, what's the damage, same as the semi?

The autos are a bit too expensive. By the time you can afford them, you have iteratives so the semis will be the weapon of choice.

Crystal shooters: Large initial investment, low subsequent cost (er, none), average benefit.
Energy guns: Medium initial investment, high subsequent cost (energy crystals ain't cheap for the good ones), high benefit (touch attacks, baby).
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on May 07, 2012, 03:12:12 PM
Do the fully autos have a burst fire option to be like the semis or are they volley only? If so, what's the damage, same as the semi?

I'm not sure what you mean by burst vs volley.

Quote
The autos are a bit too expensive. By the time you can afford them, you have iteratives so the semis will be the weapon of choice.

How much of a price reduction would make them interesting?  Note that in general you'll have to spend a feat, as well... How else can we make them appealing?

Quote
Crystal shooters: Large initial investment, low subsequent cost (er, none), average benefit.
Energy guns: Medium initial investment, high subsequent cost (energy crystals ain't cheap for the good ones), high benefit (touch attacks, baby).

I like that as a breakdown.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Garryl on May 07, 2012, 03:21:20 PM
Do the fully autos have a burst fire option to be like the semis or are they volley only? If so, what's the damage, same as the semi?

I'm not sure what you mean by burst vs volley.
Er, the spray of crystal bullets into a square (reflex save) that only the autos have, vs. the normal volley of attacks you get with the semis (or bows and other normal weapons). Sorry, on rereading that, I can see that it's about as clear as a foggy day at the smog factory.

The only problem with guns having such a high cost of entry is that bows do ranged damage just as well and have a very low cost of entry.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: littha on May 07, 2012, 04:13:34 PM
I feel that the cost on the lower end weapons might be a bit (a lot) too high. A weapon that does 1d6 damage with a 50' range increment shouldn't cost 20 times as much as a hand crossbow, even if it is a simple weapon. Sure its better but I would have thought no more than about 200-300gp for a weapon like that. All of its offensive punch is going to come from enchantments and class features anyway.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Sneaky_Sable on May 07, 2012, 05:04:36 PM
An interesting balance would be to increase the starting money of a Magipunk character by a factor of 20.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Wrex on May 07, 2012, 06:27:38 PM
Now that I'm thinking about it, if I'm going psionic, why worry about clips at all?  Just to make it different from the energy guns which have clips.  I'll base it off of Crystal Shard/Swarm of Crystals.  If the numbers below are too expensive to be worthwhile, I can switch it to clips but then you have to buy the ammo which is expensive.

Something like:

~A single-shot pistol is a 1-h simple weapon that does 1d6 piercing as a standard action ranged attack (range increment 50 feet) and costs 2135gp.  You can also get a pump-action rifle which is 2-h and does 2d6 (range increment 80 feet) and costs 3950 gp, and a sniper rifle which is a 2-h exotic weapon and does 4d6 (range increment 110 feet) and costs 7600 gp.
~A semiautomatic pistol is a martial weapon that replicates a single-shot but can be used with iterative attacks, and costs 2335 gp.  The semiautomatic rifle is a martial weapon that similarly replicates the pump-action, and costs 4350 gp.
~A fully-auto pistol is a 1-h exotic weapon which does 3d4 within a 5-foot square as a burst as a standard action, with a range increment of 30 feet; hit AC 10 to get the right square (failure scatters as a thrown weapon); costs 11135 gp.  Auto rifle does 5d4 with a range increment of 50 feet; costs 18350 gp.

Since it's based off Swarm of Crystals, auto weapons do NOT allow a save.  They are also quite expensive, which makes up for it I think.

Thoughts?

Well, they are quite expensive! But the energy weapons are still both better, and cheaper than this, unless you take into account massive ammo expenditures.

I guess it depends on if you want guns new, expensive, flashy weapons, or something the typical thug on the street could afford.  The former is useless as a serious weapon. The latter would be a replacement weapon for bows. Unless you want me to fluff up really badass mechanical bows or something, you would get the disconcerting sight of a tribe of primitives disembowling a major military force at one tenth the cost.'

Edit: Also, no one can manifest swarm of crystals. Not enough psionic goodness!
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Garryl on May 07, 2012, 08:01:58 PM
Yeah, that's weird. Somehow, this setting has moved crystals from psionics to magic whole hog.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on May 07, 2012, 08:53:15 PM
Lol!  I promise more Psi love will come.  I have some ideas in that regard -- the Psykin/Crystal Mage class will be all about the crystals, for example.

So... I'm not sure what to do with the guns.  Here are some options, I could do some or all of these (or none if we have better ideas):

1) Forget about the crystal guns and just use d20 Modern guns adapted for a gp economy.
2) Do a couple things to beef up the crystal guns so they are more useful.  For example, I could change it back to a ranged touch attack, and/or I could remove the reflex for half (since Swarm of Crystals doesn't allow one).
3) Lower the price of the crystal guns.  Currently they're calculated using the item rules, so any reduction in price would be eyeballing.

Thoughts?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Wrex on May 07, 2012, 09:14:22 PM
Lol!  I promise more Psi love will come.  I have some ideas in that regard -- the Psykin/Crystal Mage class will be all about the crystals, for example.

So... I'm not sure what to do with the guns.  Here are some options, I could do some or all of these (or none if we have better ideas):

1) Forget about the crystal guns and just use d20 Modern guns adapted for a gp economy.
2) Do a couple things to beef up the crystal guns so they are more useful.  For example, I could change it back to a ranged touch attack, and/or I could remove the reflex for half (since Swarm of Crystals doesn't allow one).
3) Lower the price of the crystal guns.  Currently they're calculated using the item rules, so any reduction in price would be eyeballing.

Thoughts?

1. I don't know enough about d20 modern. Do they have an SRD?
2. They are fairly powerful already, just not in proportion with the price.
3. The problem with the item rules is that they fall apart when applied to mass produced items, as those items would simply be too expensive for them to be used by the masses. I think pricing them based on the general damage they do, and something more in scale with the economy is probably in order. For example, a typical citizen should be able to afford a handgun. However, it depends on how much you want the mundane weapons and armors replaced. Should these hand cannons replace things like bows, or should they exist side by side? Before a real deciscion on this question can be reached, certain things about your world should probably be decided.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on May 07, 2012, 09:16:32 PM
Well, in a cyberpunk setting, very few people use bows because guns are more effective.  But this is science fantasy, with magic instead of tech.  I'm ok with keeping bows around, but I also think it's likely they'll be a lot less common because the guns (built off magic) are more effective.

http://www.scratchfactory.com/ModernSRD/Home.php
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Garryl on May 07, 2012, 09:28:15 PM
Don't make them touch attacks. You already have the energy guns for that. Just reduce the prices. Start by working with the baseline (bows and crossbows) and build up from there.

Touch attacks make the energy weapons great as secondary weapons (since you can actually hit despite devoted next to no resources to it), but the high cost per shot makes them prohibitive as primary weapons. They can also be used well by proficient users willing to shell out the cash with grade 3 and/or HEX/Splash crystals, but again the price is too much to rely on. So make standard guns the viable primary weapon for the blaster master, who might switch to an energy gun for special occasions. Heck, better idea. Just cannibalize your existing energy guns. Make their standard shots be cheap (or even free) crystal bullets or whatever, with special energy crystals (like the Int'ars that they used for trained in SG-1) that can be fit in for an extra energy-based boost (namely, the current energy gun stats and effects). That way, you don't even have to re-enchant a second weapon when you want to pull out the big guns, and you get a similar effect to bows with enchanted arrows. The existing prices for the raw guns (without crystals) are already in the right range.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Wrex on May 07, 2012, 09:29:25 PM
Well, in a cyberpunk setting, very few people use bows because guns are more effective.  But this is science fantasy, with magic instead of tech.  I'm ok with keeping bows around, but I also think it's likely they'll be a lot less common because the guns (built off magic) are more effective.

http://www.scratchfactory.com/ModernSRD/Home.php

Guns may be more effective, but depending on the price, a bow may be more affordable to say, the average thug. The way I see it, is that the simple guns are sort of like a Saturday Night Special: Something cheap, lightweight, and fairly dangerous, and anywhere from 25-50 GP seems appropriate in my mind. The Simple Rifle, whatever it ends up getting fluffed as, could be safely priced at the 75-100 GP range, probably. The martial variations would cost about double. I have little experience with automatic weapons in dice systems, but a better variant in my eyes would be allowing you to TWF with an automatic weapon. It's an abstraction, and may justify an "Automatic Gun Handling" feat, but it accomplishes the feeling of a lot of attacks without making armor useless like it is in real life.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Jackinthegreen on May 07, 2012, 10:17:36 PM
Usually trying to make guns and arrows do similar damage will be quite tough because they realistically don't.  Not only that, but bows are martial because they take quite some training to use effectively.  Most guns don't require as much training to use to the same caliber (pardon the pun.)  After all, aren't guns just an advancement of crossbows?  Preloaded ammunition ready to be fired, and repeatable now too.

Energy ammo I can see still being a touch attack, but if we're dealing with physical ammo then a standard attack roll against normal AC should work.  As many animals prove, natural armor can be quite effective against projectiles.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on May 07, 2012, 10:51:55 PM
Ugh.  No consensus, then.

Alright, here's the plan, stolen from Garryl (as usual).  I'm going to make a cheaper version of ammo for the energy guns.  Crystal crystals (lol).  They'll require a regular touch attack and be piercing damage, and the grade 3 version will not have a rider effect.

I'll also make a weapon enchantment: "automatic", which lets you spend multiple charges to do an AoE with your gun.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Wrex on May 07, 2012, 10:58:46 PM
Ugh.  No consensus, then.

Alright, here's the plan, stolen from Garryl (as usual).  I'm going to make a cheaper version of ammo for the energy guns.  Crystal crystals (lol).  They'll require a regular touch attack and be piercing damage, and the grade 3 version will not have a rider effect.

I'll also make a weapon enchantment: "automatic", which lets you spend multiple charges to do an AoE with your gun.

A regular ranged attack, you mean. It seems like a bit of a patch job, but it's worth doing, at least  figure out how/if it works.

As far as bows go, auto adjust to STR (yay compound bow!) and no penalty for sniping should give them a good niche.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on May 07, 2012, 11:10:14 PM
Yes, I'll make those changes.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: FireInTheSky on May 09, 2012, 02:58:22 AM
Don't forget to add Trigger and Grunt to the Index.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Jackinthegreen on May 17, 2012, 02:52:44 PM
Will Point Blank Shot be made more worthwhile?  One thought I had for it was to allow the user to not provoke AoOs with projectiles in melee range.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Sneaky_Sable on May 17, 2012, 02:57:57 PM
There's a feat that does something similar in Pathfinder: Point Blank Master (http://paizo.com/pathfinderRPG/prd/advanced/advancedFeats.html#point-blank-master)

(click to show/hide)

The primary issue is the prospect of one feat negating all attacks of opportunity you provoke from using any ranged weapon in melee may be a bit too much.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Jackinthegreen on May 17, 2012, 03:00:29 PM
That one's a good alternative, yes.  I hadn't really thought to look if PF stuff.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Sneaky_Sable on May 17, 2012, 03:02:02 PM
That one's a good alternative, yes.  I hadn't really thought to look if PF stuff.

For the longest time I didn't want anything to do with Pathfinder, thinking it was D&D 3.75 Revision 2 Beta or whatever. Then I was convinced by a friend to crack open the cover, and I haven't regretted it yet. :)
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on May 17, 2012, 03:02:54 PM
Yes, I am planning on fixing PBS.  Haven't done it yet, though.  I will soon, I promise ;)
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on May 18, 2012, 09:44:25 AM
OK, a PBS fix is in Magipunk Feats --> altered feats section.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Garryl on May 18, 2012, 09:56:34 AM
Adding the full character level to attack rolls seems excessive, especially given that archers usually seem to have very good attack bonuses already (or so I always hear).

Any reason you didn't do the other common fix component of negating AoOs for firing in melee? You can usually get around that issue with a 5' step anyways, so I don't think it's that big a deal. Spellcasters can cast defensively, so the idea of ranged attacks that don't provoke isn't exactly a foreign concept.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on May 18, 2012, 10:02:33 AM
Adding the full character level to attack rolls seems excessive, especially given that archers usually seem to have very good attack bonuses already (or so I always hear).

...yeah you're right.

Quote
Any reason you didn't do the other common fix component of negating AoOs for firing in melee? You can usually get around that issue with a 5' step anyways, so I don't think it's that big a deal. Spellcasters can cast defensively, so the idea of ranged attacks that don't provoke isn't exactly a foreign concept.

I'll replace the attack roll bonus with this.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Jackinthegreen on May 18, 2012, 04:35:32 PM
What of the oddity with PBS where it's the prereq for Far Shot?  My first thought for fixing them would be having either as a base with no prereqs, then have Precise Shot et al require either one.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Sneaky_Sable on May 18, 2012, 04:39:45 PM
What of the oddity with PBS where it's the prereq for Far Shot?  My first thought for fixing them would be having either as a base with no prereqs, then have Precise Shot et al require either one.

It's funny how the Public Broadcasting System creeps into everyone's feats, really.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on July 01, 2012, 11:11:13 PM
I don't have any PrCs for Zen Fundamentalist.  Any suggestions?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Sneaky_Sable on July 02, 2012, 07:47:40 AM
Does the Zen Fundamentalist even NEED a specialized Prestige class?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on July 02, 2012, 03:18:39 PM
Does the Zen Fundamentalist even NEED a specialized Prestige class?

Well... I mean, no, but it would be nice to give some options.  At the moment the only fighting PrC (for Grunt & Zen Fund) is Repo Dog.  Not that you need anything else, but still.

I added some Grunt Feats, speaking of.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on July 02, 2012, 03:37:43 PM
Revisiting Racial Subs, since, y'know, it's unfinished.  Like a bunch of other stuff... bluh.

By ClassBy RaceNeed to add 4 more races, to fill out:  2x Grunt, 2x DivHead, Holomancer, Magitechnician, Mechanosynth, Zen Fundamentalist

Suggested pairings: DivHead/Magitechnician, Grunt/Mechanosynth, DivHead/Holomancer, Grunt/Zen Fundamentalist

However, I have no idea what races to use.  Suggestions?  I've been trying to stick to LA +0 races, though Goliath would probably work well for G/ZF...
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: littha on July 02, 2012, 03:40:55 PM
Considering you already have Aasimar and Tiefling LA +1 races are already there. Goliath or Half Giant would be interesting
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on July 02, 2012, 03:42:23 PM
Considering you already have Aasimar and Tiefling LA +1 races are already there. Goliath or Half Giant would be interesting

Nah, Aasimar & Tiefling are their LA+0 Lesser versions.  But I can still consider it.  Where would you put Half Giant?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Sneaky_Sable on July 02, 2012, 03:44:56 PM
Nah, Aasimar & Tiefling are their LA+0 Lesser versions.  But I can still consider it.  Where would you put Half Giant?

Somewhere between Medium and Huge...
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on July 02, 2012, 03:46:02 PM
Where might Lesser Drow fit, do you think?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: littha on July 02, 2012, 03:56:05 PM
Dodger/Holomancer probably but you already have a pile of doger ones...
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Sneaky_Sable on July 02, 2012, 03:56:21 PM
Where might Lesser Drow fit, do you think?

The Underdark.

I like this game.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Sneaky_Sable on July 02, 2012, 04:03:00 PM
At the risk of sounding helpful...

Half-Giant: Grunt, Mechanosynth
Drow, Lesser: Dodger, Divhead (I don't think a race that dwells in the dark and has dwelt in darkness for eons should have Holomancer... unless you plan to create a Prestige class called Black Light Knight and... oh shit, I just inspired you. Cool. 5 Level class, lets you swap out light beams normal damage for cold damage. Darkness effects. Cape and Cowl. )
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: littha on July 02, 2012, 04:05:32 PM
I went holomancer because they already have an inane ability to manipulate light
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on July 02, 2012, 04:06:51 PM
At the risk of sounding helpful...

Half-Giant: Grunt, Mechanosynth
Drow, Lesser: Dodger, Divhead (I don't think a race that dwells in the dark and has dwelt in darkness for eons should have Holomancer... unless you plan to create a Prestige class called Black Light Knight and... oh shit, I just inspired you. Cool. 5 Level class, lets you swap out light beams normal damage for cold damage. Darkness effects. Cape and Cowl. )

Wow, that sounds incredibly similar to Shadow (http://www.minmaxboards.com/index.php?topic=3065.0)...
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on July 02, 2012, 04:08:33 PM
Dodger/Holomancer probably but you already have a pile of doger ones...

I guess I could move Cansin to DivHead or something... I agree that Dodger/Holomancer seems right.

EDIT: Or magitechnician?  I dunno.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: littha on July 02, 2012, 04:09:55 PM
My god, combat momentum is bad.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Garryl on July 02, 2012, 04:37:52 PM
Combat Momentum (feat): Level 6+ only. Gain 1 thp per hit (and it doesn't last long).
Martial Spirit (DS 1 stance): 1st level. Heal 2 hp per hit. And if you don't want it, you can give it to someone else. Doesn't go away next turn. Healing out of combat. Synergy with that one soulmeld.
Stone Power (feat): 1st level. Don't bother with hitting, just make an attack and take a small penalty, and you have up to 10 thp for just as short a time.
... so, yeah, I'd give it a bit of a buff.

Renewed Purpose: Wording is unclear. As written, regardless of save you choose, the effect triggers on any save at all.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Sneaky_Sable on July 02, 2012, 05:50:53 PM
Wow, that sounds incredibly similar to Shadow (http://www.minmaxboards.com/index.php?topic=3065.0)...

Oh like I have the time to cross reference all the things :)
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on July 02, 2012, 07:40:52 PM
Combat Momentum (feat): Level 6+ only. Gain 1 thp per hit (and it doesn't last long).
Martial Spirit (DS 1 stance): 1st level. Heal 2 hp per hit. And if you don't want it, you can give it to someone else. Doesn't go away next turn. Healing out of combat. Synergy with that one soulmeld.
Stone Power (feat): 1st level. Don't bother with hitting, just make an attack and take a small penalty, and you have up to 10 thp for just as short a time.
... so, yeah, I'd give it a bit of a buff.

Oh.  Crap.  I forgot about Martial Spirit.  OK, back to the drawing board.

What about, you get thp equal to the amount you beat their AC by?  Or equal to your Str mod?  Or, amount you beat AC by and lasts for Strmod rounds?

Quote
Renewed Purpose: Wording is unclear. As written, regardless of save you choose, the effect triggers on any save at all.

Oops, I fixed that on the Grunt page but forgot to update the Feats page.  Done now.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Garryl on July 02, 2012, 07:50:50 PM
These feats, while they have a bit of a Grunty feel to them, don't really demand being a Grunt. All of them are just as useful for a Domeskipper or a Synthevolver or a Morphling (although maybe a bit less synergistic). Give me something that builds on the Grunt's unique class features, please.

Quote
Push 'Em Around
It's easy to scare people when you're much bigger than them.
Prerequisites: Improved Bull Rush, Tickets to the Gun Show, Persuasion 8 ranks.
Benefit: Whenever you successfully bull rush an enemy, you may make a demoralization attempt against then as a free action.  The enemy receives a -1 morale penalty to the check for every 5 feet that they were moved by your bull rush.

Should be "against them", not "then".

Quote

Renewed Purpose
You draw strength from adversity.
Prerequisites: One martial maneuver, base Fort, Reflex, or Will save +3.
Benefit: Choose Fortitude, Reflex, or Will (you must have a base +3 bonus to whichever save you choose).  Whenever you make a successful save of the given type, but no more often than once per round, you may automatically recover one expended maneuver.
Special: You may select this feat up to three times, choosing a different save each time.  You may recover one maneuver per round per successful save for which you select this feat; for example, a character who selects Renewed Purpose (Fortitude) and Renewed Purpose (Will) could recover up to two maneuvers per round, one each for a successful Fort and Will save.

Should be "save of the chosen type", not "given".
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on July 02, 2012, 07:53:00 PM
Thank you for typos, they shall be fixed.  Thoughts on the Combat Momentum options?

These feats, while they have a bit of a Grunty feel to them, don't really demand being a Grunt. All of them are just as useful for a Domeskipper or a Synthevolver or a Morphling (although maybe a bit less synergistic). Give me something that builds on the Grunt's unique class features, please.

Oh, I will.  I just haven't yet.  ;)
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: littha on July 02, 2012, 07:58:14 PM
With combat momentum you need it to scale by level. if you base it off AC like you were suggesting it means you would get less hp at higher levels (due to monster AC going up). STR mod doesn't scale fast enough either. I would set it at a multiple of your BAB, probably x3 or x4.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on July 02, 2012, 08:01:24 PM
With combat momentum you need it to scale by level. if you base it off AC like you were suggesting it means you would get less hp at higher levels (due to monster AC going up). STR mod doesn't scale fast enough either. I would set it at a multiple of your BAB, probably x3 or x4.

So you would get 3x (or 4x) your BAB as temp hit points for one round?  Is that too much over Stone Power, even though you don't have to hit them for SP?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: littha on July 02, 2012, 08:17:19 PM
With full BAB:

      x3   x4
6    18   24
7    21   28
8    24   32
9    27   36
10  30   40
11  33   44
12  36   48
13  39   52
14  42   56
15  45   60
16  48   64
17  51   68
18  54   72
19  57   76
20  60   80

Not sure if x3 is too high.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on July 03, 2012, 06:37:44 AM
With full BAB:

      x3   x4
6    18   24
7    21   28
8    24   32
9    27   36
10  30   40
11  33   44
12  36   48
13  39   52
14  42   56
15  45   60
16  48   64
17  51   68
18  54   72
19  57   76
20  60   80

Not sure if x3 is too high.

The problem is that you get bumps at 6, 11, and 16 when you get another attack.  Remember that you get the hp for each attack...
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: littha on July 03, 2012, 12:48:30 PM
You do still have to hit the target to get the HP which is less likley with later attacks.
If you want to set the table up properly you would have to go through and calculate exactly how much HP you want to give at each level by looking at monsters around that CR. This would take a very long time to do. The multiple on BAB approach might be off at certain levels but it is quick to figure out.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on July 03, 2012, 01:51:04 PM
Yeah... well, at the moment I've got it at 2x.  So take a look and see if that seems too small.

I've also added a bunch more Grunt-specific feats.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on July 04, 2012, 09:02:35 AM
Updated.

Revisiting Racial Subs, since, y'know, it's unfinished.  Like a bunch of other stuff... bluh.

By Class
  • Crystal Mage: Spellscale (use elf)*, Axani, Elf
  • DivHead: Illumian*, Cansin, ??
  • Dodger: Halfling*, Drow (lesser), Raptoran
  • Domeskipper: Half-Orc*, Cansin, Raptoran
  • Grunt: Half-Orc, Goliath, ??
  • Holomancer: Aasimar*, Drow (lesser), Gnome
  • Magitechnician: Gnome*, Dwarf, ??
  • Medic: Lifetorn*, Aasimar, Halfling
  • Mentalist: Tiefling*, Kalashtar, Elan
  • Morphling: Warforged*, Changeling*, Shifter
  • Planeswalker: Half-Elf*, Tiefling, Spellscale
  • Powerbard: Half-Elf, Changeling, Illumian
  • Psykin: Dwarf*, Kalashtar, Elan
  • Mechanosynth: Warforged*, Mongrelfolk, ??
  • Biosynth: Mongrelfolk*, Shifter, Lifetorn
  • Zen Fundamentalist: Axani, Elf, Goliath
By Race
  • Aasimar: Holomancer*, Medic
  • Changeling: Morphling*, Powerbard
  • Drow: Dodger, Holomancer
  • Dwarf:  Psykin*, Magitechnician
  • Elf: Crystal Mage*, Domeskipper
  • Gnome: Magitechnician*, Holomancer
  • Goliath: Grunt, Zen Fundamentalist
  • Half-Elf: Planeswalker*, Powerbard
  • Half-Orc: Domeskipper*, Grunt
  • Halfling: Dodger*, Medic
  • Illumian: DivHead*, Powerbard
  • Lifetorn: Medic*, Biosynth
  • Mongrelfolk: Biosynth*, Mechanosynth
  • Raptoran: Dodger, Domeskipper
  • Shifter: Biosynth, Morphling
  • Spellscale: Crystal Mage, Planeswalker
  • Tiefling: Mentalist*, Planeswalker
  • Warforged: Morphling, Mechanosynth
  • Kalashtar: Psykin, Mentalist
  • Elan: Psykin, Mentalist
  • Axani: Crystal Mage, Zen Fundamentalist
  • Cansin: Dodger, Domeskipper

Still need a Grunt, a DivHead, a Magitechnician, and a Mechanosynth.  That's two races... any suggestions?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on July 04, 2012, 10:54:51 AM
Hey, what about this?  I've been thinking about homebrewing some more races...

1) A plant race (Ent?) replacing Goliath with Grunt & ZF (though I might move them to Domeskipper off Grunt, but I don't know what to put in Grunt then)... gets +2 -4 Dex +2 Con +2 Wis -2 Cha and plant immunities, vulnerability to Fire
2) A crossbreed troll/goblin race for Grunt/Mechanosynth
3) A fey Gremliny race for Mechanosynth/DivHead... though I could also fill this spot with kobolds.


Thoughts?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: littha on July 04, 2012, 11:31:53 AM
I would take the opportunity to write up a humanoidish plant race, probably something like a dryad but plant type. As far as I am aware there are none suitable for player characters (LA +5 or so usually) and it always felt like a hole in the lineup for 3.5. Problem being you would likley want planeswalker, biosynth or medic for their racial subs.

(click to show/hide)
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Garryl on July 04, 2012, 11:38:17 AM
I'd try to avoid such lopsided ability scores and immunities/vulnerabilities for an LA +0 race, but I am other than that and the name, I'm interested in the plant thing. Give me a little time, and I'll see if I can brew up a sentient fungus that evolved in the sewers and foundations of the domes.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on July 04, 2012, 12:02:21 PM
I'd try to avoid such lopsided ability scores and immunities/vulnerabilities for an LA +0 race, but I am other than that and the name, I'm interested in the plant thing. Give me a little time, and I'll see if I can brew up a sentient fungus that evolved in the sewers and foundations of the domes.

Yeah, agreed on the high swinginess... I'll adjust it.  However, I will say that I think littha & I are more on the same page in terms of thematic space compared to your idea.  I'd love to see it, though, and there's no reason I can't use it anyway :)

Maybe you can fit magitech into it?  Then it could be the DivHead/Magitechnician.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Garryl on July 04, 2012, 12:55:52 PM
1st draft, not near finished yet, probably needs another racial ability or two. Assume a humanoid form, just because.

Cellochoroid

Cellochoroids aren't individuals. Instead, they are a mass of smaller fungi that have melded together to form a vaguely humanoid body. Apart, Cellochoroids appear as thick turquoise moss, usually in clusters roughly the size of a baseball, and possessing a similar intelligence. Together, their psychic abilities bind their minds and forms together into a sentient collective. Asexual, larger Cellochoroids shed off excess moss from the collective whole to "reproduce", with new Cellochoroids developing when enough accumulates in a small area. As such, "newborn" Cellochoroids are quite literally the children of all the adults in a colony.

Originally, Cellochoroids were simple, non-sentient fungi. The presence of the domes, and the heat they provided, encouraged their growth, while the domes' magical waste slowly mutated them into sentient beings when in large enough clusters.

Plant (psionic) type: Immune to sleep, stun, paralysis, polymorph, poison, crits, and mind-affecting (but see Redundant Sentience below).
+2 Int, -2 Dex: Cellochoroids aren't particularly mobile, but the combined intelligences inside a single body can provide great leaps of intuition.
Small size: +1 attack/AC, +4 Hide, 3/4 carrying capacity, etc.
20 ft. speed
Low-light vision

Naturally Psionic: Cellochoroids have 1 power point.

Fungal Sustenance (Ps): Cellochoroids can thrive and grow on heat alone. They can manifest Sustenance at will as a psi-like ability with a manifesting time of 1 hour, but only while they are near a heat source.

Modular Physiology (Ex): One clump of Cellochoroid is as good as another to an animate mass. A Cellochoroid can detach its body parts at will and without harming itself, but its Intelligence score decreases proportionally to the total mass lost (a Cellochoroid missing half of its normal body by weight would have only half of its normal Intelligence score, for example). Lost body parts can be replaced by finding and absorbing the same total mass of Cellochoroid moss, which also restores an appropriate amount of lost Intelligence. This modification to a Cellochoroid's Intelligence score only includes its base Intelligence score, including increases due to level, racial modifiers, and permanent or instantaneous inherent bonuses, but not other modifications such as enhancement bonuses, ability damage, and ability drain. A Cellochoroid whose base Intelligence score drops below 3 in this way dies, as it has insufficient psionic power to bind itself together.

Redundant Sentience (Ex): Due to their communal mind, Cellochoroids are somewhat vulnerable to mind-affecting affects. They do not have the racial immunity to mind-affecting effects that is normally granted by the Plant type, but instead add their Intelligence modifier (if positive) to all saves against mind-affecting effects. They can still gain immunity to mind-affecting effects normally (including from having a type other than Plant that normally grants it).

Skills: A Cellochoroid has a +2 racial bonus on all Disguise checks and a +4 racial bonus on Escape Artist checks. Their mutable form allows them to far more easily adjust their shape, although they lack fine control of their features.



Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on July 04, 2012, 02:45:28 PM
That's pretty cool!  I like it :)
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on July 04, 2012, 08:27:26 PM
I posted first drafts of some homebrew races here (http://www.minmaxboards.com/index.php?topic=5966.msg87841#msg87841).
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on July 05, 2012, 07:08:16 AM
1st draft, not near finished yet, probably needs another racial ability or two. Assume a humanoid form, just because.

Should probably get a +2 or +4 to Disguise because of mutability of form, though it doesn't have the fine control to actually manufacture faces (like a changeling does).

I have a few ideas for racial feats, as well.  Something like the ability to temporarily increase size and Int by merging with another source, though it's temporary (unless you take the racial PrC) because you can only naturally support so much mass.  And, another that lets you awaken more of your substance, so you get 1 pp per HD instead of just 1, but you suffer more Int loss from losing your substance.

I think I might drop Kalashtar from the list and replace them with this.  It's hard to have kalashtar without Dal Quor, you know?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Garryl on July 05, 2012, 08:57:03 AM
I'd like a template or monster to go with it that turns them into a mindless (and possibly undead) swarm. It's a plant that's a zombie. Basically, Cellochoroids that are sort of dead but sort of not. They're separated into clumps instead of a collective body, but still possess a rudimentary psychic connection with each other. Swarm damage wouldn't necessarily even be physical damage from attacking to eat or kill, but instead psychic static and stuff as they try to bind together along another's body.

Also, biosynth sub levels (it just makes so much sense to me). Maybe with the ability to exchange some evolves for other evolves by just taking them out and putting in a new one.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on July 05, 2012, 01:25:22 PM
I'd like a template or monster to go with it that turns them into a mindless (and possibly undead) swarm. It's a plant that's a zombie. Basically, Cellochoroids that are sort of dead but sort of not. They're separated into clumps instead of a collective body, but still possess a rudimentary psychic connection with each other. Swarm damage wouldn't necessarily even be physical damage from attacking to eat or kill, but instead psychic static and stuff as they try to bind together along another's body.

Also, biosynth sub levels (it just makes so much sense to me). Maybe with the ability to exchange some evolves for other evolves by just taking them out and putting in a new one.

That sounds kewl.  So I would put them on Biosynth and Mentalist, and move Lifetorn from Biosynth to Psykin.  And axe Kalashtar.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Garryl on July 05, 2012, 03:18:26 PM
If Cellochoroids are definitely in, I'd like to make a [Race] thread to keep all of the related material together (and keep it from cluttering this thread), if that's okay.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on July 05, 2012, 03:28:46 PM
If Cellochoroids are definitely in, I'd like to make a [Race] thread to keep all of the related material together (and keep it from cluttering this thread), if that's okay.

Sounds good.  I'll move Lifetorn there and update the index.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Garryl on July 05, 2012, 03:51:19 PM
Depending on how much material there is for each race, you might want different threads for each race. But I don't think we're there yet.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on July 13, 2012, 08:42:42 AM
Made a new feat each for Dodger and Grunt.

EDIT: And a new houserule about feinting, a change to Improved Feint, and a new general feat.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Garryl on July 19, 2012, 11:50:52 AM
Any further thoughts about Cellochoroids?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on July 19, 2012, 11:55:01 AM
Any further thoughts about Cellochoroids?

Nope.  I mean, I'll probably add some feats and stuff for them (you're welcome to do so as well), but I'm pretty happy with how they turned out.  I'll post them in a new Races thread (add Lifetorn in there too) when I get around to it.

I need to revisit the other race ideas, actually.  And tinker with Crystal Mage.  And finish Essence of Gaia.  Bluh...
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on July 19, 2012, 02:51:39 PM
OK, made a race thread.  Move Cellochoroids over if you please.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Sneaky_Sable on July 19, 2012, 03:26:10 PM
I read the Cellochoroid like thirty times, and now I can't help but imagine that stuff all over Evernight, and that leads to thoughts of the Super Mario Brothers Movie.

"Trust the fungus! Trust the fungus!"
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on July 19, 2012, 11:22:18 PM
Cleaned up Chloromorph, how's it look?  I also added a picture and some languages to Chellochoroid, and took out the favored class because Magipunk don't do that, yo.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Jackinthegreen on July 21, 2012, 01:56:04 PM
Looking at the Gremlin all I can think of is how one would react when someone else says "You're nuts."

"Did one of those nuts fall off again?  I swear I need to make a better bonding agent.  Hey! Help me look for it since you pointed it out you twit!"
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on July 21, 2012, 02:00:09 PM
Looking at the Gremlin all I can think of is how one would react when someone else says "You're nuts."

"Did one of those nuts fall off again?  I swear I need to make a better bonding agent.  Hey! Help me look for it since you pointed it out you twit!"

Lol
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Nanshork on July 21, 2012, 02:05:29 PM
Powerbard needs a racial substitution level.   :flutter
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on July 21, 2012, 02:44:01 PM
Powerbard needs a racial substitution level.   :flutter

It's gonna get 3: Half-Elf, Changeling, and Illumian.  I just haven't written them yet.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Nanshork on July 21, 2012, 03:35:02 PM
Powerbards aren't proficient with most of the Powerbard guitars....
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on July 21, 2012, 03:54:20 PM
Powerbards aren't proficient with most of the Powerbard guitars....

Oops, I'll fix that.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Nanshork on July 21, 2012, 04:20:59 PM
Also, the guitar table is all wonky.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on July 21, 2012, 04:26:33 PM
Also, the guitar table is all wonky.

Try zooming out.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Nanshork on July 21, 2012, 04:50:02 PM
...huh.  I wonder how long it's been zoomed in and I haven't notice.d
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on July 21, 2012, 04:56:54 PM
...huh.  I wonder how long it's been zoomed in and I haven't notice.d

Doesn't have to start out zoomed in... it just depends on the width of the window.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Nanshork on July 21, 2012, 05:02:44 PM
...huh.  I wonder how long it's been zoomed in and I haven't notice.d

Doesn't have to start out zoomed in... it just depends on the width of the window.

I always have firefox full-screened.  Always.   :P
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: littha on July 22, 2012, 10:53:44 PM
Comments on races:
Bloodsap is a nice subtype, any reason why they need to sleep and breathe rather than breathe and eat as per usual for plants?

Other than that Chellochoroid is pretty much flat better than Chloromorph. All the Chloromorph gets are toned down plant features and a minor druid ability as racial traits but the Chellochorid gets (nearly) full blown plant traits plus additional abilities.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Nanshork on July 23, 2012, 08:53:24 PM
The Powebard needs and extra chord known feat. 
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on July 24, 2012, 09:38:25 AM
The Powebard needs and extra chord known feat.

Done.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Sneaky_Sable on July 24, 2012, 09:41:44 AM
And the name of this Extra Chord Known feat should be "More Cowbell".
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on July 24, 2012, 09:44:47 AM
And the name of this Extra Chord Known feat should be "More Cowbell".

Lol!  No, I'll save that for something more interesting....  :plotting
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on July 31, 2012, 08:43:13 PM
Does Xenoalchemist (http://www.giantitp.com/forums/showthread.php?t=205119) fit this setting?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Sneaky_Sable on July 31, 2012, 09:02:29 PM
It sure does, but you misspelled Synthevolver. How embarrassing. :)


EDIT:

So I re-re-re-re-read the Xenobiologist and it sounds really cool. It has serious Prestige Class potential for Synthevolver. Since a Synthevolver is all about improving themselves, and the Xenobiologist is all about pretending to be a rogue while chopping off choice bits of monsters they encounter and grafting them to themselves. I like them both :)
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on July 31, 2012, 09:05:10 PM
It sure does, but you misspelled Synthevolver. How embarrassing. :)

Lol!  Well, a Xenoalchemist would be the one to perform operations on the Synthevolver. ;)
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on July 31, 2012, 09:45:10 PM
Good news: Kellus has okayed the adapting of Xenoalchemy to Magipunk.

So, the question is: do I make an "adaptation" thread and deal with changes there, or do I just repost over here like I did with Medic?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: littha on July 31, 2012, 09:56:14 PM
Repost would be good for completeness
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Nanshork on July 31, 2012, 11:14:54 PM
Be aware, Kellus is currently in the middle of revamping his graft system.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: geniussavant on August 01, 2012, 11:40:09 AM
This is a conversion that I did to bring the Aleithian Dwarves into the Magipunk setting. I think I labeled any major changes. Let me know what you all think.

Aleithian Dwarf Convert:

Subterran Dwarf


Traits:
   +2 Constitution, +2 Intelligence, -4 Charisma: Because of their focus on the Magitech industry, Subterran Dwarves are smarter than most other dwarves, but due to their even greater lack of social interaction, they tend to bedetatched from personal interactions.

   Medium Size

   A dwarf's base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.

   Darkvision out to 90 feet.

   Stonecunning: This ability grants a dwarf a +2 racial bonus on peception and engineering checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A subterran dwarf who merely comes within 10 feet of unusual stonework can make a perception check as though actively searching and can use the engineering skill to find stonework traps as a rogue can. A subterran dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

   +2 racial bonus on Will saves against arcane magic(changed from psionics, felt it was more fitting, with similar balance)

   +2 racial bonus on Fortitude saving throws against poison.

   Subterran dwarves receive a +2 racial bonus on engineering skill checks related to crystal, metal, or stone.

   Light Sensitivity: Subterran dwarves are dazzled in bright sunlight or within the radius of a daylight spell.

   Spell-like abilities(sp): 3/day-- Mending, Repair Minor Damage 1/day: Repair Lesser Damage(changed from aleithian's psionics)

   Automatic Languages: Dwarven and Common; Bonus Languages: Draconic, Terran, and Undercommon
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: geniussavant on August 06, 2012, 11:56:03 PM
Here's an idea that's been bouncing around in my head. How about a class that infects the host with magical insects that act as symbionts, trading abilities and help for space in the host and nurishment. Constitution would be the main stat. Different species would provide different benefits. As the class progressed the insects would becomes stronger or you could pick a new species.

Think nanites gone arcane.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on August 07, 2012, 07:17:20 AM
Here's an idea that's been bouncing around in my head. How about a class that infects the host with magical insects that act as symbionts, trading abilities and help for space in the host and nurishment. Constitution would be the main stat. Different species would provide different benefits. As the class progressed the insects would becomes stronger or you could pick a new species.

Think nanites gone arcane.

Kind of like Impure Prince, but without the icky Daelkyr part?  Could be a Xenoalchemist+Synthevolver prc, maybe.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: geniussavant on August 07, 2012, 12:57:27 PM
Kinda, I picture it as a sort of humaniod ant farm. It could be a synthevolver Prc, but it could work as it's own class too. I guess it could be just a special synthevolver series of bio evoles too, if you wanted.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on August 07, 2012, 03:22:47 PM
Kinda, I picture it as a sort of humaniod ant farm. It could be a synthevolver Prc, but it could work as it's own class too. I guess it could be just a special synthevolver series of bio evoles too, if you wanted.

I'll have to think about it -- I don't want to come up with a new subsystem and have to write a whole bunch of symbionts, you know?  I mean, I have enough homebrewed subsystems floating around already... ;)
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: geniussavant on August 07, 2012, 06:48:31 PM
Well, we could do it as a synthevolver, using their evolutions.

The 0 level evolution would start the farm and grant a short range cone of piercing damage(insect stings) and a minor poison effect.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Garryl on August 11, 2012, 05:51:30 PM
I just realized something ironic. In this setting, without divine casters, the arcane casters (Crystal Mage, Medic) are the armored spellcasters and the primary source of healing, while the psionic manifesters (Mentalist, Psykin) are all lightly armored.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on August 11, 2012, 06:39:19 PM
I just realized something ironic. In this setting, without divine casters, the arcane casters (Crystal Mage, Medic) are the armored spellcasters and the primary source of healing, while the psionic manifesters (Mentalist, Psykin) are all lightly armored.

Lol.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Sneaky_Sable on August 13, 2012, 09:26:40 AM
I just realized something ironic. In this setting, without divine casters, the arcane casters (Crystal Mage, Medic) are the armored spellcasters and the primary source of healing, while the psionic manifesters (Mentalist, Psykin) are all lightly armored.

Lol.

*Overhead shot of crowded metropolis, night time*

<Don Lafontaine Voice Over>  "In the distant future, in the crowded streets of Evernight, a revolution begins."

*Show crowd scenes*

<D.L.V.O.> "Targeted for their talents, those with the gift of magic find themselves on borrowed time."

*Show magic users in street clothes being 'gunned' down by street thugs. Cut to a group of people sitting around a table, in a dark room. The only source of light is a lamp above them. One leans in to show his face in the light*

<Male Mage (Played by Steven Seagal)> "If we don't do something drastic, and soon, we won't stand a chance."

*A mage leans in from the darkness, a wild smile across his face*

<Male Mage (Played by Raul Julia)> "Gentlemen... I have a plan."

<D.L.V.O.> "Pushed to their limit, they're out to teach the world that just because you're a caster..."

*Various shots of armor being put on dramatically*

<D.L.V.O.> ".... doesn't mean you're an outcast!"

*Exterior shot of building. Sign says 'Fighter Academy'. It explodes. Badass shot of four mages, male and female mix, walking away from an explosion*

<D.L.V.O.> "This summer, director Quentin Tarentino teams up with legendary writer and visionary Gary Gygax to challenge your views on Arcane Spell Failure."

*Cut to a fighter on the ground, severely injured*

<Fighter> "Have mercy!"

*Cut up to a mage in plate mail made of car tires and steel plates holding a wand down at the fighter*

<Mage> "Mercy is for the clergy." *bright flash effect. Cut back to see the fighter polymorphed into a white rabbit. Mage twirls the wand like a gun, then slides it into a holster and walks off*

<D.L.V.O.> "Tin Can Casters!"

*Display the name in a font that looks like it's made of steel. Behind the lettering, there's a stock footage explosion*

<MPAA Voice Over> "This film has not yet been rated."
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: FireInTheSky on August 13, 2012, 09:46:14 PM
(click to show/hide)

 :lmao :lmao   :clap

+1
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on August 23, 2012, 03:52:12 PM
OK, big question here.

Should I replace the magitech currently implemented here with Gramarie (http://www.giantitp.com/forums/showthread.php?t=252794)?  Is my Magitechnician compatible?  Can it be made compatible easily?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Garryl on August 23, 2012, 04:16:56 PM
Gramarie is a world-building thing, and really should be treated as such, I think. But for the fact that they have untold power, Gramarists are essentially NPC classes. They don't really do adventuring. Personally, I don't feel that they are actually appropriate to the D&D game. D&D worlds and campaign settings? Certainly. Definitely. Indubitably. But the game itself? No. They can't really do the whole adventuring game. While their friends are raiding the dungeon, Gramarists are playing Electricity and Engineering. Back home, where it's safe and they can get hours of uninterrupted work in alongside fellow Gramarists who know the principles they lack.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Nanshork on August 23, 2012, 04:33:08 PM
I disagree with Garryl's analysis about Gramarists not wanting to adventure, but I think that Gramarie is more complicated than what you want to work with percival.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on August 23, 2012, 05:08:51 PM
Fair enough.  I'll keep my poor old Magitechnician.  ;)
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: geniussavant on August 23, 2012, 11:36:25 PM
I agree wholeheartedly. Gramarie just rodent have the smoothness your work does. Just my two cp
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: nijineko on September 01, 2012, 02:48:03 AM
wait... are we talking homebrew, or are we talking stasheff here? or is this just one of those interesting coincidences, artifacts of my not reading every single post, or my misremembering the name?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on September 01, 2012, 08:20:07 AM
wait... are we talking homebrew, or are we talking stasheff here? or is this just one of those interesting coincidences, artifacts of my not reading every single post, or my misremembering the name?
  Love Stasheff!  Lol.  But in an earlier post there's a link to a homebrew subsystem called Grammarie.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: nijineko on September 01, 2012, 05:43:47 PM
well, it is an easy mistake to make "Gramarye" <-> "Grammarie", ne.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Sneaky_Sable on September 03, 2012, 12:40:23 PM
well, it is an easy mistake to make "Gramarye" <-> "Grammarie", ne.

That's the last thing we need here is a Grammarie Nazi :) :) :) :) :)
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Nanshork on September 03, 2012, 12:47:25 PM
 :lmao
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on September 03, 2012, 06:14:54 PM
well, it is an easy mistake to make "Gramarye" <-> "Grammarie", ne.

That's the last thing we need here is a Grammarie Nazi :) :) :) :) :)

Upvoted.  Honestly, if your posts on PbP boards were upvotable, I bet you'd have more karma than Buddha. ;)
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: nijineko on September 09, 2012, 12:30:35 AM
well, it is an easy mistake to make "Gramarye" <-> "Grammarie", ne.

That's the last thing we need here is a Grammarie Nazi :) :) :) :) :)

ummm.... run-on sentence.  :eh


 :D
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Jackinthegreen on September 09, 2012, 12:38:05 AM
well, it is an easy mistake to make "Gramarye" <-> "Grammarie", ne.

That's the last thing we need here is a Grammarie Nazi :) :) :) :) :)

ummm.... run-on sentence.  :eh


 :D

Something I've always wondered...  If there are run-on sentences, are there also run-off sentences?

Edit:  One thing I don't wonder about though is that that "eh" emoticon needs a nonexistent background instead of its current white.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Sneaky_Sable on September 09, 2012, 12:33:38 PM
well, it is an easy mistake to make "Gramarye" <-> "Grammarie", ne.

That's the last thing we need here is a Grammarie Nazi :) :) :) :) :)

ummm.... run-on sentence.  :eh


 :D

(http://oi45.tinypic.com/11ta7hd.jpg)
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: nijineko on September 15, 2012, 02:12:56 AM
well, it is an easy mistake to make "Gramarye" <-> "Grammarie", ne.

That's the last thing we need here is a Grammarie Nazi :) :) :) :) :)

ummm.... run-on sentence.  :eh


 :D

(http://oi45.tinypic.com/11ta7hd.jpg)

heheheh. sorry about that. it was the best i could come up with for a response. besides, it struck me as a) very humorous, and b) potentially an intentional opening for further humor on your part, given the nature of your comment. which was a fabulous pun, btw.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Merchant on September 17, 2012, 09:03:20 AM
I just wanted to say how awesome your work here is. Thisis what I've wanted my idea for story would. I'm not sure what you are looking or but what a class similar to a summoner or breeder/trainer or even a life maker.

I think I need look harder but where is your setting explained?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on September 17, 2012, 12:35:47 PM
I just wanted to say how awesome your work here is. Thisis what I've wanted my idea for story would. I'm not sure what you are looking or but what a class similar to a summoner or breeder/trainer or even a life maker.
Thanks! I did put a lot of work into it...

You'd probably need to go with a Crystal Mage to be a summoner, they're going to get most of the conjuration stuff (when I do the spell list).  For a breeder/trainer, I would say Kellus's Xenoalchemist, which isn't ported yet, but is straightforward.  I'm not sure what you mean by Life Maker, though...

Quote
I think I need look harder but where is your setting explained?
Haha well... in bits and pieces.  I'm much better at writing mechanics than the fluff & setting stuff, so that's being added slowly and via lots of help from other people.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Garryl on September 28, 2012, 11:28:00 PM
You should probably update the index one of these days. Also, Cellochoroid uses the wrong skills for its skill bonuses (standard D&D instead of Magipunk-specific skills).

Any idea what classes would work well with Cellochoroid racial sub levels? Offhand, I can think of a few ideas.
Biosynth (gain a changeable evolve by swapping clumps of evolved moss in and out, Mutagenic Strike implants a clump that attempts to control the target's body, Evolve 0 for tentacles instead of claw/bite, get something else instead of Next Stage to Aberration type)
Morphling (Transformation to turn into Plant creatures starting at 5th instead of 17th, Morph and Morphic Body AC and other class features use Int instead of Con)
Probably want Mentalist, too, since that's the "favored class" (or would be if there were favored classes).
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: samnemath on October 26, 2012, 04:19:45 PM
I have been reading these, especially the gun rules (as I mentioned in High Arcana). I was wandering what kind of power these rules aim for. Would it be possible to introduce the gun rules or the base classes in a normal D&D campaign alongside the regular classes?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on October 26, 2012, 04:25:14 PM
The classes are higher power on average than standard D&D, but they aren't generally more powerful than, say, a normal wizard or CoDzilla.  Most of them can certainly be played alongside standard stuff, as long as the participants are aware of possible power discrepancies.

The gun rules should work fine... they're just modified wands, after all.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: samnemath on October 26, 2012, 04:29:02 PM
So all the classes here are tier 1 or about Warblade level? Speaking about the non-spellcasting classes of-course.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on October 26, 2012, 04:32:54 PM
Not quite...  I'd say that they are almost all tier 3 or higher, with maybe the Dodger being tier 4 (though it could be tier 3, who knows).
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Sneaky_Sable on October 28, 2012, 08:21:11 PM
Not quite...  I'd say that they are almost all tier 3 or higher, with maybe the Dodger being tier 4 (though it could be tier 3, who knows).

I've meant to ask this for a while. What's with the Tier thing? Is character creation a tournament or something?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Jackinthegreen on October 28, 2012, 08:24:00 PM
Not quite...  I'd say that they are almost all tier 3 or higher, with maybe the Dodger being tier 4 (though it could be tier 3, who knows).

I've meant to ask this for a while. What's with the Tier thing? Is character creation a tournament or something?

As mentioned in the tier lists (though in more words), they are mostly meant as a tool for DMs and players to gauge the relative power of the various classes in order to determine what suits their tastes and what might have to be adjusted and such.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: littha on October 28, 2012, 08:24:10 PM
http://www.minmaxboards.com/index.php?topic=658.0
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Sneaky_Sable on October 28, 2012, 08:25:55 PM
Not quite...  I'd say that they are almost all tier 3 or higher, with maybe the Dodger being tier 4 (though it could be tier 3, who knows).

I've meant to ask this for a while. What's with the Tier thing? Is character creation a tournament or something?

As mentioned in the tier lists (though in more words), they are mostly meant as a tool for DMs and players to gauge the relative power of the various classes in order to determine what suits their tastes and what might have to be adjusted and such.

So, rather then play what you want to play or play what you feel is interesting, you play what can kick the ass of the guy sitting across the table from you? ;)
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Jackinthegreen on October 28, 2012, 08:39:00 PM
Not quite...  I'd say that they are almost all tier 3 or higher, with maybe the Dodger being tier 4 (though it could be tier 3, who knows).

I've meant to ask this for a while. What's with the Tier thing? Is character creation a tournament or something?

As mentioned in the tier lists (though in more words), they are mostly meant as a tool for DMs and players to gauge the relative power of the various classes in order to determine what suits their tastes and what might have to be adjusted and such.

So, rather then play what you want to play or play what you feel is interesting, you play what can kick the ass of the guy sitting across the table from you? ;)

The tier list can cater to that, but as is mentioned in the thread itself the primary intent is to allow everyone to play well together since knowing how powerful your teammates are in whatever situations tends to help quite a bit.

If the wink is you being playful and not totally serious, I admit I'm a bit (okay, notoriously) blind when it comes to that, so I typically answer as if the statement was serious.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: littha on October 28, 2012, 08:41:01 PM
Not quite. Tiers are best used for a DM to assess appropriate challenges for their players or as a character building guideline to stop one player dominating the group.

A group of tier 1 characters is a lot different to DM for than a group of tier 6.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Sneaky_Sable on October 28, 2012, 08:44:49 PM
So, rather then play what you want to play or play what you feel is interesting, you play what can kick the ass of the guy sitting across the table from you? ;)

The tier list can cater to that, but as is mentioned in the thread itself the primary intent is to allow everyone to play well together since knowing how powerful your teammates are in whatever situations tends to help quite a bit.

If the wink is you being playful and not totally serious, I admit I'm a bit (okay, notoriously) blind when it comes to that, so I typically answer as if the statement was serious.

Well to be fair, I was being somewhat serious. I usually put a wink or a smile in there so that the people who would blow up and take serious offense at my statement ignore the statement and move on. So it's something of a filter. :)

See that? Filter.

Thank you for the clarification. I'm reading the link provided above, and it's not as twinkie min-max Roll-Playing as I was afraid of. The prospect of some classes being better at some situations then others is why there are multiple base classes, in my opinion. If the game was intended to just have one class that did everything, the player's handbook would be a pamphlet while the Dungeon Master's Guide would look more like the library of congress.

I guess my one main problem with homebrew tracking and concepts is that it seems that whenever someone runs into one of those hitches that's built into a class to keep them from being truly irredeemable in terms of absolute power, rather then saying "How can I work with this?" they say "Well shit, now I can't combo Chain Lighting into Creeping Doom piggybacked onto a Maximize Empowered Relicguard Spell. Time to fix that!" and build a homebrew which is 99% the original class, while that 1% is the whole Let's Omit that one Drawback.

Sometimes I read people's homebrews and think to myself "He just wants to play a 20th level wizard without having to bother with levels 2 through 19". Maybe I'm just old, though. So git off my lawn, and thanks for listening.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Jackinthegreen on October 28, 2012, 08:52:10 PM
Well to be fair, I was being somewhat serious. I usually put a wink or a smile in there so that the people who would blow up and take serious offense at my statement ignore the statement and move on. So it's something of a filter. :)

See that? Filter.

Thank you for the clarification. I'm reading the link provided above, and it's not as twinkie min-max Roll-Playing as I was afraid of. The prospect of some classes being better at some situations then others is why there are multiple base classes, in my opinion. If the game was intended to just have one class that did everything, the player's handbook would be a pamphlet while the Dungeon Master's Guide would look more like the library of congress.

I guess my one main problem with homebrew tracking and concepts is that it seems that whenever someone runs into one of those hitches that's built into a class to keep them from being truly irredeemable in terms of absolute power, rather then saying "How can I work with this?" they say "Well shit, now I can't combo Chain Lighting into Creeping Doom piggybacked onto a Maximize Empowered Relicguard Spell. Time to fix that!" and build a homebrew which is 99% the original class, while that 1% is the whole Let's Omit that one Drawback.

Sometimes I read people's homebrews and think to myself "He just wants to play a 20th level wizard without having to bother with levels 2 through 19". Maybe I'm just old, though. So git off my lawn, and thanks for listening.

I don't typically blow up unless directly insulted, and even then I'd like to think I tend to blow it off.  That's just me though.  *shrug*

But yes, some of the homebrew really is just people wanting power trips.  Thankfully we don't typically have that problem on these boards.

As for the lawn comment, I'm reminded of a joke I read in Reader's Digest:
A girl is scheduled for an appendectomy.  As the doctor starts the surgery he noticed her pubic hair is dyed green with the words "Keep off the grass" tattooed by them.  Chuckling to himself he shaved it off as standard operating procedure and did the surgery.  At the end of it he left her a note though: "Sorry, had to mow the lawn."
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: FireInTheSky on November 27, 2012, 12:40:21 AM
Powerbard Items post needs to be added to the Items index.

EDIT: Races links need to be updated in the index as well.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Garryl on February 02, 2013, 02:12:23 AM
So, you ever going to write those Chloromorph feats that they apparently get?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on February 02, 2013, 07:07:26 AM
So, you ever going to write those Chloromorph feats that they apparently get?
Well, sure.  Lol.  Eventually...
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Garryl on March 29, 2013, 01:42:47 AM
The more I think about it, the less comfortable I feel about Cellochoroids giving Int to saves vs. mind-affecting. Maybe a flat +2 or something? It would probably be reasonable to tone down or remove the crit immunity they get for being plants, too. How would that make them feel?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on March 29, 2013, 06:18:24 AM
The more I think about it, the less comfortable I feel about Cellochoroids giving Int to saves vs. mind-affecting. Maybe a flat +2 or something? It would probably be reasonable to tone down or remove the crit immunity they get for being plants, too. How would that make them feel?
Definitely more in line with the other races... go ahead and implement those changes.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Milo v3 on October 03, 2014, 11:22:57 AM
Malignth (WIP since tired is wearing my brain out)

There are some things that are not satisfied with the bodies they have been given, and seek to improve them, but sometimes things don't go as planned. Malignth (malignant-synths) are beings that have suffered from their bodies turning against them in a very dramatic manner.

Creating a Malignth

Malignth is an acquired or inherited template that can be added to any living creature. A malignth uses the base creature's stats and abilities except as noted here.
LA: +2

CR: +1

AL: The base creatures alignment moves one step closer to chaotic. Malignth have inherently unstable biology, and their morales and ethics happen to be sealed within that biology.

Size and Type: The base creature's type becomes aberration (shapeshifter). If this template is acquired do not recalculate class Hit Dice, BAB, or saves.

Senses: The base creature gains darkvision 60 ft.

Armour Class: The base creature gains a +2 bonus to their natural armour class bonus.

Weaknesses: The base creature gains two of the following drawbacks (randomly determined or chosen by the GM). A drawback can't be gained multiple times:
Bug Eyes: Your vision is more accurate than your mind can actually comprehend, you take a -2 racial penalty to perception checks.
Over-active Metabolism: Your body uses up more energy than it should, you take a -4 racial penalty on saves against becoming fatigued or exhausted.
Vibrant Chameleon: Your body alters it's colours between vibrant tones, and take a -2 racial penalty to Stealth checks.
Stunted Arms: Your strength score for the purpose of carry capacity is four points lower.
Numb Nerves: Your dexterity score is lowered by one point.
Wrong Proportions: When swimming, water counts as one stage more hazardous for the purpose of determining the DC of your athletics checks.

Special Attacks: Malignths gain three Stage I evolves from the Sythevolver class, these evolves must lack prerequisites. Which evolves an individual receives is normally random, though the Gamesmaster can select them if they wish. The evolves gained can be repeated if the evolves state they can be taken multiple times.

Special Qualities: Malignths gain the corrupted code special quality.

Corrupted Code (Ex): Malignths gain a +4 racial bonus on fortitude saves against mutagenic strike and similar effects that target his DNA, and if he does fail the save the effects duration is halved.

Feats: Malignths gain Improved Unarmed Strike as a bonus feat, if they don't already possess it.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Garryl on October 16, 2014, 02:23:38 AM
Sirp, I see you updated the Magipunk Locations (http://www.minmaxboards.com/index.php?topic=2469.0) relatively recently. It's nice to see more info. The mention of megacorporations is giving me a bit of a Shadowrun vibe, which is nice, I think. My only experience with Shadowrun is from playing Shadowrun Returns and from reading the wiki when I was researching sci-fi stuff for PoC, but it certainly seemed interesting.

Anyways, speaking of megacorps, you mention there being 3 of them in the Port Nexus LUNA (PNL) description. Any info on the two not described there? Or on any of the not-so-mega-corporations?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on October 16, 2014, 06:45:44 AM
Sirp, I see you updated the Magipunk Locations (http://www.minmaxboards.com/index.php?topic=2469.0) relatively recently. It's nice to see more info. The mention of megacorporations is giving me a bit of a Shadowrun vibe, which is nice, I think. My only experience with Shadowrun is from playing Shadowrun Returns and from reading the wiki when I was researching sci-fi stuff for PoC, but it certainly seemed interesting.

Anyways, speaking of megacorps, you mention there being 3 of them in the Port Nexus LUNA (PNL) description. Any info on the two not described there? Or on any of the not-so-mega-corporations?
I have some Aerie writeup that hasn't been posted yet, as well... anyway, I'm glad you like this.

The other two ubercorp mentions are scattered among the other posts:
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Garryl on October 18, 2014, 01:11:49 AM
I just noticed that Grade 2 Ballistic HEX crystals deal as much damage as Grade 3 Ballistic Basic crystals (and double to objects), but cost 40% less.

Grade 3 Force crystals should have a rider effect. You're paying the grade 3 premium after all. Without it, they also suffer the G2HEX/G3Basic issue that ballistics have. I'd suggest something like Fort or be pushed back 5 feet directly away.

I probably brought this up years ago, but are you at all concerned about the expense of using guns? Even with basic G1 ballistic crystals, it's 2.25 gp per attack (and it's a very dinky attack for that price). Then again, a lot of other pricing things are making me think that wealth in Magipunk isn't supposed to be quite the same as your average D&D setting. Specifically, I don't see the same old commoner daily wage being around 1 gp/day.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on October 18, 2014, 08:38:41 AM
I just noticed that Grade 2 Ballistic HEX crystals deal as much damage as Grade 3 Ballistic Basic crystals (and double to objects), but cost 40% less.

Grade 3 Force crystals should have a rider effect. You're paying the grade 3 premium after all. Without it, they also suffer the G2HEX/G3Basic issue that ballistics have. I'd suggest something like Fort or be pushed back 5 feet directly away.
Derp... I'll take a look at these soon.

Quote
I probably brought this up years ago, but are you at all concerned about the expense of using guns? Even with basic G1 ballistic crystals, it's 2.25 gp per attack (and it's a very dinky attack for that price). Then again, a lot of other pricing things are making me think that wealth in Magipunk isn't supposed to be quite the same as your average D&D setting. Specifically, I don't see the same old commoner daily wage being around 1 gp/day.
Guns are expensive, but they're also supposed to be more effective than bows & arrows. I dunno... I priced them initially using item creation rules, and then made them less expensive than that... I guess I didn't go far enough. Any suggestions?

Also, remember that most commoners are non-citizens, and have absolutely zero chance of purchasing expensive items. However, things like food are significantly cheaper due to tippyverse-ness.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Garryl on October 18, 2014, 01:09:36 PM
Regarding guns vs. bows, you don't get parity unless you're using energy crystals (for the touch attack) or the fancier crystals with special effects. Basic ballistic crystals just do not cut it. Targeted crystals, oddly, are about as good for ballistic as energy at grades 1 and 2 (touch attack doesn't matter since you're going for a fixed AC 10, so the only difference is DR vs. energy resistance).

Simple guns w/ grade 1 crystals:
(click to show/hide)

Martial guns w/ grade 2 crystals:
(click to show/hide)

Exotic guns I'm not really sure how to evaluate. Touch attacks with energy crystals or AC 10 attacks with targeted crystals means that you can probably ignore the -4 nonproficiency penalty and not spend a feat if you're using the right ammo. The rider effects on energy crystals are nice, but lose value at higher levels when the fixed DC 15 save becomes easier and easier. A G3 HEX crystal has a pretty serious base damage (avg. 18), but costs a bloody fortune (67.5 gp/shot or 157.5 gp/shot for energy). Crits suddenly show up, and are really good (Assault rifle is +20%, although Launcher is only +15% oddly enough). Grade 3 crystals are all 3x as expensive as Grade 2 crystals, and 6x as expensive as Grade 1.

I also haven't touched force crystals. They're only useful against incorporeal foes or folks with resistance to all energies (even sonic). Otherwise you're paying a premium for reduced damage.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Nanshork on July 05, 2017, 08:35:38 PM
sirp, what here did you want me to take a look at?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Nanshork on July 19, 2017, 09:45:55 PM
sirp, what here did you want me to take a look at?

 :poke
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on July 19, 2017, 10:11:17 PM
sirp, what here did you want me to take a look at?

 :poke
Derp. I forgot about this.

I'm not done with the Racial Sub Levels, so don't do those yet. But the races, base classes, and prcs are good to go (and there's a brand new prc that no one but me has ever looked at, I think). Also, keep an eye out, as you read this stuff, for any cyberpunk tropes, or holes in the setting, that I've completely missed, so that I can fix the omissions.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Nanshork on July 19, 2017, 10:36:29 PM
Anywhere in particular you'd like me to start?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on July 19, 2017, 10:50:01 PM
Anywhere in particular you'd like me to start?
Maybe the races? Should be easy, there's only like 4 of them.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Nanshork on July 20, 2017, 11:21:33 AM
Races aren't in your index.

Also, Lifetorn is in the Magipunk Races thread but also its own thread.  I'm assuming the one in the race thread is the most up to date version?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Garryl on July 20, 2017, 11:34:49 AM
sirp, what here did you want me to take a look at?

 :poke
Derp. I forgot about this.

I'm not done with the Racial Sub Levels, so don't do those yet. But the races, base classes, and prcs are good to go (and there's a brand new prc that no one but me has ever looked at, I think). Also, keep an eye out, as you read this stuff, for any cyberpunk tropes, or holes in the setting, that I've completely missed, so that I can fix the omissions.

What's this about a new PrC?
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Stratovarius on July 20, 2017, 11:38:58 AM
What's this about a new PrC?

http://minmaxforum.com/index.php?topic=17964.0 (http://minmaxforum.com/index.php?topic=17964.0) This guy. Added June 1st.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on July 20, 2017, 11:47:14 AM
Races aren't in your index.

Also, Lifetorn is in the Magipunk Races thread but also its own thread.  I'm assuming the one in the race thread is the most up to date version?
Yeah I know, I need to fix that. And yes, use the one in the Races thread. Lifetorn used to be the only one, so it had its own thread at the time. I should probably lock it, honestly.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Nanshork on July 20, 2017, 03:21:25 PM
Locking the old Lifetorn thread sounds like a good idea.


Lifetorn looks good except that the bonus feat references the list "below" when it's above.

Gremlin looks good.

Cholormorphs, what do they eat?  I'd assume that they photosynthesize.

Cellochoroid's Modular Physiology is really weird.

From the outset the races all look pretty strong but they compare well with the Warforged.  The Gremlin's flight speed is hard to place, I'm not sure about that one.


On to the feats:

Entangling Arms doesn't actually specify that you can't keep using that natural weapon for further attacks while entangling and it feels like it should.

Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Nanshork on July 24, 2017, 06:32:07 PM
 :poke
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: sirpercival on July 24, 2017, 07:15:21 PM
:poke
Sorry, I don't have as much time as I used to, years ago. So I get to this stuff as I can. I shall incorporate edits based on your comments probably tomorrow. Next thing to do is start tackling the base classes.
Title: Re: Homebrew Setting: Magipunk (brainstorming -- input needed)
Post by: Nanshork on July 24, 2017, 07:28:16 PM
:poke
Sorry, I don't have as much time as I used to, years ago. So I get to this stuff as I can. I shall incorporate edits based on your comments probably tomorrow. Next thing to do is start tackling the base classes.

Alright, I'll stop being a Naggy Nanshork and give you time.  Let me know when you're ready for me to move on (or if you have feedback about my feedback).