Platinum | DC 20 | City | Cobblestone |
City(Basalt): Basalt is pretty much just simple cobblestones; nothing grows on it, pretty much. A platinum pole tends to have a climate that matches any of the other climates, as decided when the pole is originally placed.
City(Platinum): A platinum pole allows you to spread a
city biome. A city area has cobblestone as its baseling, and additional terrain features include
bridges,
buildings,
fountains,
roads,
sewers, and
walls. A city is a generally hospitable place, designed to be inhabited by humanoid creatures.
- Bridges: Bridges are roadways that extend over chasms, bodies of water, and other otherwise dangerous terrains. A bridge extends the cobblestone basis of the biome out into a gentle arch, which can hold 200 lbs per 5' of width at any one time. A bridge costs 5lbs for every 5ft. section.
- Building: Buildings are where people tend to live; in this case, a single application of this feature is called a story. A single story is a 20' by 20' by 10' room, with doors and windows arranged to taste on the walls, floor, and ceiling. If multiple stories are stacked on top of each-other, a staircase appears that connects the two, positioned either along one of the outer walls or in the center of the story. If two stories are placed immediately adjacent to each-other, the two rooms can be merged into a single, larger room. Each story, upon creation, generates a deed, which allows the holder to create or remove subdividing walls, windows, doors, and balconies inside that story, taking 10 minutes for each feature added or removed. A deed may only be transferred via legal means, unless the original creator of the deed decides otherwise. A single story costs 50 lbs of material to produce.
- Fountain: A fountain is a pleasant landmark that allows free access to clean, drinkable water. A fountain constantly emits a stream of fresh water, streaming out at a rate of 5 gallons a round. A fountain that isn't connected to a source of water consumes 10 lbs of material each round. A fountain costs 60 lbs of material to produce; in addition, if there is any statuary that the creator of the fountain wishes to incorporate, the fountain costs an additional 30 lbs.
- Road: A road is a surface intended to be easy to walk along; in addition, if a stretch of road is 20ft. wide or wider, this feature also produces bullseye lanterns that hang 7ft. above the ground every 60ft' along the road, supplying constant light. 4 5ft. sections of road costs 10 lbs to produce.
- Sewer: A good sewer allows you to pipe water (or other liquids) to a fountain, or take wastewater away from a road. Sewers are created 10ft. underground, and cost 10 lbs for each 5ft. cubed section. In addition, by spending an additional 10lbs on a section of sewer, a drain is created that connects to either a fountain or a road, which is either a pipe or a drain, respectively. If a sewer connects to a body of liquid, it consumes it at a rate of 10 gallons per round; a sewer can fuel a two fountains for every body of liquid it taps. If a fountain is fueled by a sewer connected to a body of liquid that isn't fresh water, it produces that liquid instead of fresh water.
- Wall: A good wall keeps the city safe! Each of the costs on the table below are for a single 10ft. section; each section has an AC of 3 and a Hardness of 8. A gate can be added to a wall for no additional cost.
Wall Dimensions | Hit Points per Section | Cost |
20ft. tall, 5ft. thick | 450 HP | 20 lbs |
30ft. tall, 10ft. thick | 720 HP | 60 lbs |
40ft. tall, 15ft. thick | 1170 HP | 120 lbs |
Platinum(Smog): Smog is terrifically awful, actually quite dangerous fog, though the danger is not immediately apparent; smog obscures all sight, including darkvision, beyond 10ft. Creatures 10ft. away have concealment (attacks by or against them have a 20% miss chance). In addition, creatures with Scent cannot detect creatures out past 20ft. due to the sharp, acrid scent of the smog. Finally, every hour spent inside smog inflicts 1 nonlethal damage to every creature inside the cloud, and creatures do not naturally heal nonlethal damage inside smog. Smog consumes 10 lb of metal for every hour that it's in effect.
Platinum(Acid Rain): This is not weather that you want to be caught in; Acid Rain is identical to Heavy Rain, except that every round that a creature spends exposed causes it to take 2d6 acid damage; even when a creature isn't exposed to the Acid Rain, they take 1 acid damage until they dry off. Acid Rain costs 100 lbs to kick off, and lasts for an hour.
City(Platinum): Supernatural City features include
Bizzarchitecture,
Power Ribbons, and
Zeitgeists- Bizzarchitecture: Sometimes you just have to have a pair of roads in the same place; that's where bizzarchitecture comes in. Unlike a normal feature, bizzarchitecture is applied to a group of features, hereafter referred to as a set. When designing the features for an area, up to two sets can be placed in the same location; a single set is designated the default set, and the other set is designated as the secondary set. Once the sets have been placed, the secondary set cannot be accessed or observed by any means except under conditions designated when the sets were originally created; these conditions can are restricted to any conditions that would be able to trigger a Magic Mouth spell. When the conditions for accessing a secondary set are met, any creature that meets the criteria treats the secondary set as if it were the default set, and vice versa. Creatures who are inside a set always treat that set as the default set, regardless of whether or not they still meet the conditions. This means that, for example, if a pair of buildings are in different sets and are in the same location, creatures in one building cannot interact with or observe creatures or objects in the other building through any means. Creating Bizzarchitecture multiples the cost of each componant feature by 10.
- Power Ribbons: Power Ribbons carry ebbs throughout a biome; this allows for an even spread of ebbs throughout the biome's features. A single Grammaric componant or heuristic net can be attached to a given end of a power ribbon, and every heuristic net that contains a section of Power Ribbon is treated as if it were overlapping every other heuristic net that the power ribbon runs through. Power ribbon costs 100 lbs for every 50ft. extent.
- Zeitgeists: A zeitgeist is a "spirit" that instinctively derives demographic information from a Biome. A zeitgeist, to state more bluntly, is an EI whose heuristic bubble only includes the pole of the biome, but whose Telepathy covers the entirety of the biome. In addition, its Mindsight allows it to automatically know the age, race, gender, and legal status of every creature that it can sense. If a Zeitgeist is set up, a Bizzarchitecture's set's condition to be accessed can use any information that the zeitgeist is able to automatically derive, and it cannot be fooled with respects to any of those pieces of information. A zeitgeist costs only 100 lbs to create, but multiplies the rate at which the pole consumes itself by 10.