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Tech Gear from the FFC
#11
RobJN Wrote:I should compile a list of the magitech (and its RW equivalent) available in the Throne of Stars campaign, one of these days....

I would love to see that! Smile

I think that lack of magitech equipment in the D20 Blackmoor line was a missed opportunity for ZGG. While they did try to remedy it in Clock & Steam, they should have had all kinds of weird equipment originating from the City of the Gods, found scattered all over the place. Afterall, the D20 line is set almost 30 years after the first expeditions to the City of the Gods. Also, there is no reason why every single high tech item needs to be so powerful it unbalances a campaign either.

The main trick is how to include sci fi elements without making them cheesy. This I would solve by making the tech very different from real world modern technology. I would definitely stay clear of 1970s Sci Fi even if that is where the original inspiration came from Smile

-Havard
Currently Running: The Blackmoor Vales Saga
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign
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#12
It's interesting work, re-thinking modern tech with a sci-fantasy approach. It's tough, as you say, avoiding the cheese-factor.
Rob
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#13
Havard Wrote:
RobJN Wrote:I should compile a list of the magitech (and its RW equivalent) available in the Throne of Stars campaign, one of these days....

I would love to see that! Smile

Me too!
And not only the weapons, but also all the other gadgets (for communication, transport, etc.)
He's a real Nowhere man, sitting in his Nowhere land,
making all his Nowhere plans for Nobody.
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#14
I remember a Dragon Magazine article that was 3.5 era that introduced modern items as magical items. I remember one was a tablet of some sort that also could act as a spell book.
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#15
Cool seeing so many people participating in this topic! Smile

RobJN Wrote:It's interesting work, re-thinking modern tech with a sci-fantasy approach. It's tough, as you say, avoiding the cheese-factor.

Here's something I have been thinking about when it comes to how to present such items:

GODWORKS
These items are believed to originate from the legendary City of the Gods. Many heroes of Blackmoor have met their fate questing for this City and its treasures, and the items are surrounded by fear and superstition. Most believe them to be creations of the Gods themselves. The Peshwa believe it to be a sin to remove such items from the City of the Gods. The Peshwah Monks known as the Order of the Fallen Star see it as their purpose to return these items to their source. On the other hand, some Monks of the Fallen Star have been seen wielding weapons of this origin. Among the Wizards Cabal and the Inventors of Blackmoor University, some speculate that these items work on the same principles as their own steam and clockwork technology combined with magic. They are extremely interested in discovering more Godworks items for study.

Godworks items appear as objects of strange geometric shapes (pyramids, eggs or more complex) or long rods or staves. They are usually only of a single color such as pitch black or bright silver. Sometimes shining colored lines run across their surfaces, often indicating that the item has been activted.


-Havard
Currently Running: The Blackmoor Vales Saga
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign
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#16
From the second Afridhi War:

SHOCKLANCE

These weapons come in two varieties: a footman's lance, and a mounted lance, which deal normal damage appropriate to its type. Each consists of a long shaft tipped with a broad, spear-like tip etched with arcane symbols. The original versions, kept in the deep vaults beneath the House of Remembrances atop the Black Spire, are from the City of the Gods. They are made of a strange metal alloy that Blackmoor scientists still have not been able to duplicate. The haft of the weapon is lined inside with conductive wiring, which connects to a battery pack housed in the butt of the spear. Switching the device on causes the tip to vibrate ever so slightly, and to hum while emitting crackles of energy.

The electronics of the originals have been replaced with lightning-charged black dragonstones. Both types of weapons operate the same, either discharging the electrical power through the tip on a successful strike (dealing an additional 1d6 damage per "charge" stored in the capacitors along the length of the shaft. Or, the weapon can be set, and discharged in a volley, lofting a globe of electrical energy 20'-80' (2d4x10') away. This volley discharge cannot be used at close range. The globe strikes in a 10' diameter burst per charge, for 1d6 points of damage per charge.

The tip can only hold a charge for 4 rounds before dissipating, expending the electrical energy harmlessly into the air.

Each battery pack or dragonstone can hold up to ten charges before being depleted.
Rob
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#17
Freedom92 Wrote:I remember a Dragon Magazine article that was 3.5 era that introduced modern items as magical items. I remember one was a tablet of some sort that also could act as a spell book.

Interesting. Do you remember which issue that was from?


RobJN Wrote:From the second Afridhi War:

SHOCKLANCE

Nice!
I'm guessing that unlike the Godworks technology, this is an example of what was later developed by Blackmoor mages/inventors, perhaps based on studying artifacts from the City of the Gods?

-Havard
Currently Running: The Blackmoor Vales Saga
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign
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#18
Havard Wrote:
RobJN Wrote:From the second Afridhi War:

SHOCKLANCE

Nice!
I'm guessing that unlike the Godworks technology, this is an example of what was later developed by Blackmoor mages/inventors, perhaps based on studying artifacts from the City of the Gods?

-Havard
One I've had n the back of the mind for quite some time. Most of what I'll be concentrating on for my Blackmoor tech is magical equivalents or fusions of magic and City of the Gods tech (like the Progenitors' Well of Souls/ Collection Tower defense systems)
Rob
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#19
RobJN Wrote:One I've had n the back of the mind for quite some time. Most of what I'll be concentrating on for my Blackmoor tech is magical equivalents or fusions of magic and City of the Gods tech (like the Progenitors' Well of Souls/ Collection Tower defense systems)

Makes sense, even from a non-Thornized perspective Smile

BTW, Aldarron's suggestion to cross-reference the items from the FFC with Supplement II: Blackmoor proved to be fruitful:

HI TECH EQUIPMENT (see pages 74, 87 and 88 in the FFC)
  • Illusion Projector (Creates illusory 3D images)
  • Skimmer / aka Water Machine (Transport across water, marshes etc)
  • Transporter, Dimensional
  • Transporter, Time
  • Transporter, Flyer /aka Flying Machine (Similar to Flying Eggs descriped in DA2?)
  • Fighting Machine (Similar to Supp II's Battle Armor? If so: AC 3, Move 12", Str/Dex increased to 18(00), fly, underwater survival, protection agains various magical effects, see Supp II p 34)
  • Teleporter
  • Borer (Digs through earth)
  • Screener (Creates barrier protecting against magic, energy, light etc)
  • Communicator (described in Supp II p 34, also functions as a translator)
  • Tricorder (Gives information about the physical properties of any object)
  • Battery Power
  • Medical Unit (Heals all wounds, but target cannot leave before 24 hrs have passed. Also described in Supp II p 34)
  • Entertainer (user is rendered helpless for 1d10 hours, but is rested and gains increased combat ability)
  • Generator
  • Educator (Teaches user to operate tech devices)
  • Robots (Some are hostile)
  • Controllers (Allows control of Robots)

Unless otherwise noted, descriptions as well as items are from the FFC.

What do you think, makes sense?

-Havard
Currently Running: The Blackmoor Vales Saga
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign
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#20
Sadd to say I cannot especially since it was something I referenced in my conversion notes. Though did find arcane polution article as well, I used its artificer dump to represent broken magitech bleeding its energies. That articles good if you want to have zone of pollution caused by magic/tech.

Also loving the list Harvard, didnt Temple of the Frog and City of the Gods also have some tech in them? I cant remember exactly and that crates pushed back some where.

I've referenced a piece of tech that I need to update but here it goes:

The Arms of the Octopi, a legendary device worn by Coots most devout scientist whose crafters name has faded into time but when one who wears this device goes unconcious the device akes true sentience. The device resembles a metal harness that has a large backpack shape with four buds protruding from the sides that when activated become mechanical tentacles that can grab and manipulate objects, but it is said it has more sinister powers yet to be unlocked. We can only guess its function like a magic item it requires a trigger to work but the users we have seen simply have it activate as if with a thought.

Genesis Pods, the place of birth for many horrors in the Eggs army. The pods have been seen in field combat spewing homoculi but when its tenders die the device perishes as well. Knowing the method of the Eggs technology they may contain grafts that draw power to the vats and give them form. One vile race known to be born of the Genesis Pods is a group of Half Orc Warriors simply called the Bale Brood, mixing the strength of human and Bale born Orcs that have more demonic traits and wield vile magic that flows when they rage in battle.
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