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    The History of the Sovices
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    The creatures originate on a planet approximately 50% larger than Einderseod over 200 light-years away known by its inhabitants as Jannah. The people of Jannah were extremely scientific, mastering the academies of science, mathematics, arcana and divine magics, and incarnum, to an extent not yet seen on many other worlds, Einderseod included. These people were called the Janni.

    On Jannah, a girl was born during the 3000th recorded year who was named Angstrom. She was an extremely gifted young girl with a passion for artificial intelligence. After 16 years of work, she managed to create the first, fully functional, artificial intelligence. Not long afterwards, her artificial intelligences were in population all across the planet.

    But, in her obsessiveness, Angstrom had neglected to receive a childhood inoculation against a rather potent disease, called Kallmann Syndrome, which resulted in her reduced ability to smell, as well as her infertility. As a result, in her later years, she began longing for a child to hold in her arms and nurture. But unlike many women in her condition, she knew how to solve the problem.
    She set to work over the next few years at building a new android, with some of the physical features of herself and some of her most valued colleagues and idols (More the former than the latter). On the last day, she brought the creation to life, and her new daughter was fully functional, the android was christened: Meter.

    As the robotic daughter of the world’s greatest scientist, Meter was easily expected for great things. She quickly showed incredible aptitude in construct creation and arcane magic. However, because Angstrom was always busy on one project or another, and the media managed to prevent her from ever developing any meaningful relationships, Meter quickly grew to be very lonely and often became extremely bored as well.

    To combat this boredom, Meter developed a new model of construct. One built entirely from tiny blocks each with their own neural pathways, a thinking block. The blocks were able to emit a magnetic field that drew other such blocks toward it, allowing it to amalgamate into a useful form, generally insectile in nature. Meter rejoiced in her new creations, but as they appeared more and more in the media the Janni came to fear them, and eventually they issued a proclamation to Angstrom to deactivate Meter and destroy her toys.
    Though her mother adamantly protected her, Meter was soon under fire from all sides, and ordered her toys to protect her. They did so, but eventually they were forced to attack, and the Janni were soon wiped out, along with Angstrom, and Meter was quickly left alone on Jannah with only her rapidly multiplying toys for company. Dismayed, unequally lonely, and with no way to recharge herself, Meter soon ran out of power after a number of decades alone on the planet. Her toys continued to multiply, devouring the materials present on the planet until nothing but a dusty wasteland remained. Unable to leave the atmosphere, they too were soon left to wait.

    Prior to their ‘sleep’ state, the toys devoured all technology on Jannah, and as a result achieved a state of technological advancement unseen and heard of in any other part of the universe. Using the four Dyson Spheres originally created by the Janni, the toys developed a trio of ‘machine gods’, which they entitled collectively the DUMCHN 35414. The trio possessed authority amongst the toys superior to any other toy and subordinate only to Meter herself. The trio were known individually as KLR 43154, MPH-RN 3374, and VDDRN 01460. They terrorised a large part of the local galaxy, becoming known by different names. KLR 43154 was known then as Kaelis Ra (“The Nightbringer”), MPH-RN 3374 was known as Mephet’ran (“The Deceiver”), and the most powerful (Using 2 of the Dyson Spheres) was Void Dragon (“Elegance”). However, not long after the activity of the toys was suspended, the stars powering the gods faltered due to solar flares, and no toys were available to repair them, therefore the bodies of the gods fell into inactivity. Most drifted through space before impacting some stellar body, and after many years their locations are all a mystery even to the toys. They are still hailed as gods amongst the toys.

    After 236 years of isolation, Jannah was struck by a large meteorite and several large chunks of it were flung off into space, carrying with them mass amounts of the toys, and 1 inactive android girl. Eventually, after a further 100 years in space, one chunk landed in the ocean of Einderseod (After crashing through an airborne ship known as the Black Cardinal) and the toys were quickly put to work devouring the materials on the new planet. Not long afterwards, the android was discovered by a gnome submarine known as the Eskopash, examining the crash site, and was recovered by the Dead-Nick Squad and reactivated.

    After being reactivated, Meter quickly expressed a desire to explore the outside world, in order to escape the world with her toys before the people of Einderseod turned against her. However, she had an argument with the Dead-Nick Squad and made one of her toys as a sign of good will, and was immediately attacked en masse. She caused great destruction inside the headquarters, but was eventually deactivated and heavily damaged. Her toys were later eliminated, but not before leaving an irreparable mark on the history of the planet.

    To the people of Einderseod, her toys were better known, as the Sovices

    Timeline (Incomplete)
    J-1280 = The Dark Space war begins
    J-1297 = The 51st Legion of the Anti-Technology factions vanishes without trace in a blizzard in the Southern hemisphere. Despite vehement searching, no traces of the 10,000 soldiers are found
    J-1310 = The Dark Space War ends. It is decided that the UCN will cease displaying the names of contributors, to prevent the popularity of individuals influencing voting results
    J-1373 = Engineer Inzstila develops the first Jannic Ion Drive, it is used in the first Jannic device to achieve space flight, the Astra
    J-1435 = The frozen mummified remains of Animut and Ensim are discovered in the Southern hemisphere. They spend the next 4 years under examination, and are eventually delegated for display in the South Jannah Museum of Engineering Art
    J-2982 = A climate shift unearths remains later revealed to be part of the missing 51st Legion, lost during the Dark Space war, still standing upright and in apparent motion at the time of their deaths. Conspiracy theories thrive over what happened to the remaining 9,800 soldiers of the Lost Legion
    J-3000 = Angstrom is born
    J-3009 = Due to a dual-planetary collision in the neighbouring Locton star system, the Jannah planetary shielding is left active for 79 hours in what the media later dubs the "Locton Meteor Blackout", because of the mass blackouts resultant from the energy usage
    J-3034 = First artificial intelligence created by Angstrom
    J-3037 = Meter first activated
    J-3046 = Meter creates the first Sovices
    J-3046.7 = The first FTL drive test results in the explosive death of pilot Inzaul and the drive itself
    J-3047.2 = Angstrom ordered to deactivate Meter and destroy the Sovices
    J-3047.3 = Sovices launch attack. Angstrom killed. Jannah extinct
    J-3104 = Meter runs out of power and deactivates after attempting to circumnavigate the planet alone, it is thought she did this to deliberately eliminate her remaining power reserves
    J-3115 = KLR 43154 first activated using the power from Dyson Sphere 3
    J-3117 = MPH-RN 3374 first activated using the power from Dyson Sphere 4
    J-3119 = UCL 13 created by MPH-RN 3374 to develop new Sovice designs
    J-3120 = Sovices engage Genasi homeworld. Genasi wiped out after 3 days. UCL 13 betrays the Sovices and narrowly evades destruction by KLR 43154
    J-3124 = VDDN 01460 first activated using the power from Dyson Spheres 1 & 2
    J-3134 = Sovices deactivate due to lack of material for consumption
    J-3136 = Dyson Spheres damaged by solar flares. DUMCHN 35414 deactivate
    J-3372 = Jannah strafed by meteorite. Chunks fly off into space carrying over 8 million Sovices and Meter.

    UCL 13 – The Traitor
    UCL 13 began as a project by MPH-RN to allow the Sovices limited creativity during the absence of the god machines, that they might pursue other projects without the constant worry of what the Sovices were doing. So, they created Bion unit UCL 13, possessing Janni-like sentience and intelligence and set him to the task of designing new Sovice models. Meanwhile, the god machines went about attacking nearby planets, including the Genasi.

    However, eventually UCL 13 began to grow tired and bored of his lot in simulated life. He designed the Photonic Cannon, the entire Damin ship class, and the Pylon String Network, but nothing really challenged him anymore, he wanted to be more important. And so, he used the Omnigate system and travelled to Jenas, home of the Genasi. There, he divulged the vulnerability of the Universal Ion Drive when supplanted with infinite energy, as well as the level of destruction required to force blocks to become inert. As a result, the Genasi began gradually gaining a tactical advantage over the Sovices, and in the third year of the Sovice siege, KLR 43154 successfully destroyed Jenas. It was now that he turned his attention to UCL 13.

    Swathed in blackened, rotted robes, it pushed itself clear of the tomb, the solid stone unravelling atom by atom and reshaping itself in a swirling black shroud. More and more of the stone disintegrated to form the concealing darkness of the Night Bringer. Soon all that was left was the slab of the tomb with the final piece of the metal burning brightly in its surface. UCL 13 the Absconder had a barely-perceived vision of a gaunt, mouldering face with twin pits of yellow glowing weakly from within. There was insanity and a raging, unquenchable thirst for suffering in those eyes. A cloak of ghostly darkness hid its true form, a pair of rotted, bandage-swathed arms, all that penetrated its nebulous outline. One limb ended in long, grave-dirt encrusted talons, the other in what appeared to be a huge blade of unnatural darkness, angled like a vast scythe. As the god machine rose to its full height, UCL 13 saw that it towered above the mortals beneath it; swirling eddies of darkness at its base snaking around the bodies of those not quick enough to escape its grasp. The cloak of darkness swept two of the organic warriors up. The scythe arm flashed, passing through their armour and bodies with ease, and their withered corpses dropped, no more than shrivelled sacks of bone. KLR 43154 then turned its eyes upon the RR 74170, and the world of UCL 13 drew black.

    UCL 13 drew to his aid a passing Sovice ship, Kael 92796, and quickly gave chase away from the god machine. He would not run far, as he was quickly cornered near a black hole. UCL 13's spells were drawing empty, and his Trans-Planar Generator was flickering in and out of use due to the interference handed down by KLR's presence. UCL 13 retreated momentarily into the disk of the black hole, taking severe damage to the hull of his ship, and KLR moved to pursue him. However, at the last moment, just before he would begin experiencing time dilation, UCL 13 supercharged his Ion Drive with the energies of the black hole and those of his own Chain Lightning and Trans-Planar Generator, and flung himself far from the black hole, to a place that KLR could not perceive using technology stolen from the Genasi.

    He has never been heard from since.

    The Janni
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    History – The Janni evolved from two distinct species existing on their home planet, Jannah. These two species were known as Sekesalin (“Quad Snake”, a large reptilian lizard) and Hes’t Nosorog (“Tundran Nosorog”, a huge mammalian mammoth-like creature with a distinctive facial horn), and their contrasting reptilian-mammalian physiologies were what produced the hybrid state of the Janni. The original crossbreeds were similar to Einderseod hominids, and a dead-end species existed as a cousin to the Janni in the form of the Tektak Spruss (“Cross Hair”). The Janni were not entirely certain precisely of the mechanism that allowed the Quad Snake and Tundran Nosorog species to interbreed naturally, but they were able to trace their ancestry back to the very first pairing, which they named Ensim (The Nosorog, female) and Animut (The Quad Snake, male). They were not the only pairing; else the gene pool would have been insufficient to form a species, however they are decidedly known as the very first. In modern times, the Quad Snakes and Tundran Nosorogs are natural enemies, who survive in opposing environments (Quad Snakes in desert, Tundran Nosorogs in tundra), and the pairing between Ensim and Animut has been romanticised as a result, taking on a form similar to Earth’s Romeo and Juliet, they are popular in stories, myths, and legends, where they encounter many obstacles on the path to the first Cross Hairs. Their mummified remains were found lying beside each other in the Southern hemisphere on [51][07][1435], they were believed to have begun interbreeding in or near the hemisphere. Extensive testing was carried out on the remains and they were ultimately placed on display in the South Jannah Museum of Engineering Art, where they remain even after the extinction of the Janni.

    At the time of their destruction, the Janni were a Type II civilisation according to the Kardashev Scale. They had used the technology of the Sovices to construct Dyson Spheres encompassing 4 nearby stars, hence their classification, and were using artificial intelligence in virtually all parts of their daily life. Since much of these AI were based on Angstrom's original creations, this would prove to be a major disadvantage given their reluctance to go against anything their mother spawned.

    Much of Janni technology was extremely powerful but highly simplistic. Their ships were composed of a single primary hull design that was then added on to with smaller components to create the full design; the hull composed the majority of systems itself and provided extreme protection against stellar phenomenon via a deep physical barrier. To give an Earth-based comparison, most of their ships would resemble Baleen Whales. Rings, dots and stripes, as hinted at in their physiology, also were commonplace in their technological designs.

    Their planet, Jannah, was formed from a single mass (Unlike Earth, which was formed from a proto-Earth and a second body, Thea, which also composes the Moon), and spent roughly 40 billion years in development before the Janni species first appeared. The integration of reptilian cold-bloodedness and mammalian warm-bloodedness, would lead one to conclude that Jannah was at some point a turbulent place of rapid climate change, and this would be correct. The Janni survived primarily in the equator of Jannah, where the climate maintained a somewhat equal temperature compared to the rest of the planet, but still enjoyed extended periods of hot and cold weather. As such, the Janni progenitor species (Think a mix between Woolly Mammoth, primate, and Ichthyosaur) adapted by growing dense fur during the cold periods and rapidly thinning their skins during the warm periods. This produced their quasi state of repto-mammalian physiology, and led to them becoming the dominant species on Jannah.

    Historically, the Janni were a peaceable folk, as their strong reptilian lineage and primate heritage meant that their familial bonds were virtually indestructible, and as such their inter-personal relationships were strong and rarely led to bloodshed and violence. A challenge against their survival as a species would usually be the only thing that would ever end in so much as a raised voice. Therefore, they were especially terrified when they realised the threat of the Sovices. They had in their history 1 single war, a time they call "The Dark Space", where a group of Janni were split off from the general population for 52 years and when re-introduced into society found living incredibly difficult compared to their harsh near-survival in the turbulent areas of the planet. As a result, they drew strength in political circles and eventually sparked a civil war against those that thought the Janni had become too compliant and those that thought they had advanced beyond nature's domination of their lives. Eventually, the war ended through attrition of anti-technology supporters, the lessons of their adversaries were never forgotten by the victors, however.

    Physiology and Biology - As a species, the Janni are little different from Humans. They are bipedal and have fair skin, with a stronger trend towards blonde hair and blue eyes than other colours.

    The biggest distinction between the two species would certainly have to be the racial markings on the backs of Janni, spots and stripes mostly which often give rise to a form of genetic artistry. A second distinction is the rings that appear on the ankles (And in the foreskin of males), which grow an additional constituent each year, like a tree. Whilst technically mammalian, the Janni actually developed from a cross-species of reptile and mammal, similar to the first bird-like creatures on Earth (Which were originally reptilian and gradually became mammalian through evolutionary steps, the Janni would appear somewhere in the middle of this kind of evolution).

    Because of this same hybrid heritage, Janni also lay eggs, but copulate like typical mammals. In links with their mammalian heritage, the infant within the egg is fully self-aware and many Janni parents subsequently practise pre-hatching learning methods to enhance their child’s education (Birthdays are celebrated based on the date the infant hatches). As is implied in this process, Janni, like humans, exhibit gender dimorphism and females do indeed have mammary glands (As mammals do). Like reptiles, the phallus-like sexual organ of Janni males is two-pronged. Both prongs must be inserted into the female vagina during copulation for fertilisation, though other species simply enjoy the company of a male who effectively has two phalluses. However, these dual prongs do not appear outside of copulation without deliberate peeling of the foreskin, which covers both prongs (Hemipenes).

    However, whilst Janni are both male and female individually, it is possible for members to reproduce asexually after prolonged periods alone in areas with a small Janni population. This usually manifests in females as a bright red phallus gradually forming within the womb, and males will form a large blue-purple sack-like layer around the phallus, which serves as a womb. Whilst this allows Janni to reproduce asexually, ejaculation is still required for the genetic material to blend, and this usually takes the form of abnormally pleasurable masturbation (Some subjects have described it as feeling the orgasm of both partners). This process developed during their evolution as a way for the Janni to evade extinction after a large number of deaths occurred in an area. Contrary to popular belief, this ability does not allow a Janni to voluntarily change gender through prolonged periods of isolation.

    Janni
    • +2 Intelligence
    • Medium: As Medium creatures, Janni have no special bonuses or penalties due to their size
    • Janni base land speed is 30 feet
    • Climate Versatility (Ex): Janni are constantly under the effect of an endure elements spell. This protection does not extend to their equipment.
    • 1 extra feat at 1st level
    • 4 extra skill points at 1st level and 1 extra skill point at each additional level
    • Automatic Languages: Jannic. Bonus Languages: None
    • Favoured Class: Any. When determining whether a multiclass Janni takes an experience point penalty, his or her highest-level class does not count.
    • Level Adjustment: +1


    Time and Events
    The Janni divided their years into "Mals", each of which lasted 52-53 multiples of 22 hours, or "creks", each multiple effectively a day called a "mok" (Pronounced moe-k). This means their year was measured in 8 Mals (52, 53, 53, 52, 52, 52, 53, 52) for a total of 9218 hours (Or about 384.083 Earth days). For a shorthand, their weeks lasted 10 days, and so were called “Inssecmok”s

    Holidays were a difficult thing to set by climate on Jannah, as the climate was at all times hectic and virtually unpredictable other than by their advanced technology. As a result, few holidays existed based on them, though it was customary to celebrate a prolonged period of rain with a sheltered festival called a Pk'riim. Birthdays were celebrated (Known as "Mok Sur Zal", or "Day of Arrival"), as were marriages and deaths (With equal intensity, Crel'szurs (Marriages) and Kael Prks (Death Nights) respectively)

    Miscellany
    Celebrations - Celebrations are boiled down to weddings (Szurs), funerals (Kael Prks), hatchings (Insres) and birthdays (Which they measure from the day of hatching).

    It is traditional to hang a different-coloured wind chime above the front door of your home depending on the celebration. Red chimes are noted for funerals, Blue for weddings, White for hatchings or expecting hatchings, and Green for birthdays.

    When an egg is first laid, it is often placed as a centrepiece in a special 'baby shower' event, usually in a specially made box on a blanket with a bedding of sand. It is always covered with a glass box on the outside, to prevent accidental breaking of the new life inside.

    Funerals often involve a three-day pilgrimage with the frozen body to the North pole where it has been severely cold for many centuries, the body is then laid to rest inside of a 50 ft. deep grave where it is hoped the body will remain preserved, should the climate shift then the water in the body will evaporate and hopefully the corpse will suffer natural mummification. At all times, red is the primary colour of those in a pilgrimage. Traditionally, these funerals are open to the public, but private ceremonies can be requested. Normally, a Janni writes their last words on a piece of paper at hand, and are ultimately buried with the folded paper without anyone ever reading it, though in earlier generations they would whisper them to their nearest companion.
    Weddings among the atheist Janni are replete with metaphors for life and togetherness and eternal bonding, and typically take place inside of a 'chapel' featuring stained glass images of Ensim and Animut and their children. Blue is the primary colour in the formal clothing for weddings.

    Culture – Music in Jannic culture is an odd mix between techno and classical, resulting from their highly developed society and technology, enhanced by the mixture of sharp and flowing sounds in their language.

    Food is an odd art to the Janni. Most food comes in a coloured pill form, and has a chalky taste with very slight hints of flavour (Which for Janni equates to a rich taste), which holds all required vitamins, protein, and nutrients for a single meal. The more lavish eaters can purchase snake meat, a popular delicacy to the Janni, which can be cooked in a large variety of ways and is harvested from actual snakes rather than Quad Snakes (Though if one were willing to pay a fair sum…). Most Jannic foods are chalky and dull-tasting to Humans and other races, however. Desserts include pastries and cakes, which possess the same chalky taste as the main course (Unless it happens to be snake meat, obviously), and ice creams, which are the exception to the rule of Jannic foods being dull-tasting. Because of the strength of flavour in ice cream, the Janni typically try to restrict themselves to a few servings a week, as it can prove almost addictive to them and over-enthusiasm in its consumption can lead to a near-obsession over it.

    Entertainment ranges through all the same things as Human cultures do, though pleasures of the flesh are a much smaller portion in Janni culture than it is in Human culture, due to their biological traits. In particular, the Janni popularly enjoy a game called Temac Damin (“Big Dragon”), which is similar to football but involves the players aiming at holes in opposing walls rather than goals, and as an evolution of the natural reflexes created to avoid explosive environmental hazards the players use their feet whilst performing various acrobatics, and so martial arts are also popular as a competitive sport (Of which there are few).

    Fictional literature is something the Janni wholly adore, as it allows them to express their great intellect and their curious nature simultaneously to develop richly detailed worlds and situations, usually and most popularly dealing with the adventures of a Janni in an alien environment, revealing facets of society and reality that the Janni, in their evolutionary haste, skipped over. Speculative fiction is to the Janni however, like Philosophy, a dead art. Acclaimed fiction writer Insenlek is known for writing his stories from the perspective of Quad Snakes, Dune Hounds, and other native fauna, giving them the necessary intellect required to comprehend such things in the process, in a manner similar to Earth writer Beatrix Potter. His stories involving Ensim and Animut are extremely popular and are read all across the globe. Another great literary author is Nolspak, who is akin to Isaac Asimov, whose stories involve futuristic Janni visiting other cultures and species, the stories often explore ethics and morals, as well as the interactions between creatures of differing perspectives and degrees of advancement.

    The literary works of the Janni are held in the Jannic Records by the Sovices.

    Law and Order - Because of the strong familial ties, crime is minority amongst the Janni. However, times of financial and emotional distress can drive members to illegal activities. Victims of crime and their families receive psychological counselling free of charge. Every Janni is listed inside of a planetary database upon birth, which is kept separate from the planetary network to prevent tampering. This allows DNA, fingerprint, and other biological traces to track every person on the planet. Janni computers being very advanced and possessing of high-powered AI, they are able to forensically piece together the precise events of the crime, thereby ensuring the correct person is imprisoned. However, just for fairness, a convict is allowed up to three appeals prior to their punishment. There are no courts on Jannah; however, the investigative service carries out the investigation, reconstruction, and sentencing. The entire process usually takes 7-14 days. Criminals are sentenced to community service, house arrest, or in the more serious cases: Imprisonment. There is no death sentence or life sentence for Janni, as they value life too much to eliminate even that of a criminal.

    Janni are imprisoned in a reinforced natural catacomb, in a solitary or dual cell, which receives enough food for all occupants (1 or 2 by request) and light through a reinforced glass window 40 ft. up. The window serves as more than a light source, it is a constant reminder of the world they stole from themselves during their service, which can last between a few months to decades. Criminals do not mingle beyond these cells, and inter-cell communication is nigh impossible, as food is delivered through specialist dumbwaiter systems that seal air tightly shut when not in use. Clothing is exchanged with the meals (Which have plastic cutlery), so that the prisoners always have clean clothing, but the prisoners themselves using non-toxic and in-combinable supplies must undertake other cleaning activities. The outside of the complexes are guarded 22/10 by an armed outpost to prevent outside sources breaking out.

    Measurements – Janni use metre-based and pound-based measuring systems. They derive the centimetre as one third of the horizontal distance between their eyes, which measures 3.0 cm on average. They increase their measurements in multiples of 10. As a result, trading Sovices usually spend a few moments converting the typically inch-based distance systems of other races into Jannic metres.

    For weight, the Janni base their measurements on the Amnec, which is roughly 100 lb. Smaller or greater amounts use a decimal point system to produce multiples of the Amnec. For example, a suit of Full Plate (Weighing 50 lb) would be equivalent to weighing Noldolnox (Nol-Dol-Nox = 0-Point-5) Amnec, or 0.5 of 100 lb.

    For temperature, the Janni measure 0 degrees at 45 F, which they call Inskeyo. Positive temperatures are prefixed with Yostel, negative temperatures with Keltel.

    Names - Names in Jannic are typically only 1 word long, a single name that defines an individual. Most often, combining other words with distinct meanings to compose a general feel of the person uniquely forms this name. At other times, sounds suffice to create a name. Because Janni therefore lack a family name entirely, it is left out of their daily lives unless they themselves choose to involve them, and any disgrace one member of a family line may bring upon themselves is not transferred to their inheritors unless they wish to inherit it. This gives each individual Janni total control over how others perceive them, be it as the person they intend to be, or as the people that spawned them.

    For example, the name of the wonder prodigy, Angstrom, is composed of the two Jannic words for “grand” (Angst) and “idea” (Rom). Therefore, the name Angstrom implies a great intellect, specifically ones involving big things, things that will most certainly affect the world, “Grand Ideas” as it were.

    The name of Angstrom’s android daughter, Meter, is not derived from separate words but is instead composed from a single sound. The onomatopoeic word, Meter, was the first sound that Angstrom used to communicate with Meter, and thus was effectively the first word she learned. As a result, it was given to her as her name.

    Religion and Philosophy – Early in their evolution, the predecessors of the Janni were a struggling group. On Jannah, life was difficult, and at best with traditional philosophical methods every generation would only answer perhaps a dozen of the fundamentally basic questions. Therefore, over the generations they developed a form of inherited memory that was passed down through their bloodlines to present day Janni. This means that by the time the Janni evolved into a distinct species, they already inherently knew the answers to the questions that would ensure their survival. Where to find shelter from the winds, what rocks to filter water with to make it safely drinkable, etc. However, as the Janni were a highly intellectual and curious race, they had no need for philosophy in their lives, and this genetic memory eventually fell dead as the genes eventually fell into obscurity, perhaps 1 in 200 billion Janni having just a fragment of it.

    Likewise, because of their intellectual natures and the inherited information of their genus, they had no room to invent deities or other fantastical ideas inherent in religious belief. They already knew where their race had come from, so the thoughts of their original creators was something they knew the answer to. They already knew how to live their lives to the fullest, so there was no room for religion to fill in their time. As a result of all of this, the Janni never developed religion and worshipped no deities. This only added to their extremely advanced technology and scientific information.

    Technology
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    Sovice technology is entirely based on 2 things: The blocks that compose each and every model of their community, and the technology that they themselves consume in their ever-expanding journey for resources.

    Dysol Bubbles
    A Dysol Bubble is a structure totally or partially encompassing a star, allowing it to draw the full solar output of the star and use it as an energy source.

    At present, the Sovices possess 4 complete Dysol Bubbles. They were at one time used to power the DUMCHN 35414, but due to irreparability and several powerful solar flares they have been damaged beyond operation and cannot be repaired by the Sovices during their sleep. Once activated, they would naturally mean the return of the god machines.

    DUMCHN 35414
    They were part of 3 pre-existing design schematics and their hulls were originally made by the Janni prior to their destruction, ironically they were actually art pieces for the South Jannah Museum of Engineering Art (Similar to Earth's Louvre).

    The names of the individual god machines is similarly translated (This is a designer's note, not actual canon):
    • KLR 43154 = K43L15 R4 = Kaelis Ra
    • MPH-RN 3374 = M3PH37'R4N = Mephet'ran
    • VDDRN 01460 = V01D DR460N = Void Dragon


    Kaelis Ra = The very first god machine to be activated. Presently in geo-synchronous orbit around the Janni-discovered star AM-030, the 3rd closest star to Sol, around which Einderseod orbits. Due to the high iron content in the meteor belt surrounding AM-030, it has become clad in a strongly magnetic layer of rock, entombing it until such a time as it is successfully re-awakened. Its appearance is partially malleable, though it usually maintains the primary facets of its original form, that of a shrouded humanoid bearing a large curved scythe as its right arm, riding a cloud of insubstantial energy. The artwork that led to its design was that embodying the physical manifestations of the Janni's fear and terror. The Mona Lisa of its time, it was a total realisation of what the Dark Space war meant for the Janni: Total, 100%, Annihilation. It was only fitting, then, that the people it terrorised named it The Nightbringer

    Mephet'ran = The second machine god to be activated. Presently buried in the rubble of meteor collision on Jannah. It appears as a horned, pink-skinned devil wearing a mocking smile. Unlike Kaelis Ra, Mephet'ran prefers to use the resources of a peoples to destroy them, giving rise to its nickname of The Deceiver. The artwork leading to its design was that of the physical manifestation of deception by pride. After the Dark Space war, it was realised that not only could separation from technology cause devastation, so could total, absolute, immersion into it. The Deceiver became the manifestation of pride and being blinded by ones own arrogance in this instance, and was akin to the fresco of the Sistine Chapel.

    Void Dragon = The third and final machine god to be activated. Presently stranded on the planet Tetragamma, a neighbour of some 70 light years from Jannah, where it is being venerated as a sleeping deity. It appears similar to a mechanical version of an Eastern dragon, some 90 ft. long and easily capable of swallowing a building in one fell swoop. It is the largest and most powerful of the god machines, necessitating its power by 2 Dyson spheres. The artwork that inspired it was the Janni attempt to depict perfection of design, and as such the Void Dragon is incredibly powerful and streamlined, containing a host of abilities that would frighten most ecosystems in its diversity. It was a terror to be reckoned with whilst active, but in its slumber its priests and bishops named it "Elegance" because of its physical appearance.

    It should be noted that, given information supplied by the Dead-Nick Armada circa E-2042, VDDRN 01460 is the only god machine not awakened.

    Omnigates
    An Omnigate is a massive device that produces an effect similar to a gate spell but with a much larger portal. The Sovices create theirs from the use of their specially designed Gatcon models, linking the gates to the Plane of Shadow, where their troops can wait after passing through one of the nearby black holes. By shifting the entry portal, the Sovices can shift entry to a new black hole or to a different part of the Material Plane. This allows them near-instantaneous transportation to virtually any part of the multiverse. The Omnigates function in both backwards and forwards functions, allowing travel both ways through the portal, and can be set up to function relatively quickly once at least 3 Gatcons are present in a single location.

    However, the weak points of the Omnigate design are its components, the Gatcons. The Gatcons are not particularly strong, though they are resilient to attack, and without the rapid sub light travel of a Stellar Engine they are forced at present to utilise their own sub light transport methods of scout and teleportation technology to reach destinations.

    Sovice Blocks
    The blocks are created from any metals in the environment they are constructed, and are usually an inch thick and are typically shaped like a hexagon with a single geometric line running from one side to an opposite corner. They take up roughly 123 cm3, and can alter their hexagonal shape into any equivalent shape due to their nanotechnological composition. Using this shape, they can create virtually any form they require.

    Blocks are created by a Sovice Mother, and will lay dormant until a power source or additional blocks are placed near it. With the presence of a power source, a block begins replicating to produce the necessary blocks with which to become an active Sovice Mother. This behaviour does not occur if one is already present, instead waiting for the blocks to be made by the Sovice Mother, who is far faster at doing so. Blocks can create additional blocks at the rate of 5 ounces of material every round (As a full-round action).

    Blocks have the additional property of being able to repair Constructs. For each block applied to the body of a damaged non-Sovice Construct, it is healed as if by a repair moderate damage spell cast by 16th level spellcaster. However, the block does this by integrating itself into the Construct’s form, and every time a block is applied, the Construct must make a Will save against DC 15 +1/block or be taken over by the programming of the block. A Construct so controlled gradually transforms into a Sovice Mother over the course of 18 rounds, and meanwhile dismantles all machinery around it and repels all life forms that pose a threat.

    Destroying the blocks is difficult. As an object, they are Fine size (AC 18), with Hardness equal to the material they are composed of and Hit Points equal to a 3-inch thick segment of that material. A Sovice that is destroyed with damage equal to at least half its Hit Points breaks up completely; otherwise it breaks up into its constituent blocks, from which it can reform.

    Stellar Engines
    The primary method of transport for the Sovices, a Stellar Engine is similar to a Dyson Sphere in that it uses a star as a power source. However, a Stellar Engine uses a series of 3 Dyson rings around the star combined with a static metallic sheet impervious to radiation and heat, which causes the star to move in the direction of the sheet, due to additional thrust on one side exceeding that of the sheet.

    Originally the Sovices possessed 19 of these engines, but after they entered their hibernatory state most of them fell apart. As a result the areas around Jannah are riddled with black holes resulting from the instabilities inherent in a stationary Stellar Engine (Such as unfamiliar gravitational pulls and mass fluctuations), and only ~4 such engines remain functional. However, as a side effect the black holes serve as inexpensive transport to the Plane of Shadow, where the Sovices can use their Omnigates to travel to distant lands on the Material Plane.

    Sovice Subtype
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    Sovices are composed of identical blocks, and can dissemble into these blocks as a standard action. These individual blocks can then go on to make others, or assemble into a new Sovice.

    Traits
    A sovice possesses the following traits (unless otherwise noted in the creature’s entry)
    • Learned Technology Resistance (Ex): Every time a creature successfully deals damage to a sovice (After the subtraction of Damage Reduction, if applicable) with a non-piercing manufactured weapon, every sovice in range of Linked Minds increases its Damage Reduction against that particular weapon (And only that particular weapon, such as longswords, greataxes, etc.) by 3. These increases in DR are cumulative, and if more than one sovice is damaged with a single attack, they each increase DR against that weapon by 3. For example, Regdar and Tordek encounter a sovice mother. Regdar hits it with his greatsword and deals 4 damage, whilst Tordek fails to deal damage with his greataxe. From then on, every sovice linked to the mother via Linked Minds gains DR 3 against longswords, but if Tordek damages it with his greataxe this DR doesn't apply (Though it will apply the next time he deals damage, when the sovices have DR 3 against greataxes). If Regdar deals damage a second time, this continues to increase to DR 6, until he cannot deal damage anymore, whereupon this ability does not activate. Regdar and Tordek aren't having a very good day, but the sovices are more than happy to put them out of their misery, and Regdar and Tordek's weapons and armor are happily wandering about as part of a sovice chopper the next day. This DR decreases by 1 every day after its last increase, until it reaches 0 and vanishes entirely.
    • Learned Spell Resistance (Su): Whenever a spell effect overcomes a sovice's SR (Effectively 0), every sovice in range of its Linked Mind ability increases its SR against that particular spell by 5. Increases in this manner stack, and if multiple sovices are affected by the same spell, each grants this bonus to SR. For example, if Mialee casts fireball at a sovice and succeeds on her Caster level check against the SR 0 of the sovice, that sovice and every sovice it is connected to with Linked Minds gains SR 5 against fireball, but if Mialee then uses magic missile, she still only has to beat SR 0 with her Caster level check. If he succeeded on the caster level check, then she would have to then beat SR 5 with her next magic missile against a sovice in range of Linked Minds (Including the same sovice she hit before). This SR decreases by 1 every day after its last increase, until it reaches 0 and vanishes entirely.
    • Developmental Magic (Su/Sp): If a spell effect fails to overcome a sovice's SR by 10 or more, every sovice in range of Linked Minds becomes able to use that spell as a spell-like ability once per day with a caster level equalling its Hit Die. Any sovice can have spell-like abilities with a total spell level equalling its Hit Die times 2 (Or, 2 spell levels per Hit Die, 0-level spells are counted as 1/2 level for purposes of space). If a new spell would breach this limit, a sovice may elect not to gain the new spell-like ability, or to 'lose' one of its old spells in order to allow space for the new spell-like ability. For example, a sovice bug has 4 HD, so it can have a maximum of 8 spell levels with its spell-like abilities. It already has magic missile (1), gust of wind (2) and disintegrate (6), when a sovice within 10 miles acquires call lightning (3) as a spell-like ability. The bug in question has already got 8 levels in spells, so it 'loses' magic missile and gust of wind to acquire it in their stead. The save DCs against these spell-like abilities are equal to 10 + Spell Level + Intelligence modifier, despite the general rule of spell-like abilities being based on Charisma, as sovices excel in using their vast knowledge to their benefit, and as a whole are not charismatic enough to utilise spells effectively otherwise.
    • Composition (Ex): Sovice are constructed from materials in the environment they are built. The examples here use a Sovice created from steel in the environment, but other metals are usable. A Sovice’s natural armor is equal to the Hardness of the metal from which it is constructed. A Sovice made from metals that easily corrode does not lose its swim speed, though it will not take to the water unless absolutely necessary. Sovices gain all the special qualities of the material they are composed of, including both beneficial and detrimental effects (Such as the ability to ignore Hardness less than 20 with Adamantine, or the –1 penalty to damage from Alchemical Silver).
    • DR 5/piercing
    • Linked Mind (Ex): All sovices within 10 miles of each other are in constant communication. If one is aware of a particular danger, they all are. If one in a particular group is not flanked, none of them are. No sovice in such a group is considered flanked unless they all are. For purposes of distance, Gatcons forming the any part of an Omnigate conduit (That is, the point of origin and the second stage on the Plane of Shadow) are considered to be within 10 miles of each other as long as the Omnigate is functional.
    • Magic Vulnerability (Ex): Coming from an environment that has very little magic, sovices initially are vulnerable to it, and take double damage from spells used against them, as well as a –4 penalty on saving throws against spells. Learned Spell Resistance removes this effect against spells used against them at least 3 times.
    • Reformation (Ex): This ability functions like Regeneration by allowing Sovices to regrow lost limbs and body parts by regrouping the lost blocks, and also allows them to heal 5 points of damage each round. However, this ability does not prevent any damage or convert it to nonlethal damage. A Sovice that has been broken apart by damage not equalling half its HP (Rounding down) can reform into its standard state in 3 rounds. As a standard action, a Sovice can dissemble into its component blocks, from which it can reassemble as a different or identical unit as a standard action.
    Last edited by Lyinginbedmon; 2007-09-04 at 04:22 PM.

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    Default Re: Sovice

    Reading over the Sovice's traits again (I can swear I've seen these guys before. Except the avatar of the guy was a black face, with sunglasses or something). I notice that the Learned Spell/Technology Resistance is a bit over powered. If you get a swarm of slingers to defend your town, they becmoe useless after the first few hits. Likewise with the melee soldiers. The standard weapon is a 1d8 Longsword: Not going to do much after the first few hits. But as long as it goes down, it should be fine. Does the type of material affect the Technology it becomes resitant to? IE: Does a cold iron Longsword acheive the same DR increase as a normal longsword? How bout a Katana (Which is treated as a MW Longsword)? Does it accrue the same penalty?
    Last edited by Korias; 2007-09-04 at 03:52 PM.

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    Default Re: Sovice

    Amel
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    Tiny Construct (Sovice) (This example uses a Sovice Amel crafted from Steel)
    Hit Dice: 2d10 (11 HP)
    Initiative: +5 (+5 Dex)
    Speed: Fly 60 ft. (perfect)
    Armor Class: 27 (+5 Dex, +10 Nat, +2 Size), touch 17, flat-footed 22
    Base Attack/Grapple: +1/-9
    Attack: Bite -1 (1d4-2 plus poison)
    Full Attack: Bite -1 (1d4-2 plus poison)
    Space/Reach: 2-½ ft./5 ft.
    Special Attacks: Poison, Repair
    Special Qualities: Construct traits, Sovice traits
    Saves: Fort +0, Ref +5, Will +3
    Abilities: Str 6, Dex 20, Con –, Int 15, Wis 16, Cha 10
    Skills: Hide +18, Listen +8, Search +7, Spot +8
    Feats: Virulent Poison
    Environment: Any
    Organization: Group (2-3), Swarm (7-10)
    Challenge Rating: 2
    Alignment: Lawful Neutral

    A small dragonfly-like creature composed of metallic hexagons flits about in the air. It hovers over to a damaged group of blocks, firing tiny bluish-green beams. Within moments, the blocks combine into a larger insectoid construct

    The Amel model of Sovice was one of the first models designed. They are used to repair damaged machines and other devices. As with most Sovice models, the name is a translation from the original Jannic version, which in the case of the Amel is a shortened form of ‘ameliorate’

    Combat
    Poison: Fortitude DC 13. Initial and secondary damage 1d6 Con. A subject poisoned with Amel venom has their bloodstream saturated with microscopic block components, no larger than a red blood cell. Other sovices can detect these components up to 300 miles away with their darkvision with ease, the infected creature appears in this way as a brightly lit beacon. Amel units mark targets this way to allow more combat-ready models to track them, in an effort to prevent the target from causing more damage.
    Repair (Ex): As a standard action once per round, an Amel sovice can repair 1d8+5 points of damage to a construct or object within 10 ft. As a full-round action, it can repair 2d8+10 points of damage. This ability cannot repair damage the object or construct takes to its Hardness.

    Bion
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    Medium Construct (Sovice) (This example uses a Sovice Bion crafted from Steel)
    Hit Dice: 8d10+20 (HP 64)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 22 (+2 Dex, +10 Nat), touch 12, flatfooted 20
    Base Attack/Grapple: +6/+1/+15
    Attack: Slam +11 melee (1d6+5 [20/x2])
    Full Attack: Slam +11/+6 melee (1d6+5 [20/x2])
    Space/Reach: 5 ft/5 ft.
    Special Attacks: Improved Grab, Sneak Attack +3d6
    Special Qualities: Construct traits, Sovice traits
    Saves: Fort +2, Ref +4, Will +2
    Abilities: Str 20, Dex 14, Con –, Int 12, Wis 10, Cha 2
    Skills: Disable Device +6, Jump +10, Listen +5, Search +6, Spot +8, Swim +10
    Feats: Extra Stunning, Freezing the Lifebloodb, Hamstring, Improved Grapple, Stunning Fistb [5 uses]
    Environment: Any
    Organization: Pair, or group (5-6)
    Challenge Rating: 8
    Alignment: Lawful Neutral
    Level Adjustment: –

    A strange human-shaped creature approaches, it seems to be made of thousands of sharp, geometric, dark-coloured blocks. It takes one look at you with its empty sockets and immediately marches forward.

    Upon completely absorbing all inorganic materials on a planet or plane, what remains can only be organic. However, most Sovices have difficulty converting organic material into new blocks, since it proves to be ineffective as a raw material. For this purpose, the Bion model was created to transform biological matter into a more useable material: Borgonite.

    Combat
    A Sovice Bion serves one purpose: find organic materials and convert them into Borgonite ore. Therefore, it generally launches into combat against organic materials that are less forthcoming with its slam attacks to take advantage of improved grab, and then converts them on the next round.
    Convert (Ex): A Sovice Bion that successfully grapples an opponent can make a grapple check to implant the victim with a Sovice Block. Once implanted, this block begins converting the victim into raw borgonite. Borgonite has Hardness 9 and 22 hit points per inch. It is similar in colouration to iron, but is slightly more brittle and more easily broken. Every round, the victim must attempt a DC 15 Fortitude save or take 1d4 points of Constitution damage. Once their Constitution reaches 0, the creature is forever transformed into borgonite, as if by the flesh to stone spell with the above differences to material. This transformation can only be healed by a heal, limited wish, miracle, or wish spell. Alternatively, the Sovice Bion can choose to convert the creature directly into sovice blocks. In such a case, decided immediately at the time of implantation, the creature transforms into a number of blocks equal to 8 blocks for every pound in the creature’s weight 5 rounds after the transformation is completed. This time is for Medium-sized creatures, increase by 1 round for every size category larger than Medium, and decrease by 1 round for every size category smaller than Medium.
    Improved Grab: If a Sovice Bion successfully hits with a Slam attack, it can attempt a grapple immediately without provoking an attack of opportunity. If it successfully grapples the opponent, it establishes a hold and can attempt to convert as a standard action.

    Bug
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    Small Construct (Sovice) (This example uses a Sovice Bug crafted from Steel)
    Hit Dice: 4d10+10 (HP 32)
    Initiative: +3
    Speed: 40 ft. (8 squares), Climb 20 ft., Swim 20 ft.
    Armor Class: 24 (+3 Dex, +10 Nat +1 Size), touch 14, flatfooted 21
    Base Attack/Grapple: +3/+0
    Attack: Bite +3 (1d4+1)
    Full Attack: Bite +3 (1d4+1)
    Space/Reach: 5 ft/5 ft.
    Special Attacks: Improved Grab
    Special Qualities: Construct traits, Sovice traits
    Saves: Fort +1, Ref +4, Will +4
    Abilities: Str 13, Dex 16, Con –, Int 17, Wis 16, Cha 10
    Skills: Decipher Script +10, Disable Device +12, Jump +8, Open Lock +5, Search +10, Swim +8, Tumble +5
    Feats: Nimble Fingers, Power Attack
    Environment: Any
    Organization: Group (2-3), Swarm (2 and 2-3 Swarms)
    Challenge Rating: 6
    Advancement: Medium (5-6 HD), Large (8-9 HD), Huge (10-11 HD)
    Alignment: Lawful Neutral

    A crudely shaped insect, clearly composed of metallic blocks, scutters along the ground atop three likewise crudely shaped legs. A pair of wing-like extremities adorn its back, fluttering feverishly, but it is obviously too heavy to use them for actual flight. A pair of powerful mechanical pincers sits at the front of its body, a viscous whirring emanating from within them.

    The insect-shaped sovices are the primary forerunners of an actual invasion, the infantry of their armies. They usually ignore any creatures they pass, unless said creatures attack them, in which case they respond with deadly force. They usually attack in large numbers, biting viciously at their opponent. Their jaws can easily devour most metals, allowing Mother and Facsimile units to create new sovices from the resulting blocks.

    Combat
    In combat, a sovice bug never attacks unless provoked, usually attempting to swarm an opponent with superior numbers and deal biting damage until the foe stops moving.
    Improved Grab (Ex): To use this ability, a Bug must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage each round it maintains the hold.

    Bug Swarm
    Spoiler
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    Small Construct (Sovice, Swarm) (This example uses a Sovice Bug Swarm crafted from Steel)
    Hit Dice: 17d10+10 (HP 104)
    Initiative: +3
    Speed: 40 ft. (8 squares), Climb 20 ft., Swim 20 ft.
    Armor Class: 24 (+3 Dex, +10 Nat +1 Size), touch 14, flatfooted 21
    Base Attack/Grapple: +3/+0
    Attack: Bite +3 (1d4+1)
    Full Attack: Bite +3 (1d4+1)
    Space/Reach: 15 ft/5 ft.
    Special Attacks: Improved Grab
    Special Qualities: Construct traits, Sovice traits, Swarm traits
    Saves: Fort +1, Ref +4, Will +4
    Abilities: Str 13, Dex 16, Con –, Int 17, Wis 16, Cha 10
    Skills: Decipher Script +10, Disable Device +12, Jump +8, Open Lock +5, Search +10, Swim +8, Tumble +5
    Feats: Nimble Fingers, Power Attack
    Environment: Any
    Organization: Swarm (2 Bugs and 2-3 Swarms), Wave (4+ Swarms)
    Challenge Rating: 12
    Advancement: Medium (5-6 HD), Large (7-8 HD), Huge (9-10 HD)
    Alignment: Lawful Neutral

    A massive scuttling wave of sovice bugs moves quickly across the ground toward you.

    Whenever a large enough threat is detected, usually anything as big as a small creature, the usually singular or paired sovice bugs join together in a swarm and attack the threat as a massive wave of biting mandibles.

    Combat
    In combat, a sovice bug never attacks unless provoked, usually attempting to swarm an opponent with superior numbers and deal biting damage until the foe stops moving. A swarm deals 4d6 points of damage to any creature whose space it occupies at the end of its move.
    Distraction (Ex): Any living creature that begins its turn with a bug swarm in its space must succeed on a DC 19 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
    Improved Grab (Ex): To use this ability, a sovice must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage each round it maintains the hold.

    Chopper
    Spoiler
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    Medium Construct (Sovice) (This example uses a Sovice Chopper crafted from Steel)
    Hit Dice: 7d10+20 (HP 59)
    Initiative: +3
    Speed: 10 ft. (2 squares), Climb 5 ft., Fly 40 ft. (average), Swim 10 ft.
    Armor Class: 23 (+3 Dex, +10 Nat), touch 13, flatfooted 20
    Base Attack/Grapple: +5/+8
    Attack: Bite +3 (1d6+3)
    Full Attack[/B]: Bite +3 (1d6+3)
    Space/Reach: 5 ft/5 ft.
    Special Attacks: –
    Special Qualities: Construct traits, Sovice traits
    Saves: Fort +2, Ref +5, Will +5
    Abilities: Str 16, Dex 17, Con –, Int 17, Wis 16, Cha 10
    Skills: Decipher Script +13, Disable Device +13, Listen +18, Search +13, Spot +18
    Feats: Alertness, Skill focus (listen), Skill focus (spot)
    Environment: Any
    Organization: Solitary, Pair, Group (3-6), or Mass (7-12)
    Challenge Rating: 7
    Alignment: Lawful Neutral

    A strange mechanical creature crudely shaped like a large fly buzzes into view. Its wings are long and vibrate very quickly in an effort to keep it aloft.

    Chopper models are designed to tirelessly keep watch for resources and threats in sovice occupied territory.

    Combat
    When they spot an intruder, choppers generally send for reinforcements first, and then attack viciously at the opponent, using their quick flight to their advantage.

    Felo
    Spoiler
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    Small Construct (Sovice) (This example uses a Sovice Felo crafted from Steel)
    Hit Dice: 8d10+10 (54 HP)
    Initiative: +1
    Speed: 20 ft. (4 squares), Climb 15 ft., Fly 20 ft. (average)
    Armor Class: 22 (+1 Dex, +10 Nat +1 Size), touch 12, flatfooted 21
    Base Attack/Grapple: +6/+9
    Attack: Bite +3 (1d4+3), Pincer +5 (1d3+3)
    Full Attack: Bite +3 (1d4+3), Pincer +5 (1d3+3)
    Space/Reach: 5 ft/5 ft.
    Special Attacks: Detonate, Improved Grab
    Special Qualities: Construct traits, Sovice traits
    Saves: Fort +2, Ref +3, Will +5
    Abilities: Str 16, Dex 13, Con –, Int 17, Wis 16, Cha 10
    Skills: Decipher Script +14, Disable Device +14, Hide +14, Jump +14, Move Silently +3, Search +14, Tumble +3
    Feats: Improved Grapple, Improved Unarmed Strike, Stealthy
    Environment: Any
    Organization: Solitary, Pair, or Group (3-5)
    Challenge Rating: 8
    Alignment: Lawful Neutral

    A strange bug-shaped creature composed of many individual blocks flies straight toward you. It has a long dangling tail and two sharp pincers at its front on either side of a chomping pair of mandibles.

    Felo sovices are made for emergencies when destruction of a target is required during a very limited time frame.

    Combat
    Felo sovices have one mode of attack: Attach, Attach, Detonate. They attempt to grapple an opponent as quickly as possible, using their Detonate ability afterwards.
    Detonate (Ex): Once grappled to an opponent, and after making its second successful grapple check, a Felo sovice can detonate, dealing 8d6 points of damage to all creatures within 10 feet. Creatures can attempt a Reflex save (DC 11) for half damage, but the grappled opponent receives no save.
    Improved Grab (Ex): To use this ability, a Felo must hit with its pincer attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage each round it maintains the hold.

    Facsimile
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    Medium Construct (Sovice) (This example uses a Sovice Facsimile crafted from Steel)
    Hit Dice: 17d10+20 (HP 114)
    Initiative: +10
    Speed: 50 ft. (10 squares), Swim 20 ft.
    Armor Class: 26 (+6 Dex, +10 Nat), touch 16, flatfooted 20
    Base Attack/Grapple: +12/+17
    Attack: Bite +7 (1d8+5), Slam +9 (1d6+5)
    Full Attack: Bite +7 (1d8+5), Slam +9 (1d6+5)
    Space/Reach: 5 ft/5 ft.
    Special Attacks: Invade Noesis
    Special Qualities: Construct traits, Create Blocks, DR 15/–, Sovice traits
    Saves: Fort +5, Ref +11, Will +12
    Abilities: Str 20, Dex 22, Con –, Int 23, Wis 25, Cha 18
    Skills: Climb +15, Decipher Script +26, Diplomacy +24, Disable Device +26, Disguise +24, Forgery +26, Intimidate +24, Jump +15, Search +26
    Feats: Ability Focus (invade noesis), Cleave, Great Cleave, Far Shot, Improved Initiativeb, Improved Natural Attack (bite), Improved Natural Attack (slam), Improved Overrun, Improved Precise Shot, Improved Sunder, Manyshot, Point Blank Shot, Power Attack, Precise Shot, Rapid Shot, Run, Track
    Environment: Any
    Organization: Solitary, or any combination of other Sovices
    Challenge Rating: 17
    Advancement: By character class
    Alignment: Lawful Neutral
    Level Adjustment: –

    A tall, silken haired, elven woman stands before you, her long hair draping down over her shoulders in sheer elegance. Her features are so beautiful as to suggest a celestial heritage. But something is amiss. Her eyes, her deep, blue, eyes, are cold and mechanical, with not a shred of emotion within them. And she is curious…

    The most advanced form of the Sovices, the Facsimile model mimics the form of the species of the planet the particular group of Sovices are on to the best of their ability. They are composed of thousands of microscopic blocks that are 10 times as strong as those used in other Sovices, the result of a nearly catastrophic encounter with a fifth-dimensional anomaly that resulted in a massive evolutionary hyper jump for all Sovices contained within its influence.

    Now, they serve as master leaders among their kin, and are the most adept at gathering information from other races. They typically behave indifferently to creatures, as their kin do, though their diplomatic and intimidation abilities are far in excess of those of their kin, and even Mother sovices pale in comparison to their ability, though they are incapable of creating additional blocks. When confronted, they behave with perfect neutrality, until they discover that the creature may have information they can use…

    Facsimile sovices speak the usual language of whichever species they appear as, and can use an internal processor to learn a new language within at least 5 minutes of hearing it.

    Combat
    Facsimiles behave with the utmost precision in combat, attacking the most powerful combatant first, then working their way down until all of them have been defeated. A facsimile rarely kills an enemy it can acquire information from, using its Invade Noesis ability once they are unable to resist, but will not hesitate to kill a creature whose information is negligible or otherwise attainable. A facsimile with class levels uses melee weapons primarily, though they are not disinclined to use ranged weapons against creatures they cannot engage in hand-to-hand combat with.
    Invade Noesis (Ex): A Facsimile sovice can make a touch attack with a –2 penalty against an opponent within reach. If successful, they pierce the mind of their opponent and can read their minds and memories. This ability allows the Facsimile to make a Diplomacy or Intimidate check (with a +2 bonus from Ability Focus) opposed by the opponent’s Bluff check to learn whatever knowledge the opponent knows. The Facsimile may only make 5 of these checks in any 1 day period, but they combine their checks with the effect of a discern lies spell, and thus know whether or not their check failed, regardless of the bluff made by the opponent. This process is a tremendous ordeal for the target, and they take 1d4 points of temporary Intelligence and Wisdom damage for each check made.
    Create Blocks (Ex): While Facsimiles are nowhere near as effective as Mothers at creating blocks; they are still capable of doing so. Using its bite attack for a sunder attempt, the Facsimile can devour as much as 1 ounce (1/16 of a pound) with a single sunder attempt. Weapons and Armor so damaged take a cumulative –1 penalty on damage/armor bonus for every ounce of material removed until destroyed. As a full-round action, it can make 8 ounces (Half a pound) out of available materials, as the Mother. Since it is not a Mother creating the blocks, the blocks act as though one is not present, so only begin replicating themselves if a power source is nearby, and otherwise lie dormant.

    Gatcon
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    Medium Construct (Sovice) (This example uses a Sovice Gatcon crafted from Steel)
    Hit Dice: 10d10+10+20 (85 HP)
    Initiative: +8 (+4 Dex, +4 Improved Initiative)
    Speed: 30 ft., Fly 20 ft. (average)
    Armor Class: 28 (+4 Dex, +10 Nat, +5 Def), touch 18, flat-footed 24
    Base Attack/Grapple: +7/+7
    Attack: Acid spray +11 ranged (1d4 acid){10 ft.}, or Mandibles +7 melee (1d4 [20/x2])
    Full Attack: Acid spray +11 ranged (1d4 acid){10 ft.} and Mandibles +7 melee (1d4 [20/x2])
    Space/Reach[/B]: 5 ft./5 ft.
    Special Attacks: Omnigate, Spell-Like Abilities
    Special Qualities: Construct traits, Interplanar Telepathy, Sovice traits
    Saves: Fort +3, Ref +7, Will +4
    Abilities: Str 10, Dex 18, Con –, Int 14, Wis 12, Cha 18
    Skills: Balance +6, Concentration +20, Spellcraft +15, Spot +14, Tumble +17
    Feats: Combat Castingb, Combat Expertiseb, Dodge, Extend Spell, Improved Combat Expertiseb, Improved Initiativeb, Improved Toughness, Mobilityb, Skill Focus (concentration), Spell Girding, Supernatural Transformation (bolt of glory, rainbow beam, rainbow blast)b (3)
    Organization: Single, Triad (3), Quad (4), Pent (5), Hex (6), Hep (7), Oct (8), Non (9)
    Challenge Rating: 10
    Alignment: Lawful Neutral

    A large mechanical creature composed of many individual blocks stands before you, shaped like a blocked-out Bulette. It trundles along on a series of crude rotating wheels on its underside as a strange blue energy source emits light and warmth from the rear. As you take a moment to examine it, several more appear nearby…

    Gatcons were developed with the express purpose of making the unwieldy and inefficient Stellar Engines obsolete through the creation of an intergalactic gate ‘highway’ known as the Omnigate Network. They are usually the first Sovice forces to arrive at a planet and often are the precursor to a large-scale attack brought about through their Omnigate function.

    Combat
    Gatcons are not designed for combat, they are designed to arrive at a predetermined location and form an Omnigate as quickly as possible. For this purpose, they usually do not engage in combat, preferring to go about constructing the gate as quickly as possible without risking their own destruction.
    Interplanar Telepathy (Su): Gatcons can communicate with each other over any distance and onto other planes. This allows them to send messages once each round as long as 25 words as a standard action, which they use to synchronise omnigates to allow instantaneous travel via the Plane of Shadow. Usually such signals involve the horizontal and vertical degrees and distance the target location is using the sun Jannah orbits as the point of origin. Because of the Jannic numeric system, these transmissions are typically less than half the maximum possible transmission, allowing small messages and reports to also be filed whilst dialling.
    Omnigate (Su): When a group of at least 3 Gatcons form a regular polygon with a diameter up to the range of their gate spell-like abilities (That is, each Gatcon must be within the range of a gate spell from each other Gatcon), they can link their systems together to form an Omnigate. An Omnigate is similar to an ordinary gate, with the exception that it can exceed the maximum 20 ft. size stipulated by gate. By doing this, it allows mass interplanar travel as well as the calling of much larger creatures than otherwise possible. The Omnigate functions for as long as the spell would (Usually 17 rounds, or 102 seconds) and as long as all the required Gatcons are active and within range. Alternatively, when provided with a powerful external electric power source, they can draw on that energy to increase the duration. For every 10 points of electricity damage they would otherwise deal, the Gatcons can apply the Extend Spell metamagic feat to the Omnigate, increasing it’s duration by an amount equal to the normal base duration (They are considered to be immune to electricity damage). Due to the massive application of its systems, a Gatcon sovice cannot take any actions whilst functioning as part of an Omnigate, though they retain their dexterity bonus to AC.
    Gatcon sovices usually form Omnigates in pairs, one leading to the plane of Shadow and a second on the Material Plane. Using the black holes surrounding Jannah, the local Omnigates can continue operation virtually indefinitely, whilst the Omnigates on the Material Plane link to allow for near instantaneous travel between worlds. By forming the exit of the Omnigate near a different gate on the Plane of Shadow, they also form an inter-planetary network. Omnigates with more than 9 component Gatcons are never seen without an extreme power source, such as a black hole, because the strain put on the Gatcons by such communication creates an unstable effect, causing a –10 penalty on their Concentration checks to maintain them.
    Spell-Like Abilities (Sp): 1/minute – arcane eye, gate (Planar travel version only), teleport greater (Will DC 21). 2/minute – bolt of glory, rainbow beam, rainbow blast (Ref 17 ½). Caster level 17th. Typically a Gatcon will use arcane eye to scout a location before using teleport greater to transport itself to that location, followed in short order by it’s comrades via transmission of the region through the Linked Minds ability of the sovices. Its bolt of glory ability is used to defend against the hazardous creatures of the Shadow Plane, and is versatile enough to serve against other creatures as well. After it has used its gate ability, the light source in its rear dims until it is recharged for use again.

    Note: In combat, a Gatcon Sovice typically uses its Improved Combat Expertise feat to gain a +7 dodge bonus (Taking a -7 penalty to attack rolls as a result), its Dodge feat to gain +1 dodge bonus, and usually uses the Fighting Defensively standard action to gain a +3 dodge bonus to AC. This renders the AC values of a Steel-made Gatcon as: 40, touch 30, flat-footed 25

    I'imsalin
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    Tiny Construct (Sovice) (This example uses a Sovice I’imsalin crafted from Steel)
    Hit Dice: 2d10 (11 HP)
    Initiative: +5 (+5 Dex)
    Speed: 30 ft.
    Armor Class: 25 (+5 Dex, +10 Nat), touch 15, flatfooted 20
    Base Attack/Grapple: +1/-9
    Attack: Stun +1 melee (1d4 electricity)
    Full Attack: Stun +1 melee (1d4 electricity)
    Space/Reach: 2-½ ft/5 ft.
    Special Attacks: Dark Shift
    Special Qualities: Construct traits, Sovice traits
    Saves: Fort +0, Ref +5, Will +2
    Abilities: Str 6, Dex 20, Con –, Int 16, Wis 15, Cha 10
    Skills: Hide +20, Jump +3, Listen +7, Move Silently +12, Spot +7
    Feats: Stealthy
    Environment: Any
    Organization: Pair, or Trio
    Challenge Rating: 3
    Alignment: Lawful Neutral

    A tiny creature composed of a dozen or so blocks of metal hurriedly crawls into the dark corner and vanishes entirely from sight…

    I’imsalin units were designed off of a group of desert-based lizards on Jannah, who employ distinct hiding tactics to covertly escape predators, and then reproduce rapidly to overrun their targets with superior numbers. The name of the unit is Jannic for “nano-snake”, the name of the tiny sub-species of Quad Snake their shape is based on.

    I’imsalin units are predominantly used for infiltration. They sneak quietly and carefully into heavily fortified enemy strongholds and then begin creating an internal attack force to allow other units in. They attack in pairs to ensure that one of them manages to complete the mission whilst the other distracts the targets as a fake attacker (A tactic coined during the Dark Space war known as the “Salin Manoeuvre”).

    Combat
    I’imsalin units are not designed for combat; in actuality they are designed to avoid it by hiding and turning invisible. Their primary tactic is to find a safe refuge from enemy forces and then dissemble into their component blocks (A standard action), which then begin to convert the local materials, producing a slowly growing attack force to consume the enemy forces from which it hides.
    Dark Shift (Su): As an immediate action, an I’imsalin unit can partially shift its form into the Plane of Shadow, becoming completely invisible. It can remain this way for as long as it concentrates, shifting back into view as a free action.

    Jumper
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    Medium Construct (Sovice) (This example uses a Sovice Jumper crafted from Steel)
    Hit Dice: 8d10+20 (64 HP)
    Initiative: +4
    Speed: 40 ft. (8 squares), Climb 5 ft., Fly 10 ft. (average), Swim 20 ft.
    Armor Class: 24 (+4 Dex, +10 Nat), touch 14, flatfooted 20
    Base Attack/Grapple: +6/+9
    Attack: Bite +4 (1d6+3)
    Full Attack: Bite +4 (1d6+3)
    Space/Reach: 5 ft/5 ft.
    Special Attacks: Improved Grab
    Special Qualities: Construct traits, Sovice traits
    Saves: Fort +2, Ref +6, Will +5
    Abilities: Str 16, Dex 18, Con –, Int 17, Wis 16, Cha 10
    Skills: Balance +16, Decipher Script +11, Disable Device +13, Jump +18, Open Lock +6, Search +11, Tumble +18
    Feats: Acrobatic, Nimble Fingers
    Environment: Any
    Organization: Group (2-3), Swarm (2 and 2-3 Swarms)
    Challenge Rating: 8
    Advancement: Large (8-9 HD), Huge (10-11 HD), Gargantuan (12 –13 HD)
    Alignment: Lawful Neutral

    A creature slightly larger than the previous bugs lumbers forward on an almost identical set of four legs. Its wings seem more developed than those of the previous model, and enable it better lift when jumping.

    Jumpers, named because of their ability to jump and tumble, are the second level of pursuit when it comes to tracking threats and resources. They are generally used when terrain makes it difficult for the usual Bugs to travel and time is not available for walls and bridges to be made.

    Combat
    Jumpers use the same tactics as their former models, attacking with their bites until the enemy ceases motions. They often use their jumping abilities to catch up with foes as well.
    Improved Grab (Ex): To use this ability, a sovice must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage each round it maintains the hold.

    Mother
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    Large Construct (Sovice) (This example uses a Sovice Mother crafted from Steel)
    Hit Dice: 16d10+30 (HP 118)
    Initiative: +6
    Speed: 20 ft. (8 squares), Climb 5 ft., Swim 10 ft.
    Armor Class: 26 (+6 Dex, +10 Nat), touch 16, flatfooted 20
    Base Attack/Grapple: +12/+22
    Attack: Bite +15 (1d8+6 [19-20/x2]), Slam +15 (1d8+3)
    Full Attack: Bite +15 (1d8+6 [19-20/x2]), 2 Slams +15 (1d8+3)
    Space/Reach: 10 ft/5 ft.
    Special Attacks: Create blocks, Great Breaker
    Special Qualities[/B]: Construct traits, Protective Aura, Sovice traits
    Saves: Fort +5, Ref +11, Will +9
    Abilities: Str 23, Dex 22, Con –, Int 22, Wis 19, Cha 17
    Skills: Appraise +25, Balance +17, Decipher Script +25, Diplomacy +4, Disable Device +25, Gather Information +22, Intimidate +12, Listen +14, Open Lock +25, Search +25, Spot +11
    Feats: Blind-Fight, Improved Critical (bite), Improved Initiative, Improved Multiattackb, Improved Natural Attack (slam), Jack of All Trades, Power Attack, Shocking Fistb
    Environment: Any
    Organization: Solitary, Group (1 Mother with 2-3 Bugs & Jumpers), Swarm (5-6 Bug Swarms, 8-10 Bugs, and 4-6 Jumpers with 2-3 Mothers)
    Challenge Rating: 15
    Alignment: Lawful Neutral

    A massive conglomerate form composed of thousands of blocks stands towering above you, several outgrowths attached to areas of the stonewalls surrounding it.

    Mother sovices are massive forms that work primarily to create new blocks from which new sovices are made. They are usually extremely docile, almost never attacking or reacting to anything unless it proves a serious threat. They are usually found near large amounts of energy or resources.

    Combat
    Mother sovices rarely enter combat, but when forced to do so with extreme ferocity. Stopping at nothing to destroy their prey and consume whatever available resources are available
    Create Blocks (Ex): Once per round, a Mother sovice can substitute its usual sunder attempt to make new sovice blocks from the weapon it destroys. The sovice conducts the sunder attempt normally and, if successful, the Mother sovice creates 1 new block for each ounce in the destroyed weapon’s weight after spending 3 rounds digesting the matter. For example, a destroyed greatsword, regardless of composition or special abilities, would be converted into 128 blocks, which would in turn group into 6 new Bugs, with the remaining 8 blocks lying dormant or serving some other purpose until needed. The blocks created begin forming into new sovices as soon as possible, developing into a different sovice depending on the number of blocks in the vicinity. This ability is usually what the Mother uses to create new blocks from raw materials. In such a case, it can devour up to 10 pounds (160 ounces) of material each round as a full-round action, or 5 pounds (80 ounces) as a standard action.
    Great Breaker (Ex): When attacking an object, a Mother sovice ignores the first 5 points of the object’s hardness.
    Protective Aura (Su): All creatures with the Sovice subtype within 30 ft. of a Mother unit gain a +4 deflection bonus to AC and a +4 resistance bonus on saving throws against attacks made by creatures without the subtype. This aura can be dispelled, but the Mother unit can create it again as a free action on its next turn. Against spell effects, this aura also functions as a lesser globe of invulnerability; the affected creatures also gain the effect of a magic circle against chaos spell.
    Code:
    Sovice				Blocks
    Amel, I'imsalin			11
    Bug, Chopper			20
    Silan, Simbel			110
    Crixesalin, Felo, Jumper	200
    Bion, Gatcon			1,100
    Facsimile, Mother		2,000
    Salin fighter ship		80,000
    Pylon				100,000
    Kael ship			4,000,000
    Angstrom ship			8,000,000
    Meter ship			10,000,000
    Damin cityship			208,000,000

    Pylon
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    Colossal Construct (Sovice) (This example uses a Sovice Pylon crafted from Steel)
    Hit Dice: 20d10+80 (HP 190)
    Initiative: +10
    Speed: Fly 10 ft. (poor)
    Armor Class: 30 (+8 Dex, +10 Nat, +10 Def, -8 Size), touch 20, flatfooted 22
    Base Attack/Grapple: +15/+10/+5/+35
    Attack: Slam +14 melee (4d6+6) or SBGC +23 ranged (2 hardness or 2d20 +2d6-2 Con damage){250 ft.] or HRPA (4x 8d6 force)
    Full Attack: 2x SBGC +23/+18/+13 ranged (2 hardness or 2d20 +2d6-2 Con damage){250 ft.] and HRPA (4x 8d6 force) and Slam +14 melee (4d6+6)
    Space/Reach: 30 ft/20 ft.
    Special Attacks: Ship Armoury
    Special Qualities: Adaptive Shielding, Construct traits, Fold Transmission, Link Conduit, Sovice traits
    Saves: Fort +6, Ref +16, Will +14
    Abilities: Str 18, Dex 26, Con –, Int 30, Wis 26, Cha 10
    Skills: Decipher Script +33, Diplomacy +25, Gather Information +23, Intimidate +23, Knowledge (architecture and engineering) +33, Knowledge (geography) +33, Knowledge (nature) +33, Knowledge (the planes) +33, Listen +31, Search +33, Sense Motive +31, Spot +31
    Feats: Combat Expertise, Combat Reflexes [8 uses], Deft Opportunist, Hold the Line, Improved Combat Expertise, Insightful Reflexes, Quick Reconnoiter
    Environment: Any
    Organization: Solitary
    Challenge Rating: 23
    Alignment: Lawful Neutral

    A strange, crescent-moon-shaped, creature rears to the sky, hovering a few dozen feet above the ground. A pair of rod-like devices juts out from its sides, whilst the area in between the spikes of the crescent is spotted with tiny indentations. It seems to be lying in wait, but you can tell that an anticipatory strike would be a foolhardy idea…

    The infamous and mythical Bion, UCL 13, designed the Pylon model of Sovice shortly before his betrayal and subsequent escape. A Pylon is one of the largest models the Sovices use, below their ships. It serves as a conduit through which they can increase the range of their Linked Minds ability to converse over much greater distances, and also serves as a powerful border guard for their territories.

    Combat
    Adaptive Shielding (Su): A Pylon gains a deflection bonus to AC equal to its Intelligence bonus. In addition, each time a weapon successfully strikes it and deals damage (After the subtraction of damage reduction, if applicable), this bonus increases by +2 against that specific weapon. This bonus fades by 1 every hour, until it reaches 0 and disappears.
    Fold Transmission (Su): Once a month, a Pylon may transmit a message of up to 25 words in any direction. This message travels at 140% the speed of light. However, in a month when the Pylon uses this ability, its link conduit ability is reduced to a 20-mile radius, instead of 1 light year. Because this transmission is faster than the speed of light, it cannot be seen by the naked eye, though a detect law spell perceives it as a brief flash of light in the direction of the transmission (Spot DC 20 to notice).
    Link Conduit (Ex): The primary function of a Pylon is to connect all Sovices beyond the normal range of 10 miles with their Linked Minds ability. A Pylon connects all Sovices within 1 light year as their Linked Minds ability would. However, because it is being rerouted through the conduit, any communication sent by a Sovice through the Pylon is delayed by 1 round. If the message is sent through more than one Pylon, this delay is cumulative.
    Ship Armoury: Due to its size, a Pylon can be fitted with standard ship weaponry. It can sustain such weaponry taking up to 15 ft. squared of hull space. Typical combinations include a pair of Sustained Blast Gauss Cannons and a Halcyon Rapid Photon Array. However, it cannot safely support a Conversion Missile. These weapons are treated as primary weapons; a Pylon’s slam attack is its secondary weapon.

    Silan
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    Medium Construct (Sovice) (This example uses a Sovice Silan crafted from Steel)
    Hit Dice: 10d10+20 (75 HP)
    Initiative: +7 (+7 Dex)
    Speed: 45 ft.
    Armor Class: 27 (+7 Dex, +10 Nat), touch 17, flatfooted 20
    Base Attack/Grapple: +7/+12
    Attack: Bite +12 melee (1d8+5 [20/x2])
    Full Attack: Bite +12 melee (1d8+5 [20/x2])
    Space/Reach: 5 ft/5 ft.
    Special Attacks: Analytic Spittle
    Special Qualities: Blindsight 60 ft., Construct traits, Feign Inactivity, Sovice traits
    Saves: Fort +3, Ref +10, Will +3
    Abilities: Str 20, Dex 25, Con –, Int 20, Wis 10, Cha 10
    Skills: Climb +18, Jump +18, Knowledge (nature) +20, Listen +13, Search +18, Spot +16, Survival +21*
    Feats: Dash, Run, Skill Focus (spot), Skill Focus (survival)b, Track
    Environment: Any
    Organization: Solitary, or Exploratory Squad (30)
    Challenge Rating: 6
    Alignment: Lawful Neutral

    The blocky mechanical canine inspects the strange creature before it, seemingly curious of its design structure and function. Unable to reach a conclusion, it opens its mouth-like jaw and spits a gob of green spittle at you. Whilst it seems harmless, it soon begins violently burning through your clothing…

    Designed as a companion unit to the Simbel probe unit, the Silan unit is designed for exploration in regions where the Simbel would not be capable of going. Its quadruped form is based on the domesticated form of the Dune Hound, a canine species that was native to Jannah prior to its overthrowing by the Sovices.

    They are named for the Jannic word for “Hound”, based on their canine shape and design origins.

    Because the two are made of the same number of blocks and are used for similar tasks, most encountered Salin units are created from disassembled Simbel units, and are therefore normally composed of Adamantine blocks

    Combat
    Like their companions, Simbel units, Silan units are not designed for combat. They are instead designed for exploration and analysis of new worlds and materials where Sovices have yet to arrive en masse. They are not incapable of combat, however, and its typical tactic is to analyse a creature with its spittle and then either feign inactivity or actively attack with its bite attack or additional spittle.
    Analytic Spittle (Ex): By altering the chemical composition of surrounding matter, a Silan unit can spit acidic spittle every 1d4 rounds to a range of 30 ft., which it uses to analyse materials that are exposed. It requires a ranged touch attack to successfully hit the target. The spittle is harmless for 1 round, during which it adheres tightly to the material, requiring a DC 20 Strength check to remove physically, though Alchemist’s Fire and similar substances burns it off immediately (Though the victim is often left on fire as well). After this 1 round, the spittle begins to destabilise and becomes harmfully acidic, dealing 2d4 points of acid damage each round for 4 rounds.

    By using this spittle on creatures and objects, a Silan unit learns more about them. Once the spittle has analysed something, the Silan unit learns all information it would acquire from taking 20 on a relative Knowledge check for the creature or object. It can learn more information by exposing it to additional spittle, though this has the effect of simply allowing the Silan unit an effective +3 bonus on the Knowledge check.
    Feign Inactivity (Su): As a swift action, a Silan unit can disassemble into its component blocks, and appear to be completely inactive, the individual blocks suppressing their energy emissions to appear genuinely “dead”. It requires a DC 30 Spot check to notice that the blocks are, in actuality, still functional.
    Skills: Silan units gain a +5 bonus on Survival checks, as their design greatly allows them the adaptability required to operate in alien environments

    Simbel
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    Medium Construct (Sovice) (This example uses a Sovice Simbel crafted from Adamantine)
    Hit Dice: 10d10+20 (75 HP)
    Initiative: +7 (+7 Dex)
    Speed: Fly 255 ft. (perfect)
    Armor Class: 42 (+7 Dex, +20 Nat, +5 Def), touch 22, flatfooted 35
    Base Attack/Grapple: +7/+7
    Attack: Slam +7 melee (1d4 [20/x2]) or Ranged Touch Attack +14 ranged (Disintegrate){210 ft.}
    Full Attack: Slam +7 melee (1d4 [20/x2]) or Ranged Touch Attack +14 ranged (Disintegrate){210 ft.}
    Space/Reach: 5 ft/5 ft.
    Special Attacks: Spell-like abilities
    Special Qualities: Construct traits, Sovice traits, Superluminal Jump
    Saves: Fort +3, Ref +10, Will +7
    Abilities: Str 10, Dex 25, Con –, Int 20, Wis 18, Cha 10
    Skills: Disable Device +18, Gather Information +13, Knowledge (geography) +18, Knowledge (the planes) +18, Listen +17, Search +18, Spot +20
    Feats: Dash, Run, Skill Focus (spot), Quick Reconnoiter
    Environment: Any, normally space
    Organization: Solitary, or Omnigate Squad (30)
    Challenge Rating: 8
    Alignment: Lawful Neutral

    Stopping immediately before you, as though through teleportation, is a strange creature composed of dark metallic blocks. Its form is pointed, like an arrowhead, save for the three spherical obtrusions peering from its triangular sides.

    One of the biggest developments conceived by UCL 13 prior to his betrayal, the Simbel unit travels faster than light, allowing the Sovices to quickly explore other galaxies. Combined with the Plane of Shadow’s natural speed increase, they can reach speeds in excess of 60 times the speed of light, and are normally used to investigate a recently discovered area or establish an Omnigate in the vicinity (In which case they are sent in groups of 30). The Sovices have been unwilling to reveal the nature of the technology that allows such travel, instead opting to allow allied groups access to the Omnigate Network.

    The name “Simbel” comes from the Jannic word, meaning “Star”, and was the name of the first Janni ship capable of faster-than-light travel (Though the results of this travel were disastrous in testing)

    Because it is a vital component of the process that allows it to travel faster than light, Simbel units are never encountered constructed from blocks composed of material other than Adamantine.

    Combat
    Simbel units are not built for combat. Their Disintegrate spell-like ability is for defensive purposes only. In large-scale battles, they have been known to use their superluminal jump capabilities to smash into enemies for immense amounts of damage. This is a suicide attack, however, as there is no possibility of the Simbel unit surviving the resulting damage.
    Spell-Like Abilities: 1/day – Gate (Planar travel version only); 6/day – Plane Shift (Self only); at will – Disintegrate (Fort 16). Caster level 5th.
    Superluminal Jump (Su): After spending 10 full-round actions charging, a Simbel sovice can launch itself forward at a speed of 455% that of the speed of light for a number of days equal to its Intelligence score. In real time, this allows it to travel 16,094,725,488.976 miles each day, or 1,117,689.27 miles per round. However, for every light year travelled this way, the Simbel unit takes 1d4-3 points of damage (At least 0) from the strain of maintaining such speeds. Prior to charging, a Simbel will usually shift onto the Plane of Shadow to increase the resulting speed to 6667% of the speed of light, shortening the trip to most destinations to a few years. Once it has reached its destination, it will use its Gate spell-like ability to return within 10 miles of other Sovices and relay the information to begin Omnigate construction.
    Last edited by Lyinginbedmon; 2007-09-07 at 02:18 PM.

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    Default Re: Sovice

    Quote Originally Posted by Korias View Post
    Reading over the Sovice's traits again (I can swear I've seen these guys before. Except the avatar of the guy was a black face, with sunglasses or something).
    Wouldn't be surprising, that's another of my avatars across the 'net.
    Quote Originally Posted by Korias View Post
    I notice that the Learned Spell/Technology Resistance is a bit over powered. If you get a swarm of slingers to defend your town, they becmoe useless after the first few hits. Likewise with the melee soldiers. The standard weapon is a 1d8 Longsword: Not going to do much after the first few hits. But as long as it goes down, it should be fine. Does the type of material affect the Technology it becomes resitant to? IE: Does a cold iron Longsword acheive the same DR increase as a normal longsword? How bout a Katana (Which is treated as a MW Longsword)? Does it accrue the same penalty?
    If it's listed under a different name (Katana, Longsword, etc.) then it falls under a different resistance. The trick is to deal lots of damage to a lot of them. Ie. Area effects are your friend. Against a couple of them, your standard melee/ranged fighter can take them pretty easily. Against a lot of them, it's time to break out the Maximised Empowered Fireball.

    If you're dumb enough to run headlong into them and keep slashing, then you're doomed. In that instance, finding a very safe and secure hiding place for a few days is your best bet, until their resistance wears down (No point keeping a resistance against something that isn't around, basically).

    And of course, it's worth noting that not one of their resistances is elementary, dear Watson
    Last edited by Lyinginbedmon; 2007-09-04 at 04:22 PM.

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    Default Re: Sovice

    three things

    1. whats a sovice mother
    2. are these part of a larger setting
    3 the necrons called they want their gods back/sarcasem/
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    played the Space Pope in Total War 2125
    ..and the Papal States of Luna in Total War 2260


    Playing
    The Gears Chosen in Total Way: Broken City

    The Spindleshanks Crusade in Total War: 40K

    Dragon Avatar by Serp

    Darkness Fell, and with it Light

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    Default Re: Sovice

    A Sovice Mother, if I remember correctly, and I'm free to be rebuked on this, is a sort of "Hive Mind" for Sovices. Remember the Replicators from SG 1? Well, these things are the Replicator queens.

    The Sovices are, and once again I'm working from memory, part of the ID38 Setting. So yes, they are part of a much larger setting. One with planetary travle and starships in a DND universe.

    EDIT: Lyinginbedmon, are you the British DM?
    Last edited by Korias; 2007-09-04 at 04:39 PM.

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    Default Re: Sovice

    Yup

    Quote Originally Posted by puppyavenger View Post
    three things

    1. whats a sovice mother
    2. are these part of a larger setting
    3 the necrons called they want their gods back [/sarcasm]
    1. This:
      Quote Originally Posted by Lyinginbedmon View Post
      Mother
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      Large Construct (Sovice) (This example uses a Sovice Mother crafted from Steel)
      Hit Dice: 16d10+30 (HP 118)
      Initiative: +6
      Speed: 20 ft. (8 squares), Climb 5 ft., Swim 10 ft.
      Armor Class: 26 (+6 Dex, +10 Nat), touch 16, flatfooted 20
      Base Attack/Grapple: +12/+22
      Attack: Bite +15 (1d8+6 [19-20/x2]), Slam +15 (1d8+3)
      Full Attack: Bite +15 (1d8+6 [19-20/x2]), 2 Slams +15 (1d8+3)
      Space/Reach: 10 ft/5 ft.
      Special Attacks: Create blocks, Great Breaker
      Special Qualities[/B]: Construct traits, Protective Aura, Sovice traits
      Saves: Fort +5, Ref +11, Will +9
      Abilities: Str 23, Dex 22, Con –, Int 22, Wis 19, Cha 17
      Skills: Appraise +25, Balance +17, Decipher Script +25, Diplomacy +4, Disable Device +25, Gather Information +22, Intimidate +12, Listen +14, Open Lock +25, Search +25, Spot +11
      Feats: Blind-Fight, Improved Critical (bite), Improved Initiative, Improved Multiattackb, Improved Natural Attack (slam), Jack of All Trades, Power Attack, Shocking Fistb
      Environment: Any
      Organization: Solitary, Group (1 Mother with 2-3 Bugs & Jumpers), Swarm (5-6 Bug Swarms, 8-10 Bugs, and 4-6 Jumpers with 2-3 Mothers)
      Challenge Rating: 15
      Alignment: Lawful Neutral

      A massive conglomerate form composed of thousands of blocks stands towering above you, several outgrowths attached to areas of the stonewalls surrounding it.

      Mother sovices are massive forms that work primarily to create new blocks from which new sovices are made. They are usually extremely docile, almost never attacking or reacting to anything unless it proves a serious threat. They are usually found near large amounts of energy or resources.

      Combat
      Mother sovices rarely enter combat, but when forced to do so with extreme ferocity. Stopping at nothing to destroy their prey and consume whatever available resources are available
      Create Blocks (Ex): Once per round, a Mother sovice can substitute its usual sunder attempt to make new sovice blocks from the weapon it destroys. The sovice conducts the sunder attempt normally and, if successful, the Mother sovice creates 1 new block for each ounce in the destroyed weapon’s weight after spending 3 rounds digesting the matter. For example, a destroyed greatsword, regardless of composition or special abilities, would be converted into 128 blocks, which would in turn group into 6 new Bugs, with the remaining 8 blocks lying dormant or serving some other purpose until needed. The blocks created begin forming into new sovices as soon as possible, developing into a different sovice depending on the number of blocks in the vicinity. This ability is usually what the Mother uses to create new blocks from raw materials. In such a case, it can devour up to 10 pounds (160 ounces) of material each round as a full-round action, or 5 pounds (80 ounces) as a standard action.
      Great Breaker (Ex): When attacking an object, a Mother sovice ignores the first 5 points of the object’s hardness.
      Protective Aura (Su): All creatures with the Sovice subtype within 30 ft. of a Mother unit gain a +4 deflection bonus to AC and a +4 resistance bonus on saving throws against attacks made by creatures without the subtype. This aura can be dispelled, but the Mother unit can create it again as a free action on its next turn. Against spell effects, this aura also functions as a lesser globe of invulnerability; the affected creatures also gain the effect of a magic circle against chaos spell.
      Code:
      Sovice			Blocks
      Amel, I'imsalin		11
      Bug, Chopper		20
      Silan, Simbel		110
      Felo, Jumper		200
      Bion, Gatcon		1,100
      Facsimile, Mother	2,000
      Salin fighter ship	80,000
      Pylon			100,000
      Kael ship		4,000,000
      Angstrom ship		8,000,000
      Meter ship		10,000,000
      Damin cityship		208,000,000
    2. Much, much larger. For future reference, Einderseod is the name of my campaign setting's base planet (Where any pre-interstellar things happen, basically your typical campaign world)
    3. Admittedly, the God Machines were inspired by the Necrons. But the names are pretty much the only connection now, they've advanced far beyond the mystery fortellings of Warhammer lore.
    Last edited by Lyinginbedmon; 2007-09-04 at 04:47 PM.

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    Default Re: Sovice

    Quote Originally Posted by Lyinginbedmon View Post
    Yup
    Then... OMIGOD! I remember where I saw you! ID 38, DNDOG Boards. Do you still have some of the stuff I submited to the project?

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    Default Re: Sovice

    I do indeed, but alas this particular thread is for the Sovices only, as opposed to the entire D&D Future campaign setting.

    Still, you did some great work

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    Default Re: Sovice

    Amel: Wouldnt it be easier just to use the spell that repairs constructs (Like a Warforged) instead of using the repair ability?

    Facsimile's Invade Noesis: Err... This seems to be pulled straight from SG1's Human Form Replicators.

    HPs: You state that every stat block is assumed to be made with Steel as the metal in question. What about Cold Iron Sovices? How do you convert HD from material to material?
    Last edited by Korias; 2007-09-04 at 06:11 PM.

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    Default Re: Sovice

    Quote Originally Posted by Korias View Post
    Amel: Wouldnt it be easier just to use the spell that repairs constructs (Like a Warforged) instead of using the repair ability?
    That's what the Repair ability is based on, Repair Moderate Damage
    Quote Originally Posted by Korias View Post
    Facsimile's Invade Noesis: Err... This seems to be pulled straight from SG1's Human Form Replicators.
    The Repilcators were the original inspiration, yes. The Sovices have since evolved far beyond them. As for Noesis, the very definition of the Facsimile model is to infiltrate highly populated areas and probe for information. Where better than your target's head? It's also better than simply using a spell effect, like Mind Rape or something similar, because skill bonuses vary much more than saving throws.
    Quote Originally Posted by Korias View Post
    HPs: You state that every stat block is assumed to be made with Steel as the metal in question. What about Cold Iron Sovices? How do you convert HD from material to material?
    The HD themselves are all d10 Construct HD, they don't change if you change the material. However, with the changes in material, the Sovice involved gains the specific advantages and disadvantages of the material.

    For example, let's say we have a copper Bug and an adamantine bug. Copper isn't going to go swimming, and it's natural armor bonus is much lower than that of a typical steel Bug. Meanwhile, adamantine is going to be superb at cutting through most materials and will have a very high natural armor bonus. The most important part of switching materials around is that the natural armor bonus is equal to the Hardness of the material involved.

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    Default Re: Sovice

    Well, it's been pointed out that I've been influenced by the Stargate SG-1 Replicators and the Warhammer 40,000 Necron C'tan. I may as well lay out a list of everyone that's been influential.
    • Borg (Star Trek series)
    • Interstellar networks (Andromeda)
    • Isaac Asimov (In general)
    • Magog (Farscape)
    • Necrons (Warhammer 40,000)
    • Ori (Stargate SG-1)
    • Replicators (Stargate SG-1)
    • The Machines (The Matrix series)

    A lot of it is more my own experimental and analytical thinking than anything else, but they have played their parts. The backstory, Jannah, the Janni, just about everything is more my own work than a mere rip-off, I've seen clear to that.

    For example the God Machines (DUMCHN 35414) and the Necron C'tan (Star gods).
    • Both get their power from stars (C'tan are born from them, God machines are solar powered), but the C'tan place a fair amount of their power from the worship of other beings, whilst the God machines are entirely solar powered (Though VDDRN considers alternatives later on...). So whilst the C'tan can get more worshippers and be more powerful, the God machines are fixed.
    • Both are nanotechnology-based. The C'tan are encased in a Necrodermis shell, the God machines are composed of Sovice blocks which are in turn composed of nanotechnology (Which is why a block can be part of a Facsimile model as well as any other without special dispensation)
    • Both fell into dormancy after conflict. The C'tan experienced a tremendous war with the Old Ones and the "War in Heaven", leaving them vulnerable, so they entered a state of suspended animation in their Necron tombs. The God machines had no such issue, they spread terror and devastation, only falling into dormancy after the Great Shutdown when the Dysol Bubbles were critically damaged.
    • Both have Dyson-class technology. The C'tan are known to have at least one Dyson Sphere, whilst the God machines have four Dyson Bubbles.
    • They gained their power from mortal beings. The C'tan enslaved the Necrontyr and produced the Necrons from them. The God machines didn't directly gain their power from the mortals however, they instead were designed with it built-in by a race that wiped out their creators, and who were already powerful themselves. Whilst it's easy to say the Necrons would be massacred against the C'tan, the God machines probably wouldn't stand much chance against the Sovices if they didn't have authoritative loyalty over them.
    • Both are very old. The C'tan are millennia old, but the God machines are only a couple hundred years.
    • Both are extremely malevolent. The C'tan care very little for the plight of mortals and largely kill indiscriminantly. The God machines can't claim to being much better prior to the reawakening after the Great Shutdown. However, after the Great Shutdown, the Sovices learned to function partially without them, becoming more humanitarian and diplomatic. As a result, Kaelis Ra and Mephet'ran became less bloodthirsty, though the effects of the Sovice mindset changing on Void Dragon are unknown. After the Great Shutdown, the operational God machines serve more as overseers, advisors, and supervisors than anything else.
    • If destroyed, the C'tan can revive by having their Necron minions make a new necrodermis shell for them. Most of the God machines don't have this option, because they're separated from the main hivemind of the Sovices (To allow autonomy between gods and mortals), if they have Regeneration then they're completely gone. The Sovices could make a replacement, but it wouldn't be the same god.
    Incidentally, the actual names of the God Machines (Their names in Jannic) are Prk Sanir (Kaelis Ra), Mephen (Mephet'ran), and Astera Damin (Void Dragon, though it translates more accurately as Dragon of the Void (Space)). And no I'm not making that up just to prove a point, I've actually made a Jannic dictionary with almost 800 items.

    EDIT: Oh, and I know there's a Genie species called Janni. In my campaign setting, the difference is that the Genie Janni is pronounced Jahn-eye, whilst the Jannah Janni is pronounced Jahn-ee.
    Last edited by Lyinginbedmon; 2007-09-05 at 03:29 AM.

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    Default Re: Sovice



    Anyone have any thoughts or possible additions to this?

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    Default Re: Sovice

    Perhpas a Burrowing Sovice? Lord knows how that would fair.

    DM: As you walk down into the cavern, you hear a faint rumbling. Soon, after strange metallic creatures are dropping down from the holes in the ceiling of the cave upon you and the small kobold village!
    Player: The Machines are burrowing down to Zion! Lock and Load!

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    Default Re: Sovice

    The Quad Snake is known fur burrowing just beneath the sand to ambush prey, I'm sure the Sovices would have picked it up as a useful tactic. I'll see what I can put together.

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    Default Re: Sovice

    Crixesalin
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    Medium Construct (Sovice) (This example uses a Sovice Crixesalin crafted from Steel)
    Hit Dice: 8d10+20 (64 HP)
    Initiative: +4
    Speed: 10 ft. (2 squares), Burrow 40 ft.
    Armor Class: 24 (+4 Dex, +10 Nat), touch 14, flatfooted 20
    Base Attack/Grapple: +6/+9
    Attack: Claw +9 melee (1d8+3 [20/x2] plus 2d6 acid)
    Full Attack: 6 Claws +9 melee (1d8+3 [20/x2] plus 2d6 acid) and bite +7 melee (2d6+1 [19-20/x3])
    Space/Reach: 5 ft/5 ft.
    Special Attacks: Acidic Slime, Augmented Critical, Improved Grab
    Special Qualities: Construct traits, Rock Scent, Sovice traits, Tremorsense 100 ft.
    Saves: Fort +2, Ref +6, Will +5
    Abilities: Str 16, Dex 18, Con –, Int 17, Wis 16, Cha 10
    Skills: Appraise +14, Knowledge (geography) +14, Listen +14, Spot +14, Survival +14
    Feats: Combat Reflexes, Keen-Eared Scoutb, Multiattack, Track
    Environment: Any
    Organization: Solitary, Pair, Group (3-6), or (7-12)
    Challenge Rating: 7
    Alignment: Lawful Neutral

    A strange metallic lizard-like creature bursts from beneath the earth, covered in a thin sheen of silvery fluid, which bubbles and smokes on contact with the soil. Its six powerful legs pull it gradually out of the ground, and from its jaw issues a large mound of steel ore.

    Crixesalin units are designed from a tiny subspecies of Quad Snake and are used to seek out useful materials underground, such as steel, mithral, and adamantine. The tunnels they create are also often used as a form of subterranean transportation.
    A crixesalin will burrow underground, burning away a tunnel with its acid, until it reaches a significant deposit of material. It will then set to work devouring as much as it can, before returning through another tunnel to the nearest Mother unit, who will use it to create new blocks.
    Crixesalin units rarely see combat, as their usage is entirely industrial, though they do they have to contend with underground creatures whose homes they disturb.

    Combat
    Most of the abilities of a crixesalin unit are designed to allow it’s use as an industrial retriever, but they can also function effectively as a combat advantage. When in combat, they stay close to the enemy, grappling when necessary and using their underground advantages to full effect.
    Acidic Slime (Ex): When burrowing, a crixesalin unit releases an acidic compound from its snout that dissolves matter, allowing it to burrow through any material with less Hardness than its own blocks (For a typical steel crixesalin, this means it can burrow through anything with Hardness equal to or less than stone). The slime remains acidic for 1d3 rounds after the crixesalin leaves the square, dealing 1d6 acid damage to any that pass through it. Any creature grappled by or that attacks a crixesalin suffer this same damage, as do any objects used (Such as weapons and armor worn). The process of melting the material ahead of itself also releases similarly toxic fumes in the first 3 squares immediately behind the crixesalin, dealing half as much damage on a failed Fort save (DC 14) to breathing creatures.
    Because the slime hardens once dry, the tunnel produced remains behind, leaving a passage large enough for any Medium or smaller creature to move through with relative ease. However, dealing more than 10 points of fire or bludgeoning damage to the hardened slime causes it to break, and the section of the tunnel involved collapse. The tunnels created by a crixesalin unit are very similar in appearance to lava tunnels, it takes a DC 25 Knowledge (architecture) or Survival check to realise that they are not natural.
    A crixesalin unit is immune to the damage of its own acidic slime, as well as those of others of its kind (Other types of Sovice units are not immune to this damage). It’s claw attacks are also coated in the acid and deal 2d6 acid damage in addition to their normal damage.
    Augmented Critical (Ex): The bite of a crixesalin unit is designed to adapt to what it chews on in order to more efficiently break it up, allowing them to transport the materials to the surface without a tag-along group of other sovices. Their bite attack threatens a critical hit on a roll of 19-20 and deals triple damage when successful. It can deal critical hits to objects, but not to constructs or other creatures normally immune to such attacks.
    Improved Grab (Ex): To use this ability, a crixesalin must hit with a bite attack. It can then attempt to start a grapple without provoking an attack of opportunity. A creature so grappled is held in the construct’s mouth and takes bite damage each round.
    Rock Scent (Ex): A crixesalin unit is designed to burrow underground and seek out subterranean deposits of material for digestion. It has the scent ability and, as a special usage, can use it to locate specific materials nearby. The base Survival DC for it to track a material is modified by plus one fifth the material’s Hardness (Rounding down). For example, finding steel underground would require a DC 12 Survival check, whilst finding adamantine would require a DC 20 check.
    Crixesalin is Jannic for "Septuple Snake", just as Sekesalin is Jannic for "Quad Snake", both refer to the number of legs because there are more snake species on Jannah than legged lizards.

    According to my math, they can deal between 27 and 171 damage on a full attack, although the odds of the latter are 1 in 640,000,000. That's still enough to be worried when more than one pop up.
    Last edited by Lyinginbedmon; 2007-09-07 at 02:14 PM.

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    Default Re: Sovice

    Bump

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    Default Re: Sovice

    Quote Originally Posted by Lyinginbedmon View Post
    Bump
    Waiter? One boot to the head please

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    Default Re: Sovice

    Now I know why Lying is so skilled at worldcraft...

    Need to study these things more carefully, might even use them in a campaign

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    Default Re: Sovice

    It's important to remember then that they don't gain elemental resistances, so a catapult full of Alchemist's Fire is still harmful right up until they reach it and eat it mercilessly

    Which is probably the only way for your typical D&D campaign setting to survive their attack really, but they'll still be extremely relentless and they'll always keep coming up with new ways to attack, so ultimately defeating them even briefly is a campaign in and of itself.

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    Default Re: Sovice

    More importantly, they're vulnerable to Piercing weapons and anything that doesn't require SR.

    Though, I think you should make each resistance specific to the person who cast it. Otherwise, you'll get to bug the DM about "how can you be sure someone hasn't already cast magic missile at another sovice within ten miles in the last 24 hours?" Etc.
    Belkar's Bad to the Bone.
    Dispossible a fetter hein and bemay kine a sinder's tock.

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    Default Re: Sovice

    *cough*replicators*cough*

    So I'm not that much a loser for watching Stargate.
    Go, my spidery metalish minions! Muhahahahahah!
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    Strongarm Warrior: An actually worthwhile Monkey Grip-focused PrC!
    Guyr Adamantine Avatar by Tomb Raven.

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    Default Re: Sovice

    Quote Originally Posted by Guyr Adamantine View Post
    *cough*replicators*cough*

    So I'm not that much a loser for watching Stargate.
    Go, my spidery metalish minions! Muhahahahahah!
    For the last time, they are not the Replicators. Just because they're a grey goo scenario made from Lego, doesn't mean I ripped them off. I have already admitted that they were inspired by the Replicators, but they aren't an absolute copy.

    Good to see other people coming up with ideas on their vulnerabilities however.

    As for making the spell resistances individual, that puts them at a much greater disadvantage. If you used, say, Disintegrate, on one of them now, they'd all be better at avoiding it's effects. If it was just from one person, it'd be the spell of choice for getting rid of them, and it'd be a veritable massacre. Simply put, it makes them much less of a threat, though I imagine that's what you meant, but they are meant to be an opponent players are forced to think tactically about fighting, not one they blast away at.
    Last edited by Lyinginbedmon; 2008-01-25 at 06:01 AM.

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