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Mechamancy Q&A


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The Grumpy Celt

Banned
Banned
skippy_the_witch said:
Ok, here is my main questions about the devices made through mechamancy:

If this was not made clear in work, I apologize. However, there are essentially two categories for power use or operation.

A. Triggered devices, such as the lightning cannon. These do have an off/on switch, but simply turning them on does not start consuming power. The device’s function must be used – in this case, creating a lightning bolt – for its power reserve to be used. Usually devices that create combat spell-like effects – fireball, lightning bolt, magic missile, etc. – fall into the triggered device category.

B. Running devices, such as the vehicles and all of the created karakuri. How long these may operate is governed by the devices constitution score. Usually, devices that create non-combat spell-like effects – detect magic, see invisibility, fly, etc. – fall into the running device category. A running device may be toggled on and off to save its energy and function for as long as possible. So, yes, you can split up the wind time.

If the device creates a 0-level spell-like effect (like knowing which direction is north), then it can be used an unlimited number of times per day, unless stated otherwise.
 


The Grumpy Celt

Banned
Banned
Catsclaw227 notes in his review that mechamancy can be potentially difficult to incorporate into an ongoing campaign.

I believed when I was writing the work, and now, that D&D did not thematically or mechanically need yet another secret tradition of magic that was only practiced in the shadows by individuals who would rather die than share their secrets.

But saying mechamancy is open does create potential problems in terms of incorporating it into a setting. It is powerful, can changes the thematic situation and raises the question of why no one has noticed it yet.

To address these issues, here are some suggestions.

Mechamancy in the Forgotten Realms

Modern Mechamancy developed in Sembia (replacing Elstrice from the Mechamancy book), where it is increasingly employed by the rich to make themselves richer. The clocktower in whatever city the PC frequent is the first Machine Guild facility located outside the borders of Sembia. House Verrocchio dominates the Machine Guild and has becoming increasingly drawn into a feud with the evil side of House Selkirk.

Cardinal Ludd is the highest-ranking member of the clergy of Mystra in Cormyr and is widely known to be a jingoistic Cormyran nationalist. While the government has a tradition of a standoffish relationship with organized religion, Cardinal Ludd has worked diligently to support the nation during its recent troubles. He has used his clout to make certain church personnel are absolutely and unquestioningly in lockstep with the government of Cormyr. This is creating a schism between the church of Mystra in Cormyr and elsewhere in Faerun, but he is managing the situation.

The Machine God is Gond the Wonder Bringer.

While Lady Verrocchio is intelligent and capable, she did not invent mechamancy. Many of the secrets of using machines and magic together were taking from the ruins of the Raumathari empire. Other such secrets are still in those ruins.
 


Robert has sent me some material for review, but right now I'm busy trying to get ENnies public relations under control, so I might not be able to make the time to look at the material until after Gen Con.
 

The Grumpy Celt

Banned
Banned
I'll try to post something about the karakuri (living machine creature type) mechina (specific species) Wednesday. I don't have access to the material now and have to leave soon on a work-related trip.
 

The Grumpy Celt

Banned
Banned
Clockwork Creatures

As a general phrase, “living machine” is as accurate a term as “organic creature.” More prosaic – and less offensive to them – is “karakuri.” They are also a new creature type, in the same way aberration and dragon are creature types.

There are two broad categories into which all karakuri fall: outsiders and the created. The outsiders – including but not limited to the mechina described in this section – are “natural” karakuri. They come from a self-reproducing race of unknown origins. The created are those karakuri assembled and granted life by mechamancers, such the myrmidons of the first Mechamancy book.

Karakuri Type

A karakuri is a living machine. They might resemble constructs in many ways but there are important differences; constructs are often entirely animated by magic while Karakuri are at most only augmented by magic.

Features: A karakuri possesses the following features (unless otherwise noted in a creature’s entry).

–8-sided Hit Die.

–Base attack bonus equal to total hit dice (as fighter).

–They possess a constitution score.

–Good fortitude or reflex saves.

–Skill points equal to (2 + Int. modifier, minimum 1) per Hit Dice, with quadruple skill points for the first Hit Dice.

Traits: A karakuri possesses the following traits (unless otherwise noted in a creature’s entry).

Darkvision out to 30 feet, or blindsight and tremorsense.

–Proficient with its natural, or built-in, weapons. If humanoid in form, is proficient with all simple weapons and any weapons it is described as employing.

–Karakrui are immune to all know poisons and diseases.

–If a created karakuri enters an area of antimagic, or a region where magic does not function, then it collapses into an unconscious state because the various cylinders that allow it to function are at least in part magic items and they cannot function in an area without magic. Antimagic has no effect on mâchina.

–Enchantment spells such as daze or geas/quest have no effect on a karakuri. Charm monster and hold monster[/i] both affect all karakuri as per the standard spell description.

–Karakuri are fully susceptible to transmutation, divination, spells. Karakuri are fully susceptible to abjuration spells. A created karakuri must make a will save (DC 15) or permanently die if its conscious cylinder is subject to a disjunction. They are fully susceptible to conjuration spells. The spell trap the soul only works on sentient karakuri. Karakuri are immune to necromancy spells.

–Living machines are immune to the traditional healing and wounding spells such as harm or cure critical wounds.

Limited wish may heal (as the spell) or be used to function as raise dead (as the spell) on a karakuri. In addition this spell may be used to duplicate the effects of regenerate, resurrection or true resurrection.

–Karakuri are immune to gaze attacks that are the result of a spell or specifically designed to attack organic creatures – such as the flesh to stone gaze of a beholder.

–It is not possible for a karakuri to drown or die due to pressures at great depths. However, they are rarely buoyant enough to swim.

–They take no damage from very hot conditions (90o degrees and above) or extreme heat (110o and above). They take half damage from abysmal heat (140o and above) and heat from spells such as fireball and burning hands. They take normal damage from exposure to and immersion in lava. They take no damage if unprotected in cold weather (below 40 o degrees). Karakuri take quarter damage from cold from spells, such as chill touch or wall of ice

–Created karakuri only take half-damage from electricity and that includes spells such as shocking grasp or lightening bolt. In any situation where electricity and lightning are present but not specifically targeted – such as in a thunder storm – any bolt of lightning and the electricity strikes the karakuri 50 percent of the time.

–Lack of air, suffocation, smoke-inhalation, altitude sickness, stinking clouds and similar forces have no effect on the karakuri.

Mechina
Type Four (Mechina) “Gammaculus”
Small Outsider (Lawful, Neutral, Extraplanar, Karakuri)
Hit Die: 4d8+12
Initiative: +4
Speed: 20 ft. crawling, 50 ft. fly. (Good)
AC: 19 (+6 natural, +2 Dex., +1 size), flatfooted 16, touch 14
Attacks: Laser blast +1, blades +1/+1, grapple +2
Damage: 1d4+4 blades, 1d6 laser blast
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: 2d10 laser blast, daze, rending/constriction 2d6+1
Special Qualities: Resistance as spell-like effect: invisibility a spell-like effect: damage reduction 8, scent, containment cell
Saves: Fort +7 , Ref +6, Will +0
Abilities: Str 15, Dex 15, Con 20, Int 9, Wis 7, Cha 6.
Skills: hide +8, knowledge (metallurgy) +8, spot +5, disable device +5, listen +5.
Feats: Improved initiative
Climate/Terrain: Any land or location with metal.
Organization: Solitary, swarm (6-15)
Challenge Rating: 5
Treasure: Standard
Alignment: Always-lawful neutral.
Advancement: 4-7

Mechina are specific karakuri (living machine race) from Mechanus, a dimension governed by laws and order. The formian race also dwells in the same plane – they and the mechina are locked in a calculated war. The two races are vying for who defines “lawful neutral” for the omniverse – the organic formian or the mechanical mechina.

These karakuri are not as expansionist as are the formian. Their obsession is with understanding, exploring, mapping and cataloging all of the omniverse. They believe that attaining omniscience grants them omnipotence, i.e. knowledge equates power. As such, they do not feel a need to actively conquer the entire omniverse nor do they possess a desire to eliminate or subjugate all other races.

More over the mechina are remarkably mercenary and are possibly the outsider race most willing to work with creatures from the prime material planes. Any deals made between creatures from the prime material planes and the mechina are –10 percent the standard cost for services. Further, mechina are willing to accept payment in the form of reliable and verifiable information of all kinds. They rarely take any particular pains to hide their existence when they are fulfilling a contract, unless required to do so by the contract.

As the mechina explore the near endless plains of the omniverse, they establish bases were they have access to metal ores, refined metals and machinery. A good example is an abandoned mine. When they move into a new plain they attempt to be as discrete as possible. From the base they have established, smaller mechina fly out, conduct reconnaissance, map and in general spy on everything they can.

A great deal of what mechamancers have learned about their magic and craft they have learned from mechanical outsiders. The mechamancers call in various mechina and disassemble them – ignoring the squealing noises the summoned karakuri make when this happens – and intently study the mechanical systems and technology employed in the works of the outsider.

Combat

Mechina seldom initiate combat – however they are adept at ending a conflict. An individual mechina always signals others when attacked. They seldom go anywhere alone. Most fight to their destruction if their base in threatened.

Appendages: Mechina are equipped with blades attached at the end of articulated, retractable tentacle-like appendages. These all do slashing damage. The mechina may do rending or constriction damage if they make a successful grapple attack against a target smaller than themselves with the tentacle-like appendages. The amount depends upon the size of the mechina.

Collective: All mechina on the same plane and with in 20 kilometers of a Type Four are in constant communication. They keep each other appraised as to what they observe and their situation. Some position themselves to serve as relays to extend the service communication area of exploring mechina.

Karakuri: Mechina are living machines and possess all the benefits and all the immunities of karakuri.

Laser Blast: All mechina are equipped with a sophisticated weapon system capable of producing a laser blast. The mechina may fire once every other round (see the DMG for more on lasers.)

Mechanical Systems: The technology employed in the mechina exceeds even most mechamancy theories.

Metallic: Mechina are made of polytyrine – they have damage reduction of 8 – but are susceptible to corrosion attacks, such as by spells, spell-like effects and that employed by rust monsters.

Resistances: All mechina have sonic, acid, cold and fire resistances at 18.

Flight: The mechina possess fly as an extraordinary ability and may crawl along with their tentacle-like appendages at a speed half that, or less, than their flying speed. The nature of their flight does not make any noise.

Type Four “Gammaculus”

This creature resembles a mechanical fusion of an arachnid and a thorny-headed worm the size of a child. It has a number of glowing yellow eyes scattered in an asymmetrical pattern across what must be its face.

These units are more durable than are the Type Two – they are sent into an area where it is certain damage is going to be inflicted to the mechina or some other incident with which the Type Two is not designed to deal. They spend as much time invisible as possible. The Type Four are more combat oriented than Types One, Two or Three.

Combat

Type Four flees if forced. However, it attempts to out maneuver a foe or disable them through use of its daze like effects. Following this they use their blades or laser blasts until their foe has fled or is no longer a threat.

Appendages: An Type Four in proper working order has six tentacle-like appendages with which it may manipulate tools, pick up items or make attacks. It may make a grapple attack against a single creature its size level, or two creatures so long as neither creature is greater than two size categories smaller than the Type Four itself. It must have at least one tentacle-like appendage operational to make a grapple attack. Lastly, it may attempt to use its grapple/constriction attack to garrote foes, up to two size levels larger than itself, from behind.

Rending/Constriction: If the Type Four succeeds on a grapple attack with its tentacle-like appendages then it may automatically inflict additional, rending or constriction, damage for 2d6+1 points.

Laser Blast: The Type Four laser weapon has a range increment of 20 feet and does 1d12 damage.

Daze: If the Type Four successfully hits with a laser attack, it may opt to impose daze as a spell-like effect on the target rather than the damage normally caused by the laser blast.

Containment Cell: The mechina form includes a containment cell where it can store and keep creatures, items and samples up to one size category than it is.

Type Five: This mechina possesses the aquatic subtype and is unable to function outside of a liquid environment, but it otherwise identical to Type Four mechina.
 

Cheiromancer

Adventurer
What's the relationship between this book and "The Fantastic Science: A Technologist Handbook"? Or to "Steam & Steel: A Guide to Fantasy Steamworks"?

Do they fill the same niche, or are they complementary? Or, despite the "technological" flavor to them, are they intended for entirely different styles of campaigns?
 

The three books were developed separately, with the intention of not overlapping, but rather supplementing each other. S&S is for the big, industrial revolution sort of fantasy technology -- magical steam trains, war machines, strange engines, and so on. Mechamancy is more the Renaissance-style clockwork technology -- mechanical warriors, wind-up lightning cannons, and lots of rules for building your own devices piece by piece.

The Fantastic Science is more of the pulp, mad-scientist, late-1800s feel of technology, primarily geared toward adventurers, not society. There's lots of fun jargon from debunked scientific theories like caloric, aether, and bodily humours, combined with a sense that every one of these devices was invented by someone who was danged proud of his work. Imagine if a D&D setting held the 1900 World's Fair, and decided to showcase technological wonders suitable for adventurers.

You can use them all in the same campaign to cover different areas. S&S is more for the guy who wants to buy some nice magi-tech toys. Mechamancy is good for the tinkerer who likes to build his own things. And TFS is good for those who want technological flavor and new abilities easily, since devices in TFS are formatted like spells. They're very easy to use.
 

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