[In Search of Xaos] Figaro

Angelsboi

First Post
Mythic History
See Zodicia as since Figaro is on the main continent of Rysil, and the Mythic History is the same for all the areas.

Past History
About 1000 years ago, when a large meteor crashed on the northeastern section of the continent Rysil, those in Zodicia, sought to discover what it was and what secrets it might hold. The impact was so hard (and the metor was so huge) that the site was now surrounded by mountains. The meteor had a strange metal in it called Xenolemat. It was an odd silver colored metal with various multicolored crystals growing on it. It became widely used in the kingdom of Zodicia, because that was the only kingdom at the time. Then came Project: Infusium. This was started by one Dr. Sy Mageye and his partner Dr. Leila Figaro. The scientists and scholars of Zodicia discovered this rare and unique metal had mystic properties and wasn’t harmful but very beneficial. To certain people at least.

Those who were exposed during Project: Infusium, started gaining powers of the mind and harnessing powers within one of the six colored gems found in the metal. After studying the crystalline structure of the metal, they renamed it: Xenocrystalanium. The scientists began infusing people with a liquid concentrate of the Xenocrystalanium. Those infused gained the ability to cast spells spontaneously, unlike mages who had to study. Dr. Figaro renamed Xenocrystallanium into three different categories. Mind affecting Xenocrystallanium came in six different colors and affected different parts of the brain; The part that allowed precognition was brought out by the garnet. They became Seers. The part of the brain that allowed things to be willed into existence was brought into being by the sapphire. They were called the Shapers. The part of the brain that allowed the body to heal and be manipulated was brought out by the amethyst. They were called the Egoists. The part of the brain that allowed the body to move quickly often between the fabric of space was brought about by the opal. They were called Wanderers. The part of the brain that allowed total control of the mind by lifting things up and mastering several forms of energy. They were called Savants. The part of the brain that allowed speaking between distances was brought about by the amber. They were called the Telepaths. These were named Xenium. Xenocrystallanium that bestowed magic into someone was called Crystallanium. Cryxen was what the crystal in its raw form would be called. The scientists didn’t see the rise of jealousy amongst the newly infused and the mages. Except Dr. Figaro. She saw what was going on and started begging Dr. Mageye to stop his experimentations.

To stop anything from happening, the newly named Sorcerrers and Psions, left Zodicia and headed for the swamps to the southeast of Rysil. They founded their own country using the Darkenmire Swamp as a boarder. It was named Gemordia. The scientists split into two groups, The Creationists and the Machinists. The Creationists were the ones who wanted to continue the research of various races and Cryxen and the results of infusing. The other group, The Machinists, thought it was a bad idea and decided to stick with the metallic properties of the Cryxen and used their own mages for magic.

The Twelve (the council who rules Zodicia), forbade the use of the crystal metal. Period. Since both groups became in violation of the ruling, the Machinists, led by Dr. Figaro, left to the plains beyond the Sky Mountains to the west of Zodicia and founded their own kingdom, Figaro, named after their wise head scientist. The other group, the Creationists, became very bitter and started cursing the Twelve and their city. They vowed revenge one day and with that, they left to head to the site of the meteor crash and were never heard from again.

Figaro prospered greatly except the time it took them to get back on track due to an experiment gone awry. While trying to figure out how to use simple magick and simple machines, they tried to get their castle to be able to float above the lands so they could attack the Creationists before they could launch a deadly assault of Psions and Sorcerers on them and Zodicia. The magick was cast in a wild magic zone and suddenly for hundreds of miles around, all the vegetation was lost, destroyed. The main problem was that they used Cryxen for the main component and it backfired. Luckily no one was hurt but those who became infused were monitered. This was known as “The Blight”. The Blight had caused all the vegetation to wither away but it also caused different things to happen in different areas of the desert so the kingdom of Figaro is in a desert, yes, but the desert has three different sections; The Wastelands, The Null Desert and the Deadly Desert. Those who couldn’t control their powers due to being infused in a wild magic area, they were asked politely to leave. While Figaro helps them when they can, they don’t need wild aces running around breaking things.


Recent Past
Within the past 10 years King Gerrad Figaro now rules over the vast desert land. He is wise much like his ancestors and is an expert at machines. While the Machinists are now gone, a few still exist trying to figure out how to use the Cryxen for the good of man … but those are merely rumors. The kingdom of Figaro still has Cryxen in its area but its mainly stored at the castle or in various other secret locations.

Figaro has had to come to its founding cities aide. Zodicia felt from a new matriarchy where the meteor crashed. People calling themselves the Machine Empire. They are a group who have developed unique forms of technology, steam and magick. They have sent warriors made of metal and warriors with unique weapon creations to Zodicia, but the kingdom of Figaro has come to the rescue. Figaro scientists say it’s work from the Creationists who left for the meteor site and they are now hording and using the metal. And recently, Gerrad Figaro has come across a unique crystal shard. Some local prophets revere it as a sign of the impending apocalypse. Many scoff at them. A local mage has identified it as a Xaos Stone. One of six stones that holds the key to completely redoing the universe.
 
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Gerrad Figaro

((in my game, we roll 6d6, rerolling 1s. We add up the total and divide that amongst the 6 stats base of 10. They also get a free regional feat (even though im not running FR))


“King Gerrad Figaro”, male human Aristocrat5/Expert 3/Machinist 4: CR 12; Size M; HP 5d8+3d6+4d4+24 (73); Init +2; Spd 30 ft.; AC 19 (Touch 12, Flat-footed 17); Atk +7/+2 (Melee) or +8/+3 (Ranged); AL LN; SV Fort +9, Ref +8, Will +13; Str 10, Dex 15, Con 14, Int 18, Wis 13, Cha 18; Height 6 ft. 2 in.
Languages Spoken: Common, Elf, Gnome, Draconic, Figaronian
Skills (ranks are bolded): Bluff 7 (3), Diplomacy 14 (10), Disguise 9 (5), Gather Information 7 (3), Innuendo 4 (3), Intimidate 9 (5), Knowledge (Science) 15 (11), Knowledge (Royalty) 15 (11), Knowledge (Local) 15 (11), Knowledge (Machines) 15 (11), Knowledge (Architecture) 17 (11), Knowledge (Engineering) 15 (11), Listen 4 (3), Read Lips 6 (2), Sense Motives 4 (3), Spot 4 (3), Craft (Gadgets) 17 (11), Profession (Inventor) 10 (9), Alchemy 12 (8), Open Lock 4 (3), Disable Device 11 (8), Search 9 (5); Skill Focus (Craft Gadgets), Skill Focus (Knowledge Architecture), Luck of Heroes, Lightning Reflexes, Leadership, Point Blank Shot, Rapid Shot, Guildsman, Tool Proficiency, Schematic x3, Skill Focus (Disable Device)
Possessions: Heavy Crossbow +1, Necklace of Health +2, Bracers of Armor +4, Gloves of Dexterity +2, Noble clothes, studded leather armor, 60 pp
Description: Decadent yet fair, a womanizer and a flirt. He has short spiky blond hair with piercing dark blue eyes. He is muscular and commanding.


Special thanks to the creator of the Machinist. Please email me and i will put your name here!!

The Machinist of Figaro
As science marches on and the age of steam power comes to play, new inventions are appearing all over. To adventurers, this is most important where their weapons are concerned. As firearms become common, armor phases out, and weapons like the rapier or the musket with bayonet increase in popularity. To a few individuals, though, progress is everything. Science will even replace magic someday, these silly and misunderstood folks are often heard to proclaim. Many a wizard or sorcerer has laughed in the face of a Manchinist; until, that is, he wound up drained of spells or mana and staring down the barrel of their signature weapon, the Autocrossbow.

Gnomes naturally take well to the class, only slightly more so than dwarves, humans, and half-elves. Elves tend to scoff at the noise and ungainly appearance of technological items, and half-orcs generally dislike anything more complex than crossbow. Still, a rare (insane?) few members of even these races can become a Machinist.

Requirements:
-8 ranks each in Alchemy, Knowledge (Arrchitecture & Engineering), Craft (Gadgets), and Profession (Inventor)
-The Skill Focus feat for any two of the above skills
-The character must have already inventted a useful gadget to join the Machinists of Figaro

Hit Die: d4

Class Skills: Alchemy, Appraise, Craft, Disable Device, Knowledge (Architecture & Engineering), Listen, Open Lock, Profession, Search, Spot, Use Rope.

Skill Points: 4+Int Mod

Proficiencies: All crossbows and firearms, plus light armors

Level BAB Ref Fort Will Special
1 0 +2 0 +2 Tool Proficiency, Guildsman
2 +1 +3 0 +3 Schematic
3 +1 +3 +1 +3 Schematic, Skill Focus
4 +2 +4 +1 +4 Schematic
5 +2 +4 +1 +4 Schematic, Skill Focus
6 +3 +5 +2 +5 Schematic
7 +3 +5 +2 +5 Schematic, Skill Focus
8 +4 +6 +2 +6 Schematic
9 +4 +6 +3 +6 Schematic, Skill Focus
10 +5 +7 +3 +7 If Man Were Meant to Fly…

Guildsman: The cost for all items built with the Craft skill is reduced by half, thanks to your guild connections. Training gains you a special +2 bonus to Craft any item you have previously built.

Skill Focus: Gained as a bonus feat.

Tool Proficiency: The Machinist can use wrenches, hammers, and drills as weapons. Regardless of the object, it deals 1d4 damage, crit x2, although the damage may be piercing, slashing, or bludgeoning, depending on the tool.

Schematic: At every level from 2nd to 9th, the Machinist gains the skill necessary to create a special mechanical weapon that only Master Mechanics are proficient in. The eight standard weapons are listed here, but creative DMs and players can add others.

-Autocrossbow: A semi-automatic version of the repeating crossbow, it can be fired as many times per round as the character has attacks, just like a repeating crossbow, but you can also activate autofire, taking a –2 penalty to all attacks to gain an extra attack (just like the Rapid Shot feat). If you possess the Rapid Shot feat as well, you get a second additional attack at the second attack bonus, with no additional penalty. Reloading a magazine is a standard action.

-Big Drill: A potent melee weapon that deals 1d10 damage, the big drill criticals on an 18. On a critical hit, the enemy takes double damage and he must make a Fortitude save (DC 10 + Machinist level + Intelligence bonus) or be paralyzed for 1d6 rounds plus the Machinist’s level.

-Bio Blaster: Thanks to the skill of alchemy, poison gases can be fired in a 10-foot cone-shaped spray. The type of poison can be as varied as the substance found on an assassin's blade.

-Debilitator: An unusual weapon, the debilitator uses a genetic blast to make a foe temporarily weak to one type of energy attack (earth, fire, air, water, thunder, cold, acid, or sonic) for 1d10 rounds.

-Flasher: This brilliant blast blinds all enemies in a 20-foot semicircle around the Machinist for 1d6 rounds.

-Chainsaw: This most deadly of melee weapons deals 2d6 damage, and criticals on a 20. If a critical hit is made, the enemy takes double damage and he must make a Fortitude (DC 10 + Machinist level + Int bonus) or die. As with vorpal weapons, creatures immune to critical hits or lacking discernable anatomy cannot be killed in this manner.

-Noise Blaster: This sonic attack harms all enemies in a 20-foot cone. Foes failing a Fortitude save (DC 15) take 1d4 sonic damage and are confused for 1d8 rounds.

-Air Anchor: This device fires a pneumatic trap that latches on to a foe. On every round the affected target takes an action (even moving), the air-powered device goes off and deals 1d8 bludgeoning damage. Only a Disable Device check vs. DC 25 will remove the Air Anchor.

If Man Were Meant to Fly: At level 10, the Machinist gains his ultimate skill, the knowledge to build flying machines. Such airships are extremely technical and complex in nature, making them expensive, long, and difficult to construct. The DM should carefully control such technology in a campaign, as an airship in the hands of the PCs makes travel very easy (though by this time, the party's mage will have Mass Teleport, so what does it really matter?).

Note: How to craft a weapon is as per crafting a magical trap in Songs and Silence. The Machinist need not know a spell. Use the Master Weapon List to judge if something is too powerful for that level.
 
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Mysterious Locations

Figaro Key Locations

The Null Desert
It is said that all magic dies in this desert, even those powers from the mind that the Crystallanium produces. This is the boarder of Zodicia and Figaro.

Sky Mountains
Not as high as the Divinity Mountains, these mountains house a mountain pass the Figaronians erected to keep out trouble makers; namely the Machine Empire. This keep has had many owners but now belongs to a sect of monks. This is the boarder for Zodicia and Figaro.

Oasis Garden
A legendary place of wonder. Set in the middle of the desert is a wrought iron fence. Once a year, the area inside the fence blooms and teams with all sorts of exotic life. Many say this is what Figaro once looked like. Some people go in and never come back out again. This is the Time of the Blooming.

Ruins of Iss’thi’Kik
Located in the middle of the Deadly Desert, no one has been able to make it inside the ruins. All that’s seen from the outside is a bunch of sand statues of people who tried to get inside and reptilian statues that guard the long decayed ruins.

The Oasis Sanctuary
Blessed by a powerful priest who once passed through the desert. This oasis allows all who rest here to be rejuvenated and healed. No fighting can occur here between anyone or anything.

The Wastelands
The Wastelands is another part of the kingdom of Figaro. The heat is deadly and the creatures here are much more fierce and tough. Its also easier to get lost here. There is nothing but abandoned buildings, if, even that.

Cryxen Caves
Located in a cavern under Figaro Castle, the Figaro scientists stor Cryxen crystals here. Its off limits to most people except the scientists and the royal family. Sometimes, however, some crystals go missing. It doesn’t help that the cavern is near a sunken city.

Sunken City of Nede
Under the shifting sands of Figaro, this city managed to stay intact and receive shelter from a underground cavern when it sank during the Blight. Various creatures dwell here, long ago abandoned by humans. It is said that the first Xaos stone was discovered here.

The Deadly Desert
The Deadly Desert is very deadly. Anyone touching the sand is turned into a sand statue of their formal selves. The area is marked with large rocks so people don’t blindly wander in the boundries.

The Caves of Sorrow
Located deep within the Sky Mountains, this cave holds a statue of Leia. It is rumored that Leia disguises herself as a monk and comes down here to cry and release all the pain they feel for the world. A mystical pool resides here of Leia’s tears. Its said that by bathing in them will heal someone of all ailments. No one has discovered it yet.

Order of the Swift
A monastery order on the Figaro side of Sky Mountain. They give travelers hospitality and food while they are traveling through the dangerous mountains. It has been home to many people but the monk order of the Swift has its hold now.

The Craving Pit
This place is known to the natives simply as The Pit, and everyone knows to stay well clear of it. The appearance of the Sarlacc of Aargonar is horrifying: a giant maw of armored plates and razor-sharp teeth sunk into the ground. Only a small portion of its gigantic body peeks out of The Pit -- its mouth. The pit's prime method of hunting is by emitting odors that attract herbivores and scavengers to its maw. Seven segmented, chitin-covered tentacles rise out from the center of the maw, waiting to grab the unwary and drag them to a terrible death. Each tentacle can reach just past the edge of The Pit -- about 4 meters from the creature's mouth -- and all can attack simultaneously.

The tentacles themselves inflict no damage, but rather simply pull victims further toward their doom. Escaping a tentacle requires an opposed Strength check; the tentacles each have a Strength of 22. Opponents with no solid object to cling to (such as those already in The Pit) suffer a -4 penalty on this check.

When prey reaches the pit’s mouth, one of two things happens. Creatures greater than Large size suffer attacks from the creature's beaklike mouth designed to reduce them to more manageable chunks. Medium-size and smaller creatures are simply stuffed into the pit’s mouth, then carried along by esophageal action into its primary stomach (to be digested immediately) or to one of several secondary stomachs. Creatures in the primary stomach suffer 2d6 damage per round, and can escape back through the alimentary canal with an Escape Artist check opposed by the pit's Strength check (Strength 42). Obviously, few victims escape this way before succumbing to the digestive juices.

Creatures in a secondary stomach arguably fare better, because the pit stores its meals in a conscious form of suspended animation until it is ready to devour them. Held tight to the stomach lining by foot long cilia (opposed Strength check against Strength 28 to escape), the victims are exposed to somewhat weaker digestive juices, suffering only 1d6 damage each day. The pit sustains creatures in this predicament by letting nutrients from its system seep in through their skin, preventing them from dying of hunger or thirst. Victims remain aware during their torturous stay in the secondary stomach, with the release of death a long way away.

Apparatus Beach
This beach lies to the far west of Figaro. Its sands are dotted with various constructs and weapons long since abandoned. Mechanical wonders dot this landscape as well but are in a far state of disrepair. Many believe the scientists of Figaro used as a dumping ground. No one really knows.

Figaro Castle
Was once tried to made to be a flying castle but caused The Blight instead. It can now burrow underground. It resembles a science research fascility more than anything. It is located 5 miles north of South Figaro as to not disturb the city with the tremors from burrowing. King Edward Gerrad Figaro lives here.

Main Cities, Towns, Metropolis's and Villiages:
South Figaro, Stist'cien, Fresspoor, Vent'enion, Saga City, Teacher, Donwer, Treacion, Hamcine, Pimsle, Femat'lergo

Main Hamlets and Thorps:
Omni, Sci, Nium, Enmill, Tek, New, Ence'sci, DeVent'polm
 
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Location Biases

Gemordia
------------
Noble "I feel bad. Honestly. They were much like us, victims of circumstance. But the Machine Empire created them. Do we really know who and where their true allegiance resides?"

Peasant "Who cares? If you ask me, the scientists of Figaro had a big hand in creating them. If we could combine forces, we could destroy the Machine Empire!"

Chancellor Le'on of Figaro "If we knew their true intentions and allegiances we could become allies. But I just dont trust their abilities with their minds."


Machine Empire
--------------------
Noble "They must be destroyed."

Peasant "Destroy them all!!"

Chancellor Le'on of Figaro "They should be destroyed. They had great ideas once upon a time. But their power has corrupted them and now all they see is power and destruction."


Zodicia
----------
Noble "We trust them. I understand why they did what they did. I just wish they would trust us."

Peasant "They will do what they want to do. A council of twelve mysterious people who speak with represenitives. Sounds fishy to me."

Chancellor Le'on of Figaro "Ive been there. Nice people. We are ok with them. An un-official treaty of sorts."
 
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Additional Rules

Additional Rules:

Craft (Machine): To craft a machine, please see chapter 2 of Song and Silencewith the following errata:

1. The creator (wether a caster or not) muct pay any exp costs for using a spell. Assume a non caster is using their level -1 as ‘Caster Level’. The machine is considered non magical.

2. If the creator is a caster, ‘Caster Level’ is their level. The machine will be considered magical, but aren’t affected by a Wild Magic Zone.

3. Machines need to be fixed if a natural 1 is rolled. If they are continued to be used after that, they function as if in a constant Wild Magic field. To repair a machine is 10% of the Market cost.

4. Machine Weapons ignore table 2-2 in Song and Silence.

5. If a machine is being used as a trap, combine your craft (Trap) and craft (Machine) bonuses and divide by 2. That is the new bonus number while dealing with machine traps.

6. Machines base costs are ALWAYS 500 gp. Machine Weapons base costs are ALWAYS 1000 gp.

7. Ignore table 2-5 in Song and Silence. Making a Machine (trap or weapon) crat DC are the following:
Machinist Level Base Craft DC
1-3 15
4-6 20
7-9 25
10 30
 


Re: Mysterious Locations

Angelsboi said:
Figaro Key Locations
The Craving Pit
This place is known to the natives simply as The Pit, and everyone knows to stay well clear of it. The appearance of the Sarlacc of Aargonar is horrifying: a giant maw of armored plates and razor-sharp teeth sunk into the ground. Only a small portion of its gigantic body peeks out of The Pit -- its mouth. The pit's prime method of hunting is by emitting odors that attract herbivores and scavengers to its maw. Seven segmented, chitin-covered tentacles rise out from the center of the maw, waiting to grab the unwary and drag them to a terrible death. Each tentacle can reach just past the edge of The Pit -- about 4 meters from the creature's mouth -- and all can attack simultaneously.

LOL! I hate that damned pit!! I loose more bounty hunters that way!! Hey i wonder if we killed it....would we find Boba Fett's armor in it?? :)
 

((Technically no. He used his blaster to repair it and was the only one who escaped. Ever. Anyway, what do you think of Figaro and where should i go next?))
 

Boy they made a mess of this land!! Bad scientists! :)

I think the Bay of Apparatus is cool. It could be dumping ground, or the site of a battle so disheartening and/or devastating, the survivers just left everything standing as it is today.

Some questions:

-Which desert is the Oasis Sanctuary in? Null or Deadly?
-Which desert is the Oasis Garden in? Assuming its in a desert, though.
-Is Gerrad's Figaro Castle considered a town or city? You have a South Figaro, but no Figaro or North Figaro, unless its the castle.

Later.
 

Questions Answered!!

-Which desert is the Oasis Sanctuary in? Null or Deadly?

Null

-Which desert is the Oasis Garden in? Assuming its in a desert, though.

Null. Nothing hardly is in the Deadly Desert.

-Is Gerrad's Figaro Castle considered a town or city? You have a South Figaro, but no Figaro or North Figaro, unless its the castle.

Castle Figaro is considered North Figaro. Its called Figaro Castle as people live there.

Gemordia or the Machine Empire next?
 

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