People propelled Campaign

One possibility is to associate the steam/coal technology with the primordial elemental chaos and the clockwork technology with the divine astral sea. This gives your campaign a connection to the rest of the 4e cosmology if decide to take the characters to visit the planes, primordials and deities in the paragon and epic tiers.
 

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These idea's are great. The idea of primordials and gods is excellent, although I was thinking of removing magic from the equation. Tinkerers would be Wizards, inventors with a psionic link to the machines. Basically, they have lots of little steampowered gadgets: Burning Hands = Flamer Gloves? I thought it was cool...

Dont know how to replace warlocks or sorcerers?

I'll update the fluff tonight. I was thinking the two factions are in one country. Rivalry between the Steam-House and the Clockwork-House is fierce. With the fall of Dorum Clockwork has gained an upper hand. I'm planning on working on this a country at a time. Would you like me to elaborate on the Steam/Coal or the Clockwork?

@Erik - Your contributions are always taken into account and are of excellent quality!

@Chrono - Im starting with a single country, but I fully intend to use your oriental eastern country and and European one! Biopunk sounds awesome...Renegade Primal power sources, outlawed with the onset of technology?

all this going down well?

Yours, until later

Aedh
 


I would be careful with magical voids. Does that mean that PC wizards won't be able to use their spells at all?
Maybe just a -2 penalty to powers with the Arcane keyword, but maybe give them something nice like a bonus to fire damage from smog or something.
 

@Chrono - No, just NPC Wizards. The PC Wizards are "Tinkerers"; the rules are the same, but the fluff changes. They're inventors with a psionic link with their machines. Burning Hands = Flamer Gloves. Magic Missile = Gun that fires a ball of light etc etc. No rule changes are going to be in this campaign pack, maybe a new race or two as we progress though!

Aedh
 

I would be careful with magical voids. Does that mean that PC wizards won't be able to use their spells at all?
Maybe just a -2 penalty to powers with the Arcane keyword, but maybe give them something nice like a bonus to fire damage from smog or something.

I don't think OP was suggesting a magical void that weakens wizard's powers, just a flavor remake of the arcane classes so that their powers are based on steampunk instead.
As far as class renames, I think wizards with their intelligence based spells should acquire the 'steam' keyword for their powers, basing their abilities off of coal, steam, powder and alchemy.
Sorcerers can have the 'clockwork' keyword, basing their powers on the intricate, artistic designs of complex machines, and nifty gadgets. This would set the two competing houses apart. The steam technology is more of a book learning mad scientist approach while the clockwork technology is more like an auto-mechanics or carpenters acquired art. Steam technology is powerful and novel while clockwork is elegant and precise.

Flavor: Wizard/Sorcerer at-will powers are probably devices that run on manual power or are easy to reload (hence they are usable every turn). Encounter powers require a short rest to reload their devices, daily powers require an extended rest including tinkering, repairing, and reloading. The devices that the classes use are sentimental personal belongings of great importance. Each character personally manufactures them. They replace the concept of a spell book, and shouldn't take up much more room.

Ghost sound: Using a special noise refracting device, you perform a subtle feat of ventriloquism.
Light: You mix a small amount of substance in your hands and sprinkle it with a strange metal, it begins to give off a soft luminescence.
Magic missile: A metal pipe exudes from your sleeve and fires a strange bullet wrapped in exotic glowing energy at a foe.
Scorching burst: You throw a small iron ball like a grenade, it explodes with a puff of scalding hot steam enveloping your enemies.
Icy terrain: The metal pack at your side supercools a strange liquid to be fired at your enemies in battle, sending them sliding to the ground.
Sleep: A small mechanical bird flies across the battlefield. When it reaches the target area it flies in circles leaving small puffs of a sedative powder in the air behind it.

I try to word the descriptions so that it makes sense how you need to repair them. The magic missile can be reloaded easily, while the Icy terrain needs a 5 minute rest to recharge the cooled liquid and the Sleep spell takes all night to tinker with the complicated delivery device needed to deliver the sedative in a specific manner.
 
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@ Erik - You got my plans in one! Your idea for the distinction between the sorcerer and wizard is excellent, that one is going straight in!

Going to try n get some more fluff done tonight, any ideas what you want me to develop more? The offer still stands for tonight!

-A
 
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@Chrono - No, just NPC Wizards. The PC Wizards are "Tinkerers"; the rules are the same, but the fluff changes. They're inventors with a psionic link with their machines. Burning Hands = Flamer Gloves. Magic Missile = Gun that fires a ball of light etc etc. No rule changes are going to be in this campaign pack, maybe a new race or two as we progress though!

Aedh

I just noticed this. The psychic connection between the caster's and their toys is an excellent way to keep balance (it explains why the fighters cannot just use the wizards magic missile device after he gets KO'd). The psychic powers can also be used to provide some energy attacks. Since psychic powers could be based on many abilities (it makes sense to base them on Con, Wis, Int, Cha) you can use it to flesh out your classes.

Have you decided what to do with the primal and divine abilities in the game (will your setting have the standard pantheon, a new one, or no gods at all). Will the primal powers be based on the normal basic elements, or on new ones like steam and metal?
 

2 kinds of firearms, simple and military.

Simple firearms are equal in power to military ranged weapons. They get the following trade off: increase damage die, increase reload time (free becomes minor, minor becomes move). They are balanced to allow characters to have in place of military ranged weapons.
Any class with proficiency in martial ranged weapons gains proficiency with simple firearms. Dwarfs gain proficiency with simple firearms in place of hammers and axes for their racial weapon proficiency. Rogues can take a feat to gain proficiency in simple firearms, and use firearms for their powers and sneak attacks.

Crossbow --> pistol: +2 prof, 1d10, load move, off hand, fire one handed
Useful in a tight spot, this gun is versatile and lightweight.
Shortbow --> small rifle: +2 prof, 1d10, load minor
This powerful gun can eliminate serious threats.
Longbow --> long rifle: +2 prof, 1d12, load minor
A collectors piece used by trained veterans to take out enemies from a distance.

Military firearms are equal in power to superior ranged weapons. They deal one die larger damage, and take longer to reload. Players must take a feat to use these better than average weapons, as is the case with superior weapons. Players must have proficiency with simple firearms to take proficiency with a military firearm.
Greatbow --> Longshot rifle: +2 prof, 2d6, load minor
A primitive sniper rifle that packs a serious punch.
Superior crossbow --> Revolver: +3 prof, 1d12, load move
Many warriors develop sentimental attachments to these deadly sidearms.

Two new weapon classes: rifles replace bows, pistols replace crossbows.

Clockwork upgrade: Players can have their weapons upgraded to clockwork versions. This improves load time to the original template weapon for each while maintaining the high damage. Ex. pistol becomes load minor and longshot rifle becomes load free. Special: revolver remains load move, but can fire 6 times before requiring a reload.

Clockwork upgrade weapons are strictly better than PHB weapons in terms of balance by about 1-2 damage. The trade off is the cost of the clockwork upgrade, and the rarity/cost of ammunition.

Class/Race alterations:

Dragonborn: breath weapon damage types can be steam (deal fire damage, but different flavor) or rust (a new damage type, you might give some constructs vulnerability to rust).

Dwarf: simple firearms replace hammers for dwarven weapon proficiency.

Elf: short and long rifle in place of short and long bow.

Human: You gain proficiency with pistols.

Fighter: Fighters are proficient with simple firearms.
New fighter weapon talent: firearms, you may use firearms for your fighter powers, even in melee. Use your strength modifier as normal. You may use firearms to make opportunity attacks (you still only threaten square adjacent to yourself). You may use firearms for attacks granted by your combat challenge. Your combat challenge attacks can target any enemy within range that you have marked, rather than just adjacent ones.

Ranger: Rangers are proficient with simple firearms.
You can use a firearm in place of a bow for ranged powers.
You can use a pistol in place of a melee weapon for attacks that require an off-hand weapon. You still use the ability score appropriate to the power.

Rogue: Rogues are proficient with pistols. Their weapon trick ability gives them +1 to hit with pistols. They can use pistols for sneak attacks, and any power that requires a light blade. If the power is a melee attack only, they must use the pistol to target an adjacent enemy.
New rogue tactic (in place of artful dodger or brutal scoundrel): Gunslinger
You may use a pistol in your off hand to perform opportunity attacks (you still only threaten squares adjacent to yourself). Use your Cha instead of strength for these attacks. When you deal sneak attack damage to an enemy, you may make an opportunity attack against them as an immediate reaction if you are using a pistol in your off hand.

Feats:
weapon proficiency, simple firearms (proficiency with all simple firearms)
weapon proficiency, military firearms (proficiency with one military firearm)
Blade opportunist: bonus also applies to opportunity attacks made by rogues with pistols
Dwarven weapon training: this feat can apply to firearms instead
Far shot: also applies to pistols and rifles.
Nimble blade: rogues and fighters can use pistols
Quick draw: Once during the surprise round, you may make a ranged basic attack with a pistol as a minor action.
Two weapon fighting, two weapon defense: you can use a pistol in your off hand instead of a melee weapon.


Extras:
Grenades, bombs: use alchemy items from adventurers vault
Spells: add some variants of wizard spells that use rust and metal damage instead of radiant and necrotic (flavor goes from gods/magic to technology).
Sniper rifle: as longshot rifle, but standard reload. When you have combat advantage against a target 5 or more squares away, the sniper rifle has a +5 proficiency bonus against that target instead of +2, and inflicts a critical hit on a roll of 18 or higher.

I might proofread/add to this later.
 

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