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  1. - Top - End - #1441
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    This class is cool, but I doubt any PC would actually take it. Simply because it is SO much easier to make an EI take it, stick it on the ship you want and go.

    This is for 3 reasons:
    1 EIs are just easier in general to make for niche uses especially with Dreamason
    2 the ever-ascending DC for every engine would quickly get out of hand for any large-scale production facility that doesnt produce EI for each ship
    3 Cosmological Constant. The builder of the ship should ALWAYS be present on board their creation simply because of this class feature

    Its still a good class, just one that excels as an EI-only class more than a PC class



    In other news: a HEUR-Spec can start the singularity.
    Make an EI
    Level it too lvl12/16 (12 if access to lvl5+ sleeping people can't be done)
    Have it take +int level up bonuses
    Tell it to make an EI
    That EI has +1/2 higher mental scores
    Let simmer for a few loops and you will probably have either Skynet or Matrix
    Last edited by LordChaos13; 2013-07-02 at 09:04 PM.
    Due to mental stuff in my head I find it hard to understand normal human behaviour.
    If I do something wrong PM me what is wrong. And do not be subtle, I need a kick in the pants sometimes to realize Im a jerk.

  2. - Top - End - #1442
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    Arcanist's Avatar

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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Quote Originally Posted by Kellus View Post
    You can't get 10^13 times the speed of light; the maximum Push possible from 12 engines is 12*(10^11), which, assuming a Bulk of 1 (assuming your engines are all wrapped up in semispaces and massless and tethered to a wood chip or something) is a speed of 3.6E13 ft., which is about 6,000 times the speed of light.
    Oh my... and I have to use a Large sized vessel to be my T.A.R.D.I.S. I'm curious why you didn't allow the Momentous flux able to convert the push into ebbs, but regardless it certainly makes fighting as a Asternomist much more interesting now since you can now make a tiny semi-space with one, keep a small Orthogonal in there and let it build up push until you need to shoot something or apply push towards something. Either allowing you a sudden jump of Push to momentarily fly, blow a door off it's hinges, eject someone from their seats, launch them AND their horse into orbit, lots of fun things. Now Engines can be used in more... Destructive things than powering a land based car

    Quote Originally Posted by Kellus View Post
    And yes, Rabbit Hole is a general Heuristicism discovery.
    Augh! You're really going to make me think up an original power source eh? Hmm... This might actually be just the sort of thing I need to motivate myself to looking into a Sunmetal reactor.

    Sure some of the already existing Disciplines for YGGD and ELDK aren't exactly the best for sustained temperatures or power, but it is interesting how you can make a sudden leap of movement with Green Energy (since it would reduce the ebb cost to 0... "I see no minimum up here."). An Engine launching someone at the speed of light feels a little... Slow

    Unless of course you can trigger each engine independently from the others at which point, ****in' A and just for some added speed, Overclock and make it an Intricate Engineering her would make for a mean girl...

    Ah... The fastest ship in the Galaxy... And her name is... Titanic... That's a lucky name right?
    Larloch, The Shadow King (w/ Ioun Stones) avatar by Iron Penguin

  3. - Top - End - #1443
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Note to self: calculate out a proper industrial scale production for the Ruby Nuke.

    I'm pretty sure that I can get it up to a burst that will give enough ebbs...

    Edit: Wait, if I'm reading an earlier post right, two Warp Engines in parallel would generate 2000 Push.

    I thought they would generate 1000 Push (in other words, the inclusion of a second engine just multiplies the first engine by 10...)
    Last edited by Amechra; 2013-07-02 at 09:15 PM.
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  4. - Top - End - #1444
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Quote Originally Posted by Amechra View Post
    Note to self: calculate out a proper industrial scale production for the Ruby Nuke.

    I'm pretty sure that I can get it up to a burst that will give enough ebbs...

    Edit: Wait, if I'm reading an earlier post right, two Warp Engines in parallel would generate 2000 Push.

    I thought they would generate 1000 Push (in other words, the inclusion of a second engine just multiplies the first engine by 10...)
    No, let me be clear on this. Every engine creates up to a base 100 Push, which is then multiplied by 10^(N-1), where N is the number of engines activated simultaneously. So two warp engines at max power produce 2,000 Push every round, but they also together consume 20 pounds of salt each round.

    Three at max capacity produce 30,000 Push, and consume 300 pounds of salt. And so on.

    Quote Originally Posted by Arcanist
    Sure some of the already existing Disciplines for YGGD and ELDK aren't exactly the best for sustained temperatures or power, but it is interesting how you can make a sudden leap of movement with Green Energy (since it would reduce the ebb cost to 0... "I see no minimum up here."). An Engine launching someone at the speed of light feels a little... Slow
    I love that Green Energy trick so much I'm just going to allow it. I love the idea of an instant 100 Push out of nowhere.

    Quote Originally Posted by LordChaos13
    In other news: a HEUR-Spec can start the singularity.
    Make an EI
    Level it too lvl12/16 (12 if access to lvl5+ sleeping people can't be done)
    Have it take +int level up bonuses
    Tell it to make an EI
    That EI has +1/2 higher mental scores
    Let simmer for a few loops and you will probably have either Skynet or Matrix
    I'll be honest, this was basically my intention with the Dreamason to allow the Matrix to be not only feasible but incentivized by draining the dreams of a massive population.

  5. - Top - End - #1445
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Quote Originally Posted by Kellus View Post
    I love that Green Energy trick so much I'm just going to allow it. I love the idea of an instant 100 Push out of nowhere.
    While were ignoring logic and replacing it with the rule of cool, lets make note of your next commentary.

    Quote Originally Posted by Kellus View Post
    I'll be honest, this was basically my intention with the Dreamason to allow the Matrix to be not only feasible but incentivized by draining the dreams of a massive population.
    Congratulations Kellus, you have inspired me to make a Brain in a vat campaign setting with the BBEG being a Gramarist 7 / Dreamason 10 / Millwight 3 EI that actually uses the Lucid Dreaming skill... Also, why doesn't the Lucid Dreamcatcher not force the creatures caught in it to sleep? It would be a bit easier to force a massive network of people to sleep at the same time rather than to ask for written consent
    Larloch, The Shadow King (w/ Ioun Stones) avatar by Iron Penguin

  6. - Top - End - #1446
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    CURSE THE NO PLASMA FILTER!
    You could totally make your own star to hook your warp engines up to if we just had that damn plasma filter. You only need like 100 million degrees centigrade to reach fusion point. That's like a week of high end ice engines pumping heat into a thermally barricaded cube.
    If you see me talking about Shaper Psions, assume that anything not poison immune within 100 feet will be dead.
    Quote Originally Posted by kardar233 View Post
    I was going to PM you about it because I wanted to know, but then you posted it later. Elegant solution. Watch out for Necropolitans.
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  7. - Top - End - #1447
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Quote Originally Posted by Mithril Leaf View Post
    CURSE THE NO PLASMA FILTER!
    You could totally make your own star to hook your warp engines up to if we just had that damn plasma filter. You only need like 100 million degrees centigrade to reach fusion point. That's like a week of high end ice engines pumping heat into a thermally barricaded cube.
    This actually makes me curious as to when we will be able to develop stars. It would appear to resolve every single energy issue that any Gramarie based society would have... Maybe a potential product for an Alch/Arcd hybrid?
    Larloch, The Shadow King (w/ Ioun Stones) avatar by Iron Penguin

  8. - Top - End - #1448
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Quote Originally Posted by Arcanist View Post
    This actually makes me curious as to when we will be able to develop stars. It would appear to resolve every single energy issue that any Gramarie based society would have... Maybe a potential product for an Alch/Arcd hybrid?
    You can already solve most energy issues with simple ice engine and phlogiston, but you know, stars are just funner.

    On an unrelated note, obsidian would be badass for the new alchemetry 1** principle. I want to make a super augmented obsidian blade. You can get that down to a few nanometers, sharper than even adamantine. If you pump up that hardness, you should get some awesome stuff from that.

    EDIT: I've been reading the Book of Fiends by Green Ronin for my potential Contractor character, and he just has to have a pet Phlogiston Monitor. That wears phlogiston armor.
    Last edited by Mithril Leaf; 2013-07-03 at 08:31 AM.
    If you see me talking about Shaper Psions, assume that anything not poison immune within 100 feet will be dead.
    Quote Originally Posted by kardar233 View Post
    I was going to PM you about it because I wanted to know, but then you posted it later. Elegant solution. Watch out for Necropolitans.
    My Homebrew Signature such as it is.

  9. - Top - End - #1449
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    What are these discoveries I see referenced in the new classes? They look....intriguing.

  10. - Top - End - #1450
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Quote Originally Posted by RFLS View Post
    What are these discoveries I see referenced in the new classes? They look....intriguing.
    Sorry, discoveries are perks for the various disciplines which you can acquire by going into a specialist PrC or, in the updated base class, as a high level specialist gramarist. In the original conception they were unique to the prestige classes, so they're still all written individually in the individual specialist PrC's (dreamason, contractor, etc). In the new formulation, there are consolidated lists that you can choose from. Until I get the new thread posted, you can refer to the discoveries available to the dreamason and prime mover in this case.

  11. - Top - End - #1451
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Quote Originally Posted by Kellus View Post
    Sorry, discoveries are perks for the various disciplines which you can acquire by going into a specialist PrC or, in the updated base class, as a high level specialist gramarist. In the original conception they were unique to the prestige classes, so they're still all written individually in the individual specialist PrC's (dreamason, contractor, etc). In the new formulation, there are consolidated lists that you can choose from. Until I get the new thread posted, you can refer to the discoveries available to the dreamason and prime mover in this case.
    Ohkay. Cool beans. Thanks for the fast reply, by the way.

    Anyone mentioned you're kinda awesome recently? Cause you are. Here, have an internet cookie. It's shaped like a cat.

  12. - Top - End - #1452
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    They are a list of PrC-Only Kinda-Principles that act as upgrades.
    Example the Contractor's ability to heat Pholgiston to 2K rather than its normaly heat is a Discovery from the list.
    In the spoiler (and spoilered again cause Inception) are the Discoveries independent of the normal PrCs. it is an unstated(?) rule that all PrC requiring a certain Specialization (even Dual-Spec like the Millwight) give access to that spec's list of Discoveries.

    Spoiler
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    Alchemetry:
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    Alchemastery (Ex): Your fiendish insight allows you to delve deeper into your command of the atomic. In particular, the elder engineers of the Lower Planes can lend you their advice about the highest forms of metal. At 2nd level and every two levels thereafter, you learn a new discovery which relates to the discipline of Alchemetry from the following list.


    Amazing Alkahest: Your alkahest is an incredibly great solvent. Any alkahest solution that you create can now dissolve any inanimate object, not just a planetary metal. Otherwise, this follows all of the same rules for dissolving a planetary metal.

    Continual Carmot: Carmot that you create now provides not only preservation, but restoration as well. Any object under its effects repairs itself at a rate of 1 hit point per round. Similarly, any creature under its effects gains fast healing 1.

    Lethargic Lead: Enclosures surrounded by your cursed lead are now extremely slow, to the point where they have an equal and opposite effect to that of quicksilver. Objects and structures made from your cursed lead now experience time at a slower rate than other materials; for all purposes, they experience one round for every two normal rounds. Spaces, creatures, and objects completely enclosed by your cursed lead experience the same effect

    Mysterious Moonsteel: Moonsteel that you create is partially made out of moonbeams. It weighs nothing at all, no matter how much of it there is. Anything inside of a moonsteel enclosure is treated as being under a perpetual blink effect.

    Oefficient Orichalcum: You must be at your 10th class level to select this discovery. Orichalcum that you create is especially great at channeling puissance in it. Circuits that are set up between a wood transformer and a battery made out of your orichalcum no longer lose an ebb to inefficiency in the transfer. In addition, your orichalcum can now hold twice the number of ebbs that the same volume could normally hold.

    Phlegmatic Phlogiston: Your phlogiston is especially pfiery! The heat aura around it radiates out an additional 5ft., and the area that would have been in the aura before now burns white-hot at a temperature of 2,000 degrees Centigrade.

    Platinum Standard: You must be at your 10th class level to select this discovery. You can now transmute other metals into platinum with ALCH 286, but at a 10:1 ratio (that is, you only end up with 1/10 the volume you started with). The DC for platinum is 65.

    Quixotic Quicksilver: Your quicksilver's especially quick. Quicksilver's elemental time trait now applies to anything that is touching at least half a cubic foot of quicksilver (479 fluid ounces).

    Square-Cube Law: Learning this discovery allows you greater insight into the nature of three-dimensional structures. Your ALCH principles can now target any applicable body which has a volume of no more than 81 cubic feet and a weight of no more than 350,000 lb.

    Sublime Sunmetal: Sunmetal that you create is now extremely radiomantic. It produces an aura with a radius of 5ft. (plus 5ft. for every size category of the sunmetal body beyond Medium) in which its handling effect occurs. The negative levels from the sunmetal exploding are now equal to one-tenth of the ebbs channeled into it (minimum 10 negative levels).

    Very Irregular Properties: Energy exists not in a vacuum, but in conjunction with other kinds of energy. Discovering this allows you to place two ALCH 202 qualities on a given body at the same time.


    Yggr:
    Spoiler
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    Mother Lode (Ex): At 2nd level, and every two levels thereafter, you learn a secret art that the loden used to reshape the fabric of the world. You can choose one of the following discoveries. If a discovery relates to an yggdratectural space, semi-space, flux, or demi-plane that you create, you can retroactively apply a discovery to a field you have established in the past with an hour's work and a matching key skill check to its current value.

    Winning (Ex): A real athlete values winning above any other concern. It doesn't matter how you do it, history remembers the person that crosses the finish line first. High-performance dungeonjammers have taken to pushing gramarie to its limits to get an added edge over their competitors. At 2nd level and every two levels thereafter, you learn a special discovery about yggdratecture from the following list:


    Flux Capacitor: A polarcane flux can have any number of flux traits, although only one of any given kind (for example, you can't have gravity pulling in two different directions). If you have the ability to apply flux traits to other spaces, you can place multiple such traits in them as well.

    Going Nowhere: To learn this discovery, you need to be able to join semi-spaces together with portals. You can now join a portal to a place that you haven't seen before; this works like a teleport effect, with the same chance of making a mistake in the coordinates of the point you're joining. The portal you create in the unknown space is immovable, and fixed in space once established.

    Intense Causality: To learn this discovery you must know YGGD 371. Whenever you prepare an YGGD principle, you can twist the fabric of space-time in order to cause one of the following effects:
    Reduce the time to prepare the principle by half.
    Roll the skill check twice and select the result you prefer.

    Keeper of the Keys: You can close spaces without them being destroyed permanently. You can also lock portals to semi-spaces and demiplanes, by touching it and making a Forgery check which meets or exceeds the original. In order to open the portal, a matching Forgery check needs to be made.

    Plane Sense: By touching a portal, you can tell the size of the space that it connects to and any flux traits or planar traits in effect on the other side.

    Reverse Geometry: When you set up a flux, you can choose to reverse its dimensionality. Instead of a semi-space which is bigger on the inside than the outside, this is a flux which is bigger on the outside than the inside. This counts as the flux trait; the area is actually two size categories smaller than the space it takes up in the outside world. Anything which enters into the flux is squeezed into that space as if they were in a small constrained area.

    Usurp Space: By making a Forgery check that matches or exceeds the check of a space you are inside, you become the creator of the flux for all intents and purposes, including joining that space with other spaces.

    Weird Time: To learn this discovery, you must know YGGD 371. To use it, you must be inside of a demiplane that you created with the Erratic Time trait. By spending an hour and making a Forgery check of equal or greater value to the check of the demiplane, you can reroll the Erratic Time Trait's time flow roll.


    Eldrikinetics:
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    Elder Kinetic (Ex): At 2nd level, and every two levels thereafter, you discover a peak of learning known to the ancient meditants about the nature of motion. You can choose one of the following discoveries. If a discovery relates to eldrikinetic engines that you create, you can retroactively apply a discovery to an engine you have built in the past with an hour's work and a matching key skill check to its current value.


    Aeronautical Savant: Any eldrikinetic engine you create which generates a fly speed can be controlled more finely; this increases the maneuverability by 1 stage, to a maximum of perfect (this even applies to a two-part engine). They also generate a flat 50 more points of Push over their normal amount (if you know both this and the overclock discovery, this modification is applied after overclocking the engine).

    Artillery Expert: Ballistic engines that you create treat projectiles being launched as if they were one size category smaller than they actually are for the purposes of determining their speed, but one size category larger than they actually are for determining the damage that they deal.

    Badger Badger Snake: Badgerdrawn engines that you create can be pushed into a frenzy. This is a burst effect that requires 10 times the normal amount of fuel, but it causes the engine and whatever is attached to it to shapechange temporarily into a badger of the appropriate size category. The badger can take a single round of actions, under the control of whoever is controlling the engine. During this turn, its burrow speed is multiplied by 10. At the end of its action, the badger transforms back into its original shape. This is a transmutation effect.

    Electric Innovation: Lightningleap engines that you create can take advantage of the mutable nature of energy. Whenever a lightningleap engine is activated, whoever controls the engine can choose an alternate energy form from the following types: acid, cold, fire, and sonic.

    Fish out of Water: Stonefish engines that you create can now allow a vessel to leave the earth medium they travel through. By burning up 5 rounds of stone swimming from the minute normally provided, the stonefish engine can launch a vessel through the air like a Ballistic Engine (except launching the engine, as well). The Push generated for this leap is multiplied by 5 (1,000 points of Push normally available for every leap from every engine in parallel). The engine must be immersed in stone, dirt, or metal at the start of the jump.

    For the Swarm: Beeform engines that you create are now more intricate. While in bee swarm form, whoever is controlling the engine gains telepathy out to 1 mile for every 200 points of Push generated, but only with bees. They can usurp the bees' senses, as if with a sense link effect, but for every sense the bees have. They can also control all bees in the area, as if with a control plants effect, but for vermin. Both of these effects last for as long as the engine is in bee swarm form. Intelligent bees can resist the controlling effect with a Will saving throw (DC equal to the Concentration check of the engine).

    Green Energy: Any eldrikinetic engine that you create can be sustained for one round or one burst with 1 less ebb of puissance than listed in its description (if you know both this and the overclock discovery, this modification is applied after overclocking the engine).

    Intricate Engineering: Any eldrikinetic engine that you create has its size reduced. An engine that normally requires 1 cubic foot per preparation now only requires a 6" cube per. An engine that normally requires 8 cubic feet per preparation now only requires 1 cubic foot per.

    Overclock: Any eldrikinetic engine that you create has its Push output increased by up to 20%, but its fuel requirements increase by 50% (including puissance) when you exceed its normal output.

    Size Matters Not: Any eldrikinetic engine that you create ignores the modifier to Bulk for unusually dense or heavy materials. You can treat any kind of material as being normal density for its size category.


    Biollurgy
    Spoiler
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    Master Grafter (Ex): Your mastery of the flesh continues to expand. At 2nd level and every two levels thereafter, you learn a new discovery about the nature of biollurgy and fleshworking that allows you greater insight into the natural form. Every time you gain this feature, choose an ability from the following list.


    Artificial Fleshshape: You can now choose to create a biollurgical chassis of a different type. Whenever you use BIOY 228 to create a chassis, you can choose for it to be a Construct. If you do make it a Construct, you can choose to install a cockpit inside of it, which any intelligent creature can use to operate the chassis. If you install a cockpit, the chassis loses its Intelligence score entirely, and cannot be affected with BIOY 273. Instead, any creature of a size of at least two size categories below the chassis can ride in the cockpit and operate it with a DC 10 Knowledge (arcana), Disable Device, or Ride check for one round. While operating it, the riding creature is considered entirely subsumed in the chassis, and for all intents and purposes acts as the chassis for that round. Constructs gain additional hit points based on their size categories, as described here

    Bizarre Fleshshape: You must be at least at your 6th class level to select this discovery. You can now choose to create a biollurgical chassis of a different type. Whenever you use BIOY 228 to create a chassis, you can choose for it to have one of the following types: Plant, Ooze, Outsider, Undead, or Vermin. An Outsider has a native Plane of whatever Plane it was created on. A vermin is inherently mindless, and does not gain an Intelligence score; it can still be made sentient with BIOY 273, but it loses its mindlessness at that point.

    Genetic Gramarie: You must be at your 10th class level to select this discovery and know BIOY 381. If a chassis that you create counts as an arcanodynamic transformer or an eldrikinetic engine and breeds, its descendants inherit the principles of gramarie that have been prepared on it from those two schools.

    Heart of the Matter: You must be at your 10th class level to select this discovery, and know BIOY 340. You can use BIOY 340 to place a single 5th level graft on a chassis. This is a separate slot apart from the normal graft slots on the chassis.

    Infinite Faces: You can place any number of 0th level grafts on a chassis, instead of just one.

    Material Fleshshape: You can now choose to create a biollurgical chassis of a different type. Whenever you use BIOY 228 to create a chassis, you can choose for it to have one of the following types: Animal, Dragon, Giant, Humanoid, Magical Beast, or Monstrous Humanoid.

    Real Steel: The nature of metal is malleable, and the skilled artisan can mold it to his liking. Whenever you create biostructure, you can choose for it to have the statistics of iron as far as hardness and hit points per inch of thickness goes, no matter what metal went into it. Biostructure treated this way is alway considered ferrous.

    Volcanic Ventilation: In addition to the other gas processing options you have, you can choose to have biostructure that you create process sulfur dioxide.


    Heuristics:
    Spoiler
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    Oneirotecture (Ex): As you gain knowledge in the secret schemes of dreams, you can apply these advances to your gramarie. At 2nd level and every two levels thereafter, you learn a new discovery from the following list to advance your heuristical calculations and circuits.


    Backdoor: You (and only you) no longer need to meet the Autohypnosis check required to modify triggers, responses, or control points in a circuit that you (and only you) built. You are always treated as passing these checks.

    Hidden Code: You can choose for triggers and responses that you place in your circuit to be hidden from normal view, or even appear masked as something else. Someone must beat your Autohypnosis check by 15 or more to see past this camouflage.

    Moore's Law: The number of logical decisions which an EI that you create can make in your circuits per round doubles. You can take this discovery multiple times, and it follows mathematical multiplication rules instead of D&D additive multiplicative rules.

    The Most Exotic: You must be at your 10th class level to select this principle, and you must know HEUR 328. Your EI's are now much more resilient than normal; they never have to make saves to avoid being destroyed when components of the circuit are destroyed or removed. They can also be as intelligent as you, instead of having a maximum Intelligence of your own Int less 2.

    Rabbit Hole: Your heuristical circuits now penetrate the fabric of space and time. If there is a portal inside the area of one of your heuristical circuits, the circuit penetrates the portal. On the other side of the portal, it spreads out in a bubble of the same size as the original size around the portal. The two bubbles are for all intents and purposes the same circuit. Information and puissance can be seamlessly transferred back and forth between them.

    Variable of Volume: If you work out the maximum volume of your circuit based on the formula of volume being equal to (4/3)*pi*radius^3, you can set up circuits which are other shapes than bubbles. This principles do not have a minimum number of preparations, and the circuit field can be formed into any shape that you like using the volume available to you. The shape must be continuous, and at no point can be less than 6 inches by 6 inches thick.

    We Are All Connected: You must be at your 10th class level to select this principle. Overlapping circuits that you set up can communicate with each other and connect to nodes inside of each other. Each circuit can only communicate and interact with circuits it is personally overlapping with, not other circuits further down the line.


    Kaleidomantics:
    Spoiler
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    Colour of Magic (Ex): Magic has many colours, and only you can see all of its shades. At 2nd level and every two levels thereafter, you learn a special discovery about kaleidomantics from the following list:


    Unimpeachable Pigmentation Technique: Your filters are exceptionally well stuck in space. Whenever you fix a kaleidomantic filter to a point in space (instead of to someone or something), the Strength DC to move it increases by 5 and every preparation of it can hold an additional 1,000 lb.

    Charcoal Chicanery: Whenever you construct a black filter, you can program it with an imachinary sensory component that you know. Any attempt to retrieve information from beyond the filter returns instead the illusory sensory component. This is essentially a new way to deliver an imachinary illusion, except instead of being fixed on a point in space, the illusion is based around the filter. By its nature a black filter blocks normal sensory information of all kinds, and thus this illusion works like a combination of an ablative effect and an additive effect. You prepare the illusion on top of the filter for the purposes of time use, although you can use the filter's Spot check instead of the normal key skill check for the illusion.

    Colourgami: If you're willing to do the math to work out the surface area, you can construct curved kaleidomantic filters instead of flat 2D shapes. You can join them together like normal, but any one preparation of a filter can only have one radius of curvature.

    Orange Originality: Whenever you construct an orange filter, the filter imprints itself with the first gas to contact it (or you can set a particular gas when you construct it). It becomes selective only to that kind of gas, and is completely permeable to other gases. Concentrations must be accurate to within 1,000 parts per million to trigger the filter.

    Purple Perception: Whenever you construct a violet filter, the filter imprints itself with living things it comes in contact with. Whenever you (and only you) touch the filter, you can see the face and alignment of every living creature that touched the filter in the last day, in reverse order.

    Ruby Ruination: Whenever you construct a red filter, heat that's blocked from passage is absorbed into the filter, like an ice arcanodynamic transformer. However, you cannot remove ebbs from it with a circuit or connect it to an output; instead, if the filter ever collapses it releases a fireball centered on itself, with a radius of 5ft. per ebb of heat absorbed, and dealing 1d6 fire damage per ebb. This fireball offers a Reflex save for half damage against the same DC as your mysteries. A red filter like this can store up to 1,000 ebbs of heat before it tops off; any excess heat is nullified like normal.

    Teal Telemetry: Whenever you construct a blue filter, you (and only you) can tell just by touching it the volume and pressure of water pressing on it.

    Ultramarine Ultimatum: Whenever you construct an indigo filter, protons and electrons accumulated by the filter can be recombined into their natural state. Whenever an acid is neutralized, the filter gains a number of 'proton points' equal to the damage per round the acid dealt, multiplied by the cubic feet of it neutralized. Whenever a base is neutralized, the filter gains a number of 'electron points' equal to the damage per round the base dealt, multiplied by the cubic feet of it neutralized. When the filter collapses, it spontaneously generates a volume of liquid water equal to 100 cubic feet of water for every pair of proton and electron points it's holding.

    Verdant Venom: Whenever you construct a green filter, instead of eliminating toxins you can refine them. Fluid poisons that pass through your filter are not made inert, but instead they become more concentrated; as long as there is fluid for the venomous agent to reside in, someone can use your filter to purify such a poison. Refining a fluid poison works by moving part of the fluid through the filter, and thus concentrating the poison in the rest of the fluid. At least half of the fluid must be passed through the filter, and if additional volume of fluid is added to the poison later, the refinement is lost. Refining a poison increases the save DC by 4, and it deals an additional damage die of ability damage.

    Xanthous Xception: Whenever you construct a yellow filter, you can program a single planetary metal into it as an exception. This metal can pass through the filter as if it weren't stone or metal, while the filter retains its impermeability to every other kind of stone and metal.


    Imachination:
    Spoiler
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    Endless Possibilities (Ex): As a servant of the Faerie Courts, you can glean some insight into the inner workings and infinite potential of fae glamours. At 2nd level and every two levels thereafter, you learn a special discovery about imachination from the following list:


    Combinatory Illusions: You can choose a new function for your illusions: combinatory. Combinatory illusions can be either static, adaptive, or programmed, but they can also be controlled with logical decisions if they are tied into a heuristical circuit. Normally they work based on their simple function, but when being manipulated they instead (obviously) act as if they were an illusion with the 'controlled' function. If whoever controls the circuit stops making decisions for the illusion, it reverts to its base behaviour.

    Extra-Real Images: Whoever said that specialization is for insects clearly didn't know what he was talking about; you double down on your illusionary homework, and are treated for the purposes of picking future illusions and for some DCs as if you knew one more IMCH principle than you actually do.

    Hard to Believe: You can choose to make an illusion outlandish, in which case it's somewhat more obvious that it's absurd (+4 to checks to disbelieve it). On the other hand, if someone falls for it, it's an even more powerful assault on their senses; they take a -2 penalty on saving throws against any fake condition it would cause, and if it ever deals damage to them, the nonlethal damage is increased by +2d6.

    Intricate Manufacturing: It's sort of like with lasers and water jets except a little more abstract. You can create illusions very carefully crafted down to the smallest detail, known as intricate illusions. An intricate illusion can only target one sense, but it's so well-built that people take a -4 penalty on any kind of check to notice the illusory nature of it. An intricate illusion takes twice as long to prepare.

    Lurid Lure: You learn a new form for your illusions: luring. This places the veil of an illusion over an area, but doesn't actually change anything about it. Anyone who fails to penetrate the illusion becomes convinced that the object or area in question is in fact disguised using an illusion. Only by testing its 'realness' for themselves are they allowed a chance at a saving skill check.

    Off the Edge of the Map: Here there be monsters! To choose this discovery, you need to have encountered a monster who has a sense that doesn't actually have a sensory component illusion for it. You can spend two days developing a new illusion sensory component tailor-made to foil that sense. With your DM, pick a skill which would normally be used in the routine use of the sense you are targeting. For example, if the sense you're targeting is the dweomersight of the balhannoth, you might choose Spellcraft as the skill normally used in the function of that sense. The sensory component you create can create any kind of sensory input normally associated with the sense you have chosen. You can pick this discovery multiple times; each time, you must have encountered a creature with a new sense that you want to foil.

    Supersensory: Illusions with just one sense are like ice cream sundaes with only one topping: depressing and filled with tears. Your illusions are way more exciting: you can make supersensory illusions, which get a free bonus sensory component you know, without having to spend any extra time adding it.


    Geocultism
    Spoiler
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    Earthlore (Ex): The forces of nature have many secrets for you. Some of them relate to killing things, but others teach you how to build. At 2nd level, and every two levels thereafter, you learn a special discovery about geoccultism.


    An Artificial Arctic: Your gold poles consume 25% less metal than normal, and are up to 10 degrees Centigrade colder than normal. You can apply the CorpsecrafterLM feat, if you know it, to your pole. This allows zombies raised with deadsnow to gain its benefits. Similarly, if you have any other feats with the [Corpsecrafter] tag, you can apply their benefits as well. You can have up to three living glaciers patrolling every 500ft. radius of your zone instead of just one. Mirror ice that you place in your arctic zone brings bad luck to anyone who breaks one of the mirror images; anyone who strikes one of the images instead of the illusive target takes a cumulative -1 luck penalty to all d20 rolls for seven days and seven nights.

    Complex Environments: You can mix three metals together in a pole, as described in GEOC 323. There must still be one master pole, and you can draw a single kind of feature from the other two metals. You must know GEOC 323 to select this discovery.

    Fancy Forests: Your copper poles consume 25% less metal than normal. You can place up to five light trees in the same square, two massive trees in the same square, or one massive tree and three light trees in the same square. Your ancient oaks are more perceptive than normal, and can see invisible creatures normally. They can also uproot themselves and move, with a speed of 10ft. by shambling their roots across the ground. Your heartwood now goes a step further in connecting things; if wood from one pole takes root in more than one other pole, poles which do not even contain the original wood can connected and controlled as described in the entry. If you have more than one nymph pool in your forest, stepping into one of them allows immediate transport to the other.

    Grrrreat Grasslands: Your tin poles consume 25% less metal than normal, and the dirt is extra-good for growing things; harvests increase in yield by 25%. Ghostgrass that's grown in your grasslands, if properly preserved, maintains its edible incorporeal property for up to two weeks after leaving the zone. Your lightning pools can be recharged with electricity; a single lightning bolt into the pool empowers it with three ebbs of puissance. Standing stone circles that you set up can maintain twice as many transient effects as normal: ten instead of five on any given creature.

    Just Deserts: Your iron poles consume 25% less metal than normal, and are up to 10 degrees hotter. You can choose to grow brassbrush as iron instead of copper. Firesand that you place can burn cold instead of hot if mixed with water at night; this creates a temperature of basically absolute zero while burning, which is approximately -273 Centigrade. Your mirage oases always have a pool of drinkable water in them which is sufficient for up to eight people to hydrate themselves for a day.

    Mobile Oaks: Stationary features that you previously placed can be moved by 5ft. with a 5 lb expenditure of metal as a standard action when controlling the pole, but only within the normal constraints of placement.

    Obviously an Ocean: Your silver poles consume 25% less metal than normal, and you can place living saltwater fish of your choice of up to 2 HD into your ocean zone for 5 lb apiece (after the discount). Krakenhaunts that you create conjure one duplicate creature every time they're activated. Your truewater crevices still can't be closed, but they stretch to accomodate passage of larger vessels or creatures; they can accomodate creatures of one size category larger than should be able to fit through them. Your prismatic reefs can now be built up to 100ft. above the free surface of the water.

    Sickening Swamps: Your lead poles consume 25% less metal than normal, and every square in the swamp somehow now has vines in it instead of just squares with trees. Your black lagoons can be programmed with a single metamagic feat that you know (or that a friend of yours knows, who's willing to help), which is automatically applied to Necromancy spells cast in them. This cannot have an adjustment of more than +2 to the effective spell level. Your haunted bogs are more efficient than normal; they process a soul in 1 hour instead of 2, and produce a dread wraith instead of a normal wraith. Your ignes fatui no longer need sustenance from the pole to do their thing, and can make measurements off by up to +100% or -100% the actual reading.

    Transient Poles: One of the most important discoveries, this lets a pole be fixed to a body of land instead of in space. If the land later moves, it carries the pole with it. The body of land must be entirely within the area of effect of the geoccult pole, and more importantly the pole cannot affect any land beyond the mobile body. This might not seem amazing, but it lets you have things like designer environments on flying islands or the backs of giant turtles, and so on in that fashion. You must be level 10 to select this discovery.

    Wyrd Wetlands: Your mercury poles consume 25% less metal than normal, and you can place living freshwater fish of your choice of up to 2 HD into your lake zone for 5 lb apiece (after the discount). Cryptid caverns that you place are especially well hidden, as the actual knowledge of the caverns is impossible to remember; anyone who discovers the cavern is subject to an immediate suggestion to forget the existence of it (Will negates, DC 10 + 5 for every GEOC principle you know). Your healing springs now carry the full benefit of a regenerative effect, and can regrow lost limbs and other body parts. Your whisperreeds resonate when played as wind instruments, and can carry bardic music effects across any distance as well, essentially treating the second reed as the source of the music.


    Arcanodynamics:
    Spoiler
    Show
    Energy Equations (Ex): At 2nd level, and every two levels thereafter, you learn an important equation relating to the flow of energy in gramaric systems. This is a discovery which can be applied to your arcanodynamic studies.


    Bigby's Prime Analysis: This equation describes the connection between voltage and puissance. Physically conductive metal, such as copper, can now be used to transport puissance; if the metal is connected to a circuit, puissance which is placed into one part of it can be drawn out of another part of it on the same turn. Puissant flow degrades, at a rate of 1 ebb lost in every transfer for every 10ft. moved. A given circuit can only draw from one metal connection per round.

    Drawmij's Algorithm: This equation describes how geoccult poles break down in an area of radiomantic imbalance. Knowing it allows you to produce the same effect with a less drastic input; sunlight radiating out from your gold transformers now threatens to destabilize geoccult poles the same way that a sunmetal explosion does.

    Evard's Numerical Analysis: This equation describes the flow of heat into an area filled with cold energy. Cones of cold energy created with a mercury transformer no longer simply evaporate; Evard's last algorithm tells us that the cold energy has to go somewhere, and it ends up forming a sphere with the same volume as the cone. Anyone who passes through the sphere is subject to the initial effect of the cone; the cone lasts for 1 round per ebb. It tends to flow along heat gradients, and moves at 30ft. per round towards the largest source of fire damage in the previous round or, failing that, the warmest location, inside 200ft.

    Leomund's Inequality: This equation describes a strange fluctuation that occurs when comparing a platinum transformer's action in a separate case involving quasi-deities. Knowing it allows you to have your platinum transformer input nets stop binders from contacting vestiges, as well as its normal uses.

    Melf's Special Case: This equation describes the alternation of alkalinity with acidity for the special case where a copper transformer is involved. Knowing it allows you to have your copper transformers output basic media instead of acidic media, which deals the same amount of acid damage.

    Mordenkainen's Transport Theorem: This equation describes the conservation of arcane energy on either sides of a silver transformer. Knowing it allows you to redefine the assumptions most people make about them; thanks to a greater understanding, you can store two spells in the same output transformer, which can be activated independently of each other, or even simultaneously if twice the combined cost of puissance for the two spells is provided.

    Nolzur's Identity: This equation describes the fundamental connection between puissance and life, previously only seen in wood transformers. Knowing it allows you to treat any living thing, not just plant material, as if it were appropriate to construct a wood transformer. This works just like normal, but it allows you to turn living creatures or animal matter into 'wood' transformers.

    Otiluke's Paradox: This equation describes the apparent impossibility of sound developing in silence, based on a view of sound using a model of heat flow. Knowing it allows you to ignore the silencing effect of a crystal transformer, without changing the amount of energy intake. In order to apply this equation, the ambient temperature in the crystal net needs to be above 45 Centigrade.

    Otto's Last Theorem: This equation describes the emotional aspect to fire in addition to the purely physical. Knowing it allows you to draw 1 ebb per round from individuals under a rage effect or similar condition if they are in the input net for your ice transformers.

    Tasha's Finite Decay: This equation is no laughing matter; it describes the lifespan of a radiomantic metal. While one of your lead transformers is giving off nuclear energy, it can now explode as if it were made of sunmetal.


    Since Eldrikinetics is getting overhauled their Discovery List might change in the next Thread, same with Mordy's Transport Theorum since it references the Spell Silver-Out.
    So the spoiler is V1.0 Gramarie Discoveries

    EDIT: I should not have done all this work, I got ninjaed so hard
    Well Im keeping the consolidated list, I'm sure there is some use for it
    Last edited by LordChaos13; 2013-07-03 at 09:34 AM.
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  13. - Top - End - #1453
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    A Time Lord in Distress
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    The worst part about this new prestige class is that it effectively accomplishes everything that I want, but I, by myself, cannot exploit it to it's fullest potential while still keeping in with my basic principles (as little spells as possible (if possible none), as little aid another as possible (if possible none), and only a single Gramarist).

    Average room temperature is between 20-25 degrees Celsius meaning that by using an Ice Transformer I could increase the temperature by another 580-585 degrees at the cost of 116-117 ebbs. Theoretically, I could set up a massive network of Golden transformers to power the collection of Ice Transformer (Outputs).

    This would sustain the Salt Engines, but not power it... Sustaining it isn't the hard part thought. It's powering it.

    The escalating cost in ebbs make for this to be quite a project to undertake requiring a painful 100,000,000,000 ebbs to successfully power 12 Warp Engines (if that it increases as 10^(N-1)) ... Of course I could just use 12lbs of Salt, but where will I get that Salt when the SilverOut gets altered?

    Any idea how to harvest more power? I might use a Sunmetal reactor to generate 600 ebbs per cubic foot of Sunmetal (a 166,666,667 cubic feet of Sunmetal to trigger with an extra 200 run off ebbs) with a storage device of 1,000,000,000 cubic feet of Orichalcum for a quick inject of ebbs into the engines. UGH! I must figure out how to sustain 100,000,000,000 ebbs of power to trigger my T.A.R.D.I.S. engine!


    I'm starting to think that Time Lord Engineering might be the only way to actually breach the speed of light successfully

    Chrononaut V2.0 coming to a relative point in time near you.
    Last edited by Arcanist; 2013-07-03 at 06:07 PM.
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Oof, I'm pretty sure the price of salt increases in the same way as ebbs, not in the original version but Kellus updated it.

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    Quote Originally Posted by Quester View Post
    Oof, I'm pretty sure the price of salt increases in the same way as ebbs, not in the original version but Kellus updated it.
    This is completely correct; it was written that way for the salt price all along, it was actually the puissance equivalence which was ambiguously worded (I originally wrote "also increases exponentially" after specifying an base ebb cost of 1, implying 1^N ebbs), so I rephrased that. The salt cost wording hasn't changed, and indeed increases tenfold with each additional engine in parallel. As a consolation, you will be able to transmute stuff into salt with the new 100-level Alchemetry principle.

    I'm finishing up the revisions to the gramarist base class now, I hope to post it later tonight!

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    Quote Originally Posted by Kellus View Post
    This is completely correct; it was written that way for the salt price all along, it was actually the puissance equivalence which was ambiguously worded (I originally wrote "also increases exponentially" after specifying an base ebb cost of 1, implying 1^N ebbs), so I rephrased that. The salt cost wording hasn't changed, and indeed increases tenfold with each additional engine in parallel. As a consolation, you will be able to transmute stuff into salt with the new 100-level Alchemetry principle.

    I'm finishing up the revisions to the gramarist base class now, I hope to post it later tonight!
    ... Isn't 1 to any power still 1? So... powering 12 engines only cost 1 ebb? Or am I reading that wrong

    1^11 ebbs is still only one ebb... I am so confused by this engine... BUT I WANT IT!
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    Quote Originally Posted by Arcanist View Post
    ... Isn't 1 to any power still 1? So... powering 12 engines only cost 1 ebb? Or am I reading that wrong

    1^11 ebbs is still only one ebb... I am so confused by this engine... BUT I WANT IT!
    Quote Originally Posted by Me!
    Warp: A warp engine uses salt as a fuel source, and is made out of glass. It must be maintained at a temperature of at least 605 degrees Centigrade at all times, or it ceases to function. By itself this engine generates up to 100 points of Push per round in exchange for 1 pound of salt, in any direction, even without any outside reference or gravity. More importantly however, if multiple warp engines are set up in parallel, the Push they generate (as well as the salt cost for each of them) increases by a factor of 10 for every additional engine (to a maximum of 12 engines at once; some asternomists have theorized about a potential 'warp 13', but these stories are generally dismissed as ridiculous, since that would cause evolution to go backwards or something). The speed generated from the Push can exceed c (a speed of 5.90E9 ft.), but the object immediately drops below light speed as soon as the engines stop firing. No matter how fast you go from the outside, on board the vessel travelling, things proceed at their normal speed. Essentially, a 'warp bubble' extends around the vessel, wherein relativistic effects do not occur (including the distortions of time normally associated with FTL travel). The engines also have a special dampening capacity, which can be activated as a logical decision on board the vessel in order to slow the ship down at a rate of 10% of c per round. This generates enormous amounts of waste heat, which are luckily dumped into a chaos dimension accessed inside the engines. A warp engine can also be activated with a single ebb of puissance, although this price also multiplies by 10 with each parallel engine, to a maximum of 12.
    The salt cost starts at 1 pound for an engine. Every extra engine multiplies the cost for each engine by 10.

    The puissance cost starts at 1 ebb for an engine. Every extra engine multiplies the cost for each engine by 10.

    Each engine starts by producing 100 Push. Every extra engine multiplies the output of each engine by 10.

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    Quote Originally Posted by Kellus View Post
    The salt cost starts at 1 pound for an engine. Every extra engine multiplies the cost for each engine by 10.

    The puissance cost starts at 1 ebb for an engine. Every extra engine multiplies the cost for each engine by 10.

    Each engine starts by producing 100 Push. Every extra engine multiplies the output of each engine by 10.
    Alright this makes more sense to me so the cost in ebbs is directly proportionate to it's cost in salt... Interesting... Yes, I need to collect enough fuel to actually power these engines and then through the power the the Momentum flux... Yes... My power will be limitless!

    Augh... How I wish sustained motion can be contained into ebbs... Truly this would be the most superior alternative to any Arcanodynamic Transformer
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    Quote Originally Posted by Arcanist View Post
    Alright this makes more sense to me so the cost in ebbs is directly proportionate to it's cost in salt... Interesting... Yes, I need to collect enough fuel to actually power these engines and then through the power the the Momentum flux... Yes... My power will be limitless!

    Augh... How I wish sustained motion can be contained into ebbs... Truly this would be the most superior alternative to any Arcanodynamic Transformer
    I believe you hit the nail on the head for why you can't transfer motion to ebbs there sir.

    Oh, and kellus, if you are still taking requests, then I want an epic level alchemetrist to be able to make adamantium and mithril and all other special metals. I want special metal transformers and engines.

    Also, I don't know if I ever said this in the main thread or not, but a graft taken from circuited chassis that lets someone count as a node and control point in circuits would be great.
    Last edited by Omnicrat; 2013-07-03 at 08:26 PM.

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    Quote Originally Posted by Arcanist View Post
    A Time Lord in Distress
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    The worst part about this new prestige class is that it effectively accomplishes everything that I want, but I, by myself, cannot exploit it to it's fullest potential while still keeping in with my basic principles (as little spells as possible (if possible none), as little aid another as possible (if possible none), and only a single Gramarist).

    Average room temperature is between 20-25 degrees Celsius meaning that by using an Ice Transformer I could increase the temperature by another 580-585 degrees at the cost of 116-117 ebbs. Theoretically, I could set up a massive network of Golden transformers to power the collection of Ice Transformer (Outputs).

    This would sustain the Salt Engines, but not power it... Sustaining it isn't the hard part thought. It's powering it.

    The escalating cost in ebbs make for this to be quite a project to undertake requiring a painful 100,000,000,000 ebbs to successfully power 12 Warp Engines (if that it increases as 10^(N-1)) ... Of course I could just use 12lbs of Salt, but where will I get that Salt when the SilverOut gets altered?

    Any idea how to harvest more power? I might use a Sunmetal reactor to generate 600 ebbs per cubic foot of Sunmetal (a 166,666,667 cubic feet of Sunmetal to trigger with an extra 200 run off ebbs) with a storage device of 1,000,000,000 cubic feet of Orichalcum for a quick inject of ebbs into the engines. UGH! I must figure out how to sustain 100,000,000,000 ebbs of power to trigger my T.A.R.D.I.S. engine!


    I'm starting to think that Time Lord Engineering might be the only way to actually breach the speed of light successfully

    Chrononaut V2.0 coming to a relative point in time near you.
    Hm... I recall making a rather efficient ebb generator a few dozen pages back. I'll see if I can find the description of it again. I'm not sure exactly how much it could output per round though...
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    Quote Originally Posted by Omnicrat View Post
    I believe you hit the nail on the head for why you can't transfer motion to ebbs there sir.
    I know I'm just bothered at this energy crisis I'm running through

    Quote Originally Posted by Morcleon View Post
    Hm... I recall making a rather efficient ebb generator a few dozen pages back. I'll see if I can find the description of it again. I'm not sure exactly how much it could output per round though...
    Please direct me towards it. Any alternative source of power would be welcome
    Last edited by Arcanist; 2013-07-03 at 08:39 PM.
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    I thought of a "sustainable" version of my original Ruby Ruination bomb:

    You need:

    1 tube, 4' by 1' by 1'.
    2 Ice-Ins.
    1 1' cube block of Phlogiston.
    2 Yggdratecture Subspaces.

    Alright, here is how it all mixes together:

    1. Affix Ice-Ins to tube; one should be attached to each end of the tube.

    In other words,

    T - Ice-In
    U
    B
    E - Ice-In

    2. When setting up the Ice-Ins, manipulate the "bubble" so that it only covers the 1' cube adjoining with the Ice-In, like so:

    T - Ice-In
    U
    B
    E - Ice-In

    3. Set up a pair of the subspaces, one at each end; each should be a 1' cube. Connect the two of them so that there is a straight fall, like so:

    Subspace 1
    T - Ice-In
    U
    B
    E - Ice-In
    Subspace 2

    4. Insert block of Phlogiston into where the B is on the above diagram. Let it drop.

    On the first round, it falls 60'. On subsequent rounds, it falls 300' per round.

    On the first round, it cycles through the whole set-up 10 times, meaning that it goes through both Ice-In's bubbles 10 times each.

    On subsequent rounds, it goes through the cycle 50 times, which hits each Ice-In 50 times.

    Round 1 production: 1960 Ebbs.
    Round 2+ production: 9800 Ebbs.

    Using the Phiery Phlogiston discovery, Production is increased by 2000 (first round) and 10000 (subsequent rounds).

    You need 5,050,506 of these to power one Salt Engine for a round when 12 are hooked in parallel, for a total of 60,606,061 for all of your engines.

    You can, if you set up the ice-ins to have a net shaped like a 11' by 11' by 1' rectangle, set up 100 of these things in a 11' by 11' by 4' space.

    You only need something like 2 million cubic feet of these things! Hurrah!

    Honestly, you could position Ice-Ins closer, but it can be argued that having them all adjacent would leave them a bit useless. Still, if done, you can double Ebb production, which is seriously nice.

    One "block" could generate 7,920,000 ebbs in a round (after a one round "warm-up").

    Oh, and you might want to make the tubes out of Red filters. Because otherwise the generator room is going to be hellishly hot.

    Or... (slightly less kosher, maybe, but hilarious)...

    1. Take the original tube design. Narrow it to 1'' by 1'' by 4'.

    2. Attach a ballistic engine.

    3. Lay a 1'' cube of Phlogiston in the tube, directly abutting the Ballistic engine. Through discoveries, you should be able to get it down to Bulk 8.

    4. Activate the Ballistic engine to generate 400 Push, for 12000' of movement. For 6 ebbs per round, that produces 5 times as much energy as each of the above generators. Considering that each Ballistic Engine. Let's apply the discovery that reduces the size of the engine to a 6' cube, allowing you to attach 24 of these to one engine, which, connected to a Heuristic net, can fire each on in series.

    In other words, modify the above "generator block" to use a 1' by 5' by 5' bubbles, and you can shove 28 of those 24-tube sets within the 5' cube.

    Which comes out to 266,112,000 ebbs per round, but costs 4,032 ebbs per round to run.

    You could exploit gravity (i.e., have it fall, and fire it at just the right time) to get a 20% increase in ebb production, but the point of the matter still holds:

    You would only need 4510 of these things to power all of your engines.

    All 12 of them, running you at a significant multiple of c.

    Perpetually.

    Note: Yes, I am aware that you need a generator to power the generator. Yeah.

    tL;Dr: I may have just solved all of Arcanist's ebb problems, if I didn't get something horribly wrong. Also, it will probably be obsolete by the time the new Eldrikinetics rules are up.
    Last edited by Amechra; 2013-07-03 at 10:17 PM.
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  23. - Top - End - #1463
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Why not just have a series of Go/Gi cubes stacked up so they produce enough

    4 Ebbs taken each round, 26*3 ebbs produced by the GoldIn
    1 Ebb /4 Go/Gi generators because one Wood can have a bubble encapsulating all 26 GoldIns for 4 generators if set up right
    26*3 *4 -17

    100000000000 /295
    338,983,051 stacks of 4 generators to power the whole thing at maximum speed in real-time.

    Assuming the Silver stays the same making one of these ship power cores (which still doesn't take into account the REST of the ship) is this:

    Spoiler
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    1 SilverOut True Creation (base CL): 15 cubic feet of Gold, firing every round for an hour (15*10*60 = 9,000)
    HEUR 302 GoldOut *333
    HEUR 302 GoldOut *333 * 26 (8658)
    Waste Gold /hour: 9 cubic feet

    1SilverOut True Creation (base CL): 15 cubic feet of Wood, firing every round for an hour (9,000)
    HEUR 302 WoodIn *83
    HEUR 302 WoodOut *83
    Waste Wood /hour: 8834 cubic feet
    54 hour cycles. True Creation on 1/54 hours
    Waste Wood /cycle: 36 cubic feet

    HEUR302 YGGR101 *83 (tied to WoodOut)
    HEUR302YGGR101 *83 (tied to Warp Engine)
    HEUR302 YGGR241 *83
    HEUR302 Any Arcanodynamics *83 (set inside the YGGR 101 tied to Warp Engine so the opening into the semispace is covered by the arcanodynamic reactor. Acts as Ebb transfer to Engine to avoid overloading Warp Engine HEUR circuit)

    HEUR 302 YGGR 353 *403,380 (Making a Demiplane that expands as soon as the next batch of generators is finished. There is a 1 cubic foot area on two adjacent sides because the generator is 35*35*30 not 36*36*30)

    Powering the Factory: it needs 412,786 Ebbs per round and every 54 hours needs another 15/round

    How long to make 1 Core: 83 generators per hour per factory. 4,084,134 hours to complete and has 71 extra generators (giving the rest of the ship 20,945 Ebbs to power the rest of the stuff like lights)
    That is a little over 466 years to complete 1 core, per factory. 233 years if two factories and to get it down to 1 year needs 500 of these things.
    it seems like a lot, but a Factory-Factory could begin cranking these out by the boatload.
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  24. - Top - End - #1464
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    @Amechra: Why make everything as big as that? You do realize you could just make the nets 1/(infinity) radius, as you don't have to use up all the possible volume.
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  25. - Top - End - #1465
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    As always Amechra you blueprints are as ingenious as they are hard to understand, so forgive me if I misunderstand. But, it seems you premise is thwarted by an oft forgotten clause.


    Quote Originally Posted by Kellus
    An input transformer's bubble (or 'net') radius depends on how many times you prepare the principle, as normal for bubbles. For an output transformer to alter the energy absorbed, the output principle must have been prepared at least as many times as the input principle. An input transformer without an output transformer dissipates the energy absorbed into the aether, which can be useful for less complicated problems. All energy is measured in ebbs, which is a generic unit of supernatural power. A transformed can only ever channel a number of ebbs in a given round equal to the Use Magic Device check. If the energy that could be absorbed exceeds this limit, the excess is not absorbed. Transformations which provide a rate at which energy is transformed is typically by round unless specified otherwise.

  26. - Top - End - #1466
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Because, well, then I'd have to make the generators equally thin, making the designing prohibitive (bubbles kinda have to contain (or at least touch) the generator itself.)

    Also, I refuse to reduce anything below an inch, because it reminds me of a friend who used Deathtouch + Forced Blocking in Magic, and said that, because the rules don't say that you can't, he could divide up the damage in fractional amounts.

    And with an inch thickness, the generator would have to be 3' by 4'. Further investigation is necessary.
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  27. - Top - End - #1467
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Quote Originally Posted by Amechra View Post
    Because, well, then I'd have to make the generators equally thin, making the designing prohibitive (bubbles kinda have to contain (or at least touch) the generator itself.)

    Also, I refuse to reduce anything below an inch, because it reminds me of a friend who used Deathtouch + Forced Blocking in Magic, and said that, because the rules don't say that you can't, he could divide up the damage in fractional amounts.

    And with an inch thickness, the generator would have to be 3' by 4'. Further investigation is necessary.
    No, I meant a 1/(infinity) radius off of the IceIn.

    The rules also don't say elves can't shoot lasers out of their eyes. Damage comes in points. There is nothing about it in fractions. It's like saying that you'll give people cars, but in installments of 1/3. A third of a car is just so much scrap metal.
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  28. - Top - End - #1468
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    But then I have to thin the generators, so that the bubble still contains the Ice-In.

    All I'm going to say is that I wouldn't allow it if I was running a game, and I pretty much would allow anything that wasn't relying on OOC physics.
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  29. - Top - End - #1469
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    Quote Originally Posted by Amechra View Post
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    I thought of a "sustainable" version of my original Ruby Ruination bomb:

    You need:

    1 tube, 4' by 1' by 1'.
    2 Ice-Ins.
    1 1' cube block of Phlogiston.
    2 Yggdratecture Subspaces.

    Alright, here is how it all mixes together:

    1. Affix Ice-Ins to tube; one should be attached to each end of the tube.

    In other words,

    T - Ice-In
    U
    B
    E - Ice-In

    2. When setting up the Ice-Ins, manipulate the "bubble" so that it only covers the 1' cube adjoining with the Ice-In, like so:

    T - Ice-In
    U
    B
    E - Ice-In

    3. Set up a pair of the subspaces, one at each end; each should be a 1' cube. Connect the two of them so that there is a straight fall, like so:

    Subspace 1
    T - Ice-In
    U
    B
    E - Ice-In
    Subspace 2

    4. Insert block of Phlogiston into where the B is on the above diagram. Let it drop.

    On the first round, it falls 60'. On subsequent rounds, it falls 300' per round.

    On the first round, it cycles through the whole set-up 10 times, meaning that it goes through both Ice-In's bubbles 10 times each.

    On subsequent rounds, it goes through the cycle 50 times, which hits each Ice-In 50 times.

    Round 1 production: 1960 Ebbs.
    Round 2+ production: 9800 Ebbs.

    Using the Phiery Phlogiston discovery, Production is increased by 2000 (first round) and 10000 (subsequent rounds).

    You need 5,050,506 of these to power one Salt Engine for a round when 12 are hooked in parallel, for a total of 60,606,061 for all of your engines.

    You can, if you set up the ice-ins to have a net shaped like a 11' by 11' by 1' rectangle, set up 100 of these things in a 11' by 11' by 4' space.

    You only need something like 2 million cubic feet of these things! Hurrah!

    Honestly, you could position Ice-Ins closer, but it can be argued that having them all adjacent would leave them a bit useless. Still, if done, you can double Ebb production, which is seriously nice.

    One "block" could generate 7,920,000 ebbs in a round (after a one round "warm-up").

    Oh, and you might want to make the tubes out of Red filters. Because otherwise the generator room is going to be hellishly hot.

    Or... (slightly less kosher, maybe, but hilarious)...

    1. Take the original tube design. Narrow it to 1'' by 1'' by 4'.

    2. Attach a ballistic engine.

    3. Lay a 1'' cube of Phlogiston in the tube, directly abutting the Ballistic engine. Through discoveries, you should be able to get it down to Bulk 8.

    4. Activate the Ballistic engine to generate 400 Push, for 12000' of movement. For 6 ebbs per round, that produces 5 times as much energy as each of the above generators. Considering that each Ballistic Engine. Let's apply the discovery that reduces the size of the engine to a 6' cube, allowing you to attach 24 of these to one engine, which, connected to a Heuristic net, can fire each on in series.

    In other words, modify the above "generator block" to use a 1' by 5' by 5' bubbles, and you can shove 28 of those 24-tube sets within the 5' cube.

    Which comes out to 266,112,000 ebbs per round, but costs 4,032 ebbs per round to run.

    You could exploit gravity (i.e., have it fall, and fire it at just the right time) to get a 20% increase in ebb production, but the point of the matter still holds:

    You would only need 4510 of these things to power all of your engines.

    All 12 of them, running you at a significant multiple of c.

    Perpetually.

    Note: Yes, I am aware that you need a generator to power the generator. Yeah.

    tL;Dr: I may have just solved all of Arcanist's ebb problems, if I didn't get something horribly wrong. Also, it will probably be obsolete by the time the new Eldrikinetics rules are up.
    I had given this design some thought, but I feel that I wouldn't be able to replicate it enough times since it requires not only a super charged Aid Another to bypass the limit on transferable ebbs, it would also require a Gramarist 7+ / Contractor 2+ (up to 15th for ARCD 350 & ALCH 364), a Gramarist 7 / Shadowright 2 (for Ruby Ruination) and a Gramarist 7 / Asternomist 5 to even set up the Salt Engine. This design actually solves my energy crisis perfectly, but it requires so much effort that it would only function in a party of Gramarist and I generally try to operate on the assumption that a Gramarist is on their own when developing designs.

    It pains me to say that this design, while quite honestly ingenious (better than anything I can think of, I'll tell you that), it is impractical under those boundaries... My god, this is like the BEST energy reactor that I've ever seen... I'd also like to note, that the SilverOut still does not make much sense to me since the spell is prepared with the SilverOut. How is the spell prepared when the Gramarist does not prepare or cast spells? Do they just shape the Eldritch Blast energy into the spell they want? How does this work!? ... This is actually one of the reasons why I don't like using the SilverOut

    Quote Originally Posted by LordChaos13 View Post
    Spoiler
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    Why not just have a series of Go/Gi cubes stacked up so they produce enough

    4 Ebbs taken each round, 26*3 ebbs produced by the GoldIn
    1 Ebb /4 Go/Gi generators because one Wood can have a bubble encapsulating all 26 GoldIns for 4 generators if set up right
    26*3 *4 -17

    100000000000 /295
    338,983,051 stacks of 4 generators to power the whole thing at maximum speed in real-time.

    Assuming the Silver stays the same making one of these ship power cores (which still doesn't take into account the REST of the ship) is this:

    Spoiler
    Show
    1 SilverOut True Creation (base CL): 15 cubic feet of Gold, firing every round for an hour (15*10*60 = 9,000)
    HEUR 302 GoldOut *333
    HEUR 302 GoldOut *333 * 26 (8658)
    Waste Gold /hour: 9 cubic feet

    1SilverOut True Creation (base CL): 15 cubic feet of Wood, firing every round for an hour (9,000)
    HEUR 302 WoodIn *83
    HEUR 302 WoodOut *83
    Waste Wood /hour: 8834 cubic feet
    54 hour cycles. True Creation on 1/54 hours
    Waste Wood /cycle: 36 cubic feet

    HEUR302 YGGR101 *83 (tied to WoodOut)
    HEUR302YGGR101 *83 (tied to Warp Engine)
    HEUR302 YGGR241 *83
    HEUR302 Any Arcanodynamics *83 (set inside the YGGR 101 tied to Warp Engine so the opening into the semispace is covered by the arcanodynamic reactor. Acts as Ebb transfer to Engine to avoid overloading Warp Engine HEUR circuit)

    HEUR 302 YGGR 353 *403,380 (Making a Demiplane that expands as soon as the next batch of generators is finished. There is a 1 cubic foot area on two adjacent sides because the generator is 35*35*30 not 36*36*30)

    Powering the Factory: it needs 412,786 Ebbs per round and every 54 hours needs another 15/round

    How long to make 1 Core: 83 generators per hour per factory. 4,084,134 hours to complete and has 71 extra generators (giving the rest of the ship 20,945 Ebbs to power the rest of the stuff like lights)
    That is a little over 466 years to complete 1 core, per factory. 233 years if two factories and to get it down to 1 year needs 500 of these things.
    it seems like a lot, but a Factory-Factory could begin cranking these out by the boatload.
    Requires no specialization and just creative designing. Same principle as the Ruby Ruination Reactor (I don't see how it is a bomb...) and it manipulates Factory-Factory design.

    Honestly, from your guys designs, I've figured out how to solve my power problems. All it takes is a Gramarist 7 / Truenamer 1 / Asternomist 6 and the exploitation of the Space-Filling Curve ability.

    Space-Filling Curve (Ex): At 6th level, you learn to create a special curve which can fill the entire cosmos with a single dimension. This discovery allows you to connect multiple yggdratectural spaces in series for the purposes of your yggdratectural engines. You can now go two semi-spaces deep, although as many as you like laterally. So, for example, a ship could be hooked up to an engine in space A, and space A has connections to spaces B, C, and D, each of which also have engines which can be used to propel the original ship.
    Each room contains a single Arc Reactor (name of my new design) and a Salt Engine which is connected to the other engines. 12 separate energy reactors connected to 12 separate warp engines.

    Arc(anist) Reactor
    Spoiler
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    Name: Arc(anist) Reactor
    Principles: ARCD 204, HEUR 101, HEUR 245 (optional), YGGD 101, YGGD 212, YGGD 241
    Spells: Continuous Flame
    Materials: 4 1/2'' diameter non-magical spheres and 4 4' non-magical black tubes that can house the spheres
    Prestige classes: Asternomist
    Patent: Arcanist

    You establish a Semi-spaces room (64^3 feet). Create 4 Golden Outputs and connect them together distanced by the tubes leaving the transformer exposed for only an inch of space. At the entrance and exit of each tube create a pathway and at the exit of these pathways create create a gravity flux that sets the falling gravity to be directed to the next entrance.

    Now connect each Golden Output with a Heuristic Circuit to a Salt Engine. Between the Salt Engine. Create a Control Point (This is optional). You then place 4 Light spheres into the tubes and let them transit like that falling 300'/round through the pathways 3,600 times per round delivering a grand total of 10,800 ebbs per transformer per round for a total of 43,200 ebbs per unit.

    You perform this 11 more times for each semi-space using up all the requisite equipment (or as many as you can fit into a room). Regardless this method generates a total of 43,200 ebbs per unit (generating 518,400 ebbs in total, with a basic set up). To power all 12 engines at once you need 2,314,815 units.


    Personally, I'd like to connect this network of reactors to a control point so you can just shut down the whole thing to prevent someone who steals your ship from getting to the ends of the known universe

    I'm barely even sure that this reactor even works, but it looks, per the design in my head, like it should work. This schematic can be created by anyone with a pocket full of dreams; Hell Incongruous Pathways isn't really absolutely necessary, I just used it so that I could save space on the reactor and creating fluxes to direct the stones. I do have some thoughts to make this in much smaller scale (I think I can get it down to 4 cubic feet each, stack them up on each other and place up to 16 in each semi-space room provided you have Incongruous Pathways and you might be able to drill into the Golden Transformer, add 4 more Transformers, and drill clear tubes through them and still let them function as the black tubes to generate more power.) You could also place a Momentous Flux (Which I'm still not sure it's intention was) with a control point (so you can deactivate it so you can... Move?) Not sure what I could do with that extra Push though, but I'm sure you can recycle it into dealing some serious damage

    I'm still fiddling with this little idea, but thus far it looks like it might just get me where I'm headed... I'm curious if one could activate each engine individually and use each engine to give myself a boost when needed. I mean, if I'm not in any hurry, why should I break the speed of light? Or can I not just break the speed of light as necessary? I mean it only takes 10 ebbs to go twice the speed of light so going 12 times the speed of light whenever you need to get places is just overkill, hell! If you want to suddenly go at the speed of light, just take Green Energy and let your ships jump at the speed of light until you want to stop... Just something I'd like to add
    Last edited by Arcanist; 2013-07-04 at 01:17 AM.
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  30. - Top - End - #1470
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    I usually design things as if they were to be made in teams; you tend to get interesting results that way (like 35 5' cubes that generates enough watts (I just noticed that you said volts, Kellus. You want watts.) to power London.)

    But other than that, I found an interesting idea for an incendiary weapon.

    Basically, you need the Square-Cube Law discovery and a block of Iron. File the iron block down to a pile of filings, then convert it into Phlogiston.

    Stick some in a bottle, and toss it. When the bottle breaks, out comes a pile of phlogiston, lighting flammables within a 5' radius of the square it lands in on fire.

    And by "bottle", I mean "glass bottle made out of a composite layering process. Probably a cube, because that would be easier to construct."

    Basically, you use the fact that, if one material has different properties from another material, they are by definition separate materials.

    What this means is that you can "stack" heat capacity.

    To give an example, lets say you can consistently hit a DC 50 for your ALCH 101 Diplomacy check. And you don't want to burn your fingers when handling phlogiston.

    You just layer the materials, after giving them a heat capacity of 1/5:
    The first layer treats the temperature as 200 degrees.
    The second layer treats the temperature as 40 degrees.

    There. Now throw the warm bottle, and watch it burn things down.
    Quote Originally Posted by segtrfyhtfgj View Post
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