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The Untamed Wilds: Electric Skies Character Generation
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<blockquote data-quote="Kwargrow" data-source="post: 7546077" data-attributes="member: 6855382"><p><span style="font-size: 18px"><u><u><strong>Astral Plane</strong>:</u></u></span></p><p></p><p>Once a player reaches Collegiate 10 they may access the Astral Plane by projecting their astral self and leaving their Hard Realm body in a state of unconsciousness. The Astral Plane is a realm of magical energy overlapping the hard realm. Where the energy from the Astral Plane seeps into the Hard Realm are the waylines. When projecting into the Astral Plane, characters are completely incorporeal and invisible to Hard Realm characters. Magicians with Collegiate over 10 can roll to detect projectors with the Divination skill. In the Astral Plane the only applicable stats are Essence, Adhesion, Cohesion, and Collegiate along with the expanded magic skills. Characters can manipulate, attack, and be attacked in the Astral Plane using their skills in the same manner as in the Hard Realm. All damage is taken from Adhesion and then Essence, and is enhanced by Cohesion and Confluence for attack, damage, range, and defense. Once Adhesion is reduced to 0, the projector automatically leaves the Astral Plane, although overlap damage occurs and reduces Essence. If Essence is reduced to 0, the character dies. Projectors cannot harm anyone in the Hard Realm, but they can observe the Hard Realm and interact with other projectors.</p><p></p><p><strong><u><span style="font-size: 12px">Enchanted Weapons and Armor</span></u></strong>: any weapon and armor can become enchanted through a secret process guarded by the Academy of Magicians and their enchanters. The Academy takes orders from citizens and creates the items for a profit. Enchanting the weapon or armor grants it a +1 to a chosen development ability as the magician advances in collegiate magic. Once an enchantment is placed on an item, no other enchantments can be placed on that item. Items you purchased before can be enchanted later.</p><p></p><p>Enchanted Weapons can harm spirits as for regular rules. Non enchanted weapons do not harm spirits.</p><p></p><p><span style="font-family: inherit">Firearms can be enchanted as blunt, edged, or piercing weapons. It does not improve the aim or effectiveness of the shooting, but they can be used as melee weapons. This has brought into practice many different blades and blunt ends being a part of any firearm. </span></p><p></p><p>Enchantments can be stacked with the same cost for every enchantment.</p><p></p><p>The enchantment allows the weapon or armor to be repaired through meditation by the character. Spontaneous materials do not simply appear, they must be provided by the player and be within their range. If range is touch the character must touch the new material and the enchanted item. The enchantment will splice the spare material into the enchanted item and repair it. No other tasks may be performed while this meditation occurs. The more material that must be repaired, the longer the process will take, and the more expensive it will be.</p><p></p><p>Cost of material repair for a weapon or armor is 10 credits per point.</p><table style='width: 100%'><tr><td>Type of Magic Weapon and Damage</td><td>Cost</td><td>Augment</td></tr><tr><td>Single hand edged</td><td>1000</td><td>+1 Development Ability</td></tr><tr><td>Two handed edged</td><td>1500</td><td>+1 Development Ability</td></tr><tr><td>Single hand blunt</td><td>1000</td><td>+1 Development Ability</td></tr><tr><td>Two handed blunt</td><td>1400</td><td>+1 Development Ability</td></tr><tr><td>Single hand piercing</td><td>1000</td><td>+1 Development Ability</td></tr><tr><td>Two handed piercing</td><td>1300</td><td>+1 Development Ability</td></tr></table><p>The armor is composed of ceramic plates that bear the magical bonds. Cloths cannot be enchanted.</p><p></p><p></p><table style='width: 100%'><tr><td>Type of Magic Armor</td><td>Cost</td><td>Augment</td><td>Cover</td><td>Deflect</td><td>Soak</td><td>Hindrance</td></tr><tr><td>Armored Clothing</td><td>1000</td><td>+1 Development Ability</td><td>90</td><td>10</td><td>5</td><td>15</td></tr><tr><td>Light</td><td>1200</td><td>+1 Development Abiltiy</td><td>80</td><td>20</td><td>10</td><td>20</td></tr><tr><td>Medium</td><td>1500</td><td>+1 Development Ability</td><td>85</td><td>25</td><td>18</td><td>25</td></tr><tr><td>Heavy</td><td>2000</td><td>+1 Development Ability</td><td>90</td><td>30</td><td>25</td><td>30</td></tr></table><p><u><strong>Other Items</strong></u></p><p></p><p>There are substantial gardens in the Helston skyscrapers that grow many different types of plants and sell them for profit. You can buy these items at many stores.</p><p></p><table style='width: 100%'><tr><td>Herbs for healing</td><td>cost</td><td>Heal</td></tr><tr><td><span style="font-family: inherit">Mend Leaf</span></td><td><span style="font-family: inherit">100</span></td><td>Body +1</td></tr><tr><td>Soothe Leaf</td><td>100</td><td>Mind +1</td></tr><tr><td>Mend Bark</td><td>200</td><td>Body +2</td></tr><tr><td>Soothe Bark</td><td>200</td><td>Mind +2</td></tr><tr><td>Mend Root</td><td>350</td><td>Body +3</td></tr><tr><td>Soothe Root</td><td>350</td><td>Mind +3</td></tr></table> <table style='width: 100%'><tr><td>Other Substances</td><td>cost</td><td>Affect</td><td>Time</td></tr><tr><td>Leaves of Bolster</td><td>100</td><td>Health +1</td><td>10 min</td></tr><tr><td>Leaves of Glamour</td><td>100</td><td>Persona +1</td><td>10 min</td></tr><tr><td>Leaves of Iron</td><td>100</td><td>Will +1</td><td>10 min</td></tr><tr><td>Leaves of Rage</td><td>100</td><td>Strength +1</td><td>10 min</td></tr><tr><td>Leaves of Stimulation</td><td>100</td><td>Motility +1</td><td>10 min</td></tr><tr><td>Root bark of blood</td><td>200</td><td>Confluence +2</td><td>10 min</td></tr><tr><td>Root bark of bolster</td><td>200</td><td>Health +2</td><td>10 min</td></tr><tr><td>Root bark of iron</td><td>200</td><td>Will +2</td><td>10 min</td></tr><tr><td>Root bark of rage</td><td>200</td><td>Strength +2</td><td>10 min</td></tr></table><p>After the Way lines returned, minerals and metals still in the ground took on Way sensitivity. These items were pulled from the ground and put to use. No metal item not in its natural state took on Way sensitivity.</p><p></p><p></p><table style='width: 100%'><tr><td>Necklaces/Rings</td><td>Cost</td><td>Augment</td><td>Use</td></tr><tr><td>Yellow Stone</td><td>1000</td><td>Persona</td><td>Dementia</td></tr><tr><td>White</td><td>1000</td><td>Will</td><td>Compel</td></tr><tr><td>Burgundy</td><td>1000</td><td>Confluence</td><td>Fullfillment</td></tr><tr><td>Red</td><td>1000</td><td>Health</td><td>Invigorate</td></tr><tr><td>Orange</td><td>1000</td><td>Cohesion</td><td>Anemia</td></tr><tr><td>Green</td><td>1000</td><td>Strength</td><td>Rage</td></tr><tr><td>Blue</td><td>1000</td><td>Motility</td><td>Stimulation</td></tr><tr><td>Black</td><td>1000</td><td>Adhesion</td><td>Pandemonium</td></tr></table><p>Amulets are larger since they have a chunk of the raw mineral or ore suspended in the center</p><p></p><p></p><table style='width: 100%'><tr><td>Amulets</td><td>cost</td><td>Augment</td><td>Use</td></tr><tr><td>Tin</td><td>1000</td><td>Persona</td><td>Dementia</td></tr><tr><td></td><td></td><td>Health</td><td>Mend</td></tr><tr><td>Iron</td><td>1000</td><td>confluence</td><td>Fulfillment</td></tr><tr><td>Aluminum</td><td>1000</td><td>Motility</td><td>Stimulation</td></tr><tr><td>Carbone</td><td></td><td>N/A</td><td>Fire</td></tr><tr><td>Chromium</td><td>1000</td><td>Strength</td><td>Rejuninvate</td></tr><tr><td></td><td></td><td>will</td><td>Harmony</td></tr><tr><td></td><td></td><td>Cohesion</td><td>Coagulate</td></tr><tr><td>Sulfur</td><td>1000</td><td>confluence</td><td>Fire</td></tr><tr><td>Nickle</td><td>1000</td><td>Persona</td><td>Dementia</td></tr><tr><td>Copper</td><td>2500</td><td>Persona+Will</td><td>Sedate</td></tr><tr><td>Cadmium</td><td></td><td></td><td></td></tr><tr><td>Pietrazulfo</td><td></td><td>N/A</td><td>Fire</td></tr><tr><td>Silver</td><td>2000</td><td>Adhesion</td><td>Pandemomium</td></tr><tr><td>Molybdenum</td><td></td><td></td><td></td></tr><tr><td>Strontium</td><td></td><td></td><td></td></tr><tr><td>Gold</td><td></td><td></td><td></td></tr><tr><td>Vanadium</td><td></td><td></td><td></td></tr><tr><td></td><td></td><td></td><td></td></tr><tr><td>Rhubidium</td><td></td><td></td><td></td></tr><tr><td>Iridium</td><td></td><td></td><td></td></tr><tr><td>Platinum</td><td></td><td></td><td></td></tr><tr><td>Cobalt</td><td></td><td></td><td></td></tr><tr><td>Tungsten</td><td></td><td></td><td></td></tr></table></blockquote><p></p>
[QUOTE="Kwargrow, post: 7546077, member: 6855382"] [SIZE=5][U][U][B]Astral Plane[/B]:[/U][/U][/SIZE] Once a player reaches Collegiate 10 they may access the Astral Plane by projecting their astral self and leaving their Hard Realm body in a state of unconsciousness. The Astral Plane is a realm of magical energy overlapping the hard realm. Where the energy from the Astral Plane seeps into the Hard Realm are the waylines. When projecting into the Astral Plane, characters are completely incorporeal and invisible to Hard Realm characters. Magicians with Collegiate over 10 can roll to detect projectors with the Divination skill. In the Astral Plane the only applicable stats are Essence, Adhesion, Cohesion, and Collegiate along with the expanded magic skills. Characters can manipulate, attack, and be attacked in the Astral Plane using their skills in the same manner as in the Hard Realm. All damage is taken from Adhesion and then Essence, and is enhanced by Cohesion and Confluence for attack, damage, range, and defense. Once Adhesion is reduced to 0, the projector automatically leaves the Astral Plane, although overlap damage occurs and reduces Essence. If Essence is reduced to 0, the character dies. Projectors cannot harm anyone in the Hard Realm, but they can observe the Hard Realm and interact with other projectors. [B][U][SIZE=3]Enchanted Weapons and Armor[/SIZE][/U][/B]: any weapon and armor can become enchanted through a secret process guarded by the Academy of Magicians and their enchanters. The Academy takes orders from citizens and creates the items for a profit. Enchanting the weapon or armor grants it a +1 to a chosen development ability as the magician advances in collegiate magic. Once an enchantment is placed on an item, no other enchantments can be placed on that item. Items you purchased before can be enchanted later. Enchanted Weapons can harm spirits as for regular rules. Non enchanted weapons do not harm spirits. [FONT=inherit]Firearms can be enchanted as blunt, edged, or piercing weapons. It does not improve the aim or effectiveness of the shooting, but they can be used as melee weapons. This has brought into practice many different blades and blunt ends being a part of any firearm. [/FONT] Enchantments can be stacked with the same cost for every enchantment. The enchantment allows the weapon or armor to be repaired through meditation by the character. Spontaneous materials do not simply appear, they must be provided by the player and be within their range. If range is touch the character must touch the new material and the enchanted item. The enchantment will splice the spare material into the enchanted item and repair it. No other tasks may be performed while this meditation occurs. The more material that must be repaired, the longer the process will take, and the more expensive it will be. Cost of material repair for a weapon or armor is 10 credits per point. [TABLE] [TR] [TD]Type of Magic Weapon and Damage[/TD] [TD]Cost[/TD] [TD]Augment[/TD] [/TR] [TR] [TD]Single hand edged[/TD] [TD]1000[/TD] [TD]+1 Development Ability[/TD] [/TR] [TR] [TD]Two handed edged[/TD] [TD]1500[/TD] [TD]+1 Development Ability[/TD] [/TR] [TR] [TD]Single hand blunt[/TD] [TD]1000[/TD] [TD]+1 Development Ability[/TD] [/TR] [TR] [TD]Two handed blunt[/TD] [TD]1400[/TD] [TD]+1 Development Ability[/TD] [/TR] [TR] [TD]Single hand piercing[/TD] [TD]1000[/TD] [TD]+1 Development Ability[/TD] [/TR] [TR] [TD]Two handed piercing[/TD] [TD]1300[/TD] [TD]+1 Development Ability[/TD] [/TR] [/TABLE] The armor is composed of ceramic plates that bear the magical bonds. Cloths cannot be enchanted. [TABLE] [TR] [TD]Type of Magic Armor[/TD] [TD]Cost[/TD] [TD]Augment[/TD] [TD]Cover[/TD] [TD]Deflect[/TD] [TD]Soak[/TD] [TD]Hindrance[/TD] [/TR] [TR] [TD]Armored Clothing[/TD] [TD]1000[/TD] [TD]+1 Development Ability[/TD] [TD]90[/TD] [TD]10[/TD] [TD]5[/TD] [TD]15[/TD] [/TR] [TR] [TD]Light[/TD] [TD]1200[/TD] [TD]+1 Development Abiltiy[/TD] [TD]80[/TD] [TD]20[/TD] [TD]10[/TD] [TD]20[/TD] [/TR] [TR] [TD]Medium[/TD] [TD]1500[/TD] [TD]+1 Development Ability[/TD] [TD]85[/TD] [TD]25[/TD] [TD]18[/TD] [TD]25[/TD] [/TR] [TR] [TD]Heavy[/TD] [TD]2000[/TD] [TD]+1 Development Ability[/TD] [TD]90[/TD] [TD]30[/TD] [TD]25[/TD] [TD]30[/TD] [/TR] [/TABLE] [U][B]Other Items[/B][/U] There are substantial gardens in the Helston skyscrapers that grow many different types of plants and sell them for profit. You can buy these items at many stores. [TABLE] [TR] [TD]Herbs for healing[/TD] [TD]cost[/TD] [TD]Heal[/TD] [/TR] [TR] [TD][FONT=inherit]Mend Leaf[/FONT][/TD] [TD][FONT=inherit]100[/FONT][/TD] [TD]Body +1[/TD] [/TR] [TR] [TD]Soothe Leaf[/TD] [TD]100[/TD] [TD]Mind +1[/TD] [/TR] [TR] [TD]Mend Bark[/TD] [TD]200[/TD] [TD]Body +2[/TD] [/TR] [TR] [TD]Soothe Bark[/TD] [TD]200[/TD] [TD]Mind +2[/TD] [/TR] [TR] [TD]Mend Root[/TD] [TD]350[/TD] [TD]Body +3[/TD] [/TR] [TR] [TD]Soothe Root[/TD] [TD]350[/TD] [TD]Mind +3[/TD] [/TR] [/TABLE] [TABLE] [TR] [TD]Other Substances[/TD] [TD]cost[/TD] [TD]Affect[/TD] [TD]Time[/TD] [/TR] [TR] [TD]Leaves of Bolster[/TD] [TD]100[/TD] [TD]Health +1[/TD] [TD]10 min[/TD] [/TR] [TR] [TD]Leaves of Glamour[/TD] [TD]100[/TD] [TD]Persona +1[/TD] [TD]10 min[/TD] [/TR] [TR] [TD]Leaves of Iron[/TD] [TD]100[/TD] [TD]Will +1[/TD] [TD]10 min[/TD] [/TR] [TR] [TD]Leaves of Rage[/TD] [TD]100[/TD] [TD]Strength +1[/TD] [TD]10 min[/TD] [/TR] [TR] [TD]Leaves of Stimulation[/TD] [TD]100[/TD] [TD]Motility +1[/TD] [TD]10 min[/TD] [/TR] [TR] [TD]Root bark of blood[/TD] [TD]200[/TD] [TD]Confluence +2[/TD] [TD]10 min[/TD] [/TR] [TR] [TD]Root bark of bolster[/TD] [TD]200[/TD] [TD]Health +2[/TD] [TD]10 min[/TD] [/TR] [TR] [TD]Root bark of iron[/TD] [TD]200[/TD] [TD]Will +2[/TD] [TD]10 min[/TD] [/TR] [TR] [TD]Root bark of rage[/TD] [TD]200[/TD] [TD]Strength +2[/TD] [TD]10 min[/TD] [/TR] [/TABLE] After the Way lines returned, minerals and metals still in the ground took on Way sensitivity. These items were pulled from the ground and put to use. No metal item not in its natural state took on Way sensitivity. [TABLE] [TR] [TD]Necklaces/Rings[/TD] [TD]Cost[/TD] [TD]Augment[/TD] [TD]Use[/TD] [/TR] [TR] [TD]Yellow Stone[/TD] [TD]1000[/TD] [TD]Persona[/TD] [TD]Dementia[/TD] [/TR] [TR] [TD]White[/TD] [TD]1000[/TD] [TD]Will[/TD] [TD]Compel[/TD] [/TR] [TR] [TD]Burgundy[/TD] [TD]1000[/TD] [TD]Confluence[/TD] [TD]Fullfillment[/TD] [/TR] [TR] [TD]Red[/TD] [TD]1000[/TD] [TD]Health[/TD] [TD]Invigorate[/TD] [/TR] [TR] [TD]Orange[/TD] [TD]1000[/TD] [TD]Cohesion[/TD] [TD]Anemia[/TD] [/TR] [TR] [TD]Green[/TD] [TD]1000[/TD] [TD]Strength[/TD] [TD]Rage[/TD] [/TR] [TR] [TD]Blue[/TD] [TD]1000[/TD] [TD]Motility[/TD] [TD]Stimulation[/TD] [/TR] [TR] [TD]Black[/TD] [TD]1000[/TD] [TD]Adhesion[/TD] [TD]Pandemonium[/TD] [/TR] [/TABLE] Amulets are larger since they have a chunk of the raw mineral or ore suspended in the center [TABLE] [TR] [TD]Amulets[/TD] [TD]cost[/TD] [TD]Augment[/TD] [TD]Use[/TD] [/TR] [TR] [TD]Tin[/TD] [TD]1000[/TD] [TD]Persona[/TD] [TD]Dementia[/TD] [/TR] [TR] [TD][/TD] [TD][/TD] [TD]Health[/TD] [TD]Mend[/TD] [/TR] [TR] [TD]Iron[/TD] [TD]1000[/TD] [TD]confluence[/TD] [TD]Fulfillment[/TD] [/TR] [TR] [TD]Aluminum[/TD] [TD]1000[/TD] [TD]Motility[/TD] [TD]Stimulation[/TD] [/TR] [TR] [TD]Carbone[/TD] [TD][/TD] [TD]N/A[/TD] [TD]Fire[/TD] [/TR] [TR] [TD]Chromium[/TD] [TD]1000[/TD] [TD]Strength[/TD] [TD]Rejuninvate[/TD] [/TR] [TR] [TD][/TD] [TD][/TD] [TD]will[/TD] [TD]Harmony[/TD] [/TR] [TR] [TD][/TD] [TD][/TD] [TD]Cohesion[/TD] [TD]Coagulate[/TD] [/TR] [TR] [TD]Sulfur[/TD] [TD]1000[/TD] [TD]confluence[/TD] [TD]Fire[/TD] [/TR] [TR] [TD]Nickle[/TD] [TD]1000[/TD] [TD]Persona[/TD] [TD]Dementia[/TD] [/TR] [TR] [TD]Copper[/TD] [TD]2500[/TD] [TD]Persona+Will[/TD] [TD]Sedate[/TD] [/TR] [TR] [TD]Cadmium[/TD] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD]Pietrazulfo[/TD] [TD][/TD] [TD]N/A[/TD] [TD]Fire[/TD] [/TR] [TR] [TD]Silver[/TD] [TD]2000[/TD] [TD]Adhesion[/TD] [TD]Pandemomium[/TD] [/TR] [TR] [TD]Molybdenum[/TD] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD]Strontium[/TD] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD]Gold[/TD] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD]Vanadium[/TD] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD]Rhubidium[/TD] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD]Iridium[/TD] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD]Platinum[/TD] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD]Cobalt[/TD] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD]Tungsten[/TD] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [/TABLE] [/QUOTE]
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