LIVE FROM THE SWORD COAST – SHADOW OF THE DEMON LORD RPG

Howdy All!

It has been quite a while since I posted on this Blog, but since we have recently kicked off a new campaign using Schwalb Entertainment‘s incredible Shadow of the Demon Lord RPG, I thought I would add a few posts about this 11 session game (as suggested, we are seeing the characters go up one level after each level).

Core

For those unfamiliar with the game, SotDL is a dark horror fantasy game designed by Robert J. Schwalb, whose design credits include 5th Edition Dungeons & Dragon.

I cannot say enough good things about this game and plan to do a video review of it in the coming weeks, but for now, I am simply going to share a link to our actual play sessions and post the stats of the campaign’s player characters.

I hope you enjoy and please do not hesitate to drop me a line if you have any questions or concerns about our campaign or the game!

 

Until next time, I remain,

  • The Dungeon Muser

 

 

 

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LIVE FROM THE SWORD COAST – SHADOW OF THE DEMON LORD RPG

Casting Call – Dragon Age Roleplaying Game: Hearts of Oak Campaign

Howdy All and Happy Canadian Thanksgiving!

First off, my apologies for the radio silence over the past couple of months.  I will have news on that front that I will be sharing shortly, but for now I hope my apologies and a cryptic promise for a future explanation will suffice to excuse my absence on this blog.

Second, I wanted to introduce you folks to the cast of characters who populate my home group’s new ongoing campaign, “Hearts of Oak”, which we are running using the Dragon Age RPG, published by Green Ronin.

GRR2808e_450_57165edc-ecdc-452a-9af0-7a6e9927866c_1024x1024

After roughly a year of playing 5th Edition Dungeons & Dragons, running the Tyranny of Dragons campaign, and a few months of trying out a bunch of other games, we have collectively decided on Dragon Age as the game we’ll be running for the foreseeable future.

For those who want to view the adventures of our heroes, the first three sessions of this campaign have been posted on the Dungeon Musings YouTube channel, here:

If you are curious about the mechanics and setting of the Dragon Age game, I spend part of the first session explaining those elements to my players.

I hope you enjoy this new campaign and, if you have any questions or concerns about the Dragon Age RPG, the AGE engine that drives the RPG, or the campaign, please do not hesitate to drop me a line.  Otherwise, I look forward to sharing our adventures in Thedas with you all!

Until next time, I remain,

  • The Dungeon Muser

Alastair Oakhart
Alastair
Background: Fereldan Human Circle Mage
Class: Mage Level: 2 (2/3 steps, one star)
Communication: +2 (Animal Handling, Etiquette)
Constitution: 0
Cunning: +3 (Arcane Lore)
Dexterity: +1
Magic: +5 (Primal)
Perception: +1
Strength: 0
Willpower: +1

Combat:
Arcane Lance: To Hit: +5, Damage: 1d6+5
Quarterstaff: To Hit: +1, Damage: 1d6+1
Defense: 10
Armor Rating: 0
Move: 10 yds
Health 27
Mana 29
Spellpower: 15 (17 with Primal)

Languages: Trade Tongue, Speak Elvish

Goals:
Seek autonomy from the Circle of Magi (Very Long Term)
Study with a Great Master (Long Term)
Get a Mabari Warhound (Short Term)

Talents:
Linguistics (Novice) – Alastair can speak Elven.
Primal Magic (Novice) – You can create a small flame in your hand without spending mana points. The flame can’t be used in combat but can set mundane items alight. It remains in your hand until dismissed. Creating and dismissing the flame are free actions.

Spells:
Flame Blast
Magic School: Primal, Spell Type: Attack, Mana Cost: 3, TN 12, Test: Dex (Acrobatics)
Gouts of blazing fire erupt from your outstretched hands, burning nearby targets. The flame blast is 8 yards long and 2 yards wide. Anyone hit by the blast takes 2d6+1 damage. Targets that make a successful Dexterity (Acrobatics) test vs. your Spellpower only take 1d6+1 damage.

Heal
Magic School: Creation, Spell Type: Utility, Mana Cost 1-3, TN 10
Your touch seals wounds and restores vigor to one wounded target. You can choose to spend up to 3 mana points when you cast this spell. For each mana point spent, the target gets back 1d6 Health. You can cast this on yourself.

Rock Armor
Magic School: Primal, Spell Type: Defense, Mana Cost: 3-8, TN 10
Your skin becomes as hard as stone and protects you from harm. Rock armor has an Armor Rating equal to your Magic ability. The spell lasts for 1 hour but its duration can be extended by spending additional mana points. For each additional MP spent beyond the first 3, rock armor remains in effect for another hour, to a maximum of 6 hours total. A mage wearing regular armor gains no benefit from this spell. You can only cast this on yourself.

Spell Wisp
Magic School: Spirit, Spell Type: Utility, Mana Cost: 3, TN 11
You summon a small wisp that floats near you for up to an hour and boosts the power of your spells. While the wisp is aiding you, you gain a +1 bonus to your Spellpower. The wisp itself is insubstantial and cannot be attacked or touched.

Weapons Groups: Brawling, Staves

Gear:
A backpack, waterskin, apprentice robes, flask of brandy, ink, quill, parchment, quarterstaff, lesser lyrium potion (regain 1d6+5 mana).
Cash: 7 SP

Connor the Just
image
Background: Human Freledan Freeman
Class: Warrior Level: 3 (1/3 steps, two stars)
Communication: +1
Constitution: +3 (Stamina)
Cunning: 0
Dexterity: +2 (Acrobatics, Riding)
Magic: +2
Perception: +1 (Empathy)
Strength: +4 (Axes)
Willpower: +1 (Self Discipline)

Combat:
Battle Axe: To Hit: +6, Damage: 2d6+4
Throwing Axe: Range: 4 yards/8 yards; To Hit: +6, Damage: 1d6+5
Two-Handed Axe: To Hit: +6. Damage: 3d6+4
Unarmed: To Hit: +2. Damage 1d6+4

Defense:12 (14 w/shield)
Armor Rating: 5
Move:10 yds
Health: 51

Languages: Trade Tongue

Goals:
Attain Knighthood (Very Long Term)
Train Under a Master (Long Term)
Prove Himself Worth (Short Term) – Achieved +1 to Communication tests with those of House Oakhart and its Enemies.

Talents
Armor Training (Novice) – You can wear leather and mail armor without suffering a penalty to Dexterity.
Two-Hander Style (Novice) – When you hit with a melee attack with a two-handed weapon, you can move the target 2 yards in any direction.
Unarmed Style (Novice) – Your hands are tough as iron. When you attack with your fist, you inflict 1d6 damage instead of 1d3.
Weapon & Shield Style (Novice) – You can use shields of all shapes and sizes. You get the full Defense bonus when using a shield.

Weapons Groups: Bludgeons, Brawling, Heavy Blades, Axes

Gear:
A backpack, traveling garb, waterskin, light mail armor, medium shield, Throwing axes (2), battle axe, 2 handed axe.
Cash: 30 SP

Marzio (Landon’s Shadow)

Character for Green Ronin's RPG A Song of Ice and Fire

Background: Human Antivan Wayfarer
Class: Rogue Level: 3 (0/3 and zero stars)

Communication: +3 (Bargain)
Constitution: 0
Cunning: 1
Dexterity: +4 (Stealth)
Magic: 0
Perception: +2 (Hearing)
Strength: +2
Willpower: +1

Combat:
Short Sword: To Hit: +4, Damage: 1d6+4
Gauntlet: To Hit: +4, Damage: 1d3+3

Defense:14
Armor Rating: 3
Move:14 yds
Health: 34

Languages: Antivan, Trade Tongue

Goals:
Free Himself from the Antivan Crows (Very Long Term)
Place Niall as head of Oakhart family (Long Term)
Prove Himself to Niall (Short Term) – Achieved +1 to Communication tests with Niall.

Class Powers
Backstab – You can inflict extra damage with a melee attack if you can strike an opponent from an unexpected direction. You must approach your opponent with a move action and win an opposed test of your Dexterity (Stealth) vs. your target’s Perception (Seeing). If you win the test, you can use your major action this round to backstab him. This is a melee attack with a +2 bonus to the attack roll that inflicts +1d6 extra damage. You cannot backstab an enemy that you begin your turn adjacent to.
Rogue’s Armor – You are at home in leather armor. You can ignore the Armor Penalty of leather armor altogether. It affects neither your Speed nor your Dexterity.
Stunt Bonus – You become more adept at finding weak spots in your opponents’ armor. You can perform the Pierce Armor stunt for 1 SP instead of the usual 2. 

Talents
Contact (Novice) – You can attempt to make a contact out of a NPC with a successful Communication (Persuasion) test. The GM will set the target number based on the likelihood of you knowing the NPC or having mutual friends.  The more distant the NPC’s homeland or social class from yours, the more difficult the test will be. A contact will be friendly to you, but won’t go out of the way to help you without additional motivation. You can’t make a contact out of a NPC who already dislikes you or is an enemy.
Dual Weapon Style (Novice) – You can fight with a weapon in your main hand (your primary weapon) and another in your off hand (your secondary weapon). Neither can be a two-handed weapon, and the secondary weapon is considered to have a Minimum Strength 2 higher than normal (you need Strength 1 to use a shortsword as a secondary weapon, for example). Unless otherwise stated, your attacks come from the primary weapon.
Wielding two weapons can aid you in attack or defence. If you take the Activate action, you can gain either a +1 bonus on your melee attack rolls or a +1 Defense bonus vs. melee attacks until the end of the encounter. You can switch the bonus you are taking with another activate action.

Weapons Groups: Bows, Brawling, Light Blades, Staves

Gear:
A backpack, traveling garb, waterskin, light leather armor, short sword, and lined gauntlet.
Cash: 8 SP 

House Oakhart – Minor Noble House
Oakhart

Might 4 (Garrison)
Wealth 3
Influence 2 (State)
Intrigue 1
Magic 0

Structure 4   Stability 25

Casting Call – Dragon Age Roleplaying Game: Hearts of Oak Campaign

Casting Call – Iron Kingdoms RPG: Blackacre Campaign

Howdy All and Happy Friday!

In the very near future, my gaming group will be returning to an old Iron Kingdoms RPG campaign featuring the fine folks in this week’s Casting Call entry.

As you can likely tell, these characters don’t look like starting Iron Kingdoms RPG character, because they have seen roughly a year and a half of play.

So, without further ado, I hope you enjoy meeting the Silver Swords!

Brother Decklin Bray – Gifted Human (Ryn) Gun Mage/Priest of Morrow/Rifleman   XP: 110
Harlan

STATS
PHY 5 SPD 7
STR 4
AGI 5 PRW 5
POI 4
INT 6 ARC 6
PER 5
WILLPOWER (PHY + INT) 11
FEAT POINTS: 3
DEF SPD + AGL + PER + EQUIP = 17
ARM PHY + ARMOR = 10
INITIATIVE SPD + PRW + PER + EQUIP = 17
COMMAND RANGE INT + COMMAND + ABIL = 9
RANGED WEAPON RNG RAT POW
Magelock Pistol 10” 6 10
NOTES: Ext Rng 300 ft AMMO: 1
RANGED WEAPON RNG RAT POW
Dual Magelock Pistol 10” 6 10
NOTES: Discharging both barrels together is treated as a single attack, and the weapon suffers -2 on the attack roll. If the attack hits, add +3 to the damage roll.

Ext Rng 300 ft

AMMO: 2

Reloading each barrel takes one quick action.

MELEE WEAPON MAT POW
Battle Staff 6 8
NOTES: Spend 1 feat point to make trip attack. If attack hits, target is knocked down.

On critical hit, a living target hit has a chance to be knocked out. If target suffers damage, he must make a Willpower roll against TN 13. If he fails, he is knocked out.

SKILLS:
Military: Great Weapon 1 (6), Pistol 2 (6)
Occupational: Command 3, Craft (Gunsmithing) 1 (7), Cryptography 2 (8), Detection 1 (6), Etiquette 1, Intimidation 1, Law 1 (7), Lore (Morrowan Faith) 2 (8), Lore (Laelese History ) 1 (7), Lore (Menothan Faith) 2 (8), Lore (Nobility) 1 (7), Medicine 3 (9), Negotiation 1, Oratory 1, Research 2(8), Survival 1 (6)
BENEFITS & ABILITIES:
Additional Study: Decklin learns the Force of Faith spell.Combat Caster: When Decklin makes a magic attack roll, he gains an additional die. Discard the lowest die of each roll.

Connection: Morrowan Church

Craft Rune Shot: Decklin can craft his own rune shot ammunition. Instead of paying 5 gc for each metal cartridge round of rune shot ammo, he can pay 1 gc and use his rune shot casting kit to press one round of rune shot ammo. Decklin can craft up to five per hour.

Dual Shot: Decklin can forfeit his movement during his turn to make one additional ranged attack with a pistol or rifle.

Empower: During Decklin’s turn, while he is base to base with a non-incapacitated friendly character, he can spend 1 feat point to cause the friendly character to regain d3+1 vitality points.

Fast Reload: Decklin gains one extra quick action each turn that can be used only to reload a ranged weapon.

Feat: Quick Cast: Decklin can spend 1 feat point to immediately cast one upkeep spell at the start of combat before the first round. When casting a spell as a result of this benefit, Decklin is not required to pay the COST of the spell.

Feat: Strength of Will: After failing a fatigue roll, Decklin can spend 1 feat point to instead be automatically successful on the roll.

Gun Fighter: Decklin does not suffer a -4 penalty on ranged attack rolls with pistols or carbines while engaged.

Rallying Cry: Decklin can spend a feat point to use Rallying Cry. For one round, Decklin’s command range is doubled and friendly characters in his command range, including Decklin, become fearless.

Warding Circle: Decklin can spend 15 minutes to create a circle around a small room or campsite. Whenever any other characters (other than those named) enter the circle, the named characters are alerted. While in the circle, non-named characters lose incorporeal, and non-named undead and infernal characters suffer -2 on attack rolls.

GEAR:
Battle staff, Surgical Kit, Symbol of Faith, Belt, Belt Pouch, Work Boots, Clock (Waterproof), Robe, Water Skin, Sewing Kit, Paper, Charcoal – 5 sticks, Paper – 10 sheets, Goggles, Morrowan Lorebook (Enkheridion), Locked Wooden Box, Rune Shot Casting Kit, materials for 10 rune shots, ammunition bandoleer, gun brace, leather shoulder strap and oiled hide cloth.
SPOKEN LANGUAGE RELIGIOUS BELIEFS
Llaelese, Cygnaran Morrowan
SPELLS
NAME COST RNG AOE POW UP OFF
Banishing Ward
Enemy upkeep spells on the targeted friendly character expire. The affected character cannot be targeted by enemy spells or animi.
2 6 YES NO
Blade of Radiance

Infernal and Undead characters hit by this spell suffer an extra die of dmg.

2 10 10 NO YES
Force of Faith
Enemies currently in Decklin’s control area are immediately pushed d6” directly away from him in the order he chooses.
4 SELF CTRL NO NO
Hand of Fate
Target character gains additional die on attack and damage rolls. Discard low die in each roll.
2 6 YES NO
Rune Shot: Accuracy
The spellcaster’s next rune shot ranged attack roll this turn is boosted.
1 SELF NO NO
Rune Shot: Black Penny
The spellcaster’s next rune shot ranged attack roll this turn ignores the firing into melee penalty.
1 SELF NO NO
Rune Shot: Brutal
The spellcaster’s next rune ranged attack gains a boosted ranged attack damage roll against the target directly hit.
1 SELF NO NO
Rune Shot: Iron Rot
If Decklin’s next shot hits a steamjack, in addition to any other damage and effects from the attack, the steamjack also suffers d3 damage points.
1 SELF NO NO
Rune Shot: Fire Beacon
Decklin’s next shot becomes AOE 5 and POW -. While a character is within the AOE he loses Camouflage and stealth, and other characters can ignore cloud effects when determining LOS to him. The AOE lasts one round.
Rune Shot: Thunderbolt
If the spellcaster directly hits a target with his next rune shot ranged attack this turn, the target is pushed d3” directly away from this character. On a critical hit, the target is knocked down after being pushed.
1 SELF NO NO
True Sight
This character ignores concealment, Camouflage, and stealth. The character can also see in complete darkness.
2 SELF YES NO

GORGOSH THUNDERFIST – Skilled Trollkin Investigator/Pugilist/Rifleman        XP: 115
Gorgosh

Stats
PHY 9 SPD 5
STR 9
AGI 3 PRW 5
POI 4
INT 3 ARC –
PER 3
WILLPOWER: (PHY + INT)
12
DAMAGE CAPACITY
1 – PHY □□ □□□
2 – PHY □□□
3 – AGI □□
4 – AGI
5 – INT □□
6 – INT
FEAT POINTS: 3
DEF SPD + AGL + PER + EQUIP = 10
ARM PHY + ARMOR = 15
INITIATIVE SPD + PRW + PER + EQUIP = 13
COMMAND RANGE INT + COMMAND + ABIL = 3
RANGED WEAPON RNG RAT POW
Custom Ogrun Battle Cannon 12” 5 12
NOTES: AOE 3 AMMO: 1
MELEE WEAPON MAT POW
Fist 8 9
NOTES:
RANGED WEAPON RNG RAT POW
Thrown Bottle 6” 5 9
NOTES: AMMO:
MELEE WEAPON MAT POW
Rune Axe 7 14
NOTES: Magic
RANGED WEAPON RNG RAT POW
Large Thrown 3” 4 12
NOTES: AMMO:
MELEE WEAPON MAT POW
Bottle 6 10
NOTES:
SKILLS:
Military: Hand Weapon 2 (7), Rifle 2 (6), Unarmed Combat 3 (8)
Occupational: Detection 4 (7), Forensic Science 2 (5), Interrogation 2 (5), Intimidation 3 (12), Law 3 (6), Medicine 2 (5), Negotiation 3, Sneak 2 (5), Streetwise 2 (5), Survival 4 (7)
BENEFITS & ABILITIES:
Additional Attack: Gorgosh gains an additional attack during his Activation Phase if he chooses to attack that turn.Anatomical Precision: When Gorgosh hits a living target with a melee attack but the damage roll fails to exceed the target’s ARM, the target suffers d3 damage points instead of the damage rolled.

Astute: Gorgosh can reroll failed Detection rolls. Each failed roll can be rerolled only once as a result of Astute.

Brawler: When Gorgosh attacks with an improvised weapon he can add his Unarmed Combat skill instead of his Hand Weapon skill to the attack roll.

Feat: Disarm: After hitting an enemy with a non-spray, non-AOE ranged or melee attack, instead of making a damage roll, Gorgosh can spend 1 feat point to disarm his opponent, causing the weapon to fly from his grasp, and suffers no damage.

Feat: Revitalize: Gorgosh can spend 1 feat point during his turn to regain a number of vitality points equal to his PHY (7) immediately. An incapacitated character cannot use Revitalize.

Feat: Swashbuckler: Once during Gorgosh’s turn, he can spend 1 feat point to make his next hand weapon attack extend to 360 degrees and he can make one melee attack against each enemy in his line of sight and melee range.

Flying Fists: While fighting unarmed or with a weapon in only one hand Gorgosh gains an additional punch unarmed melee attack with his other hand.

Hulking Presence: Gorgosh adds an additional die to Initimidation skill rolls made using his PHY.

Hyper Perception: Gorgosh’s PER rolls are boosted.

Language: Cygnaran.

Preternatural Awareness: Gorgosh gains boosted Initiative rolls and enemies never gain back strike bonuses against him.

Serpent Strike: Gorgosh’s unarmed strikes have reach.

Tough: When Gorgosh is disabled, roll a d6. On a 5 or 6, the character heals 1 vitality point, is no longer disabled, and is knocked down.

Virtuoso: Hand Weapon: When making non-AOE attacks with his hand weapon attacks, Gorgosh gains an additional die on his attack and damage rolls and discards the lowest.

Virtuoso: Unarmed: When making non-AOE attacks with his unarmed attacks, Gorgosh gains an additional die on his attack and damage rolls and discards the lowest.

Waylay: When Gorgosh makes an attack that may knock out a target, increase the target number for Willpower roll to resists the knockout by 2.

GEAR:
Custom Battle Armor, Knuckledusters, Greylord Rune Axe, Custom Ogrun Battle Cannon, 135 gc in savings.
SPOKEN LANGUAGE RELIGIOUS BELIEFS
Cygnaran, Llaelese, Molgur-Trul. Dhunian.

LADIMIR MICHOVICH – Gifted Human (Umbrean) Arcanist/Aristocrat        XP: 43
greylord

STATS
PHY 6 SPD 6
STR 4
AGI 3 PRW 4
POI 4
INT 5 ARC 4
PER 5
WILLPOWER: (PHY + INT)
11
DAMAGE CAPACITY
1 – PHY □□ □□
2 – PHY □□
3 – AGI □□
4 – AGI
5 – INT □□ □□
6 – INT
FEAT POINTS: 3
DEF SPD + AGL + PER + EQUIP = 13
ARM PHY + ARMOR = 13
INITIATIVE SPD + PRW + PER + EQUIP = 15
COMMAND RANGE INT + COMMAND + ABIL = 6
RANGED WEAPON RNG RAT POW
Repeating Rifle 14” 5 10
NOTES: Scope (+3” RNG when aiming) AMMO: 5
MELEE WEAPON MAT POW
Sword 5 7
NOTES:
MELEE WEAPON MAT POW
Rune Axe 5 9
NOTES: Magic
RANGED WEAPON RNG RAT POW
Cannon Shield 8” 3 12
NOTES: Spend 1 feat point to make a ranged attack while Ladomir charges. AMMO: 1
SKILLS:
Military: Hand Weapon 1 (5), Rifle 1 (5)
Occupational: Command 1 (6), Etiquette 2, Lore (Arcane) 2 (7), Oratory 2, Research 1 (6)
BENEFITS & ABILITIES:
Combat Caster: When Ladimir makes a magic attack roll, he gains an additional die. Discard the lowest die of each roll.Family Income: Ladimir earns 50 gc a month from his family holdings.

Feat: Strength of Will: After failing a fatigue roll, Ladomir can spend 1 feat point to instead be automatically successful on the roll.

Good Breeding: Ladimir can reroll failed Etiquette rolls. Each roll can be rerolled only once as a result of Good Breeding.

Great Power: Ladimir can upkeep one spell each turn without spending fatigue.

Rune Reader: Ladimir can identify any spell cast in his line of sight by reading the accompanying spell runes. He can also learn the type of magic cast and the tradition of the character casting the spell.

Privilege: Ladimir is immune to persecution for petty crimes and can be tried only by a court of his peers. With a successful Etiquette skill roll, Ladimir can demand hospitality and request aid from other nobles not at war with his kingdom. Additionally, Ladimir gains +2 on social rolls when dealing with those beneath his station who recognize his status and respect the nobility.

GEAR:
Tailored plate, sword, scope, Greylord Rune Axe, cannon shield, 208 gc of other equipment.
SPOKEN LANGUAGE RELIGIOUS BELIEFS
Khadoran, Llaelese Old Faith
SPELLS
NAME COST RNG AOE POW UP OFF
Arcane Bolt 2 12 11 NO YES
Aura of Protection

While in Ladimir’s control area, friendly characters gain +2 ARM.

2 SELF CTRL YES NO
Light in the Darkness

The area around Ladimir glows with enough light for anyone in his control area to see in darkness.

1 SELF CTRL YES NO
Rock Wall

Place a wall template anywhere completely in Ladimir’s control area where it does not touch a character’s base, an obstruction, or an obstacle. The wall is a   linear obstacle that provides cover.

2 CTRL WALL YES NO
Vision

The next time the target is hit by an attack, he suffers no damage roll from the attack, then Vision expires.

2 6 YES NO
Wind Blast

Place a 5” AOE anywhere completely in Ladimir’s control area. Cloud effects overlapping the AOE expire. Characters suffer -3 RAT while within the AOE. It remains in play for one round.

2 CTRL 5 NO NO
GRENADES & ALCHEMICAL ITEMS
NAME QTY RNG AOE POW EFFECT RAT
Smoke Grenade 2 8” 3 Creates a cloud effect. 8

+1 stat (suggested +1 POI or +1 STR)
+2 occupational skills (suggested +1 Negotiation and +1 Riding)
+1 spell, ability, connection, or military skill (suggestions Celerity, Occultation, or Telekinesis)

THALE FELCYR VYRE – Skilled Iosan Pistoleer/Seeker/Rifleman                                   XP: 96
d3de69c57035b32e34b546be521d1de4

STATS
PHY 5 SPD 7
STR 4
AGI 5 PRW 4
POI 6
INT 6 ARC –
PER 6
WILLPOWER: (PHY + INT)
11
DAMAGE CAPACITY
1 – PHY □□
2 – PHY □□
3 – AGI □□
4 – AGI □□
5 – INT □□ □□
6 – INT □□
FEAT POINTS: 3
DEF SPD + AGL + PER + EQUIP = 17
ARM PHY + ARMOR = 11
INITIATIVE SPD + PRW + PER + EQUIP = 19
COMMAND RANGE INT + COMMAND + ABIL = 5
RANGED WEAPON RNG RAT POW
Repeating Pistol x2 8” 9 10
NOTES: AMMO: 5
MELEE WEAPON MAT POW
Dagger 4 6
NOTES:
RANGED WEAPON RNG RAT POW
Scattergun SP8 9 12
NOTES: AMMO: 1
RANGED WEAPON RNG RAT POW
Holdout Pistol x2 4” 10 8
NOTES: AMMO: 1
SKILLS:
Military: Pistol 3 (9), Rifle 3 (9)
Occupational: Craft (Gunsmith) 3(9), Cryptography 1(7), Deception 2, Disguise 1 (7), Detection 2 (8), Etiquette 2, Intimidation 1, Law 1 (7), Lore (Arcane) 1(7), Lore (Divine Court) 1 (7), Lore (Fine Arts) 1 (7), Lore (History) 1 (7), Medicine 1 (7), Navigation 1 (7), Negotiation 3, Research 1 (7), Sneak 2 (7 or 4 in armor), Streetwise 2(7), Survival 1 (7).
BENEFITS & ABILITIES:
Additional Attack: Thale gains an additional attack during his Activation Phase if he chooses to attack that turn.Ambidextrous: Thale does not suffer a penalty with a second weapon when using Two-Weapon Fighting.

Connection: Seekers

Cover Identity: Thale’s cover ID of a bounty hunter permits him to make boosted Disguise rolls when disguised as a bounty hunter.

Dodger: When Thale is missed by an enemy attack, he can immediately advance 2” (12ft) after the attack is resolved, unless he was missed while advancing. Thale cannot be targeted by free strikes during this movement.

Fast Draw: Thale gains +2 to initiative rolls (already included) and gains an additional quick action during his first turn that can only be used to draw a weapon.

Fast Reload: Thale gains one extra quick action each turn that can only be used to reload a ranged weapon.

Feat – Disarm: After directly hitting an enemy with a non-spray, non-AOE ranged or melee attack, instead of making a damage roll, Thale can spend 1 feat point to disarm his opponent.

Gun Fighter: Thale does not suffer a -4 penalty on ranged attack rolls with pistols or carbines while engaged.

Instructor: While within 12 ft of Thale, friendly characters gain an additional die on occupational skill rolls also possessed by Thale. Discard the lowest die in each roll.

Preternatural Awareness: Thale gains boosted Initiative rolls and enemies never gain back strike bonuses against him.

Return Fire: Once per round, when Thale is missed by an enemy’s ranged attack, immediately after the attack is resolved he can make one normal attack against the attacking enemy.

Sniper: When Thale forfeits his movement to aim during his turn, Thale’s first ranged attack that turn gains boosted damage.

Targeteer: When Thale hits with a ranged attack, he chooses the branch of the target’s life spiral or the column of the target’s damage grid that is hit, if applicable.

Two-Weapon Fighting: While fighting with a one-handed weapon or pistol in each hand, Thale gains an additional attack for the second weapon. He suffers -2 on attack rolls with the second weapon while doing so.

University Education: Thale can reroll failed Lore and Research skill rolls. Each roll can be rerolled only once as a result of University Education.

Virtuoso – Pistols: When making non-AOE attacks with pistols, Thale gains an additional die on his attack and damage rolls and discards the lowest.

GEAR:
Custom battle armor, 2 Iosan repeating pistols, 2 holdout pistols, dagger, gun brace, 2 spring loaded wrist holsters, travelling clothes, green cloak, backpack, lantern, rope, flintstrike, canteen, chalk (5), 2 ammo wheels, 20 pistol bullets, 12 scattergun rounds, materials for 50 light rounds, material for 20 scattergun rounds, ammo bandoleer (4 scattergun shells, 2 ammo wheels), spy glass, scholar’s tools, gunsmith’s kit, sewing kit, compass, scattergun, pocket watch. 70 gc
SPOKEN LANGUAGE RELIGIOUS BELIEFS
Cygnaran, Shyr, Llaelese Scyrah (Nyrro)

Ozunuggangardavi (Ozzie) – Skilled Gobber Cutthroat/Thief/Alchemist   XP: 48
Gobber Guttersnipe

STATS
PHY 5 SPD 7
STR 4
AGI 5 PRW 5
POI 4
INT 4 ARC –
PER 4
WILLPOWER (PHY + INT)
9
DAMAGE CAPACITY
1 – PHY □□ □□
2 – PHY
3 – AGI □□ □□
4 – AGI
5 – INT □□
6 – INT
FEAT POINTS: 3
DEF SPD + AGL + PER + EQUIP = 16
ARM PHY + ARMOR = 11
INITIATIVE SPD + PRW + PER + EQUIP = 16
COMMAND RANGE INT + COMMAND + ABIL = 4
RANGED WEAPON RNG RAT POW
Repeating Crossbow 10” 5 10
NOTES: Replacing the weapon’s magazine is a quick action. AMMO: 6
MELEE WEAPON MAT POW
Assassin’s Blade 7 8
NOTES: +2 to back strike damage rolls with this weapon.
MELEE WEAPON MAT POW
Assassin’s Blade 7 8
NOTES: +2 to back strike damage rolls with this weapon.
SKILLS:

Military: Crossbow 1 (5), Hand Weapon 2 (7), Thrown 1 (6)

Occupational: Alchemy 2 (6), Animal Handling 1, Bribery 1, Climbing 1 (6), Craft (Bowyer) 1 (5), Deception 1 (5), Escape Artist 1 (6), Forgery 1 (6/5), Interrogation 1, Intimidation 1, Gambling 1 (5), Lock Picking 2 (7), Lore (Swamp Gobber) 1 (5), Pickpocket 2 (7), Riding 1 (6), Sneak 2 (6 or 3 in armor), Streetwise 2 (6).

BENEFITS & ABILITIES:

Additional Attack: Ozzie gains an additional attack during his Activation Phase if he chooses to attack that turn.

Ambidextrous: Ozzie does not suffer a penalty with a second weapon when using Two-Weapon Fighting.

Appraise: Ozzie can judge the value of most fine goods with an inspection. Truly good fakes might require a Detection + INT roll to spot.

Backstab: Ozzie gains an additional die on his back strike damage rolls.

Brew Master: Ozzie can reroll failed Alchemy rolls. Each failed roll can be rerolled only once as a result of Brew Master.

Conniver: Ozzie can reroll failed Bribery and Deception-based social skill rolls. Each roll can be rerolled only once as a result of Conniver.

Deft: Ozzie gains boosted AGL rolls.

Dodger: When Ozzie is missed by an enemy attack, he can immediately advance up to 2” after the attack is resolved unless he was missed while advancing. He cannot be targeted by free strikes during this movement.

Prowl: Ozzie gains stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.

Specialization (Assassin Blade): Ozzie does not suffer attack roll penalties when attacking with an Assassin Blade.

Two-Weapon Fighting: While fighting with a one-handed weapon or pistol in each hand, Ozzie gains an additional attack for the second weapon. He suffers -2 on attack rolls with the second weapon while doing so.

Virtuoso – Crossbows: When making non-AOE attacks with Crossbows, Ozzie gains an additional die on his attack and damage rolls and discards the lowest.

Virtuoso – Hand Weapons: When making non-AOE attacks with Hand Weapons, Ozzie gains an additional die on his attack and damage rolls and discards the lowest.

GEAR:
Riding pony, assassin’s blade, repeating crossbow, 24 bolts, two crossbow magazines, thief’s tools, custom battle armor.
SPOKEN LANGUAGE RELIGIOUS BELIEFS
Gobberish, Cygnaran Dhunian
GRENADES & ALCHEMICAL ITEMS
NAME QTY RNG AOE POW EFFECT RAT
Acid Bomb 0 8” 3 12 Corrosion continuous 6
Concussion Grenade 2 8” 3 Characters in the AOE are knocked down. 6
Cinder Bomb 1 (and 1 arrow). 8” 3 12 A character who ends his turn in the AOE suffers Fire continuous. 6
Explosive Grenade 2 8” 3 12 6
Knockout Bomb 1 8” 3 All characters hit by knockout bomb must make a Willpower roll against TN 19. If the character fails, he is knocked down and unconscious. 6
Smoke Grenade 2 8” 3 Creates a cloud effect. 6

 

Casting Call – Iron Kingdoms RPG: Blackacre Campaign

Casting Call – GURPS Eberron

Howdy All and Happy Friday!

This week, I will be running my usual gaming group through a one-shot using the GURPS roleplaying system, published by Steve Jackson games, set in Wizard’s of the Coast’s Eberron setting.

The following are the characters that will be featured in the session and you are welcome to view the fun live on the Dungeon Musings YouTube channel starting at 7:00 Mountain Time!

Elric
Elric
Human Fallen Paladin – Sons of Cyre

ST 12 HP 12 Basic Lift 29 Ground Move 4
DX 12 Will 12 Damage 1d-1/1d+2 Water Move 0
IQ 12 Per 12 Basic Speed 5.75
HT 11 FP 11 Basic Move 5

Offense:
Broadsword: Attack 15, Parry 12, Reach 1, Damage: Swing 1d6+3 cut, Thrust 1d6 imp
Eldritch Blast: Attack 14, Acc 4, Range 10/100, Damage: 2d6 burn, Costs 1 FP
Composite Bow: Attack 12, Acc 3, Range 240/300, Damage 1d6+2 imp, RoF 1 (2 Ready Maneuvers to reload), Bulk: 3 (-3 to hit with Move and Attack maneuvers)
Medium Iron Shield: Attack 14, Block 12, Damage 1d6-1 cr

Defense:

Hit Points Fatigue Points
12 11

Mail Shirt (DR: 4/2 – Flexible, Torso), Heavy Leather Sleeves and Legs (DR: 2 – Arms & Legs)
Dodge 9, Parry 12, Block 12, Shield DR: 10, HP: 80

Social Background
Cultural Familiarities: Cyre (Native).
Languages: Common (Native); Giant (Accented).

Gear:
Broadsword, Large Knife, Composite Bow, 20 arrows, Medium Iron Shield, Mail Shirt, Heavy Leather Sleeves and Leggings, Boots, Flint & Steel, Grappling Hook, Hammer, Lamp, 6 torches, Oil, Rope, Wineskin, Bedroll, Powerstone 5

Advantages
Eldritch Blast: Innate Attack 2 (burn), Fit (get +1 to all HT rolls and recover FP at twice the normal rate), Magery 2 (Limited to Body Control and Healing Colleges), Signature Gear 3 (Order of Cyre gear).

Disadvantages
Code of Honor (Chivalry), Destiny (Major), Discipline of Faith (Ritualism), Enemy (Possessing Daelkyr, 6 or less), Lifebane (supernatural aura of death/corruption), Overconfidence (12 or less), Sense of Duty (Innocents)(Every Living Being).

Skills
Armoury (Melee Weapons) 11, Bow 12, Broadsword 15, Diplomacy 11, Eldritch Blast 14, First Aid 13, Intimidation 13, Occultism 14, Riding 11, Shield 14, Soldier 11, Spear 12, Streetwise 13, Two-Handed Sword 12

Spell Name Skill Energy Time to Cast Duration Effect
Clumsiness 14

(-1 per yard)

Max 5 points. Half that to maintain. 1 sec 1 minute Subject suffers -1 to his DX and DX-based skills for every point of energy put into spell.

Resisted by HT

Cure Disease 13

(-1 per yard)

4 to cast 10 minutes. One try. Illness is gone Eliminates one type of disease or infection from the body of the subject.
Itch 12

(-1 per yard)

2 to cast. Cannot be maintained 1 sec Until target takes a turn to scratch. Subject takes -2 DX until he takes one full second to scratch.

Resisted by HT

Lend Energy 12

(-1 per yard)

Any amount. 1 sec Permanent Restore target’s FP on a one for one basis.
Lend Vitality 12

(-1 per yard)

Any amount. 1 sec 1 hour Target gains 1 HP for each point of energy.
Major Healing 13

(-1 per yard)

1 to 4 to cast 1 sec Permanent Restores up to 8 HP to the subject. Target gains 2 HP for each energy spent.
Minor Healing 14

(-1 per yard)

1 to 3 to cast 1 sec Permanent Restores up to 3 HP to the subject. Target gains 1 HP for each energy spent.
Relieve Sickness 13

(-1 per yard)

2 to cast. Cannot be maintained. 10 seconds 10 minutes Temporarily relieves a subject of any sickness symptoms he may have.
Spasm 12

(-1 per yard)

2 to cast. Cannot be maintained. 1 sec Instant Directed against involuntary muscles. Directed against a hand it causes subject to drop what he’s holding.

Resisted by HT

Tanglefoot 14

(-1 per yard)

2 to cast

Min. 1d = 1 to cast

Max. 6d = 11 to cast

1 sec Instant Target trips and falls down.

Resisted by DX

Porthos
Porthos
Minotaur Gatekeeper Warden – Sons of Cyre

ST 16 HP 16 Basic Lift 51 Ground Move 6
DX 12 Will 10 Damage 1d+1/2d+2 Water Move 1
IQ 10 Per 11 Basic Speed 6.25
HT 13 FP 13 Basic Move 6

Offense:
Two-Handed Flail: Attack 15, Parry 11 (cannot attack and parry in same round), Reach 1,2 (takes Ready maneuver to change grip), Damage: Swing 2d6+6 cr (target takes -4 to parry, -2 to block and fencing weapons cannot parry)
Thrown Spear: Attack 13, Acc 2, Range 16/24, Damage: 1d6+4 imp
Horns: Attack 13, Parry 10, Reach 1, Damage: 1d6+2 imp

Hit Points Fatigue Points

16

13

Defense:
Tough Skin DR: 2, Steel Breastplate (DR: 5, Front Torso), Mail Sleeves (DR: 4/2 – Arms, Flexible)
Dodge 10, Parry 11

Social Background
Cultural Familiarities: Eldeen Reaches (Native).
Languages: Giant (Native); Common (Accented).

Gear:
Flail, Spear, Steel Breastplate, Mail Sleeves, Flint & Steel, Grappling Hook, Hammer, Lamp, 6 torches, Oil, Rope, Wineskin, Bedroll, Amulet of Furious Might (Gain +1 ST for each 2 FP spent, to a max of +5 ST, also gains Bloodlust, 12 or less for duration, lasts one minute)

Advantages
Combat Reflexes (+2 to Fright Checks, +6 on all IQ rolls to wake up or recover from surprise), Horns, Thick Hide: DR 2, Outdoorsman 2.

Disadvantages
Code of Honor (Gatekeeper Druids), Destiny (Minor), Discipline of Faith (Ritualism), Enemy (Cults of Khyber)(6 or less), Sense of Duty (Protect the World from Khyber)(Every living being), Social Stigma: Monster.

Skills & Techniques
Brawling 13, Camouflage 13, Fast-Draw: Two-Handed Flail 12, Navigation: Land 11, Occultism 9, Spear 11, Stealth 13, Survival: Mountain 13, Survival: Plains 12, Thrown Spear 13, Tracking 13, Two-Handed Flail 15, Weather Sense 9; Sweep 15.

Rurik
Rurik
Dragonmarked Half-Elf Warlord – Sons of Cyre

ST 14 HP 14 Basic Lift 39 Ground Move 3
DX 13 Will 11 Damage 1d/2d Water Move 0
IQ 11 Per 11 Basic Speed 6
HT 11 FP 11 Basic Move 6

Offense:
Broadsword: Attack 15, Parry 13, Reach 1, Damage: Swing 2d6+1 cut, Thrust 1d6+2
Medium Iron Shield: Attack 14, Block 13, Damage: 1d6 cr
Regular Bow: Attack 12, Acc 2, Range 210/280, 1d6+1 imp, Shots 1 (2 to reload)
Fog Cloud: Attack 13, Acc 3, Range -/100, Obscure 6 (-6 penalty to rolls involving vision), Area 1, Duration 10 seconds, Cost 1 FP

Defense:
Scale Armor (DR: 4 – Torso, Groin), Scale Sleeves and Legs (DR: 4 – Arms & Legs), Gauntlets (DR: 4 – Hands)
Dodge 10, Parry 13, Block 13, Shield DR: 10, HP: 80

Social Background

Hit Points Fatigue Points

14

11

Cultural Familiarities: Cyre (Native).
Languages: Elven (Native); Common (Native).

Gear:
Broadsword, Medium Iron Shield, Scale Armor, Scale Sleeves and Legs, Gauntlets, Flint & Steel, Grappling Hook, Hammer, Lamp, 6 torches, Oil, Rope, Wineskin, Bedroll

Advantages
Acute Vision 1 (+1 to vision Perception checks), Born War-Leader 1 (bonus to certain skills), Combat Reflexes (+2 to Fright Checks, +6 on all IQ rolls to wake up or recover from surprise), Dragonmark: Lyrandar (Fog Cloud: Ranged Obscure 6 – Costs 1 FP), Night Vision 3 (reduce darkness penalties by 3), Signature Gear 2 (Veteran’s Gear), Social Regard: Respected (Dragonmarked) 2.

Disadvantages
Code of Honor (Chivalry), Easy to Read (adversaries get +4 to Detect Lies, Gambling, Fast-Falk or Body Language rolls), Enemy (House Lyrandar Agent, 9 or less), Honesty (12 or less), Selfless (12 or less), Sense of Duty (Survivors of the Mourning), Truthfulness (12 or less).

Skills
Airshipman 11, Bow 12, Brawling 14, Broadsword 15, Carousing 11, Diplomacy 11, Fast-Draw (Sword) 15, Fog Cloud 13, Hiking 11, Knife 11, Leadership 11, Riding (Equines) 12, Savoir-Faire (Dragonmarked Houses) 11, Savoir-Faire (Military) 12, Shield 14, Soldier 10, Strategy (Land) 10, Streetwise 10, Tactics 11.

Ruggin
Ruggin
Dwarven Mercenary Warrior – Sons of Cyre

ST 14 HP 14 Basic Lift 39 Ground Move 4
DX 13 Will 10 Damage 1d/2d Water Move 0
IQ 10 Per 10 Basic Speed 6
HT 11 FP 11 Basic Move 6

Offense:
Maul: Attack 17, Parry 12 (cannot attack and parry in same round), Reach 1,2 (takes Ready maneuver to change grip), Damage: Swing 2d6+8 cr
Mace: Attack 14, Parry 11 (cannot attack and parry in same round), Reach 1, Damage: Swing 2d6+5 cr

Hit Points Fatigue Points

14

11

Throwing Axe: Attack 14, Parry 11 (cannot attack and parry in same round), Reach 1, Damage 2d6+2 cut
Throw Throwing Axe: Attack 9, Acc 2, Range 14/21, 2d6+2 cut, Bulk -3

Defense:
Steel Corselet (DR: 6 – Torso, Groin), Scale Sleeves and Legs (DR: 4 – Arms & Legs), Heavy Gauntlets (DR: 5 – Hands)
Dodge 9, Parry 11

Social Background
Cultural Familiarities: Cyre (Native).
Languages: Dwarven (Native); Common (Native), Goblin (Accented).

Gear:
Maul, Mace, Throwing Axe, Steel Corselet, Scale Legs and Sleeves, Heavy Gauntlets, Legionary Helmet Flint & Steel, Grappling Hook, Hammer, Lamp, 6 torches, Oil, Rope, Wineskin, Bedroll

Advantages
Combat Reflexes (+2 to Fright Checks, +6 on all IQ rolls to wake up or recover from surprise), Fit (+1 to HT rolls and recover FP at twice the normal rate), High Pain Threshold (never suffers shock penalties when injured and +3 on all HT rolls to avoid knockdown and stunning, +3 to resist torture), Night Vision 4 (reduce darkness penalties by 4), Signature Gear 2 (Veteran’s Gear), Weapon Master: Hammers (bonus damage and other benefits with Hammers), Weapon Bond: Maul (+1 to effective skill with Maul)

Disadvantages
Addiction (Alcohol), Bad Temper (12 or less), Code of Honor (Soldier’s), Enemy (Order of the Emerald Claw, 9 or less), Overconfidence (12 or less), Sense of Duty (Fellow Sons of Cyre), Stubbornness.

Skills
Area Knowledge (Five Nations), Armoury (Melee Weapons) 10, Axe/Mace 14, Brawling 14, Crossbow 13, Fast-Draw (Two-Handed Axe/Mace) 15, Gambling 9, Hiking 11, History (Military) 10, Riding (Equines) 12, Running 10, Shield 14, Soldier 10, Streetwise 10, Tactics 9, Two-Handed Axe/Mace 16, Wrestling 12.

Kettle
Kettle
Warforged Ranger – Sons of Cyre

ST 11 HP 11 Basic Lift 24 Ground Move 6
DX 13 Will 10 Damage 1d-1/1d+1 Water Move 1
IQ 11 Per 12 Basic Speed 6
HT 11 FP 11 Basic Move 6

Offense:
Thrusting Broadsword: Attack 12, Parry 9, Reach 1, Damage: Swing 1d6+2 cut, Thrust 1d6+1 imp
Large Knife: Attack 13, Parry 8, Reach C, 1, Damage: Swing 1d6-1 cut; Reach C, 1d6-1 imp

Hit Points Fatigue Points

11

11

Composite Bow: Attack 15 (18 with Heroic Archer), Acc 3, Range 220/275, 1d6+2 imp, Bulk -7, Shot 1 (2 rounds to reload)

Defense:
Warforged Body DR: 2
Dodge 9, Parry 9

Social Background
Cultural Familiarities: Cyre (Native).
Languages: Common (Native).

Gear:
Composite Bow, 20 Arrows, Thrusting Broadsword, Large Knife, Leather Armor, Leather Helmet, Leather Pants, Flint & Steel, Grappling Hook, Hammer, Lamp, 6 torches, Oil, Rope, Wineskin, Bedroll 

Advantages
Acute Vision 1 (+1 to vision Perception checks), Heroic Archer (add Accuracy bonus to skill roll with Bows on Attack, Committed Attack and All-Out Attack maneuvers; when you Move and Attack ignore the Bow’s Bulk penalty; make two Bow checks at -3 to ready and shoot a bow in one second), Immune to Metabolic Hazards, Injury Tolerance (No Blood, Unliving), Outdoorsman 1 (bonus to certain skills), Signature Gear 2 (Veteran’s Gear), Warforged Body (DR 2, Punch 1d6-1, Kick 1d6, Doesn’t Breathe, Doesn’t Eat or Drink, Doesn’t Sleep).

Disadvantages
Code of Honor (Soldier’s), Curious (12 or less), Loner (12 or less), Low Empathy (-3 to all skills involving understanding of emotions), No Sense of Smell/Taste, Sense of Duty (Survivors of the Mourning), Social Stigma 2 (Warforged).

Skills
Area Knowledge (Five Nations) 11, Bow 15, Broadsword 12, Camouflage 13, Climbing 12, Hiking 11, Knife 13, Mimicry (Animal Sounds) 10, Naturalist 12, Navigation (Land) 13, Stealth 14, Survival (Woodlands) 13, Swimming 11, Tracking 13.

Norn
Norn
Elven Rogue – Sons of Cyre

ST 10 HP 10 Basic Lift 20 Ground Move 6
DX 14 Will 12 Damage 1d-2/1d Water Move 1
IQ 12 Per 13 Basic Speed 6
HT 10 FP 10 Basic Move 6

Offense:
Shortsword: Attack 17, Parry 12, Reach 1, Damage: Swing 1d6 cut, Thrust 1d6-2 imp
Large Knife: Attack 14, Parry 10, Reach C, 1, Damage: Swing 1d6-2 cut; Reach C, 1d6-2 imp
Thrown Large Knife: Attack 15, Acc 0, Range 8/15, 1d6-2 imp, Bulk -2
Pistol Crossbow: Attack 16, Acc 1, Range 150/200, 1d6 imp, Shots 1 (4 rounds to reload), Bulk -4
Heavy Cloak: Use to Feint or as Unarmed Grapple with Range C, 1.

Hit Points Fatigue Points

10

10

Defense:
Dodge 12, Parry 14

Social Background
Cultural Familiarities: Cyre (Native).
Languages: Common (Native), Elven (Native).

Gear:
Shortsword, 6 Large Knives, Pistol Crossbow, 10 arrows, Heavy Cloak, Flint & Steel, Grappling Hook, Hammer, Lamp, 6 torches, Oil, Rope, Wineskin, Bedroll

Advantages
Combat Reflexes (+2 to Fright Checks, +6 on all IQ rolls to wake up or recover from surprise), Contact Group (Thieves Guild; Effective Skill 15, 12 or less, Somewhat Reliable), Night Vision 4 (reduce darkness penalties by 4), Signature Gear 2 (Veteran’s Gear), Weapon Bond: Shortsword (+1 to effective skill with Shortsword).

Disadvantages
Callous, Code of Honor (Soldier’s), Enemy (Order of the Emerald Claw, 9 or less), Green (12 or less), Loner (12 or less), Sense of Duty (Fellow Sons of Cyre), Stubbornness.

Skills
Camouflage 12, Climbing 13, Cloak 16, Crossbow 16, Fast-Draw (Knife) 15, Fast-Draw (Sword) 15, Fast-Talk 11, Holdout 11, Knife 14, Lockpicking 13, Observation 12, Poisons 12, Shadowing 12, Shortsword 17, Stealth 15, Streetwise 12, Thrown Weapon (Knife) 15, Traps 12

Techniques
Feint (Shortsword) 17, Targeted Attack (Shortsword, Thrust, Vitals) 14.

Saremar
Saremar
Human Wizard – Sons of Cyre

ST 9 HP 9 Basic Lift 16 Ground Move 5
DX 11 Will 14 Damage 1d-2/1d+1 Water Move 1
IQ 14 Per 14 Basic Speed 5.75
HT 11 FP 12 Basic Move 5

Offense:
Quarterstaff: Attack 12, Parry 11, Reach 1,2, Damage: Swing 1d6+1 cr, Thrust 1d6 cr
Explosive Fireball: Attack 14, Acc 1, Range 25/50, 1d6 burn per 2 FP and explodes.
Fireball: Attack 14, Acc 1, Range 25/50, 1d6 burn per 1 FP.
Lightning: Attack 15, Acc 3, Range 50/100, 1d6-1 burn per 1 FP, targets roll HT at -1 per 2 HP damage or be stunned.

Defense:
Dodge 8, Parry 11

Social Background
Cultural Familiarities: Cyre (Native).
Languages: Common (Native), Draconic (Native), Elven (Accented).

Gear:
Quarterstaff, Powerstone 10, Flint & Steel, Grappling Hook, Hammer, Lamp, 6 torches, Oil, Rope, Wineskin, Bedroll

Hit Points Fatigue Points

9

12

Advantages
Magery 3, Signature Gear 4 (Veteran’s Gear).

Disadvantages
Code of Honor (Soldier’s), Curious (12 or less), Enemy (Order of the Emerald Claw, 9 or less), Sense of Duty (Survivors of the Mourning), Stubbornness, Workaholic.

Skills
Alchemy 13, Area Knowledge (Five Nations) 14, Diplomacy 12, History (Five Nations) 13, Innate Attack 14, Navigation 14, Occultism 14, Research 13, Savoir-Faire (High Society) 14, Savoir-Faire (Magical) 15, Speed-Reading 13, Staff 12, Survival (Mountain ) 13, Survival (Plains) 13, Thaumatology 14, Writing 13

Spell Name Skill Energy Time to Cast Duration Effect
Analyze Magic 15

(-1 per yard)

8 1 hour Instant Identifies spells on the subject.
Apportation 15

(-1 per yard)

Weight/Energy Cost

Less than 1 pound/ 0

Up to 10 pounds/1

Up to 50 pounds/2

Up to 200 pounds/3

Maintain cost same.

1 sec 1 minute Move object at range.

Resisted by Will

Counterspell 15

(-1 per yard)

Half cost of the spell countered, minus 1. 5 seconds Instant Nullify any one ongoing spell.

Resisted by subject spell.

Create Air 15

(-1 per yard)

0 to cast (1 yard radius)

Cannot be maintained, must be recast

X2 for 2 yards (cost 1)

X3 for 3 yards (cost 2)

X4 for 4 yards (cost 3)

1 sec Breeze, bubbles last 5 seconds. Air created is permanent. Creates air where none existed before.
Create Fire 15

(-1 per yard)

1 to cast (1 yard radius)

Half to maintain

X2 for 2 yards (cost 3)

X3 for 3 yards (cost 5)

X4 for 4 yards (cost 7)

1 sec 1 minute Fills the area of effect with fire.
Deflect Energy 15

(-1 per yard)

1 to cast Blocking Instant Deflects one energy attack about to hit the target.
Deflect Missile 15

(-1 per yard)

1 to cast Blocking Instant Deflects one missile about to hit the target.
Destroy Air 16

(-1 per yard)

1 to cast (1 yard radius)

Half to maintain

X2 for 2 yards (cost 3)

X3 for 3 yards (cost 5)

X4 for 4 yards (cost 7)

1 sec Air stays gone Destroy all air within area. Thunderclap of air rushing in does 1d6-2 damage to anyone in area who fails a HT roll.
Detect Magic 15

(-1 per yard)

1 to cast 5 seconds Instant Determines if an object is magical. Second casting tells if it magic is temporary or permanent.
Dispel Magic 15

(-1 per yard)

2 to cast (1 yard radius)

Half to maintain

X2 for 2 yards (cost 5)

X3 for 3 yards (cost 8)

X4 for 4 yards (cost 11)

1 sec for each energy point spent Dispelled magic is permanently gone Negates other spells within the area if successful. Each spell resists separately.
Explosive Fireball 15 Any amount up to twice his Magery level per second, for up to three seconds, -1.

Min. 1d = 1 to cast

Max. 9d = 17 to cast

1-3 seconds Missile Target takes 1d6 burning per full two points of energy put in.

Targets further away divide damage by 3 times their distance in yards.

1/2D 25, Max 50, Acc 1 (+4 to hit wall, floor)

Extinguish Fire 15

(-1 per yard)

2 to cast (1 yard radius)

Half to maintain

X2 for 2 yards (cost 5)

X3 for 3 yards (cost 8)

X4 for 4 yards (cost 11)

1 sec Once out, a fire stays out. Puts out all ordinary and magical fires in area.
Fire Cloud 15

(-1 per yard)

1 to 5, minus 1. Cloud does 1 point of damage for each point of energy put into base cost.

Same cost to maintain.

X2 for 2 yards

X3 for 3 yards

X4 for 4 yards

1 to 5 seconds, depending on base cost. 10 seconds Targets in Area take 1 point of damage for each point of energy put into base cost.
Fireball 15 Any amount up to his Magery level per second, for up to three seconds, -1.

Min. 1d = 1 to cast

Max. 9d = 8 to cast

1-3 seconds Missile Target takes 1d6 burning per point of energy put in.

1/2D 25, Max 50, Acc 1 (+4 to hit wall, floor)

Haste 15

(-1 per yard)

2 to cast per point added to the subject’s Move and Dodge, minus 1.

Half to maintain.

2 seconds 1 minute Increases the subject’s Move and Dodge scores by up to 3.
Identify Spell 15

(-1 per yard)

1 to cast 1 sec Identifies what spell or spells have just been cast within last five seconds.
Ignite Fire 15

(-1 per yard)

0 to cast – light a candle.

1 to cast – as though torch held to subject

2 to cast – as though blowtorch had been held to subject.

3 to cast – as though burning magnesium held to subject.

1 sec 1 sec
Lend Energy 15

(-1 per yard)

Any amount, energy spent by caster goes to target as restored FP. 1 sec Restores the subject’s lost Fatigue Points.
Light 15

(-1 per yard)

0 to cast

0 to maintain

1 sec 1 minute Produces a small light like a candle.

Can be moved at Move 5.

Lightning 15 Any amount up to his Magery level per second, for up to three seconds, -1.

Min. 1d = 1 to cast

Max. 9d = 8 to cast

1-3 seconds Missile Target takes 1d6-1 burning per point of energy put in; metal armor is DR 1 vs. this attack; target must make HT roll at -1 per 2 HP suffered or be stunned.

1/2D 50, Max 100, Acc 3

Purify Air 15

(-1 per yard)

0 to cast (1 yard radius)

Cannot be maintained, must be recast

X2 for 2 yards (cost 1)

X3 for 3 yards (cost 2)

X4 for 4 yards (cost 3)

1 sec Permanent Removes all impurities from the air in the area.
Rain of Fire 15

(-1 per yard)

1 to cast (minimum 2), minus 1.

Same cost to maintain.

For double base cost, double damage.

X2 for 2 yards

X3 for 3 yards

X4 for 4 yards

1 minute 1 minute Fire rains from sky doing 1d6-1 fire damage each second to all within. Armor protects normally and shields with DB 2 or higher can be held overhead to block flames (this requires two hands and a Ready action)
Recover Energy 15

(-1 per yard)

Recover 1 FP every 5 minutes.
Shape Air 15

(-1 per yard)

1 to 10. 0 produces a gentle breeze, 3 a wind, 5 a heavy wind, 7 or more a violent blast.

Same to maintain.

1 sec 1 minute Create movement of air in small area that blows for yards equal to 5 times base cost, and does 1d6 of knockback for every 2 points in base cost.
Shape Fire 15

(-1 per yard)

1 to cast (1 yard radius)

Half to maintain

X2 for 2 yards (cost 3)

X3 for 3 yards (cost 5)

X4 for 4 yards (cost 7)

1 sec 1 minute Shape flame or move it at Move 5
Shield 15

(-1 per yard)

Twice DB given to the subject, to a max DB of 5, minute 1. Half that to maintain. 1 sec 1 minute Grants target Defense Bonus to subject from frontal attacks.
Smoke 15

(-1 per yard)

0 to cast (1 yard radius)

Half to maintain.

X2 for 2 yards (cost 1)

X3 for 3 yards (cost 2)

X4 for 4 yards (cost 3)

1 sec 5 minutes, except in windy areas Create area of dense smoke. One yard thickness blocks vision. Anyone in area who fails HT roll can’t do anything other than cough and weep)
Walk on Air 15

(-1 per yard)

2 to cast, 1 to maintain. 1 sec 1 minute Target can walk on air, smoke or other gases for duration of spell.
Wall of Wind 15

(-1 per yard)

1 to cast (1 yard radius)

Half to maintain

X2 for 2 yards (cost 3)

X3 for 3 yards (cost 5)

X4 for 4 yards (cost 7)

Wall initial appears in 1 yard radius area and moves out one yard per second of concentration. 1 minute Creates wall one yard think, four yards high (or increased by putting in more energy). Missiles suffer -10 to hit for every yard of wall it passes through; being in wall are at -3 DX and suffer 2d6 knockback in random direction. Anyone standing in wall must also make HT check or be blinded for 1 second per point of energy in spell and suffer -3 penalty to all combat skills for 1d6 seconds after blindness passes.
Casting Call – GURPS Eberron

MAGICAL MUSKETEERS – The Gun Magus Martial Tradition for the 5th Edition Dungeons & Dragons Magus Class

NEW MARTIAL TRADITIONS
The following is a new Magus Martial Tradition for use with the rules for the 5th Edition Dungeons & Dragons Magus class found here. This also makes extensive use of the firearms rules found here.

Special thanks to my fellow blogger, Doctor Necrotic, for suggesting this Martial Tradition!

GUN MAGUS
Gunmage
WAY OF THE GUN
Beginning when you choose this martial tradition at 1st level, you gain proficiency with firearms. You also gain the ability to use your Arcane Pool abilities with magic weapons. When you do so, your Arcane Pool ability supersedes the weapon’s bonuses and abilities (if any) for the duration of the Arcane Pool ability.

You also gain a pistol or rifle and 20 bullets.

GUN MAGIC
At 1st level, you gain the ability to attune to any firearm. You also gain the ability to use your Arcane Pool abilities with firearms. When you do so, your Arcane Pool ability supersedes the weapon’s bonuses and abilities (if any) for the duration of the Arcane Pool ability. 

Further, you can use your magus abilities that require a melee weapon attack with firearms. For instance, you can use the Magus Arcana Critical Strike with firearms.

Finally, you gain the ability to deliver any magus spell or cantrip that requires a ranged attack roll through your bonded weapon. To do so, you take the Attack action with a firearm and simultaneously cast any magus spell you have prepared or magus cantrip you know as a bonus action. If you hit, the firearm ranged weapon attack deals its normal damage as well as the effects of the spell. If you roll a critical hit, the spell’s damage (if any) is doubled. This ability can be used once per round and cannot be used in the same round as spellstrike or spell Combat. However, at 20th level, you can choose to use spell combat and this ability in the same round.

ARCANE ACCURACY
Starting at 5th level, you can spend 1 arcane pool point to avoid suffering disadvantage on an attack roll when you attack a target beyond normal range with your bonded weapon.

THE MAGIC BULLET
At 11th level, you perfect your mastery of firearms. By expending 1 arcane pool point, your bonded weapon regains 2 bullets, which each count as magic weapons.

Further, you can the ability to spend 1 arcane pool point and deliver any of your prepared spells or cantrips through your bonded weapon, including those which normally require a melee attack roll. If the spell has an area of effect, such as a cone or sphere, the spell effect originates at the target. For instance, if you use this ability to cast the burning hands spell, the spell affects a 15 foot cone that spreads out from, and includes, the target.

DUNGEON MUSER’S NOTES
Since firearms are beginning to play a larger role in my 5th Edition Dungeons & Dragons game, I felt it would be best to take the good Doctor’s suggestion and introduce a gun-wielding variant for the Magus.

I tried to avoid duplicating the abilities of the Spellslinger Gunslinger archetype so as to give this subclass its own thematic space. In the end, I think I struck the right balance where the Gun Magus is a better spellcaster, but the Spellslinger is a better gunfighter, but I will be happy to hear your thoughts, dear readers.

RESOURCEFUL RESKINNING
As with the Magus class itself, with a few changes, this martial tradition could be used to replicate an arcane archer, similar to the Arcane Archer Prestige Class from the Pathfinder Core Rulebook, or a divine/primal magic archer, similar to the Seeker class from 4th Edition D&D.

For a Seeker-type character who uses druidic-style magic combined with archery, you could easily use the Ranger spell list up to level 5 and then use spells from levels 6 to level 9 from the Druid spell list, to make up the balance.

THE MAGUS UNLEASHES A RIPOSTE
Yet another gunslinging option is ready to join your 5th Edition Dungeons & Dragons campaign!

Until next time, I remain;

THE DUNGEON MUSER

MAGICAL MUSKETEERS – The Gun Magus Martial Tradition for the 5th Edition Dungeons & Dragons Magus Class

EVEN MORE GEAR OF THE IRON GODS – Sci-Fi Tech for 5th Edition Dungeons & Dragons

One of the unique elements that makes the Iron Gods adventure path so fun is the crap-ton of exotic, high technology featured throughout. From laser guns, to force fields, to chainsaw swords, there is a wide selection of sci-fi loot that can be recovered from ancient Numerian ruins, purchased from friendly scavengers, or pried from the cold, dead hands of vanquished foes and, since these items play such a significant role in setting the tone for the Iron Gods adventure path 5E versions of these items are a necessity.

The following are a few new high tech items that I recently converted for a series of short fantasy/horror/sci-fi adventures.

NEW RULES FOR HIGH TECHNOLOGY ITEMS

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High Technology Properties 

Autofire
A weapon that has the Autofire property can be used to fire a hail of shots at your enemies in two different ways, each of which takes your Action.

The first is to cover a 10ft radius area with a hail of lead. Make an attack roll and all targets in the area must make a Dexterity save against the result of your attack or take weapon damage (without adding your ability modifier) on a failed save, or half damage on a successful save. This attack uses 10 shots.

The second is to focus fire on a single target. Make an attack roll and, if you hit, add two extra damage dice to your damage roll. For example, if you hit a target with this attack using a Laser Rifle, you roll 4d10 fire damage. This attack uses 5 shots.

Laser
A weapon with the laser property passes through force fields and force effects, such as the wall of force spell. Objects like glass or other transparent barriers do not provide cover from lasers, but unlike force barriers, a transparent physical barrier still takes damage from a laser passing through it. Invisible creatures are immune to damage caused by a laser weapon. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks.

Semi-Automatic
A weapon that has the semi-automatic property can attack twice when the attacker takes the Attack action. This does not stack with the Multiattack or Extra Attack abilities.

High Technology Items
Jet Pack
Technological Gear, Very Rare
Weight 10 lbs., Capacity: 100, 1 charge per use
A jetpack consists of a pair of cylindrical tanks worn on a shoulder harness with a pair of motion-sensitive rings worn on the thumbs that are used as wireless thrust and attitude controls. The jetpack can be activated with a Use Object Action or your free “interact with object” action (as described on page 190 of the Player’s Handbook). The jetpack grants a fly speed of 60 feet. The exhaust isn’t hot or concentrated enough to be used as a weapon.

A jetpack can be operated in overdrive, giving the wearer a fly speed of 90 feet and consuming twice as many charges per round.

Laser Pistol
Weapon (firearm), Rare
Damage: 1d12 radiant, Weight: 2 lbs., Properties: Ammunition (range 50/200), Laser, Semi-Automatic, Reload (Capacity: 10, 1 charge per use).

Laser Rifle
Weapon (firearm), Very Rare
Damage: 2d10 radiant, Weight: 6 lbs., Properties: Ammunition (range 150/600), Automatic, Laser, Reload (Capacity: 20, 1 charge per use).

Nanite Ablative Armor
Medium Armor, Rare
Armor Class (AC): 13 + Dex modifier (max 2), Weight: 35 lbs, Properties: Reload (Capacity 24, 1 charge per hour)
This suit of armor consists of several layers of scaly mesh over a thick, clothlike polymer weave. When activated, a suit of nanite ablative armor grants the wearer additional protection against nanites, through the use of imperceptible magnetic fields that repel the microscopic robots. An active suit of nanite ablative armor grants advantage on all saving throws against effects from nanite sources and all attack rolls from nanites suffer disadvantage against you while this armor is active.

Smart Armor
Medium Armor or Heavy Armor, Rare
Armor Class (AC): 13 + Dex modifier (max 2) (Compact Form) or 15 + Dex modifier (max 2) (Expanded Form), Weight: 20 lbs, Properties: Reload (Capacity 60, 1 charge per 10 minutes)

While inactive, smart armor resembles a breastplate of adamantine scales, which doesn’t seem out of place among most metal armor, except for its alien aesthetics. When activated as a Reaction, smart armor expands to cover the wearer’s legs and limbs, and a built-in magnetic generator hardens the armor into a rigid, plate-like form. When in this form, it uses the statistics of smart armor (expanded form). It can be collapsed back to breastplate form with a bonus action, and automatically retracts when it loses power. In either form, smart armor reduces bludgeoning, piercing, slashing from nonmagical weapons that aren’t adamantine by 2.

Sonic Rifle
Weapon (firearm), Very Rare
Damage: 2d10 thunder, Weight: 6 lbs., Properties: Ammunition (range 150/600), Automatic, Reload (Capacity: 20, 1 charge per use).

A sonic rifle emits a blast of devastating sonic waves that shatter and blast flesh, bone, and anything else they happen to strike. A target critically hit by a sonic rifle must succeed at a DC 13 Constitution saving throw or be deafened. The deafened condition does not heal naturally and must be cured by a lesser restoration

Stun Gun
Weapon (firearm), Rare
Damage: 1d12 thunder, Weight: 3 lbs., Properties: Ammunition (range 20/60), Semi-Automatic, Reload (Capacity: 10, 1 charge per use).
This weapon uses a sonic amplifier to produce powerful low-frequency bursts of energy that pummel targets. The weapon has a relatively short range, but the fact that it deals nonlethal damage at range and can knock targets prone makes it a favorite for those seeking to capture their foe alive. When a target is reduced to 0 hit points by a Stun Gun attack, it automatically stabilizes and does not have to make death saving throws. On a critical hit with this weapon, the target is knocked prone if it is Large size or smaller.

EVEN MORE GEAR OF THE IRON GODS – Sci-Fi Tech for 5th Edition Dungeons & Dragons

Casting Call – Foster Nikodemus – High Tech 14th Level Magus

In the coming weeks, I will be running a few short adventures for a friend in a reworked version of Monte Cook’s classic Dark Space setting, using the following PC.

These adventures are intended to test the draft rules I have worked up for the Magus and my conversions of Pathfinder’s high technology items.  I will be posting the sessions on the Dungeon Musings YouTube channel, but figured that regular readers may enjoy seeing how all these rules come together in one character.

Dark Space Redux
For those who may be curious about the setting of these adventures, the following is the pitch I sent to my buddy.

Here’s what I’m proposing as the “10 Things” breakdown for our take on Dark Space 2.0:

1) Dark Space 2.0 = Macabre Planetary Romance.
This take on the setting is swords & sorcery & sci-fi & horror, in equal parts. The galaxy is still recovering from the apocalyptic impact of the Pirathon Purging and, though civilization has returned to the Twenty Worlds (for the most part), nobody knows what has happened to the billion other inhabited planets and advanced civilizations that populated the rest of the Galaxy, before the Purging.

Rayguns and spaceships are common to the setting, but for a variety of reasons (price, reliability, etc…) a good sword still has a favored place. And, while there are organizations, like the Loremasters, that fund missions to reconnect with the Lost of the Galaxy, some urge caution, noting that the rediscovery of Dresden, the Necroworld, serves as a lesson that some things are better left undiscovered.

2) I keep my Spellbook next to my Engineering Textbook.
Magic has been around for as long as sentient species have been around (and, indeed, it most certainly predates mankind), and it developed alongside the development of science. Rather than being mutually exclusive areas of inquiry, magic and technology can and do interact freely (indeed, it is said that wizards were some of the first scientists).

However, since magic is, essentially, an individual using their skills and training to break the natural laws, and since not everyone can do that, scientists came to be more influential over time, since their discoveries often did more to benefit society, as a whole, than the discoveries of magic.

3) The Pirathon Purging.
Several thousand years ago, an extremist sect of a scientist/priests known as the Pirathon unleased a virulent pair of viruses on an unsuspecting galaxy. The two divinely augmented viruses released came to be known as the Dark and the Death…the first of which was a computer virus driven by a maliciously crafty divine spark and the second was a lethal biological agent that killed across species.

No inhabitant of the Twenty Worlds knows what happened in other parts of the Galaxy, but most inhabitants of the Twenty Worlds (well, 19 of the Worlds…Dresden was pretty much immune to the Death…) were spared extermination by the Death thanks to the divine magic of the priesthood of Immotos (a human god of discovery and exploration). This quick action left the priest of Immotos as a powerfully influential cultural force in the Post-Purging society (helped, in no small part, by the death of some rival gods when their entire body of worshippers were snuffed out by the Death and/or the effects of the Dark…).

Unfortunately, the computers were not so fortunate, and nearly all recorded knowledge was wiped out by the aggressive spread of the Dark. While some of the survivors of the Purging were able to recreate some of that lost knowledge, most complex information that required computers for calculation, such as the navigation charts used by starships, was totally lost.

In the time since, some of that information has been rediscovered by the Lorekeepers and other intrepid archaeologists, in computers that were somehow spared the effect of the Dark (indeed it was the rediscovery of a damaged, but uninfected, computer in a flooded aqua arcology on Geideri that allowed the Twenty Worlds to find each other again), and the rediscovery of this valuable knowledge is one of the key motivations behind the exploration of the “lost” areas of the Twenty Worlds and the ruins found in the Dark Space beyond.

4) Softech
The continuing threat of the Dark meant that rebuilding a society based on traditional computers would be an invitation to future disaster and, sadly, traditional biotech was susceptible to the Death, so it was not a viable alternative.

Fortunately, a somewhat unstable alternative to biotech, which came to be known as Softech, presented an alternative. Softech fused magic and biotechnology to create organisms with near-infinitely malleable, yet stable, DNA that proved remarkably resistant to the Death (the magically shifting DNA proved too slippery for the Death to get hold of), which was easily adapted for a variety of uses.

At the time of the Purging, Softech was a niche industry, used to create bizarre products for sale to the wealthy (floating pets that emitted pleasant odors and sounds, etc..), but it has since proved to be the basis for rebuilding of civilization in the Twenty Worlds.

However, nobody thought to ask whether Softtech was developed by the arcane genesplicer who first introduced it to the Twenty Worlds, or whether he/she had it given to him/her by some other creature…

5) Twenty Known Worlds
These represent the worlds that have been rediscovered, to date. Independent explorers and expeditions founded by the Loremasters try to push the boundaries of the Known Worlds into the Dark Space beyond, but without widely distributed starmaps (which some rival organizations jealously guard) or any way of knowing how the Death and the Dark may have affected the rediscovered worlds, this can be a dangerous matter of trial and error (where “error” most often means death by any one of a variety of nasty means…).

One of the things that has been utterly lost to the Dark is the means by which the Lost Galaxy used to communicate with each other. Loremasters know that there was some form of hyperspace-driven internet-type network that would relay communications from world-to-world, but nobody knows how it actually worked.

Some spacers say that they receive weird messages while travelling in hyperspace, which they attribute to the Ghost of the Hypernet, but most say that’s just superstition.

6) Hardtech is Ancient and Omnipresent
All the trappings of a rough-and-tumble sci-fi setting, like Star Wars or Firefly, are present here, though seen through a Post-Apocalyptic Softech lens.

You may have a handheld scanner, but it was likely crafted thousands of years before your birth and it features a core of Softech wiring that requires frequent nutrient baths.

You may have a “burner pistol” (slang for a plasma pistol), but it’ll be old and unreliable (since it’s cheaper to buy cartridges for an older, existing gun than to buy a brand-new one).

Also, since it wasn’t a big priority for Post-Purging society to figure out how to build hi-tech guns, manufacturers have had to try and figure out how to rebuild them, thousands of years after that knowledge passed from the minds of men, so there are still some kinks to work out in them.

Finally, you could have a ship that can get around the planet, but without either a Softech hyperspace engine (which is too large for a small ship) or a mage or psychic to power a smaller hyperspace device…you are stuck on that planet.

7) A Present based on a Fictional Past.
Post-Purging society in the Twenty Worlds tried to rebuild a civilization as close to the one they lost in the course of the Purging. Unfortunately, given the loss in life, knowledge, and technology in the course of the Purging, this has sometimes ended with results that are more poor imitations of life in the Lost Galaxy, rather than a carbon copy.

For instance, the Twenty Worlds has an Interworld Sentate, based loosely on the Intergalactic Senate of the Lost Galaxy, and an Interworld Defence Force at their disposal, but it is really just a loose alliance, like the United Nations. The IDF does have a standing army, but highly skilled members of the IDF, like your magus, are more often deployed like Old West Texas Marshals (one warrior mage, one riot) than like traditional military units.

While this is hardly ideal, the IDF has become a much sought after source of peacekeeping for much of the Twenty Worlds, so they find their resources stretched thin, a lot of the time.

8) The Pirathon.
One of the great mysteries in the Twenty Worlds is who the Pirathon were and why they unleashed the Dark and the Death. Fragments of information, found in surviving Hardtech computers have suggested that the Pirathon was an anti-technology cult, but it is not clear what  god they may have prayed to (in the D&D sense of clerics/paladins), if they even had divine backing

Whatever the case may be, every living inhabitant of the Twenty Worlds knows the name of the Pirathon and their role in bringing about the end of the civilization of the Lost Galaxy.

9) Lost Worlds.
It is estimated that only 1 in a 10,000 people survived the Purging in the Twenty Worlds, leaving vast swaths of each of the Twenty Worlds completely devoid of sentient beings (or, at least, of people).

In the thousands of years since the Purging, most efforts of the Post-Purging society has been to reconnect with the wider Lost Galaxy and rebuild their interstellar civilization, rather than to recivilize each planet. This has left many parts of the Twenty Worlds untouched and unexplored for thousands of years (some of which have been remade into savagely inhospitable climates, due to weather control satellite systems driven mad by the Dark).

The Loremasters have funded expeditions into those forgotten areas, but the survivors who return report dangerous creatures, degenerate humanoid tribes, and lethal Hardtech devices that remain potent, thousands of years after the Purging.

However, in spite of the danger, the Loremasters remain convinced that the value of the secrets that these lost areas may hold is great enough to justify the risk of plumbing the depths of these techno-ruins.

10) A New Dawn or the End of Days?
Some inhabitants of the Twenty Worlds feel that the rediscovery of the Twenty Worlds, and their alliance in forming the Interworld Senate, represents a new dawn for civilization, and the first step towards reclaiming the half-remembered splendor of the Lost Galaxy. To these folks, the Loremasters and their ilk represent the best hope for civilization.

Others, however, feel that they are the last light shining in a devastated galaxy, and that it is simply a matter of time before the Pirathon’s dark patron notices that a handful of worlds, out of the billions annihilated in the Purging, escaped the wrath of the Dark and the Death…and returns to finish what it started.

To these folks, the Loremasters represent the most significant threat to civilization, and fear that, by blindly stumbling about in the Lost Galaxy, they may bring the final doom of civilization back with them…

Foster Nikodemus is a former member of the Interworld Defence Force who has retired to work as an explorer/archaeologist for the Lorekeeper organization.

If you are curious about Foster’s name, I thought it would give the setting more “regional flavor” to set naming conventions for each world and Geideri Prime has surnames drawn from classical Greece (so last names like Achilles, Nike, Lysander) and British-sounding first names.

So something like Saint-John Thales, Elizabeth Archaeleos, or Jefferson Zoticus would be right at home on Geideri Prime.

 


Foster Nikodemus – Dark Space Redux
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Male Human Lorekeeper Magus 14
XP 140,000
Neutral Good

Strength 11 (+0)
Dexterity 16 (+3)
Constitution 13 (+1)
Intelligence 18 (+4)
Wisdom 14 (+2)
Charisma 9 (-1)
Size: Medium
Height: 5′ 10″
Weight: 185 lbs
Skin: Light
Eyes: Grey
Hair: Black Straight

Maximum Hit Points: 87
Hit Dice: 14d8
Speed: 30 feet
Armor Class: 15 (Smart Armor – Compact Form + Dex) or 17 (Smart Armor – Expanded Form + Dex)

Proficiency bonus: +5
Initiative modifier: + 8
Attack (handheld / thrown): + 5
Attack (missile / finesse): + 8
Strength save: +0
Dexterity save: + 3
Constitution save: + 6
Intelligence save: + 9
Wisdom save: + 2
Charisma save: -1
Insight (passive): 12 (17 with advantage)
Perception (passive): 17 (22 with advantage)
Languages: Geideri Prime
Proficiency: Simple Weapons, Martial Weapons, Laser Pistol, Laser Rifle, Sonic Rifle, Stun Gun, Light Armor, Medium Armor, Heavy Armor, Engineer’s Tools, Technologist, Land Mounts, Shuttlecraft

Experienced Engineer: Foster’s time with the Lorekeepers has taught him to work carefully around timeworn high technology. When you are rolling to determine how technology works (as described on page 268 of the Dungeon Master’s Guide), you can always ignore a result that would use a charge or waste an item. You still suffer any other effects of a failed roll. Further, when you attempt to learn or recall a piece of lore relating to timeworn high technology, if you do not know that information you often know where and from whom you can obtain it (though doing so may be an adventure unto itself).

Cold Bringer (Rapier +1) [+9 to hit; 1d8+4 piercing, finesse]
Fire Bolt [+8 to hit; 3d10 fire damage (range 120 feet)
Laser Pistol [+8 to hit; 1d12+3 fire damage, Ammunition (range 50/200), Semi-Automatic, Reload (Capacity: 10, 1 charge per use)
Shocking Grasp [+8 to hit; advantage on roll vs. target in metal armor, 3d8 lightning damage and target can’t take reactions until the start of its next turn]
Sonic Rifle [+8 to hit; 2d10 thunder damage, Ammunition (range 150/600), Automatic, Reload (Capacity: 20, 1 charge per use)
Unarmed strike [+3 to hit; 1 bludgeoning]

Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex 3 = +3
Animal Handling Wis 2 = +2
Arcana Int 9 = +4 +5
Athletics Str 5 = +0 +5
Deception Cha -1 = -1
History Int 9 = +4 +5
Insight Wis 2 = +2
Intimidation Cha -1 = -1
Investigation Int 4 = +4
Medicine Wis 2 = +2
Nature Int 4 = +4
Perception Wis 7 = +2 +5
Performance Cha -1 = -1
Persuasion Cha -1 = -1
Religion Int 4 = +4
Sleight of Hand Dex 3 = +3
Stealth Dex 3 = +3
Survival Wis 2 = +2

Feats:
Alert:

  • Foster gains a +5 bonus to initiative.
  • Foster can’t be surprised while he is conscious.
  • Other creatures don’t gain advantage on attack rolls against Foster as a result of being hidden from him.

Technomancer:

  • Foster can spend 1 hour to recondition up to three pieces of timeworn technology, after which the item no longer has a chance of glitching until he completes a long rest. He can perform this reconditioning while he completes a short or a long rest.
  • Foster gains the ability to power technological items with his spell power and vice versa, as a bonus action, as set out on the table below. Once he uses this ability he must complete a short rest or a long rest before using it again. For example, as a bonus action he could expend 5 charges from a battery to gain a 3rd level spell slot.
Spell Slot Level Charges
1st 2
2nd 3
3rd 5
4th 6
5th 7
  • Foster’s spells that have charm effects can affect robots, ignoring their immunity to the charmed condition. Further, his conjure spells can now be used to conjure robots.

Weapon Master:

  • Proficient with Laser Pistol, Laser Rifle, Sonic Rifle, and Stun Gun.

Foster typically uses Technologist to summon four Arachnid Robots with a conjure minor elementals spell.

ARACHNID ROBOT
Arachnid Robot

Small robot, unaligned
Armor Class 12 (natural armor)
Hit Points 20 (5d6 + 5)
Speed 40 ft., climb 20 ft.
STR 8 (-1) DEX 13 (+1) CON 12 (+1) INT 10 (+0) WIS 12 (+1) CHA 1 (-5)
Skills: Athletics +2, Perception +4, Stealth +4
Damage Vulnerabilities: lightning
Damage Immunities: poison, psychic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft., passive Perception 14
Languages: Common, Hallit
Challenge 1/2 (100 XP)
Explode. When the arachnid robot dies, it explodes in a burst of plasma. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire and lightning damage on a successful one.
Fragile. When the arachnid robot is reduced to less than 11 hit points, it suffers disadvantage on all ability checks and attack rolls.
Vulnerable to Critical Hits. When the arachnid robot is hit with a critical hit, it must make a DC 15 Constitution saving throw or be stunned for 1 round.
ACTIONS
Multiattack.
The arachnid robot makes two claw attacks.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Plasma Spray. The arachnid robot exhales a 15-foot cone of plasma. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire and lightning damage on a failed save, or half as much damage on a successful one.
Plasma Torch.
Ranged Weapon Attack: +5 to hit, range 15/45, one target. Hit: 8 (2d6 + 1) fire and lightning damage.

Magus spells:

First-level castings: 4/day
Second-level castings: 3/day
Third-level castings: 3/day
Fourth-level castings: 1/day

Foster’s Cantrips are Fire Bolt, Light, Mage Hand, Shocking Grasp.
Foster can prepare 11 magus spells daily.
Foster’s Spellbook (his Wizard spells are in bold).

  • First Level spells are Detect Magic, Detect Radiation, Fog Cloud, Silent Image, Technomancy.
  • Second Level spells are Invisibility, Levitate, Scorching Ray, Web.
  • Third Level spells are Fireball, Fly, Haste, Leomund’s Tiny Hut, Lightning Bolt, Magic Circle, Recharge, Water Breathing.
  • Fourth Level spells are Arcane Eye, Conjure Minor Elementals, Fabricate, Polymorph, Remove Radioactivity.

Magus

  • The DC to resist your spells is DC 17 (8 + proficiency bonus + your intelligence modifier).
  • Spellstrike: Whenever Foster casts a magus spell or cantrip that requires a melee attack roll, he can deliver the spell through his bonded weapon instead. To do so, he takes the Attack action with a melee weapon and simultaneously casts any magus spell he has prepared or magus cantrip he knows as a bonus action. If he hits, the melee weapon attack deals its normal damage as well as the effects of the spell. If he rolls a critical hit, the spell damage is doubled. Spellstrike can be used once per round.
  • Spell Combat: Once per round, when he takes the Attack action, Foster can cast any non-cantrip magus spell that he has prepared as a bonus action, either before or after the Attack. If the spell is a ranged attack that would suffer Disadvantage on the attack, he can make a DC 10 Constitution check as part of the bonus action to make the ranged attack normally.
  • Arcane Pool: Foster has 14 points in his Arcane Pool. He regains all Arcane Pool points when he completes a long rest. He can expend points from his Arcane Pool as a bonus action to grant any nonmagical weapon he are holding, or his bonded weapon, a bonus to hit and damage rolls and transform the weapon into a magic weapon for a duration of Concentration, up to 1 minute. The bonus to hit and damage depends on the amount of Arcane Pool points spent, as follows.
Bonus to Hit and Damage Arcane Pool Point Cost
+1 1
+2 3
+3 6
  • Sword Magus: Foster can use his Arcane Pool abilities with magic weapons. When he does so, his Arcane Pool ability supersedes the weapon’s bonuses and abilities for the duration of the Arcane Pool ability.
  • Spell Recall: Foster may transform unspent Arcane Pool points into one spell slot as a bonus action on his turn. The table below shows the costs of creating a spell slot of a given level.
Spell Slot Level Arcane Pool Point Cost
1 1
2 3
3 5
4 6
  • Extra Attack: Foster can attack twice when he takes the Attack action.
  • Elemental Weapon: Foster can infuse his bonded weapon with primal elemental power. Foster can expend 5 points from his Arcane Pool as a bonus action to transform any nonmagical bonded weapon into a magical weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For a duration of Concentration, up to 1 hour, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits
  • Knowledge Pool: As an action, Foster can transform unexpended Arcane Pool points to cast one spell from the magus spell list as if he had prepared that spell, whether he has that spell prepared or not. The table below shows the costs of casting a spell of a given level.
Spell Level Arcane Pool Point Cost
1 3
2 4
3 6
4 7

For the sake of easy reference, the Magus spell list is reproduced here:

1ST LEVEL Burning Hands, Chromatic Orb, Color Spray, Detect Magic, Earth Tremor, Expeditious Retreat, Feather Fall, Fog Cloud, Grease, Ice Knife, Jump, Longstrider, Magic Missile, Ray of Sickness, Shield, Silent Image, Tenser’s Floating Disk, Thunderwave, Unseen Servant, Witchbolt

2ND LEVEL Aganazzar’s Scorcher, Cloud of Daggers, Darkness, Enhance Ability, Enlarge/Reduce, Flaming Sphere, Gust of Wind, Invisibility, Levitate, Magic Weapon, Mirror Image, Melf’s Acid Arrow, Misty Step, Ray of Enfeeblement, Scorching Ray, Shatter, Snilloc’s Snowball Swarm, Spider Climb, Web

3RD LEVEL Blink, Counterspell, Dispel Magic, Flame Arrows, Fireball, Fly, Gaseous Form, Haste, Lightning Bolt, Major Image, Melf’s Minute Meteors, Phantom Steed, Sleet Storm, Slow, Stinking Cloud, Tidal Wave, Vampiric Touch, Water Breathing, Wind Wall

4TH LEVEL Arcane Eye, Dimension Door, Elemental Bane, Evard’s Black Tentacles, Fire Shield, Greater Invisibility, Ice Storm, Phantasmal Killer, Polymorph, Stoneskin, Storm Sphere, Vitriolic Sphere, Wall of Fire

Magus Arcana:

  • Familiar: Foster knows the find familiar spell and can cast it as a ritual.
  • Mystic Arcanum: Foster can cast the delayed blast fireball spell without expending a spell slot. He must finish a long rest before he does so again.
  • Quickened Magic: When Foster casts a spell that has a casting time of 1 action, he can expend 2 points from his Arcane Pool to change the casting time to 1 bonus action for this casting.
  • Pool Strike: Foster may expend 2 or more points from his Arcane Pool as a bonus action to charge one of his hands with mystic energy. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. He may then make a melee spell attack with his charged hand to deal 2d10 damage of that type to the target you hit. He may expend further Arcane Pool points to increase the damage done, as set out in the following table:
Pool Strike Damage Arcane Pool Point Cost
2d10 2
3d10 3
5d10 5
6d10 6

Foster Nikodemus’ Gear
Batteries (10 spares), Chemalyzer, Flash Grenade, Grade 3 Hemochem (2 doses), Green E-Pick, Helmet that incorporates Black Veemods and Periapt of Proof Against Poison, Ion Tape, Jet Pack, Laser Pistol, Medlance, Smart Armor, Sonic Rifle, Zipstick

Cold Bringer: A +1 rapier that was originally crafted for an elite commander of a Dresden armed forces. It grants the wielder resistance to Cold and allows the wielder to understand and read the Dresden language.

NEW RULES FOR HIGH TECHNOLOGY ITEMS

High Technology Properties 

Autofire
A weapon that has the Autofire property can be used to fire a hail of shots at your enemies in two different ways, each of which takes your Action.

The first is to cover a 10ft radius area with a hail of lead. Make an attack roll and all targets in the area must make a Dexterity save against the result of your attack or take weapon damage (without adding your ability modifier) on a failed save, or half damage on a successful save. This attack uses 10 shots.

The second is to focus fire on a single target. Make an attack roll and, if you hit, add two extra damage dice to your damage roll. For example, if you hit a target with this attack using a Laser Rifle, you roll 4d10 fire damage. This attack uses 5 shots.

Laser
A weapon with the laser property passes through force fields and force effects, such as the wall of force spell. Objects like glass or other transparent barriers do not provide cover from lasers, but unlike force barriers, a transparent physical barrier still takes damage from a laser passing through it. Invisible creatures are immune to damage caused by a laser weapon. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks.

Semi-Automatic
A weapon that has the semi-automatic property can attack twice when the attacker takes the Attack action. This does not stack with the Multiattack or Extra Attack abilities.

High Technology Items
Jet Pack
Technological Gear, Very Rare
Weight 10 lbs., Capacity: 100, 1 charge per use
A jetpack consists of a pair of cylindrical tanks worn on a shoulder harness with a pair of motion-sensitive rings worn on the thumbs that are used as wireless thrust and attitude controls. The jetpack can be activated with a Use Object Action or your free “interact with object” action (as described on page 190 of the Player’s Handbook). The jetpack grants a fly speed of 60 feet. The exhaust isn’t hot or concentrated enough to be used as a weapon.

A jetpack can be operated in overdrive, giving the wearer a fly speed of 90 feet and consuming twice as many charges per round.

Laser Pistol
Weapon (firearm), Rare
Damage: 1d12 radiant, Weight: 2 lbs., Properties: Ammunition (range 50/200), Laser, Semi-Automatic, Reload (Capacity: 10, 1 charge per use).

Laser Rifle
Weapon (firearm), Very Rare
Damage: 2d10 radiant, Weight: 6 lbs., Properties: Ammunition (range 150/600), Automatic, Laser, Reload (Capacity: 20, 1 charge per use).

Smart Armor
Medium Armor or Heavy Armor, Rare
Armor Class (AC): 13 + Dex modifier (max 2) (Compact Form) or 15 + Dex modifier (max 2) (Expanded Form), Weight: 20 lbs, Properties: Reload (Capacity 60, 1 charge per 10 minutes)

While inactive, smart armor resembles a breastplate of adamantine scales, which doesn’t seem out of place among most metal armor, except for its alien aesthetics. When activated as a Reaction, smart armor expands to cover the wearer’s legs and limbs, and a built-in magnetic generator hardens the armor into a rigid, plate-like form. When in this form, it uses the statistics of smart armor (expanded form). It can be collapsed back to breastplate form with a bonus action, and automatically retracts when it loses power. In either form, smart armor reduces bludgeoning, piercing, slashing from nonmagical weapons that aren’t adamantine by 2.

Sonic Rifle
Weapon (firearm), Very Rare
Damage: 2d10 thunder, Weight: 6 lbs., Properties: Ammunition (range 150/600), Automatic, Reload (Capacity: 20, 1 charge per use).

A sonic rifle emits a blast of devastating sonic waves that shatter and blast flesh, bone, and anything else they happen to strike. A target critically hit by a sonic rifle must succeed at a DC 13 Constitution saving throw or be deafened. The deafened condition does not heal naturally and must be cured by a lesser restoration or a similar ability.

EXISTING HIGH TECHNOLOGY ITEMS
Battery
Technological Gear, Common
Weight 1 lb.
Most technological items are powered by electricity. While one can use the electricity provided by a generator, these are rare, expensive, and rarely portable. It’s more common and practical to charge such items with batteries. A battery looks like a small silver disk that’s etched with strange lines—some people have taken to calling batteries “silverdisks” and sometimes use them as coins. A battery contains 10 charges when full; to charge an item with a battery, one simply slips the disk-shaped device into the proper slot on the item. The battery’s charge instantly fully depletes, and the item’s internal capacitors fill with 10 charges as it does so. If the item had fewer than 10 open slots in its capacity, the excess charges the battery once held are lost. A battery can be kept within an object indefinitely, or it can be ejected from the object for the purposes of recharging it or storing it elsewhere without affecting the item’s charge. Inserting or ejecting a battery is a move action.

Chemalyzer
Techological Gear, Rare
Weight 8 lbs, Capacity 10, 1 charge per use
A chemalyzer is a handheld unit with an extendable wand tipped with a sampling nozzle. It grants advantage on all checks made to identify an unknown pharmaceutical, poison, chemical, or substance. It cannot aid in the identification of magical effects or items like potions.

Flash Grenade
Technological Gear, Rare
Weight: 1 lb.
A grenade is a small, cylindrical device that is designed to be thrown as a ranged finesse weapon at a point up to 60 feet away or fired from a grenade launcher. Before being thrown by hand, the grenade must be primed with a quick twist of a dial at one end and then armed with a click of a button at the center of that dial. Priming and arming a grenade is done as part of the Attack action; a grenade launcher primes and arms all grenades it fires. The grenade detonates at the beginning of the wielder’s next turn, hopefully in the area targeted. When a grenade detonates, it damages all targets within a 20 feet of the grenade. Deals no damage but blinds creatures for 1d4 rounds if they fail a DC 15 Dexterity saving throw.

Grade Three Hemochem
Pharmaceutical, Rare
Hemochem stops bleeding and promotes healing. A single dose of hemochem allows the patient to regain a number of hit points per round for 1 minute, up to their maximum hit points. Multiple doses injected do not stack, but they do reset the duration of the effect back to 1 minute. Grade three Hemochem heals 3 hit points per round.

Green E-Pick
Technological Gear, Rare
Weight 1 lb., Capacity 10, 1 charge per use
An e-pick (short for “electronic lock pick”) is a small device that can be used to unlock and disable electronic locks and devices, much in the same way that a set of thieves’ tools can be used to dismantle mechanical locks and devices. The bonus is determined by the rating of the e-pick. A Green E-Pick grants +4 to all checks. Using the device does not grant proficiency with thieves tools, but allows the user to make rolls against electronic devices without disadvantage. If you are proficient with Engineer’s Tools, you may also add your proficiency bonus to checks when using an e-pick.

Helmet with Black Veemod
Technological Gear, Rare
Weight 2 lbs., Capacity 10, 1 charge/day
A black veemod enhances vision, and by blinking twice rapidly, the wearer can magnify what she’s seeing. Blinking twice again restores normal vision. This grants advantage on Wisdom (Perception) checks.

Ion Tape
Technological Gear, Common
Weight: 1 lb.
Ion tape is a ribbon of material tightly wound around a spindle. A roll of ion tape fits in the palm of a hand and comes in a wide range of colors. A single roll contains 50 feet of tape. A single strip of tape is easy to cut through or tear. When wrapped around an object, it has a weak adhesive that keeps it in place. When ion tape is exposed to an electrical charge of any power (including a jolt from a zip stick), the tape bonds together into a single mass of plastic-like material, gaining AC 15 and 30 hit points. When used to bind a creature, a few strips of activated ion tape require a successful DC 20 Strength check to break. A second jolt from an electrical source causes the tape to revert to its weaker ribbon condition, at which point it can be torn free easily. A strip of ion tape can hold about 5 pounds of weight normally, but when activated via a jolt, a single hardened strip can support up to 300 pounds of weight. The uses for ion tape are many—it can be used to construct basic objects (such as a ladder), patch holes, bind prisoners, and so on.

Medlance
Technological Gear, Uncommon
Weight -, Capacity 10
This wand-like device contains a reservoir at one end and a small pad at the other. A medlance can be filled with a single dose of liquid, such as a pharmaceutical, a potion, or a poison. It can then be used to administer the liquid to a creature—if the target does not wish to be injected with the medlance’s contents, the wielder must succeed at a melee attack to dispense it as an Attack action. Otherwise, administering liquid via a medlance is a Use an Object action. A medlance doesn’t use charges, but after being used to administer 10 injections, its internal sterilization mechanisms are depleted and the device becomes useless.

Zipstick
Technological Gear, Common
Weight 1 lb., Capacity 10, 1 charge per use
A zipstick is a small pen-like device used to administer a small jolt of electricity. This jolt is enough to cause 1 point of lightning damage with a successful melee attack. A zipstick is used most often to activate or deactivate items that function on ion-bonding technology, such as ion tape.

Casting Call – Foster Nikodemus – High Tech 14th Level Magus