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Old 08-15-2012, 04:29 PM   Top  -  End  -  #1
Kellus
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Default She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

Gramarie



Are you ready? I hope you are ready because I am ready

Table of Contents

Spoiler


Introduction
"I believe there are beautiful things seen by the astronauts."

Okay, so here's how it is. Magic is amazing, wonderful stuff, but I am really tired of having everything be about micromanaged combat all the time. I like fighting stuff, but I also really like worldbuilding and interacting with immersive and controllable game elements. I personally firmly believe that having consistent rules and predictable outcomes is fundamentally good for the kinds of games that I enjoy. To that end, I have written a system that creates the kinds of worlds that I want to play in.

This is going to be different from what you are expecting. Using these rules will change your setting, and a lot. This is a document all about using magic in creative and imaginative ways in order to replicate technology. It's incredibly open-ended. I've thought a lot for the last six months about stuff that you could do with it, and the main conclusion I've come to is that there's a lot more that I haven't thought of. I feel like that's something that's been missing in D&D lately. I'm tired of having tiny little arbitrary powers that have a small self-contained effect and which never have any impact on the game world as a whole. I'm tired of a DM-focused game that is all about controlling and disempowering players. If you enjoy that sort of thing, you will probably not enjoy the stuff in this document. This material is all about transparent world-building, that the players can interact with, and creating a world in which they can take actions that have foreseeable repercussions.

So, I hope that you check it out! This is possibly the most ambitious thing I've ever made, and it's certainly one of the most rules-heavy. It's probably the last really huge thing I'm going to make for D&D 3.5, and I'm pretty happy with the way it turned out. I hope you like it!

– Kellus (Chris Johnston), August 2012

HEY! There's an entire forum to talk about and discuss this project over on minmax boards! If you want to chat about any particular part of the system, like a particular prestige class or principle, that's an awesome place to do it! Or post here instead, that's cool too!

Change Log

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Old 08-15-2012, 04:30 PM   Top  -  End  -  #2
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The Gramarist

"This is my world. It follows my rules."


Image credit evermind-design of deviantart.com

In a world as fabulous and frightening as we find ourselves, knowledge is a valuable commodity. Many marvels seem like magic to the uneducated, but the intellectual knows that all phenomena must follow certain rules and laws, even if we don't quite understand them, and even if they might potentially rip our faces off as they spawn tentacled horrors. Science is the great leveller, allowing for equalisation between those people who can arbitrarily shoot laser beams out of their eyes and those who can't. The mechanisation of the magical is collectively known as gramarie, and thus one who learns the skills to use and control it is a gramarist.

There are several different disciplines of gramarie:
  • Alchemetry is the study of matter. More specifically, it's about quantifying and exploring the empirical principles at work in commonplace alchemy. Alchemetry is all about transforming substances and tweaking their properties.
  • Arcanodynamics is the study of arcane power. Arcanodynamic principles explore the relationships between magical energy (commonly known as puissance) and more common forms of energy, such as heat and light.
  • Biollurgy is the study of life. It explores the distinction between the living and nonliving, and can walk the fine line between the two.
  • Eldrikinetics is the study of magical motion. The powers that propel magic vehicles, defy gravity, and generate momentum are the principal focus here.
  • Geoccultism is the study of the environment and ley lines. It deals with thaumaturgic poles which tweak and modify the world around them, sometimes to extreme lengths.
  • Heuristicism is the study of control systems and circuits. It allows you to link magic together in fascinating new ways.
  • Imachination is the study of the real and the nonreal. It explores the mechanics of generating false sensations and illusionary interactions.
  • Kaleidomantics is the study of the magical prismatism of light. Kaleidomantic filters are refracted curtains of colour which can be used to separate agents based on the nature of light.
  • Yggdratecture is the study of other worlds and dimensions. The malleable nature of a fantasy planar cosmology sometimes works in your favour.

Game Rule Information

Abilities: Intelligence is far and away the most important skill for a gramarist. Gramarists who prefer to serve in battle as low-grade artillery will enjoy high Dexterity scores to make their eldritch blasts more accurate. However, it's important to recognize that gramarists are not focused on combat at all, and will not do well if that's their primary goal.

Alignment: Any
Hit Die: d6
Skill Points at 1st Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Class Skills: The gramarist's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (the Planes) (Int), Knowledge (psionics) (Int), Knowledge (religion) (Int), Listen (Wis), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis) and Use Magic Device (Cha).

The Gramarist
LevelBABFortRefWillSpecial
Principles Known
1st+0+0+0+2Baccalaureate principles, eldritch wick, specialization
1
2nd+1+0+0+3Eldritch blast +1d6
2
3rd+1+1+1+3Spectroconstruction
3
4th+2+1+1+4Bonus feat, eldritch blast +2d6
3
5th+2+1+1+4Spectroconstruction (2/day)
4
6th+3+2+2+5Eldritch blast +3d6
5
7th+3+2+2+5Spectroconstruction (3/day), magisterial principles
6
8th+4+2+2+6Bonus feat, eldritch blast +4d6
6
9th+4+3+3+6Spectroconstruction (4/day)
7
10th+5+3+3+7Eldritch blast +5d6
8
11th+5+3+3+7Spectroconstruction (5/day)
9
12th+6/+1+4+4+8Bonus feat, eldritch blast +6d6
9
13th+6/+1+4+4+8Spectroconstruction (6/day)
10
14th+7/+2+4+4+9Doctorate principles, eldritch blast +7d6
11
15th+7/+2+5+5+9Spectroconstruction (7/day)
12
16th+8/+3+5+5+10Bonus feat, eldritch blast +8d6
12
17th+8/+3+5+5+10Spectroconstruction (8/day)
13
18th+9/+4+6+6+11Eldritch blast +9d6
14
19th+9/+4+6+6+11Spectroconstruction (9/day)
15
20th+10/+5+6+6+12Bonus feat, eldritch blast +10d6, the architect
15

All of the following are class features of the gramarist.

Weapon and Armour Proficiencies: As a gramarist you are proficient in all simple weapons and light armour. You are not proficient in shields of any kind. By spending two skill points when you take your first level in this class, you can claim a single martial weapon proficiency as a one-time bonus by spending some time on (shudder) physical education.

Eldritch Wick (Sp): The study of gramarie is very closely related to the study of pure magic. Arcane energy is one of the purest forms of puissance, and as you learn about the principles that govern the flow of magic, you also learn to generate that energy yourself. At 1st level you gain an eldritch wick, which is a touch attack that deals 1 point of damage. This ability can be used at will, and is treated like as a spell-like ability whose caster level is equal to your Hit Dice. Your eldritch wick is the equivalent of a 0th level spell.

Your caster level for your eldritch wick (and, later, your eldritch blast) qualifies you to take feats, prestige classes, and other such venues which require a generic caster level. It does not count as arcane, divine, or anything else more specific than a vanilla caster level.

Specialization: All initiates of gramarie tend to gravitate towards one discipline or another; at 1st level you must pick one discipline to specialize in. You gain a competence bonus of half your class level on the key skill of your chosen discipline, and can select principles from that discipline which are marked with the [Specialist] tag. A specialist cannot select any doctorate-level principles from other fields of study than their specialization.

You can choose "general studies" as your specialization, in which case you have chosen to major in "the universe". These gramarists are known as universalists, and while their guidance counselors might say they lack direction, they actually know exactly what they're doing. A universalist can select magisterial-level (200-level) specialist principles from any discipline as doctorate-level principles, but can never select doctorate-level specialist principles. They can, however, learn any non-specialist doctorate-level principle once they gain access to that tier. If you are a universalist, you also never qualify for prestige classes or other venues that require specialization.

A universalist adds this competence bonus to Knowledge (architecture and engineering) checks.

Principles of Gramarie: As a student of gramarie, you have many avenues of learning available to you. At 1st level, and again whenever indicated on your class table, you learn a new principle. Principles are supernatural (Su) abilities which bend or break the laws of physics, but not quite in the same way that most magic does. Principles can be used whenever you have the time, materials and inclination; they are effectively usable at-will if you are in an appropriate situation. Principles come in three grades: Baccalaureate, Magisterial, and Doctorate. You gain access to these higher grade principles as shown on your class table. Once you achieve the Doctorate level (at your 14th class level) you may refer to yourself as a doctor of your that discipline. You cannot put off learning a principle; if you do not qualify for one when you would otherwise receive it, it's lost. If a principle is marked [Specialist], it can only be learned by a specialist in that discipline.

A principle is not cast, it is prepared. By preparing a principle multiple times, you can change the volume or size of the target affected. For example, if a principle targets 1 cubic foot of material, by preparing it twice (and thus spending twice as long on it) you could target 2 cubic feet of the material instead. A special case is made for bubbles, which are spherical effects. For more information on the size of bubbles, refer to the miscellaneous section at the end of this document.

If a principle requires materials, you need extra materials every time you prepare it. You can also improve a principle later on my adding more materials to it (if applicable) and by spending more time on it. This also forces you to make a new skill check on it. Speaking of skill checks, you can always choose to use Knowledge (architecture and engineering) as the skill to prepare a principle instead of the discipline key skill, but you take a -10 penalty on the check. In the same vein, you can take 20 on key skill checks made to prepare a principle, but you can never take 10 on them. Bear in mind that taking 20 means taking 20 times as long as you normally would, which for gramarie can be very long indeed. To prepare a principle you must be within range of touch of the structure or object or location on which you are setting the principle for the duration of the preparation.

If multiple gramarists know the same principle, they can work simultaneously on the same project. For example, two gramarists could prepare the same principle at the same time, and the principle would count as having been prepared twice. Later a third gramarist who also knows that principle could show up and prepare it again, and the principle would then have been prepared three times. A gramarist can choose to 'lock' a principle that has been prepared, meaning that only he can continue work on it later. Bypassing the lock requires making a key skill check (based on the discipline) which beats the principle's current skill check by 5 or more.

Eldritch Blast (Sp): Once you move beyond a simple cursory understanding of arcana, you can learn to project your power in the same way as those whose magic is in their blood. At 2nd level your eldritch wick becomes an eldritch blast, which is a ranged touch attack that must be made within 60ft. Your eldritch blast deals 1 damage, plus 1d6 damage for every two class levels as shown on your class table. Aside from the small difference in damage, this blast is interchangeable with that gained from other classes, and additional eldritch blast damage from other sources adds to this eldritch blast. Your eldritch blast has an equivalent spell level of half your Hit Dice, and the caster level of the effect is equal to your Hit Dice.

Spectroconstruction (Su): Building super awesome architecture would take a while if you had to do it all yourself. Luckily you have at your beck and call an army of spectral labourers willing to take one for the team. Starting at 3rd level, every day you can cause an effect equivalent to a lyre of building (building effect) for 30 minutes. You gain an extra daily use of this ability at 5th level and every 2 levels thereafter. You can use this effect on its own merits, or as part of a project, as you see fit.

No Perform check is required to initiate this effect, but instead you must make a DC 18 Knowledge (architecture and engineering) check every time you activate it (+3 to the DC for every additional time per day you activate it). Failure indicates the daily use is wasted. You cannot split up individual uses of this ability; if you do not use all 7,200 man-hours during the activation period, they're lost.

Spoiler


Bonus Feat: As a student, you inevitably pick up a few lessons along the way which aren't necessarily taught in a classroom. At 4th level, as well as every four levels thereafter, you gain a bonus feat you qualify for. A universalist can instead choose a principle which they qualify for in place of a feat.

The Architect (Ex): An amateur could do something right; a professional never does it wrong. At 20th level, you're far beyond being a master of magical engineering. Every Knowledge (architecture and engineering) check you make is maximised (treated as a natural 20), as well as the rolls for your specialization's key skill.

The true revelation at this level, however, is the perfect understanding you have achieved of the connection between magic rules and the convential laws of physics. Knowing how these principles of weird science interact allows you to transcend the normal preconceptions of what is and what is not 'possible'. All of your principles are now extraordinary in nature, and for all intents and purposes any machine or structure you build out of them is considered nonmagical in every way.
__________________

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Old 08-15-2012, 04:33 PM   Top  -  End  -  #3
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Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

Alchemetry

Spoiler

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"We're made of star-stuff."

Spoiler
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Old 08-15-2012, 04:38 PM   Top  -  End  -  #4
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Arcanodynamics


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"You can't win. You can't break even. You can't quit the game."

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Old 08-15-2012, 04:39 PM   Top  -  End  -  #5
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Biollurgy


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"You must know life to see decay."

Spoiler
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Old 08-15-2012, 04:40 PM   Top  -  End  -  #6
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Eldrikinetics


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"Oh! I have slipped the surly bonds of Earth
And danced the skies on laughter-silvered wings"

Spoiler
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Old 08-15-2012, 04:41 PM   Top  -  End  -  #7
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Geoccultism


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"Everything must go somewhere."

Spoiler
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Old 08-15-2012, 04:43 PM   Top  -  End  -  #8
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Geoccultism (Part II)

Spoiler


Heuristicism


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"A strange game. The only winning move is not to play."

Spoiler
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Old 08-15-2012, 04:44 PM   Top  -  End  -  #9
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Imachination

Spoiler

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"No, don't you get it? If you die in Canada, you die in REAL LIFE!"

Spoiler
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Old 08-15-2012, 04:45 PM   Top  -  End  -  #10
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Kaleidomantics


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"The colour of truth is grey."

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Old 08-15-2012, 04:47 PM   Top  -  End  -  #11
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Yggdratecture


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"But there's a world beyond what we can see and touch, and that world lives by its own laws. What may be impossible in this very ordinary world is very possible there, and sometimes the boundaries between the two worlds disappear, and then who can say what is possible and impossible?"

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Old 08-15-2012, 04:48 PM   Top  -  End  -  #12
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Prestige Classes


Prestige classes are a little interesting in a gramarie setting, because of the strange relationship gramarists have with the technology level of the setting. Each of these prestige classes has special powers and perks of gramarie available to them, but these boons aren't generally available to the market or society as a whole. Prestige classes are prestigious, and the implication behind that is that they're generally unique in a campaign setting. These are avenues of focused learning that specific characters and villains might explore, but which aren't generally available to the world itself. The ramifications of this are that you can't normally purchase or commission something that requires a unique discovery from one of these prestige classes; these special bonuses and abilities are for personal use by those that make it into the class.

Another question people might ask, is, "why are these classes so awesome?". It's absolutely true that most of these represent a straight-up power-up for the gramarist. It's sort of like the basic wizard class. A very simple core class, with a lot of possible options to branch out into. These prestige classes might feel busy, but all it is is giving gramarists interesting things to do while still giving them new directions for their gramarie, too.

The Contractor

Spoiler


The Lode-Bearer

Spoiler


The Prime Mover

Spoiler
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Old 08-15-2012, 04:49 PM   Top  -  End  -  #13
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The Graughtsman

Spoiler


The Dreamason

Spoiler


The Shadowright

Spoiler


The Masνnist

Spoiler


The Apogineer

Spoiler


The Dungeonjammer

Spoiler


The Ayuscientist

Spoiler


The Arcanitect

Spoiler
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Old 08-15-2012, 04:51 PM   Top  -  End  -  #14
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Miscellaneous Topics

"All truth passes through three stages. First, it is ridiculed. Second, it is violently opposed. Third, it is accepted as being self-evident."

Blueprints

A blueprint is a schematic describing exactly how to prepare a principle to the unenlightened. Creating a blueprint requires a gramarist who knows the principle to spend eight times the normal preparation time. She also needs to have appropriate materials of course, including paper or parchment and some sort of writing implement, and usually engineering tools such as a compass and straight-edge.

Any principle can be scribed into a blueprint, but a principle with the [Specialist] tag can only be read by another gramarist specialized in the same discipline. A principle can be prepared from a blueprint by anyone with an understanding of gramarie at least one tier lower than the level of the blueprint itself:

Tier of BlueprintMinimum Tier of Reader
BaccalaureateUntrained
MagisterialBaccalaureate
DoctorateMagisterial

Reading the blueprint and preparing the scribed principle requires a key skill check as normal, but it must also meet a certain benchmark. This is DC 20 for a Baccalaureate principle, DC 40 for a a Magisterial principle, and DC 60 for a Doctorate principle. Preparing a principle from a blueprint takes twice the normal amount of time. Upon successful completion of using the blueprint, it can only ever be used thereafter to improve upon the original principle from it; it cannot be used for a separate activation. However, anyone reading from the blueprint can use it to modify or improve the original work, as normal.

Blueprints generally cost the normal rate based on the time it takes for them to be scribed (that is, about eight times the cost of simply hiring a gramarist to prepare the principle in the first place).

Bubbles

Many principles create or affect bubbles of radius 5ft. A gramarist can create bigger bubbles by preparing principles multiple times like any principle, but there are certain benchmarks that must be met to create a larger bubble:

Bubble RadiusMinimum No. of Preparations
5ft.1
10ft.8
15ft.27
20ft.64
25ft.125

And so on in that fashion. A bubble can actually take any shape you like that would fit into the bubble of the appropriate size, but you still need to prepare the principle enough times to create that volume of effect. Essentially, you can always choose to have the bubble fill less than the full volume of the bubble if you like.

DMing with Gramarie
How to gramarie (and you can too!)

Games that involve gramarie are very very different from games that do not. The entire point of the system is to allow interaction by players into the technology level and culture of the world that you've constructed. The important thing to understand are the ramifications of the different levels of power that gramarie allows.

In general, there are three levels to gramarie. The first is what I call "low-impact magitek". This is the setting that comes from having only Baccalaureate-level principles around, it's what's in E6, and in general it's what you'll find in default low-magic campaign settings where few people even make it to 7th level. The tech level of this kind of setting is pretty close to normal D&D, and is similar to what you might find in Eberron, for instance. Some of the interesting things that you can probably expect in a low-impact magitek setting are rudimentary automobiles, materials that are stronger and more durable than you'd find in most settings, and some interesting construction techniques that leverage kaleidomantic and arcanodynamic abilities to build stuff that would be hard to build in the real world. Yggdratectural semi-spaces allow for things like portable cover for armies and excellent food and supply storage, which makes warfare much more plausible than a setting where half the population eats dirt for a living. In general, there are some interesting technologies available at this point, but they aren't necessarily widespread, and anything complicated requires a skilled psychic technician to operate (heuristical circuits still need Autohypnosis checks to operate at this point). If that's a tech level that you feel comfortable with, feel free to keep it nailed there for your entire campaign. There's not much impact from higher level technologies if the PCs are the only ones with it, since the abilities and techniques can't be leveraged for society as a whole. This approach is also pretty good for an introduction to gramarie, and to explore if it's something you want to go more in-depth into.

The second level of tech is probably my personal favourite, which I call "magitek renaissance". It comes online at 7th level with magisterial principles. In a magitek renaissance you've really got technology blossoming. This level allows rayguns, airships, giant robots, cannons, submarines, and a lot of other really cool stuff. This is where the applications start to open up, and more importantly, they become accesible to an untrained citizenry. It's like the difference between having the internet in universities and government, and putting it into the hands of the people. With control points and programming now available in circuits, anyone can use gramarie, or it can even basically run itself. In general, this level of technology is great for exploration and having fun with the ideas and world-building gramarie makes possible. I'd recommend it for any kind of magical empire or high-magic society. A great approach for a group that wants to have a little more fun and invent crazy stuff.

The final level of tech is pretty extreme; I call it "doomsday magitek". This is a post-scarcity, post-everything setting. It's pretty nuts, but then, it only exists when the population is 14th level and higher, so yeah. Anything you can imagine is pretty much possible here, from building artificial intelligences to manage a demiplane, to flying island fortresses that jump between Planes and bring their citizenry with them in giant alternate-dimension prisons that they use to power their nuclear weapons. I reserve this level of tech for PCs that make it to that point and want to have some high-level fun, or for extraplanar societies that are explicitly supposed to be lightyears more advanced than the Material Plane. This is seriously crazy-town, and is just incredible as a toolkit for a clever DM. This is the stuff that you can use to actually show how the magical empire operates, while still having the rules to allow PCs to interact with it. This is why you're here.

Now, a super-important point to make here which I touched on in the renaissance section is that the level of the PCs is not the same as the tech level of the setting. Any particular player character is limited by both his particular field of study (remember that a lot of the coolest tricks are Specialist only) and his time that he can invest. As a DM you're totally in control of how much time the PCs have to invent, practice, and explore the options that this system allows. Just because a player character has doctorate level principles doesn't mean your setting will implode, because there's only so much that one PC working on his own can do with this system. Massive societal changes require groups of high-level gramarists working together to get huge stuff accomplished.

Basically, there are a lot of possibilities with this system, but that's not a bad thing. It's sort of an equalizer between the DM and the players. Players have access to abilities which can cause permanent, visible changes in the world, but the DM has all of the same tools to construct a setting around. However you use it, just remember to have fun!

Pricing Gramarie

This is a really interesting topic. How do you price something made out of gramarie? The answer depends very much on the technology level of your setting, and the gramarie-tech that's already out there. That being said, when you get right down to it, gramarist is a job. It happens to be a very well-paying job, but then, so is manufacturing walls of iron as a wizard or binding efreeti in your spare time. Gramarists have to make a living somehow; the primary resource for a gramarist, as you may have noticed, is time. They can make a lot of really awesome stuff, but it takes some time, and in some cases that amount of time is ludicrously large. The only stuff that they will be able to churn out in fast production cycles are small-scale personal equipment, like rayguns and jetpacks. Large-scale engineering projects are going to require massive investments of time, large teams of gramarists working together, or preferably both.

When you buy something made of gramarie, you're essentially buying a set of principles that have been prepared on your behalf, and you're buying the raw materials. Every principle that has been used has a value of anywhere from 1 to 9. Every principle starts at a value of 0 for price. Principles that have been prepared multiple times are treated as separate principles for pricing.

FactorValue
Baccalaureate Principle+1
Magisterial Principle+3
Doctorate Principle+5
Baccalaureate Tech-Level Setting+2
Magisterial Tech-Level Setting+1
Doctorate Tech-Level Setting+0
[Specialist] Principle+2

Once you establish the value of each principle that went into the thing you're buying, check this chart for the price of purchasing it:

ValuePrice
13 gp
29 gp
327 gp
481 gp
5243 gp
6729 gp
72,187 gp
86,561 gp
919,683 gp

Now, this means that in most settings, gramarists (even at 1st level) can make a pretty decent wage. If you're going to include gramarie at those levels, you're going to have to get used to that reality. Gramarists do awesome stuff for the setting, and they get rewarded for it. If you have an aversion to this kind of economic power, feel free to place things like tariffs on gramarie profits, taboos against comissioning it, political reasons they can't sell their work, and so on. But seriously, making money is not as big of a deal as most people feel like it is, because any adventurer can make money if they decide to start up a business or farm for a hundred years or something. Please consider allowing people to make money in your game and buy stuff with it that people actually do buy with money, like land, property, people, and bling.

Really Really Big Stuff

Some of the stuff that gramarists make is big. Really, really big. Colossal just doesn't cut it when you're talking about actually making flying islands. Here's an expansion of the size category rules which clarifies some of the numbers about size categories beyond Colossal. I realize that this is just delaying the problem, since you might need bigger stuff, but it's a pretty good start. If in doubt about some of the qualities of things this size, continue normal mathematical progressions for all size qualities as you move beyond Colossal.

Space and Height of Really Really Big Stuff
Size CategorySpace LimitHeight Limit
Colossal+ [Enormous]1,600 sqft. (64 squares)128ft.
Colossal++ [Immense]2,500 sqft. (100 squares)256ft.
Colossal+++ [Behemothic]4,900 sqft. (196 squares)512ft.
Colossal++++ [Cavernous]10,000 sqft. (400 squares)1,024ft.
Colossal+++++ [Mountainous]19,600 sqft. (784 squares)2,048ft.
Colossal++++++ [Vast]36,100 sqft. (1,444 squares)4,096ft.

Glossary


There is a lot of terminology that goes together with gramarie. I've tried to make the new key words and phrases as self-explanatory, consistent, and easy to follow as I can, but if you're curious what a particular term means, check this reference guide!

Alchemetry: A discipline of gramarie that deals with altering material statistics. Fantasy analogue to materials engineering.
Ambient Temperature: The average temperature in degrees Centigrade of the environment, not any particular object in it. More than half of the area must be this temperature for it to be the ambient temperature.
Arcanodynamics: A discipline of gramarie that deals with converting energy from one form to another. Fantasy analogue to energy engineering.
Ascended Metal: A planetary metal can be ascended with ALCH 364, which gives it some kind of supernatural property.
Biollurgy: A discipline of gramarie that deals with creating life and shaping it. Fantasy analogue to biomedical engineering.
Biostructure: A gross building material that shares traits with both objects and creatures.
Blueprint: A written reference of a principle. Allows a layman to use the principle.
Bubble: A spherical shape commonly used by gramarie.
Bulk: A rating that provides an estimate of how bulky something is. Based off of size and density.
Chassis: A mass of biostructure given life.
Circuit: A heuristical bubble that connects various things together into a control system.
Controller (Kaleidomantics): The person controlling the motion of a kaleidomantic filter.
Control Point: A location built into a circuit where anyone can make logical decisions for the circuit.
Eldrikinetics: A discipline of gramarie that deals with motion and engines. Two main focuses are ballistics and transport. Fantasy analogue to mechanical engineering.
Energy Damage: There are five kinds of energy damage in D&D: acid, cold, electricity, fire, and sonic.
Engine: A machine you build with eldrikinetics which transforms fuel or puissance into motion of some kind.
Ferrous: Ferrous metals are in this document defined as any kind of metal which either is a magnet or reacts to a magnet.
Filter: A 2D shape of light that separates out some agent based on its colour.
Flux: An yggdratectural field where some weird physics effect occurs.
Form (Imachination): The way an illusion interacts with what it's covering. This can be adding, changing, or removing the sensory information already present.
Function (Imachination): The way an illusion interacts with the rest of the world through its behaviour.
Fundamental Disconnect: Happens when an illusion presents information which is logically impossible. Offers a chance to disbelieve the illusion.
Geoccultism: A discipline of gramarie that deals with the environment and ecology. Fantasy analogue to environmental engineering.
Gramarie: Fantasy equivalent of science and technology which provides a different way to interact with magic.
Gramarist: Someone who uses gramarie, or more specifically a character class that teaches principles of gramarie.
Heuristicism: A discipline of gramarie that deals with control and programming. Fantasy analogue to computer engineering.
Imachination: A discipline of gramarie that deals with senses and false information. Fantasy analogue to social engineering.
Inside: The term inside describes what space an object is on. In Yggdratecture it means that that object is more than 50% on one side of a portal or another, and the effect it produces takes place on the space it's inside.
Kaleidomantics: A discipline of gramarie that deals with light and filtration. Fantasy analogue to civil engineering.
Key Skill: Every discipline has a key skill which is used when you prepare a principle from it. Gramarists can substitute Knowledge (architecture and engineering) checks for a key skill check at a penalty.
Logical Decision: Any kind of decision which changes the way a principle or component works. Logical decisions can also be changed in a circuit.
Planetary Metal: There are eight metals that are very important to gramarie, and are based on the alchemical planetary beliefs from real life. They are copper, gold, iron, lead, mercury, platinum, silver, and tin.
Portal: The entryway to an extradimensional space or other plane.
Principle: The gramarie equivalent of spells. Principles come in three grades: Baccalaureate, Magisterial, and Doctorate. Some principles are marked with the [Specialist] tag, and can only be learned by a specialist in that discipline.
Puissance: Puissance is a generic form of magical energy. Think of it like the electricity that drives magic. Puissance is measured in ebbs (eb).
Push: A kind of imparted momentum granted by an engine. It creates a speed for the target for one round.
Radiomantic: A metal which gives off arcane decay continually. Very dangerous and hard to handle.
Semi-Space: A small extradimensional space created by yggdratecture.
Sense Output: The sensory component given off by an illusion. Keyed to a particular sense.
Sensory Mismatch: Happens when two senses don't agree about what's they're sensing. Offers a chance to disbelieve an illusion.
Spatial Reference: A point in space designated as a reference point to the location and orientation of some effect. Can be fixed in space, or attached to a creature or object. Moving a reference moves the effect.
Spectroconstruction: The way that a gramarist gets mundane construction and labour accomplished on his own. References possibly the most ambiguous magic item ever, sorry about that.
Transformer: An arcanodynamic transformer is a chunk of metal which either absorbs energy or emits energy. By sticking two of them together you can convert energy from one form to another.
Trigger/Response: A combination of a specific set of circumstances or requirements to be met, and the decision that a circuit will make in such an event.
Two-Part Engine: An abstraction created when you have a powered simple orthogonal and an ascending or descending engine. You can treat the vessel as if it had a fly or swim speed for ease of gameplay.
Yggdratecture: A discipline of gramarie dealing with extradimensional spaces, planes, and magnetism. Fantasy analogue to structural engineering.

To-Do
  • Arcanitect prestige class
  • Stellar Cartographer (Asternomist?) prestige class
  • 400-level theories
  • Traditions, perks that specialists in the gramarist class can pick up
  • Saboteur base class
  • Sapper base class
  • Feats
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Old 08-15-2012, 05:53 PM   Top  -  End  -  #15
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Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

I have no words.

This is wonderful.

Awesome.
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Old 08-15-2012, 05:55 PM   Top  -  End  -  #16
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Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

Looks like Welknair has some competition. I haven't had a chance to read through it yet, but it's obvious that a massive amount of work has gone into this.
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Old 08-15-2012, 09:20 PM   Top  -  End  -  #17
Amechra
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Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

This is gorgeous.

I think I'll start designing things now.

But tell me; can you use non-Wood transformers to power a Circuit? And are there, for a lack of better words, "switches" on the transformers?

For example, if I were to make an Input transformer and an Output transformer, and I connected them, would I get to control when the spell got cast without the addition of a circuit? Or would it be automatic upon generation of the necessary amount of ebbs.

I'm kind of wondering how societies would view Submerging engines; after all, they are powered by blood...

Edit: Also, do you gain more Principles known and of a higher grade if you were to enter the Eldritch Theurge PrC, for example?

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Old 08-15-2012, 09:44 PM   Top  -  End  -  #18
jojolagger
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Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

I have done my first read through. That ssaid, not best critiqueing mindset right now, so will post comments later. I'll likely also have a few schematics for you.

That said, a note right away if you can have circuits tell other circuits what to do by a complex interface thing that needs batteries.

Now I'm going to lose focus on this for a bit, so as to avoid giving my self a headache due to the innate possible complexity caused by including FPGA's in D&D. and dimensional stuff.
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Old 08-15-2012, 09:48 PM   Top  -  End  -  #19
Kellus
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Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

Quote:
Originally Posted by Amechra View Post
This is gorgeous.

I think I'll start designing things now.

But tell me; can you use non-Wood transformers to power a Circuit? And are there, for a lack of better words, "switches" on the transformers?

For example, if I were to make an Input transformer and an Output transformer, and I connected them, would I get to control when the spell got cast without the addition of a circuit? Or would it be automatic upon generation of the necessary amount of ebbs.

I'm kind of wondering how societies would view Submerging engines; after all, they are powered by blood...

Edit: Also, do you gain more Principles known and of a higher grade if you were to enter the Eldritch Theurge PrC, for example?
Good questions!

1. No, a transformer needs to be made of wood in order to actually output puissance into a circuit. The other kinds of transformer use ebbs as a unit to describe the amount of energy being moved around, but you need a wood output transformer to actually use it as puissance.

2. No. An input transformer continually gathers energy. If there is an output transformer touching it, the energy moves to the output side and is transformed (hence the name). So as an easy way to break the process, just separate the two of them. But otherwise, as long as there is the right kind of energy being supplied to the input side, the output side will generate whatever it is that it generates.

3. Yes, it would automatically cast when it had gathered enough energy to cast the memorized spell. A heuristical circuit trigger would allow you to deploy it whenever you want.

4. I imagine that would depend on the society!

5. No, normal prestige classes don't advance gramarie, since it's an entirely separate ability set. That being said, I've got some PrCs coming for some fairly simple hybrid classes to diversify a little.

Glad you like it!

Quote:
Originally Posted by radmelon
Looks like Welknair has some competition. I haven't had a chance to read through it yet, but it's obvious that a massive amount of work has gone into this.
Hey, thanks! I've been working on this for literally months, there are just so many pieces that have to fit together just so for the idea to work. Welknair's done some really cool stuff there, and I liked his material for this, but it wasn't what I was looking for for the games I want to run.

Quote:
Originally Posted by Zale
I have no words.

This is wonderful.

Awesome.
Thank you! I hope you enjoy using it!

EDIT

Quote:
Originally Posted by jojolagger
That said, a note right away if you can have circuits tell other circuits what to do by a complex interface thing that needs batteries.
Circuits can interact with each other, but only to move puissance between them. So, you could move puissance being generated inside of one circuit to a battery which is inside both it and a second circuit, and then have the second one programmed to remove the puissance from the battery, for example. The easiest battery, if you're looking for one, is orichalcum. It can store energy up to 100 ebbs per cubic foot.
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Old 08-15-2012, 10:10 PM   Top  -  End  -  #20
Amechra
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Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

A few things that will tell me exactly what I think of this project:
1. Is there a way to diminish the amount of Push that an Eldrikinetic engine produces?

2. What senses does the Heurisistic intelligence get?

3. Is there any way that a certain principle can be automated?

4. Can you apply stuff like Alchemetry to constructs?

Because if 1 is a no, then I can't design a precise filing system.

Because if 2 is a "seeing and hearing like a human within 60' of the circuit", then I can make you TV, the Internet, and a buncha other things.

Because if 3 is a no, then my dreams of a factory churning out super-steel or whatever is a wash.

Because if 4 is a no, then anyone who wants to make a better Golem will be saddened.

I can make a foundry, though: it's as simple as having a crusher (an exercise left for the reader) on a tilt, which goes over an Orange kaleidomantic filter that is covered by the bubble produced by an Ice Output Transformer (just raise the melting point on the ice, and Bob's your uncle), generating enough heat to melt the metal.

The metal then drips through, into a vat that has been treated to have a low Heat Capacity, which has been set up mechanically like one of those little drinky-birds, which means it dumps into a groove that leads to a set of bar molds, which are on a specialized dispenser.

The molds, still containing molten metal, are then slid down into a small container where an Ice Input Transformer flashes on and off, which removes all of the heat in the bars instantly, without introducing the cracking and warping that dumping it in cold water would have.

The bars are then sent off to be manipulated further by a team of Gramarists, and then are sent off to smiths and the like as high-quality metal.

You need high hardness? No problem. You need it to be light? No problem.

If Intelligences can see, then all you need is an Intelligence with instructions to faithfully reproduce anything that it has read, connected to an Controlled Additive Visual illusion, replicating any page that the Intelligence has seen, to basically have a Kindle.

You can combine Imachination and Kaleidomantics to mess with an enemy's head; after all, once you've figured out that a Purple barrier always blocks living things, you aren't going to try to pass through, even though it might just be a hastily set up Red barrier with a Tactile and Visual Static Additive Illusion slapped on top. Or, hell, even just the illusion.

Yggdrarchitecture is invaluable for any minituarization you perform; after all, where else are you going to store your jet-pack? Seriously, gramarie is pretty heavy stuff.
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Old 08-15-2012, 10:21 PM   Top  -  End  -  #21
Kellus
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Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

Quote:
Originally Posted by Amechra View Post
A few things that will tell me exactly what I think of this project:
1. Is there a way to diminish the amount of Push that an Eldrikinetic engine produces?
Um... no, but there should be and I'll put one in. BUT (and it's a big but) Push generates a speed. You never have to move your speed. The only time it would be an issue is if you're throwing projectiles that can't choose to reduce their speed, and for whatever reason you want them flung slowly. But it's still a good point, I'll edit it in there.

Quote:
2. What senses does the Heurisistic intelligence get?
I believe I specified they get telepathy and mindsight inside of the circuit bubble, and they're effectively senseless outside of that. I imagine they'd be most effective with someone (underling?) inside of the bubble to act as a sense array for them.

Quote:
3. Is there any way that a certain principle can be automated?
Yes, in fact there's a whole principle about it: HEUR 302. It lets you program a principle into the circuit, which can then be activated and prepared at a later date when conditions are met.

Quote:
4. Can you apply stuff like Alchemetry to constructs?
Yes. They are made out of materials.

Quote:
Because if 1 is a no, then I can't design a precise filing system.

Because if 2 is a "seeing and hearing like a human within 60' of the circuit", then I can make you TV, the Internet, and a buncha other things.

Because if 3 is a no, then my dreams of a factory churning out super-steel or whatever is a wash.

Because if 4 is a no, then anyone who wants to make a better Golem will be saddened.
Sorry about crushing your dreams for number 2.

Quote:
I can make a foundry, though: it's as simple as having a crusher (an exercise left for the reader) on a tilt, which goes over an Orange kaleidomantic filter that is covered by the bubble produced by an Ice Output Transformer (just raise the melting point on the ice, and Bob's your uncle), generating enough heat to melt the metal.

The metal then drips through, into a vat that has been treated to have a low Heat Capacity, which has been set up mechanically like one of those little drinky-birds, which means it dumps into a groove that leads to a set of bar molds, which are on a specialized dispenser.

The molds, still containing molten metal, are then slid down into a small container where an Ice Input Transformer flashes on and off, which removes all of the heat in the bars instantly, without introducing the cracking and warping that dumping it in cold water would have.

The bars are then sent off to be manipulated further by a team of Gramarists, and then are sent off to smiths and the like as high-quality metal.

You need high hardness? No problem. You need it to be light? No problem.

If Intelligences can see, then all you need is an Intelligence with instructions to faithfully reproduce anything that it has read, connected to an Controlled Additive Visual illusion, replicating any page that the Intelligence has seen, to basically have a Kindle.

You can combine Imachination and Kaleidomantics to mess with an enemy's head; after all, once you've figured out that a Purple barrier always blocks living things, you aren't going to try to pass through, even though it might just be a hastily set up Red barrier with a Tactile and Visual Static Additive Illusion slapped on top. Or, hell, even just the illusion.
Eee hee hee hee hee I love it

Quote:
Yggdrarchitecture is invaluable for any minituarization you perform; after all, where else are you going to store your jet-pack? Seriously, gramarie is pretty heavy stuff.
Weight has nothing to do with it!
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Old 08-15-2012, 10:40 PM   Top  -  End  -  #22
Answerer
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Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

You have no idea how unbelievably excited this makes me.
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Old 08-15-2012, 10:42 PM   Top  -  End  -  #23
Amechra
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Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

The Encumbrance system creates an abstraction of weight and volume, and squashes it into one "weight" type dealy.

I should have said "bulky". I'm sorry.

And the ability to program Principles into a circuit is amazingly useful; I do have one question, though:

How unbalanced would it be to have some method to speed up Principle use?

You see, I had an idea about having a Warship that has a circuit ready to ramp up the hull's Hardness really quickly upon entering battle.

But, hmm, a little math...

Let's say you don't have much to do, and the Barbarian is worried about his little steel sword being sundered.

So you go off somewhere, and let's say that you are a level 2 half-Elf Gramarist; you just want to increase the hardness of the metal, no biggy.

So you roll a Diplomacy check; Alchemetry is your Specialty, and you took Skill Focus (Diplomacy), and that half-elf feat that gives you +3 for Synergies instead of +2, and have a masterwork tool of Diplomacy.

You also have a friend come over, who can make a Diplomacy check with you; how grand!

You also spend skill points getting 5 ranks of Bluff and Sense Motive, for the synergy bonuses.

You rolled middling on your Charisma, getting only a 15.

So, for your check, you roll 1d20+23, for an average of 33, for a +6 to Hardness. Your range is 4-8 points of hardness added or subtracted from your item. Or you could cut the weight of all that coinage you found to around a sixth of its normal weight.

Fast forward to level 4; your bonuses have now increased, so you are rolling a 1d20+27, for a 5-9 point range.

This goes great in Gestalt with a build that gets crazy-high Diplomacy checks (I think the record is about a +120 to Diplomacy by 20th; that's a +24-+28 bonus to Hardness, for real fun!)

But yeah, I hope at least one of the prestige classes is going to mix it with Truenamer, because using Truename checks instead of the skill checks normally needed (within limits, of course), is rather snazzy.
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Old 08-15-2012, 10:46 PM   Top  -  End  -  #24
Pyromancer999
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Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

Hmmmm....a bit complex, but nice.

Most important question: Can I make robots with this? As in, is it possible to do that?

Also, can the effects of principles be done on the fly?
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Old 08-15-2012, 10:47 PM   Top  -  End  -  #25
Kellus
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Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

Quote:
Originally Posted by Answerer
You have no idea how unbelievably excited this makes me.
Haha, awesome.

Quote:
Originally Posted by Amechra
I should have said "bulky". I'm sorry.
No, I was just going for the cheap quote. You're entirely right that the stuff you make weighs a hell of a lot.

Quote:
How unbalanced would it be to have some method to speed up Principle use?
Unfortunately, very unbalanced. The key limiting factor for a gramarist is time, between spectroconstruction and principles that take an hour+ to prepare. And there are already a few ways to get around that, with time traits on demiplanes and solid quicksilver buildings.

But yeah, skill checks are nice because they can get crazy good pretty fast with some optimization, but nothing in the system really breaks with wtfbig skill numbers. Most of the results are for benchmarks or opposed checks.
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Old 08-15-2012, 10:56 PM   Top  -  End  -  #26
jojolagger
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Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

Quote:
Originally Posted by Pyromancer999 View Post
Hmmmm....a bit complex, but nice.

Most important question: Can I make robots with this? As in, is it possible to do that?
Probably, yes, but very complex ones. However, I'm fairly sure you can do it without any specialist principals.
Also, I'm fairly sure it's complex enough that if won't fly, in most games. Seriously.

Also, can a Herusitic Circuit use if statements and/or Boolean logic? ex. (if [(Battery A above 5 ebb) and (triggered)] then release all ebb via silver out)
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Old 08-15-2012, 11:01 PM   Top  -  End  -  #27
Kellus
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Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

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Originally Posted by jojolagger View Post
Probably, yes, but very complex ones. However, I'm fairly sure you can do it without any specialist principals.
Also, I'm fairly sure it's complex enough that if won't fly, in most games. Seriously.

Also, can a Herusitic Circuit use if statements and/or Boolean logic? ex. (if [(Battery A above 5 ebb) and (triggered)] then release all ebb via silver out)
I tend to agree about the robot, although there's an 8th discipline in the works dealing with animate things.

If you can describe the condition in plain language that most people could understand, it's fair game. Not, and, if, or, are all pretty reasonable.
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Old 08-15-2012, 11:04 PM   Top  -  End  -  #28
Garryl
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Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

This is very cool and reminds me of Spacechem. I'm poring over things, trying to grok how Heuristics and Arcanodynamics work (and interact). Fun little puzzle you made, Kellus. For example, right now I'm trying to puzzle out something to use a random time trait plane as a time multiplier. Drop something in, do some automated tests to check the time differential somehow, and pull it out if it's not fast enough.

I am concerned that there isn't anything this can do (as far as I've read, which isn't all of it) that existing magic can't, especially with copious use of magic traps. Even without, computers have been made with undead (Deep Rot), and from there it's only a small step to most of the automation possible with this system. Still looking for whatever it is I may have missed.
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Old 08-15-2012, 11:04 PM   Top  -  End  -  #29
Amechra
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Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

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Originally Posted by jojolagger View Post
Probably, yes, but very complex ones. However, I'm fairly sure you can do it without any specialist principals.
Also, I'm fairly sure it's complex enough that if won't fly, in most games. Seriously.

Also, can a Herusitic Circuit use if statements and/or Boolean logic? ex. (if [(Battery A above 5 ebb) and (triggered)] then release all ebb via silver out)
Actually, robots are fairly easy; you just need to have a circuit that does movement and energy loops, and an Intelligence, and it is fairly easy.

But yeah, otherwise, since there aren't any sensors, I would be at a loss for making a simple robot.

Seriously, Kellus, would it have killed you to make a sensor that doesn't have a resolution of a square foot to a pixel? It would have made making a Bremmerman Device so much easier.

Of course, our hardest test will be making the simplest possible Turing complete device/von Neumann Machine with this system...
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Old 08-15-2012, 11:14 PM   Top  -  End  -  #30
Kellus
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Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

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Originally Posted by Garryl View Post
I am concerned that there isn't anything this can do (as far as I've read, which isn't all of it) that existing magic can't, especially with copious use of magic traps. Even without, computers have been made with undead (Deep Rot), and from there it's only a small step to most of the automation possible with this system. Still looking for whatever it is I may have missed.
This is actually a really good point, and brings up something I want to talk about. There actually shouldn't be anything that you can do with this system that you can't do with enough effort with normal magic (okay, that's a lie, normal illusions are awful). The thing is, in normal D&D magic doing cool awesome engineering is usually about finding loopholes and exploits in combat-oriented spells. The tricks are obscure, needlessly complicated, and are often criticized as not being RAI.

I went at it from the other direction. I started from the premise that what I want is a game world that has all of these wonderful pieces of magical engineering in them, and tried to design a rules set that made them possible. Other advantages that you'll find with this system are the nice delineation into tiers of tech-level, a system that's more integrated for everybody (not just spellcasters), and rules that are in general more transparent and accessible.

Glad you like it!
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