[OSSR] Dragonmech

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Maxus
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Post by Maxus »

Spells
In which I post a cool picture because I can't think of anything funny here.


This starts out listing variants of existing spells. The variants are pretty much uniformly all designed to work with mechs or gears, and only available to Clockwork Rangers or the Constructor wizards.

I actually like how it saves space by going "speak with constructs(variant of speak with animals, affects constructs)". That's actually sane editing, rather than trying to bulk out pagecount.

Anyway, it pretty quickly goes into talking about the College of Constructors as an organization. They have 200 GP a year membership dues, and have a lot of proprietary spells that any PCs will have to keep proprietary. If a non-member turns up casting the spells, the College will try to steal their spellbook and shit.

The Constructors have work labs specifically for building constructs like golems. They're on a lot of the dwarven city-mechs and also house in their own mechs. A Constructor lab, in addition to saving the 500 gp of building your own, reduces the construction costs for golems by 10%. Nice touch there.

They have exclusive spells (which even members have to take the Spell Mastery feat to learn, so it isn't written down."

And last, they can build clockwork version of normal familiars; the only changes are Construct type, darkvision, natural armor, and gaining "speak with constructs".

They take normal wizard spells, but are considered specialized in 'constructor' and have a bunch of spells that they can prepare as their specialist bonus spells. It makes a point to not that their spells fall across all the spell schools except necromancy, in a subtle bid to encourage you to take necromancy as your banned school. (Because Necromancy is eeeeevil)

Then there's the Ranger and the Riftwalker spell lists.

Then we get to the Engine domain, granted to clerics of Dotrak. They get a lot of constructor spells in there.

Onto the spells themselves:

There's an Animate Gears spell. Then a sort of mechanical-based Entangle called Enginemaster's Grasp.

Then comes the cool bits: Ferrous Soul lets you transfer a living soul into a construct. Even yourself. Will save negates, and it's a one-way trip only. It's kept from being a combat spell by a 10-minute casting time.

The next spell is Ironclad, a weaker version of Iron Body. Reading it, it appears to turn you, visually, into a Vessel of Dotrak, and gives a bunch of bonuses. I'll detail it if someone wants me to.

Image
Credit for this picture goes to Wen-M and his commissioners at Anima. Go look at them and give them money if you think they're worth it.


Next is Rebuild Soul, a sort of construct-based Reincarnation whose rules take up most of a page. You transfer a dead person's soul into a mechanical body. They wake up and receive pretty much all the physical bonuses, and a few of the drawbacks, and don't get all the immunities. Again, I'll detail it if someone wants.

Really cool bit: You can put explicitly use this to put someone's soul into a mech. Not cool bit: That functionally negates the Assimilated PrC.

Not really cool bit: It's hard to use resurrection or reincarnation, or even this spell, in Dragonmech. The character being raised has to make a DC 10 Will save to come back. If they're a cleric or paladin, the DC's 10+ their class level. See, the gods are in a bind with this war and need all the asskickers they can. So if you don't pass the will save, they conscript you into the war and you can't be brought back at all, ever.

To get around there, there's a spell called Soul Box. You have a charm, you must be truly willing (no charms or compulsions), if you die, the charm catches your soul and holds you there so you can be brought back without having to arm-wrestle Pelor for it.

Next, Summon Nature's Ally I-IV can be used to call up the wildlife that's adapted to live in the insides of mechs. Grease lizards and crumble bugs and such.

There's an anti-construct spell called Tick Tock Knock that has some cool fluff--it fucks with time and space and physics enough to throw anything non-magical and mechanical out of whack; it stuns them for 1 round per caster level and bypasses the normal construct immunity to stunned. A will save reduces it to Confused. The target has to have an engine in there, so it can also affect Steamborgs.

Next is Transpose Spirit, where you use a little doll to call a golem's animating spirit out of the golem body and into the doll so you can trash the body. It removes the body's animating spirit. The doll has to be made of elemental stuff appropriate to the golem and costs 300 GP, and the spell involves promising to protect the doll/golem's spirit while it's there. It mentions how the elemental spirits to power golems are pretty much forced into it against their will, so giving them a chance to go elsewhere without having to obey any orders is well-received (though one can resist if it wants to). Anyway, the spell lasts 1 round/level. Harming the doll pisses the spirit off and it goes back to the golem body to take the fight back up.

The last spell is Vanquish Spirit, which is targets any construct animated by the things like rebuild soul, soul box, or final-level Assimilated. If the target fails the will save, their soul is unbound from its metal body, killing it.

All in all, I like the spells. My absolute favorites are Ferrous Soul and Rebuild Soul. Golems are animating by a spirit, right? Well these spells let you use a spirit to animate a construct (albeit they'll still be free-willed). And that's an awesome bit of working out. Transpose Spirit also indicates that someone thought about golems and constructs and how those can be messed with.

Even the others at least show some creativity in fluff. Ironclad is just plain cool.

There's more Steam Powers than I remembered, so I'm breaking this into two posts.
Last edited by Maxus on Sat Feb 08, 2014 6:19 pm, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Stahlseele »

It makes a point to not that their spells fall across all the spell schools except necromancy, in a subtle bid to encourage you to take necromancy as your banned school. (Because Necromancy is eeeeevil)
or . . you know . . because usually, in constructs and mechs there's nothing alive so nothing could have died to make the necromancy work? O.o

also, transpose soul is a one way trip?
per spell or per soul?
can the soul be transposed from a to b and from b to c but not back to a again? or is it then trapped in b?
if it can be then transposed from b to c, then why can it not be transposed back to a? does something happen to a when it's transposed to b?
if not, can it be transposed from b to c and then from c to a?
that would make one hell of an evil spell to use on someone unwilling too . . kinda like the transpose spirit spell but useable on people to put them into little clay figurines that can't do shit but watch and be broken when you tire of them . .
Last edited by Stahlseele on Sat Feb 08, 2014 6:52 pm, edited 1 time in total.
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Post by Maxus »

Per soul. You can put someone's soul in a construct, but not pull the soul out into their original body. It's a one-way trip for them.

Edit: And yeah, it has a 10-minute casting time and the target gets a will save, but you can totally go horrifyingly evil there by putting their soul into a clockwork mouse or something.
Last edited by Maxus on Sat Feb 08, 2014 11:26 pm, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Josh_Kablack »

Maxus wrote:Spells
The next spell is Ironclad, a weaker version of Iron Body. Reading it, it appears to turn you, visually, into a Vessel of Dotrak, and gives a bunch of bonuses. I'll detail it if someone wants me to.
Please do. Iron Body is full of enough hilarious nonsense that I'm interested in alternate versions. No wind insstruments for you, you're like an Iron Golem and Iron Golems don't breathe, they just have a breath weapon. Also you get armor check penalties and other nerfs in an 8th level spell that doesn't do much that even the nerfed versions of Polymorph were doing without such nerfs 10 character levels ago.
Last edited by Josh_Kablack on Sat Feb 08, 2014 8:45 pm, edited 1 time in total.
"But transportation issues are social-justice issues. The toll of bad transit policies and worse infrastructure—trains and buses that don’t run well and badly serve low-income neighborhoods, vehicular traffic that pollutes the environment and endangers the lives of cyclists and pedestrians—is borne disproportionately by black and brown communities."
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Post by codeGlaze »

Maxus wrote:To show the technology levels. And to be non-anime, I suppose.

In-setting, they haven't come up with the assembly line yet. Pretty much every mech, even ones of the same broad function and class, are made uniquely. There's also a big rivalry between magic and the new technology, which I personally find stupid and counter-productive in a setting where old traditions are cast aside in favor of whatever works.

Anyway, I'll get to it in due time. Gotta get through Skills, Feats, and Gear first.
So ... what if The Den redid this?
Is that plausible without needing to completely reconstruct everything from the ground up?

For instance, making mechs with peddles instead of levers. Or even pistons attached to boots like Pacific Rim. Would the whole setting start to wobble?

edit: ... totally didn't see Prak's post.

edit2:
Maxus wrote:They used to be men, but their servitude to their dread master has made them something both more and less than a man. They never sleep and they're utterly ruthless in the service of their dark lord. They are Game Workshop's lawyers. And Goodman Games was fortunate indeed not to draw GW's burning gaze
:rofl: That's beautiful. xD
Last edited by codeGlaze on Sat Feb 08, 2014 9:58 pm, edited 2 times in total.
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Post by Ancient History »

If the Den re-did Dragonmech, they might as well re-do Cthulhutech at the same time.
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Post by Prak »

Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
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You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by Maxus »

Josh_Kablack wrote:
Maxus wrote:Spells
The next spell is Ironclad, a weaker version of Iron Body. Reading it, it appears to turn you, visually, into a Vessel of Dotrak, and gives a bunch of bonuses. I'll detail it if someone wants me to.
Please do. Iron Body is full of enough hilarious nonsense that I'm interested in alternate versions. No wind insstruments for you, you're like an Iron Golem and Iron Golems don't breathe, they just have a breath weapon. Also you get armor check penalties and other nerfs in an 8th level spell that doesn't do much that even the nerfed versions of Polymorph were doing without such nerfs 10 character levels ago.
Sure thing.

Okay, it's a 5th-level spell, gives +8 natural armor that stacks with any armor you're wearing. DR 10/Magic, and +4 Strength, construct immunities, can't heal or be raised while under the influence of the spell, and they've vulnerable to some things which affect metal and constructs, like rust and tick tock knock.

The fluff makes you sound cool.
Ironclad transforms the target into a living, breathing creature of metal. Its internal organs become clockwork apparati made of the finest platinum and gold. Its skin becomes a thick, dense armor of living iron. Its mind becomes a mechanical decision-making machine.
And I notice I forgot a spell called Earthrise. An [earth] evocation that does 1d10+2/caster level to lunar creature (max is 1d10+10). Will save negates and it creature has to be touching the ground for it to work.

I think I see why I forgot about it.
Last edited by Maxus on Sat Feb 08, 2014 10:28 pm, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Josh_Kablack »


So ... what if The Den redid this?
Is that plausible without needing to completely reconstruct everything from the ground up?

The fluff does seem interesting, but 3.x D&D is an especially bad system to use as a basis for a mecha game. In the D&D paradigm, man sized characters are explicitly supposed to be able to fight kaiju-sized opponents with their usual magic longsword, while in mecha settings, characters fight mecha-scale opponents with explicitly mecha scaled gear.

Then the 3.x ruleset makes a lot of genre-appropriate mecha actions completely impossible: size categories makes not-being hit at the mecha-scale entirely dependent on massive natural armor bonuses or hackes to the Ride Skill rules; the 5" grid makes movement speeds above 60' or attack ranges above 180' problematic to stage combats on most battlemats; the size mods mean and piss-poor trap construction rules mean you can't lay triplines against AT-ATs; etc.


On top of those RPGs about mechs always have a bunch of inherent problems.

The characters will face both mecha scale and human scale challenges and need both flavor and mechanical reasons to meet those challenges at the appropriate scale.
Image
The Beagle Boys demonstrate using mechs to loot a dungeon

And then characters all need to be able to have challenge-appropriate options at both the mecha scale and the human scale. If you have only one character as a mecha-jockey then you have spotlight issues where that character doesn't get to do enough in the non-mecha parts and everyone else doesn't get to do enough in the mecha parts.
Last edited by Josh_Kablack on Sat Feb 08, 2014 11:15 pm, edited 4 times in total.
"But transportation issues are social-justice issues. The toll of bad transit policies and worse infrastructure—trains and buses that don’t run well and badly serve low-income neighborhoods, vehicular traffic that pollutes the environment and endangers the lives of cyclists and pedestrians—is borne disproportionately by black and brown communities."
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Post by Maxus »

Well, it's a problem of scale, isn't it? If you have a mech game--where squares are in 20 foot increments or something--and a normal game, where the square are...yeah.

I mean, the reasoning for the mechs is not because a sufficiently badass character can't screw up a giant monster, it's that there's not enough sufficiently badass characters to go around, so the mechs increase the number of mighty fighters.

The game's DM notes suggest making a Mech Team and Ground Team if everyone wants to play that. I played in a game where we actually did that, and one player played, essentially, an anklebiter with an adamantine sword and Spider Climb, to scale mechs and hack into the pilot's control room and attack him directly, as part of the Mech team. The character actually rode on my Coglayer's mechs' shoulders until they got close enough to another mech for her to jump off.

And it's entirely possible to have a large-sized mech for anyone who wants to play it on a small scale.
Last edited by Maxus on Sat Feb 08, 2014 11:06 pm, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Josh_Kablack »

Maxus wrote:I mean, the reasoning for the mechs is not because a sufficiently badass character can't screw up a giant monster, it's that there's not enough sufficiently badass characters to go around, so the mechs increase the number of mighty fighters..
And that sort of asymmetric path to power runs into problems with D&D's assumptions about level-gain and level-based opposition. If you gain N levels worth of mightyness by riding a mech, then levels cease being a meaningful measure of mightyness and call the whole level and experience gain and challenge ratings systems into question.
"But transportation issues are social-justice issues. The toll of bad transit policies and worse infrastructure—trains and buses that don’t run well and badly serve low-income neighborhoods, vehicular traffic that pollutes the environment and endangers the lives of cyclists and pedestrians—is borne disproportionately by black and brown communities."
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Post by Maxus »

Josh_Kablack wrote:
Maxus wrote:I mean, the reasoning for the mechs is not because a sufficiently badass character can't screw up a giant monster, it's that there's not enough sufficiently badass characters to go around, so the mechs increase the number of mighty fighters..
And that sort of asymmetric path to power runs into problems with D&D's assumptions about level-gain and level-based opposition. If you gain N levels worth of mightyness by riding a mech, then levels cease being a meaningful measure of mightyness and call the whole level and experience gain and challenge ratings systems into question.
Indeed it does. It is, however, a setting conceit for mecha in general, so it'll have to be worked out -somehow- for a mecha game.

My first thought is you have two separate combat games: people-sized combat and mech-sized combat, and they occasionally meet.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Seerow »

I think you may have just sold me a copy of this game. Thanks.
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Post by Prak »

What if Mechs weren't built by humanoids as an asymmetric power grab, but by non-humanoid creatures so they were better able to interact with a world created by humanoids?

Image

I don't know. Random thought.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by Maxus »

Steam Powers

So Coglayers and Steamborgs--and a couple of their prestige classes--can make gizmos out of using a small steam engine to provide some motive force and a bunch of gizmos to run off of that. Steamborgs have their own steam engines built-in, and have to include their gadgets in their own body.

Each entry has notes about construction costs, size score (if you put too many things together, it can get too big for you to lift), and sometimes they need assistants to build and they want paying and there's sometimes special materials that're up to you to find.

Here's the full list:

Amplifier
Animator
Automator
Billows
-Blood Pump
Boiler
-Cauterizer
-Clockwork Puppet
-Darkness Generator
-Dehumidifier
-Descrambler
Discriminator
-Drill
Fin Apparatus
Flywheel
-Fog Generator
Folder
-Force Generator
-Identifier
-Imagemaker
-Iron Arm
-Iron Jacket
-Light Generator
Lobber
-Metal Ear
-Metal Legs
-Noisemaker
Nozzle
-Optical Orb
Ranger
-Pilot Light
Pump
-Rotor Arm
-Scanner
-Spark Generator
Targeter
-Translator
Voice Command
-Wavemaker

To simplify this, I'm going to group things by junk which does stuff on its own, and then things which modify other things. The former have dashes by them. I won't talk about all of these, but if you want me to go into more detail, of course, ask and I'll provide. Let's get to it!

A bunch of these--Pilot lights, and light, fog, dark, spark, and force generators to name a few--all are a box which produces some sort of output, and other things can be used to modify that output. It also says with a little bit of an elemental version of a substance--water, fire, earth, air, etc--you can make a generator which turns out any of those. A pilot light is more conventionally-powered, using fuel. Of special interest in conjunction with these is the pump, which which can expel that output at range. It's explicit that a darkness generator (need six spell levels of a [darkness] spell cast in it to make it but afterwards produces non-magical darkness) can be modified with a pump to make a sort of burglar's anti-lantern. Likewise, adding a pump to a liight generator makes a spotlight, a spark generator makes bolt maker, a pilot light makes a flamethrower, and a force generator makes DMs cry.

A few of them are mechanical devices in their own right--an iron arm is an 18 Str, 8 dex manipulator arm. Metal legs make things walk. A Blood pump is [evil] and takes six gallons of blood to make and runs on blood instead of water.

Which is really damn metal when you think of it.

Of special favor is the Rotor Arm. It's a five-foot metal arm with the accompanying gearage and linkages and so forth that you can vary the speed from pretty much anything to so fast you can use it as a shield (that attacks people in the squares diagonally in front of you but not right in front of you) and it'll provide 40 pounds of lift if you aim it in the right way. Boilers can double that. So you can make your own little helicopter with a rotor arm, boilers, and even add flamethrowers and lightning bolt shooters to it. And a spotlight! Or a Darklight! Or have it lay down fog!

I came up with that on my own. Ain't it cool?

Image
Was anyone else disappointed that you couldn't fly one of these in Borderlands 2?

They also pretty explicitly talk about how you can put a chain on a Rotor Arm to increase the flailing range. Or mount your pilot-light flamethrower to get them.

The last of these "What does something mechanical on its own" is the Clockwork Puppet, which can be controlled by a control box at first, but if you add more devices it can recognize friend from foe and so on. A clockwork puppet by itself is Tiny, but you can add more of them together to make a bigger one. So I suppose you could play as that dwarf running the fighting suit from Mace: The Dark Age.

Then you have a bunch of powers--wavemakers, imagemakers, metal ears, translators, a descrambler, etc--which do utility things. Wavemakers are radio transceivers and can relay information. Noisemarkers are recorders. Imagemakers receive images, and optical orbs transmit them. You can pretty easily make a PA system, a walkie-talkie, a surveillance system, or a TV. A Descrambler will open any non-magical lock, but it's a pain to make and it takes one round per point of DC on the lock in question. Translators look like an old Bell telephone: You speak into one end and the translation comes out the earpiece. Only good for two languages, but still cool. Cauterizers apply a healing salve and do 1d4 of healing, but only once to a character per day.
Right. If you want to know anything more about any of the things on the list, again, ask and I'll talk about it more.

Last are all the things which modify output. Amps are a staple for anything which makes energy, they're going to show up if you try to use steampower offensively because they increase damage -and- range. Boilers--like in the helicopter example--are for mechanical motion. Pump project energy. A nozzle on the pump turns it from a line or a range-touch attack into a cone. Fins can be used for steering and to make things fire in different directions--like at right angles. Animators make a thing a simple AI, discriminators and identifiers let things tell friend from foe and so forth. (An identifier is also fairly useless; it can ID pretty much any mundane material, including poisons, and tell you what it's made of, but it takes six months to build and needs of a chunk of the stuff to chew on, so you can't play CSI: Mech Engines and try to find the saboteur by tracing his skin cells).

Steam Powers are either useless or crazily useful. With enough DM persuasion, you can get away with all kinds of things. They're offensively weak (unless you just pour everything into one trick) but with enough ingenuity, you can come up with something awesome and useful in every situation (and sometimes without much ingenuity, like stacking amps on a Force generator, as I mentioned last page).

They're crazy, and impossible to balance, but they're perfect steampunk and I like 'em.

Next: Religions! With the tagline "Where are the gods to protect us now?"
Last edited by Maxus on Mon Apr 07, 2014 12:42 am, edited 4 times in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Maxus »

Religion

So it starts off describing the crisis of faith in more detail--how the disaster of the lunar rains had made broken the faith of a lot of people. It wins props for saying the gods were pretty much normal d20 gods--drow worshipped the 'Spider Queen' and the dwarves worshipped the 'Soul Forger'--and then moving onto four setting-specific gods, rather than trying to detail a bunch of pantheons you don't care about.

It also gets props for saying the gods couldn't stop the moon from coming in too close because physics: If they all banded together and put all their power into one person, they could have pushed the moon back, maybe. But they're also being attacked by the lunar gods, which is taking up a lot of attention and power.

I like how it says clerics, of course, can't always get their spells, but deific visions and messages pointing you to trouble or help are a lot more common for everyone, as the gods basically are taking an us-vs.-them approach to this.

Anyway. The four new gods:

Andakakilogitat is the Lunar God of Dragons, the dominant species on the moon (there's other sapient races there, but the dragons are top dog). He's a CE asshole, appears as a mass of lunar dragonparts--heads, legs, wings, etc. He wants his dragons to conquer the whole planet to spread his power.

Erefiviviasta is the Lunar Goddess of flight. She used to be the deity of the dragons, but Andakakilogitat supplanted her. She still has a few, and normally hates him and tries to regain her position, but she's put aside that difference for the war, to support her old children.

Seroficitacit is the Lunar God of Change. He's a shoggoth--a big squirmy pile that always looks different. His worshippers are a step above 'lolrandom' and explicitly says they have no cohesion, no unity, and use whatever symbol for him they like. He gains powers from changes among his worshippers, as well as their prayers. So if you leave the cult, he gets a little stronger and gives you a pat on the back and a handshake as you go out the door.

Might I just say that I hate these long ass names? The dragon's name is supposed to be always spoken as a chant, but damn if I can chant that. Or pronounce it smoothly to begin with.

Last is Dotrak, 'the Great Engine'. Again, Goodman Games gets some props here. It presents two competing theories on Dotrak: The first is his followers' that he's a 'watchmaker god'--he made things and set it all in motion and then sat back to watch it and make sure it works. Possibly he'd be moved to step in for some maintenance and repair. The second theory is that he's a figment of his followers' imagination, something either with no power, or cowardly.

Then instead of going "D'oh ho ho, how do you know who is right? There's arguments either way! We'll leave it up to you" it gives the facts in bald terms: Dotrak isn't a full deity yet, or even a full awareness. But as more people put their faith and trust in iron, knowledge, technology, and hard work over prayers and magic, Dotrak is growing stronger and more developed and will, fairly soon, make the transition to a fully-formed god.

And that they nailed it down rather than give "unreliable information" like fucking White Wolf, gets them a big ol' slap on the back from me. Good job guys.

Anyway, the next part is the problems with resurrection, which I covered back in Spells.

Next: The section you've all been waiting for.

THE ONE.

THE ONLY.

THE MECHS CHAPTER.

Stay tuned. It'll be mechsy.
Last edited by Maxus on Mon Feb 10, 2014 3:22 am, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by JigokuBosatsu »

Speaking from experience, if you are a steamborg (by whatever name) you will be dunked in water by the MC and your boiler will go out.
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Post by Maxus »

I played a steamborg and that didn't happen. It's really sort of a dick move.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Maxus »

MECHS
In which we experience the joy of tables.

Image
This is what it's all about, right? Right?

I'll make a confession: Dragonmech is better than I remembered it being. The spells in particular indicate someone cared about the subject of constructs and a new world of metal in relation to spellcasting and come up with some pretty nice things.

However. Remember what I said about the steamborgs? Cool idea, very bad execution? Right. That's mechs.

The Mechs section opens up with this:
Mechs wrote: MECHS
The mechs of Highpoint are of a unique type. They are modeled on medieval European imagery, crafted in an era where mass manufacture is unknown, and constructed with antique machinery, hand-tooled parts, and massive amounts of hard physical labor. The advanced mecha of Japanese anime have no bearing on DragonMech. Instead, consider the Gutenberg press, hand-made muskets with custom-fitted bullets, and da Vinci’s flying machines. That is the historical legacy in which the DragonMechs are steeped.
So their first act is to go "NOT WEEABOO, DAMMIT!"

How little they know us tabletop players, huh? WE WILL FIND A WAY! And what's the historical legacy for a 100-foot-tall walking deathmachine with a buzzsaw on one arm and a cannon on the other. Seriously. I paid attention in History, and I feel cheated that this did not get a mention.

Then it goes into the history and uses of mechs in the continent of Highpoint. I sort of recapped it way at the first; supposedly the technology existed long ago, the lunar rains came, and the Gearwright organization brought it out for the good of the world. About the most interesting thing here is a mention that dwarves had has steam tech for a while, and used it for 'tunnel cars' and a few walkers already, but mostly had only the roughest principles of it.

It finishes up talking about the mech types: Steam, Clockwork, Man-powered, Animated, and then Necromantic. "Some
reports even say that foul necromancers reanimate the bodies of felled dragons into necromantic bone-mechs." Foul? Fuck, man, if someone could find a way to keep the smell down I'd want a -real- dragon mech.

Anyway, they also get a special 'fuck you' for declaring that manpowered mechs aren't used extensively by the civilized races, so orcs use them a lot.

Now comes mech society: It mentions mech jockeys tend to be competitive with -everyone-. Other pilots, the pilot of other organizations, and with themselves. They often have grudge matches.

Now it talks about City-Mechs: These have a full-time population of crew, civilian support, and military. The City Mechs are generally 500+ feet tall. The elven city mech is almost half a mile tall. And as we went over in General BigMcfuckenlargehuge, with big bodies come big weapons. There's very little, except for another ridiculously large mech, that can attack a city mech and not get ended.

Anyway. Social stratification on mechs (lots), pains of living there (cramped). City-mechs are even so big they have hangars for smaller mechs in their feet. Naturally, getting on board a walking mech is a bit of a trick.

Anyway. now it starts giving rules: Armor is uncomfortable as hell, so if you're not wearing light armor you have to make a fort save or take the armor off. Wearing armor when you can't take it off gives you the extremely punishing, crippling penalty of 1 point of nonlethal damage a day.

Image

Also, getting on a smaller mech can make you seasick for a few hours the first time you do it.

Now it goes into describing mech controls--very simple things, so trying to get complicated motions out of them are hard. Communication varies from magic telepathy for most elves using mechs to signal flags. ID markers are also in vogue; the 'mechdoms' have flags, and all merchant-mechs have a blue flag.

See, I like that. I like that someone thought about this and come up with something that sounds plausible. Goodman Games was definitely trying to cover their bases and give a solid grounding.

Fortunately, now we hit the solid rules for mechs. By now you should hit this section all afire with creative urges to make something badass.

Image
Maybe this. Shrapnel, does he look particularly Transformer-y to you?

Unfortunately, now we've hit the solid rules for mechs.

This is not a contradiction with the statement above. Specifically, we've arrived at the rules for design, construction, weaponry, piloting and combat.

Mechs have a storage capacity (payload units, aka PU). Mech AC tends to be low, but hardness is high. Payload units are everything. Weapons, crew, storage space, all take up PU. Different kinds of mechs have to give over different percentages of PU over to crew (except for Undead mechs, which only require one: The necromancer pilot). Mechs have maneuverability classes (which also determine how far the mech can bend and their resistance to being tripped, all explained on the table) and their own stat blocks (which include HP, Str, Dex, Hardness, AC, Fort and Reflex saves and weapons and attack damage and--you get the idea). Critical hits affect different mech power sources differently, and affect the same mech differently depending on its percentage of max HP (and there's a table about this for all five kinds!). And mechs have different materials and costs and man-hours and DCs to make them (and a table for each) (and undead mechs have the the cool bit of having materials measured in medium-sized corpses).

Image
This is a simple table. The foundation for all the later tables. Are we having fun yet?

The materials costs money, the laborers to make them cost money (all explained in a table), the weapons cost money (and PU). Armor types (stone, iron, steel, mithral, adamantine, and flesh) cost money. It's all in the tables. Any deviations from the norm for a mech's size costs money based on the size of the deviation.

There's even a sidebar on that, which I will reproduce in its entirety.
Image
So simple you can just do that!
The bookkeeping involved in this is extraordinary. You will not only do more bookkeeping than a librarian of banned books, your calculations will have consumed enough paper to be a bookmaker.

Image
I hear Kinko's is very reasonable for getting stuff bound.

Right. That's mech creation. Are your eyes dazzled yet?

No? Well, how about Mech Combat and Piloting?

Image
For the love of God, do NOT play Dragonmech with any sort of fumble system. Do. Not. Don't. Refuse point-blank. Shit in your hand and throw it at the DM if you have to, but DON'T.

And then you have the possibility of boarding or attacking a mech without a mech of your own, and that's its own kettle of fish, with special attacks for ganging up on one or riding one one.

Next is the section of the pre-built mechs. And you know, they're pretty cool. They cover a wide variety of concepts and styles and tactics.

Image

See that? That's a Barbagula. Huge-size, and it's a common style and usually run in groups. They use the chain to try to trip enemies and then start the lance-charges until the target gets up and repeat. And that's not such a bad idea.

And when I say there's lots of styles, the majority, of course, are the humanoid-shaped walkers, but in an indication that not everyone thinks the same way, there's this.

Image

That's a Colossal III mech dedicated to carrying the biggest single gun it can. It can trample a Gargantuan mech (see 'em off to the right?), and that cannon is still too large for it. It's a total penis extension, but it's also something you could see being made and used in-setting.

Anyway, this mostly has steam mechs, but there are a few clockwork, a couple of manpowered, and then token examples of animated and undead mechs. It also has a mech shaped like a scorpion.

And that's awesome.

However, the mech rules are a huge pain in the ass to use. Planning a mech takes time. Building a mech takes even more time (and a not-insignificant amount of money and laborers). Using a mech takes a lot of bookkeeping.

The physical capabilities of mechs are intentionally clunky. This section starts off with admitting that. It has very little in common with mecha's standard tropes (especially the crew requirements and the morass of checks needed to do much of anything). There's some neat thoughts in there--like how animated mechs can be seriously fucked-up with mass castings of Dispel Magic--and a lot of the mechs are built for cool tactics that reflect a world in which ingenuity is even more prized than strength of arm.

But it's not user-friendly at all.

Still, it could be worse.
Image
If this were Warhammer Fantasy RPG, you'd aspire to be the guy on the pedals.

Next section: the other cool part of a steampunk setting: equipment.
Last edited by Maxus on Sun Nov 23, 2014 8:54 pm, edited 10 times in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Maxus »

Equipment
In which things are pretty sweet.


I don't find this very disappointing; it's got some steam-powered weapons, and some variations of normal weapons (Barbed blades are pretty cool) and the sort of mechanical doodads it -should- have, as well as an a good list of siege weapons for some reason.

Starts off talking about sizes. Personal and then mech-sized. Weapons larger than Colossal III are custom-built and require Exotic Weapon Proficiency to use them correctly.

Mechs often use big-ass versions of conventional weapons (often with extras like Barbed Blades, which makes a swordblade able to snag enemies), as well as shit like giant steam-powered cannons and a "bore puncher" which is designed to penetrate an enemy mech's armor and the bore puncher is hollow to let crew members invade the targetted mech.

Then there's the unconventional weapons. I'll divide this up between Personal-sized weaponry and Mech-sized, and stick to the unconventional stuff based on the steampunk, mostly..

Righto. So. The new steam tech gives rise to Warhammer-esque weapons with saw teeth. Specifically, they have the 'chattersword' and the buzzaxe. They're exotic weapons, and a little better than a greatsword and a greataxe.

Carrying on the idea is the buzzsaw; it doesn't add your Str to the damage but it ignores the first 10 points of hardness and will screw someone up on a critical; if you get hit by a mech-sized one of these, you have to save or take full damage. The bayonet has also been invented, which does damage like a dagger of your size--but also if you hit someone with a bayonet you can make your ranged attacks that round without provoking from them.

My favorite personal melee weapon is the Lobster Claw. You wear it like a glove, it's got two sides which are straight-edged and it has a small steam engine which maintains pressure and when you press a button the two sides close together. It has a Str of 18 and doesn't use your own, so it basically always does 1d10+4 damage. The target has to reflex save or be grappled by it, too.

Image
Snip-snap.

The technologically-advanced ranged weapons are also present. There's a flamethrower (which can be attacked to make it blow up while you're wearing it), a Steambreather (like a flamethrower, but steam and less chance of it blowing up on your back), a Steam Gun (yes, a rifle powered by steam). The Steam gun is supposed to only be able to shoot every other round. It's basically a crossbow.

Of special note are the bombs--remember them? Anklebiters can get them as class features?--they each do something different. A magnet bomb ignores hardness and has a 50% chance to stick a metal object. A pressure bomb is basically your normal grenade, and the rust bomb uses an extract from rust monsters to make big big holes in metal mechs.
Now the mechs can use big-ass version of conventional melee weapons--swords and axes, namely, and they both have variants that snag enemies and keep them in place (the barbed blades are pretty cool, actually, and would be neat even on normal-sized characters).

They also use more traditional large ranged weapons--ballista and catapults.

But the real fun, of course, is in the exotic varieties. Steamcannons and buzzsaws and bore punchers. Steambreathers and Flame Nozzles also show up in mech sizes, and they do their damage to crew.

One notable thing is that everyone's fully aware a mech's in trouble if it falls over. Therefore a common branch of weapons are flails and chains designed to try to trip enemy makes. The Chain Tentacle is really versatile, and can be used to haul enemies in as well as flail at enemies.

Anyway. There's three new kinds of armor: Gearmail is made from scrap gears, it's pretty rough but it's better than nothing and the gears are usually greasy, which makes you harder to grapple but also makes climbing harder.

Mech pilots have a special sort of armor which combines long-term comfort with decent protection.

And then last is the Power Armor. That is, hydraulic armor. It provides a bunch of bonuses ( like considered to have 20 Str), some penalties, and looks badass, too.

Image
For the Emperor, bitch.

There's another section: Unusual items. Coal doesn't strike me as unusual, but it goes for 1-10 cp a pound and you'll be spending a lot on the stuff if you're using a steampowered mech. There's some equipment here--like a stethoscope, which helps you ID problems in engines--and some consumables. Thanks to the ecological disasters, fruit and vegetables that aren't, like, potatoes and shit are going for thirty times their old price and surface farming is a high risk/high-reward career. (Hell, it might be possible to play characters who guard 'em).

There's a rock which comes from the Moon, and when ground up and mixed with magical alloys or potions and stuff, it adds some extra kick and the elves will give two pounds of gold for one pound of the stuff.

There's a special cloak which grows grows ivy in special dirt-pockets and it's used to help you hide in wilderness. It's cheap, but takes three months of growing before it's ready to use.

And now the last section of equipment: Magic items for mechs. There's an [Evil] TM engine which runs off of blood originally invented by the drow, but it doesn't give pricing for it.

Then there's the Ethereal Catapult. It's a Blinked-up catapult which the ammo goes ethereal right before it impacts the target--and then re-solidifies. Instead. Touch attack to hit and 17-20 critical chance. Can be done to other weapons. Costs 70 k GP + weapon cost, can be put on any ranged weapon, but the example's a catapult..

That is Den-level evil shit right there, man. Dayum. I'm proud of Goodman Games for this. Not many people allow that sort of inventive evil into their games, but they specifically made it canonical!

There's Intelligent Engines--making your mech a magic, sentient item which could run itself. No rules on class levels, but they can have ego scores or the like.

Then there's an elven invention--a magnetized ring gate. It's like a ring gate, except it'll stick to metal and open up through the walls so you can send boarding parties or other things directly into an enemy mech.

The last is the Speaking Engine (you use conditional Magic Mouth spells to notify you of damage or problems with an engine) and the Spellfurnace. Which will run a mech on magic, but costs 10 spell levels for a large mech (and probably doubles with each size) and 100,000 GP besides. NEXT

The final section of the mechanics side of the book is enchanting mechs. You usually need the Combine Spell feat to do it, but you can give a mech a buff like you would a fellow PC. The elves use Protection from Arrows if they go up against the trigger-happy dwarven mechs, and mentions one mech jockey won a battle with a rival's much larger, stronger mech, by having a Constructor friend of his enchant his mech with Rusting Grasp. Some cool stuff in there, and helps remind you that magic is an option.

And that's the mechanics. 144 pages in out of 238 on my PDF copy of the book. I'm sure they'll sneak mechanics in further.

And now I'll take a break for a day or two before going into the Fluff side where they detail the various new 'mechdoms' and junk.
Last edited by Maxus on Tue Feb 11, 2014 9:15 am, edited 2 times in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Stahlseele »

I'll admit, this all does sound rather cool.
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Peculiar properties of spacetime ensure that the perception of the magnitude of Soon is fluid and dependent, not on an individual's time-reference, but on spatial and cultural location. A marketer generally perceives Soon as a finite, known, yet unspeakable time-interval; to a fan, the interval appears greater, and may in fact approach the infinite, becoming Never. Once the interval has passed, however, a certain time-lensing effect seems to occur, and the time-interval becomes vanishingly small. We therefore see the strange result that the same fragment of spacetime may be observed, in quick succession, as Soon, Never, and All Too Quickly.
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Post by name_here »

Unfortunately, he's really not kidding about the creation rules. I designed a moderately-sized boarding focused mech once, and it took at least an hour. The final outcome only had two weapons.
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Post by Stahlseele »

Which, for a specialized Machine, doesn't sound too far off to me somehow. .
Mech-Creation in CBT takes ages too, because you have several variables to tweak.

But yes, the rules sound fucking complicated to me too . .
Welcome, to IronHell.
Shrapnel wrote:
TFwiki wrote:Soon is the name of the region in the time-domain (familiar to all marketing departments, and to the moderators and staff of Fun Publications) which sees release of all BotCon news, club exclusives, and other fan desirables. Soon is when then will become now.

Peculiar properties of spacetime ensure that the perception of the magnitude of Soon is fluid and dependent, not on an individual's time-reference, but on spatial and cultural location. A marketer generally perceives Soon as a finite, known, yet unspeakable time-interval; to a fan, the interval appears greater, and may in fact approach the infinite, becoming Never. Once the interval has passed, however, a certain time-lensing effect seems to occur, and the time-interval becomes vanishingly small. We therefore see the strange result that the same fragment of spacetime may be observed, in quick succession, as Soon, Never, and All Too Quickly.
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Post by Maxus »

I played a coglayer who built his own mech. It was a Huge-sized steam-powered affair and had a steam cannon.

It took me, really going through the rules for the first time, a couple of hours because I kept having to go back and tweak it.

(This was the mech that the other character hung onto the back of until she could jump onto other mechs and tear them open with a sword that, well, I'd have to ask the friend, the sword was effective enough that the DM went "We need to talk about this" after the session character opened up a mech about like you'd open up a soup can, to get at the squishy center inside the cockpit.)

I should have made more of a deal about there being no CR or other guidelines for level-appropriateness, and the really big mechs are so expensive if an entire party burned their WBL they could just about be able to build one.

That said. This book is better than I remember it being. There's some worthy efforts here and while Goodman Games gets very conservative on mechanics (looking at YOU, Steamborg), they still get some good ideas and they're fairly inventive. And then you get things like the Ethereal Catapult which I would expect to see from someone around here.

I don't like the "Ho ho ho, those filthy orc savages, amirite" and I'm sure I'll find more societal bits I don't like.

But in general, this is a pretty good product. It'd be interesting to see if the other books do the same thing. I think it might, though I remember there being things I really didn't like much (a little NPC wank).

I remember there being a demon formed from all the horrors elves have of the new tech.

It looked EXACTLY LIKE THIS
Image
Credit to Galindorf, who illustrated this for Dragonmech.
Last edited by Maxus on Tue Feb 11, 2014 4:47 pm, edited 2 times in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Seerow »

Am I weird for not minding taking a few hours on a major thing like a personalized mech?

I mean sure, I'm sure the rules are convoluted spread out across a few dozen tables and have tons of options. But honestly, that is probably going to be what makes the book worth the money to me.

For the same reason that after buying the Stronghold Builder's Guidebook, I was not disappointed that my Stronghold took me more than 10 minutes to slap together. My group and I spent several days deciding what we wanted to do with the a stronghold, and repeated that every time we got more money to dump into it. And we had a blast doing so.
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