Next, a camel to help carry stuff and get around ~ that’s another 150 gp ($30,000-$75,000). With a Strength of 18 and being a Large quaruped, camels can carry up to 900 pounds, with 300 and 600 being the maxima for light and medium loads, respectively. Buying a medium tent for Kavvuraz (and maybe a friend) to live out of and a pavilion to serve as zir refozev, or court, sets zim back another 115 gp ($23,000-$57,500). Finishing out Kavvuraz’s tools for living with a bedroll, a blanket, a tent cover, and a folding chair costs 17 gp 6 sp ($3520-$8800). We’re down to 187 gp 4 sp ($37,480-$93,700) and, since the quissians are nomads, we need to track encumbrance as well. The lightsaber is 2 pounds, the ceremonial armor is 4 pounds, and the cloak is 5 pounds. Carrying zir home puts another 113 pounds on the camel’s back, adding up to 124 pounds, plus Kavvuraz’s naked weight, for that noble and ill-tempered animal to carry across the sands. Speaking of, Mythic Races notes that quissians weigh between 250 and 350 pounds (there’s no die-roll chart, sadly). That means our camel is already at a medium load.
A lamp and 54 hours’ worth of oil (which is to say, 9 pints) costs a gold piece ($200-500) and weighs 10 pounds. Desert nomads don’t expect to easily find fresh food while wandering, I would imagine, so Kavvuraz probably keeps, let’s say, 4 weeks of trail rations (28 pounds and 14 gp, or $2800-$7000). Animal feed is heavier, so let’s only give Kavvura’s camel six days of food (60 pounds and 3 gp, or $600-$1500). You know, with the load on the camel, it won’t be moving all that much faster than Kavvuraz would on foot, so why don’t we just throw a pack saddle on it and use it just for carrying things? That’s 15 pounds and 5 gp ($1000-$2500), and a harness and dandy brush cost another 2 gp 2 sp ($440-$1100) and 4 pounds. New totals: 230 pounds (armor, cloak, and weapon would be carried by Kavvuraz, naturally) and 162 gp 4 sp. Huh, the decision to not have the refo riding the camel might mean we could have space for significantly more feed!
A book of religious legal commentary (treat as an adventurer chronicle (religion)) sets zim back 50 gp ($10,000-$25,000) and a pound, and a book of letters covering the subregion bounded on one side by the Dragon Coast and on another by the Pearl Coast also seems highly appropriate. It also costs 50 gp, but weighs 3 pounds. Of course, what kind of refo would go around without a copy of their holy text? Well, to be fair, the worship of Time isn’t a textual religion, but there are a few compilations of famous writings on the faith by famous teachers that function similarly to a holy book. That takes 25 gp ($5000-$12,500) and 2 pounds. A couple ounces of ink cost 16 gp ($3200-$8000) and a pen to use it is 1 sp ($20-$50), while 10 sheets of paper to use it on is 4 gp ($800-$2000). A case to carry all those sheets in is 1 gp ($200-$500) and a half pound. Kavvuraz, like everyone, starts with a free outfit ~ like many Scarhasi, ze chooses a 4-pound hot weather outfit. Let’s give zim a signet ring, too, to mark their status as refo ~ that’s 5 gp ($1000-$2500). I almost have Kavvuraz buy a bunch of water, but then I remember that quissians don’t need it! Everyone needs coffee, however, so let’s give Kavvuraz a couple pounds of ground kahve, maybe 3 pounds actually, which would cost 4 gp 8 sp ($960-$2400), and a coffee pot and 2 cups (4 pounds and 5 gp, or $1000-$2500). I guess some waterskins are necessary after all, for the coffee-making. Let’s go with 4 waterskins, for 16 pounds and 4 gp ($800-$2000). New totals: 270.5 pounds and 5 sp.
A simple but sturdy board game could set Kavvuraz back 2 sp ($40-$100) and 2 pounds. I also want zim to have a deck of fortune-teller cards, because I can’t imagine a Time-floater without a deck (or, as with tarot nowadays, fifty). Let’s trade in 2 days of trail rations for a common deck (Kavvuraz, it seems, is humble in terms of his things); that incidentally saves his camel a pound and a half. It occurs to me that another two days of rations should translate into a flint and steel to light the lamp, and the coffee will need an actual fire to heat, so let’s add, say, 3 days’ worth of firewood for 3 cp ($6-$15) and 60 pounds. Kavvuraz finishes at 329 pounds (barely a medium load) and 0 cp.
Wanna Find Something . . . Particular?
Friday, January 18, 2019
Friday, January 11, 2019
Let us begin the shopping trip! (Fantasy Friday #30)
Memory Walk [Fate, mind-affecting]
You torment an enemy causing them to relive their most horrible memories. Time: Standard action. Target: One creature with an Intelligence of 3 or higher within 30 feet of you and in your line of sight.
Make a Float upon the Sea of Time check. The result of the check determines the result, if any.
DC 20: If the target fails a Will save (DC equal to your Float upon the Sea of Time roll), the target takes 2d6 points of Time damage and loses their swift action on their next turn.
DC 25: As DC 20, except the target loses their move action on their next turn.
DC 30: As DC 20, except the target loses their standard action on their next turn.
DC 35: As DC 20, except the target loses their standard and swift actions on their next turn.
Special: You can spend a Time point to increase the damage by +2d6.
You can maintain memory walk from round to round, extending the normal duration. Maintaining the memory walk power is a standard action, and you must make a new Float upon the Sea of Time each round. If you take damage while maintaining memory walk, you must succeed on a Float upon the Sea of Time check (DC = 15 + damage taken) to continue maintaining the power.
Sever Force [Destiny]
You can block another Time-floater’s access to the Flow, preventing them from spending Time points and making it difficult for them to use Time powers. Time: Standard action. Target: One Time-surfing creature with a Fate score of 1 or higher that is within 60 feet and within line of sight.
Make a Float upon the Sea of Time check. If your target fails a Will save (DC = the Float upon the Sea of Time check), the effect (if any) is determined by your check result:
DC 25: The target cannot spend Time points for a number of hours equal to its Fate score.
DC 30: As DC 25, plus the target gains a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks.
DC 35: As DC 25, except the target gains a cumulative –2 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks.
Special: This Time power has no effect on targets with a Fate score of 0.
You can spend a Time point to double the duration of the effect.
All Kavvuraz needs now, I think, is equipment, and then they’re done! 3000 gp (equivalent to $600,000-$1,500,000), and they already have a moonbeam blade for free from their class. We are thus covered for melee weapon, and I don’t really see the good refo carrying a missile weapon, so we come to the tricky question of armor. Quissians live in a hot desert, deep in the dunes nomading far from cities. Armor tends to be famously uncomfortable in those situations. After a bit of googling about fabric choices in the dry heat of the desert, I figure that silken ceremonial armor seems the most appropriate for Kavvuraz, but I wanna check the rules for robes and things to see if they obviate the need. That’s when I remember that cloaks of resistance provide bonuses to saving throws, not AC ~ I was thinking of bracers of armor. However, I think I can get better protection from the ceremonial armor than the bracers with the money available. Unenchanted, that’s 30 gp ($6000-$15,000) for a +1 armor bonus and no penalties.
The robe thought, however, pushed me to really consider the idea of a desert Jedi that is core to Kavvuraz ~ both desert and Jedi suggest robes, so I start to wonder if spending a bunch of money on a fancy magic robe for Refoaz might not be appropriate. I set myself the task of paging through the magic robes Pathfinder’s published. Nothing particularly affordable comes up ~ robes and cloaks and things tend toward the mid-range expensive. Only three items interest me that cost less than 3000 gp, and they all violate the general guideline of not spending more than half (hell, more than two-thirds) of your net worth on a single item. I’m okay with that, though, generally speaking ~ breaking that guideline leads to fewer magic items (avoiding the mass-production feel of many D&D games/settings) and to magic items that have more weight on the plot (thus giving them more identity and story than just being, again, mass-produced industrially). My options are: robe of the master of masters (2300 gp = $460,000-$1,150,000), abjuration cloak of the hedge wizard (2500 gp = $500,000-$1,250,000), and cloak of the dark tapestry/of the night sky (same cost as the cloak of the hedge wizard).
The robe of the master of masters is more appropriate to a different sect of Time-floaters, the Shivrad sect that interact with the All of Time by means (and metaphors) of ecstatic dancing ~ so that gives us four major sects that have spread beyond the Hemeya Sea and its broad range of Time religions: the Destiny-focused Haćo, the Fate-focused Tosj, the Alys who submit themselves to the Flow, and the Shivrad who dance with Time. The Alys are most common in Not!Central Asia, Not!India, and Not!Southeast Asia rather than in Scarhas itself, and the Shivrad are focused in Not!Persia, with some members throughout the rest of Scarhas and Not!Central Asia. The Haćo and Tosj have spread across Not!Maghreb and Scarhas, with some found in Not!Central Asia, Not!West Africa, Not!Central Africa, and Prester. The other two are vaguely similar (in that they both actively aid desert survival by means of endure elements), but there’s something more aesthetically pleasing about the cloak of the night sky ~ we’ll just make it Haćo-specific rather than Desna-specific, for obvious reasons. That eats up all but 500 gp ($10,000-$250,000), and the silken armor is another 30 gp ($6000-$15,000) gone into the purses of merchants.
You torment an enemy causing them to relive their most horrible memories. Time: Standard action. Target: One creature with an Intelligence of 3 or higher within 30 feet of you and in your line of sight.
Make a Float upon the Sea of Time check. The result of the check determines the result, if any.
DC 20: If the target fails a Will save (DC equal to your Float upon the Sea of Time roll), the target takes 2d6 points of Time damage and loses their swift action on their next turn.
DC 25: As DC 20, except the target loses their move action on their next turn.
DC 30: As DC 20, except the target loses their standard action on their next turn.
DC 35: As DC 20, except the target loses their standard and swift actions on their next turn.
Special: You can spend a Time point to increase the damage by +2d6.
You can maintain memory walk from round to round, extending the normal duration. Maintaining the memory walk power is a standard action, and you must make a new Float upon the Sea of Time each round. If you take damage while maintaining memory walk, you must succeed on a Float upon the Sea of Time check (DC = 15 + damage taken) to continue maintaining the power.
Sever Force [Destiny]
You can block another Time-floater’s access to the Flow, preventing them from spending Time points and making it difficult for them to use Time powers. Time: Standard action. Target: One Time-surfing creature with a Fate score of 1 or higher that is within 60 feet and within line of sight.
Make a Float upon the Sea of Time check. If your target fails a Will save (DC = the Float upon the Sea of Time check), the effect (if any) is determined by your check result:
DC 25: The target cannot spend Time points for a number of hours equal to its Fate score.
DC 30: As DC 25, plus the target gains a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks.
DC 35: As DC 25, except the target gains a cumulative –2 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks.
Special: This Time power has no effect on targets with a Fate score of 0.
You can spend a Time point to double the duration of the effect.
All Kavvuraz needs now, I think, is equipment, and then they’re done! 3000 gp (equivalent to $600,000-$1,500,000), and they already have a moonbeam blade for free from their class. We are thus covered for melee weapon, and I don’t really see the good refo carrying a missile weapon, so we come to the tricky question of armor. Quissians live in a hot desert, deep in the dunes nomading far from cities. Armor tends to be famously uncomfortable in those situations. After a bit of googling about fabric choices in the dry heat of the desert, I figure that silken ceremonial armor seems the most appropriate for Kavvuraz, but I wanna check the rules for robes and things to see if they obviate the need. That’s when I remember that cloaks of resistance provide bonuses to saving throws, not AC ~ I was thinking of bracers of armor. However, I think I can get better protection from the ceremonial armor than the bracers with the money available. Unenchanted, that’s 30 gp ($6000-$15,000) for a +1 armor bonus and no penalties.
The robe thought, however, pushed me to really consider the idea of a desert Jedi that is core to Kavvuraz ~ both desert and Jedi suggest robes, so I start to wonder if spending a bunch of money on a fancy magic robe for Refoaz might not be appropriate. I set myself the task of paging through the magic robes Pathfinder’s published. Nothing particularly affordable comes up ~ robes and cloaks and things tend toward the mid-range expensive. Only three items interest me that cost less than 3000 gp, and they all violate the general guideline of not spending more than half (hell, more than two-thirds) of your net worth on a single item. I’m okay with that, though, generally speaking ~ breaking that guideline leads to fewer magic items (avoiding the mass-production feel of many D&D games/settings) and to magic items that have more weight on the plot (thus giving them more identity and story than just being, again, mass-produced industrially). My options are: robe of the master of masters (2300 gp = $460,000-$1,150,000), abjuration cloak of the hedge wizard (2500 gp = $500,000-$1,250,000), and cloak of the dark tapestry/of the night sky (same cost as the cloak of the hedge wizard).
The robe of the master of masters is more appropriate to a different sect of Time-floaters, the Shivrad sect that interact with the All of Time by means (and metaphors) of ecstatic dancing ~ so that gives us four major sects that have spread beyond the Hemeya Sea and its broad range of Time religions: the Destiny-focused Haćo, the Fate-focused Tosj, the Alys who submit themselves to the Flow, and the Shivrad who dance with Time. The Alys are most common in Not!Central Asia, Not!India, and Not!Southeast Asia rather than in Scarhas itself, and the Shivrad are focused in Not!Persia, with some members throughout the rest of Scarhas and Not!Central Asia. The Haćo and Tosj have spread across Not!Maghreb and Scarhas, with some found in Not!Central Asia, Not!West Africa, Not!Central Africa, and Prester. The other two are vaguely similar (in that they both actively aid desert survival by means of endure elements), but there’s something more aesthetically pleasing about the cloak of the night sky ~ we’ll just make it Haćo-specific rather than Desna-specific, for obvious reasons. That eats up all but 500 gp ($10,000-$250,000), and the silken armor is another 30 gp ($6000-$15,000) gone into the purses of merchants.
Friday, January 4, 2019
Choosing Kavvuraz's Time powers (Fantasy Friday #29)
Eyes Over the All of Time
This regimen trains you to sense images that you cannot normally see by reading the surface thoughts of others. During this regimen, an assistant looks at a series of cards with common objects painted upon them. As the deck cycles through the different images, you must read the surface thoughts of the assistant to determine what card they are looking at at that time. Time: 1 hour. Requirements: A deck of image cards and an assistant.
Make a Float upon the Sea of Time check. The result of the check determines the benefits of the regimen:
DC 13: You successfully read one-third of the assistant’s surface thoughts. You gain a +1 Flow bonus on Float upon the Sea of Time checks made to use the Telepathy application of the Float upon the Sea of Time skill.
DC 18: You successfully read two-thirds of the assistant’s surface thoughts. You gain a +2 Flow bonus on Float upon the Sea of Time checks made to use the Telepathy application of the Float upon the Sea of Time skill.
DC 23: You successfully read all of the assistant’s surface thoughts. You gain a +2 Flow bonus on Float upon the Sea of Time checks made to use the Telepathy application of the Float upon the Sea of Time skill. In addition, if you successfully use Telepathy against an unwilling target, you can also sense the target’s surface emotions and stray thoughts as if on the third round of a detect thoughts spell.
Quiet the Mind
This regimen trains you to block out distractions and stray thoughts. It requires little more than finding a quiet, secluded spot and slipping into a meditative trance to clear your mind of doubt, questions, fear, and the chaos of the galaxy. Haćo use this technique to open themselves to the flow of Time, allowing them to see distant places and events. Time: 1 hour. Target: You.
Make a Float upon the Sea of Time check. The result of the check determines the benefits of the regimen:
DC 13: You meditate, but your mind is still clouded by external stimuli. You can add one use of the farseeing power to your Time suite, but once it is used, it cannot be regained by any means.
DC 18: You meditate, quieting your mind except for but a few small distractions. You can add one use of the farseeing power to your Time suite.
DC 23: You meditate, quieting your mind entirely. You can add one use of the farseeing power to your Time suite, and you gain the benefits of the Visions talent (if you do not already know it).
Let’s see, which talents do we want Kavvuraz Refoaz to have? The first ones to catch my eye are in the Haćo Consular tree. Adept Negotiator allows the Haćo to argue someone into what is essentially a sanctuary-like effect (and, not so incidentally, unlocks a talent that would allow zim to replace Diplomacy with Float upon the Sea of Time, essentially). Meanwhile, Skilled Advisor would allow zim to give zir allies bonuses by means of shouting out tips and hints. Fate Sense from the Haćo Sentinel tree would make sense, representing insight the good refo would have gained from zir own almost-fall to zir own Fate; Consumed by Fate is less about insight and more about anger, but that works here, too. All Sides of the Wheel isn’t about Fate, but about failure, and that seems appropriate, too. Some talents, like the Control talent Focus on the Moment (which lets you regain spent Time powers), are just sort of generically useful. Temporal Perception from the Sense tree is directly applicable to a refo’s work, boosting Sense Motive and Perception, and Heightened Awareness is another means of doing the same Meanwhile, the Cleanse Mind talent from Haćo Consular would seem to be super useful, too; Indomitable Will from Control is similar but affects you rather than allies. Crucial Advice from the Guardian Spirit tree would also be wonderfully useful to a refo.
As for Time powers, Fated Rage is another option that could represent the reverbations of Kavvuraz’s flirting with Fate, as are Fear, Hatred, and Memory Walk. Temporal Disarm could be useful to a judge, but refo judge people who have failed to follow religious obligations and duties not those who have done wrong. I think bailiff-like powers might be thus less appropriate. Counterspell-like powers such as Rebuke, Resist Flow, and Sever Flow probably fall into a similar category ~ although, thinking about it, Sever Flow could be an effective punishment. . . .
I think I’ll go with Memory Walk and Sever Flow as Force powers, remnants of zir days on the edge that have remained somewhat useful in zir work as a refo. It does give zim a rather weird vibe when judging ~ zir decisions and behavior echo with compassion and understanding rooted in zir own journey, but zir methods are brutal and rough. As for talents, let’s take Crucial Advice and Cleanse Mind.
Guardian Spirit Talent Tree (Temporal ~ available at odd levels to everyone with Temporal Sensitivity as a replacement for a class feature)
You have a spirit watching over you, providing advice and continuing your training in the Flow. Although Time spirits cannot physically aid you, their guidance is critical to your success.
Crucial Advice: Once per encounter, when you fail a skill check, you can reroll the skill check with a +2 circumstance bonus. (In the case of skill checks with multiple possible results, such as when activating a Time power with multiple effects, failing a skill check is defined as achieving less than the minimum DC for that check.)
Haćo Consular Talent Tree
The following talent belongs to the Haćo Consular talent tree, which is available to members of the Haćo class. Any character who can normally choose talents from the Haćo Consular talent tree can choose this talent as well.
Cleanse Mind: Once per turn as a swift action, you can remove one ongoing mind-affecting effect from a single allied target within line of sight.
This regimen trains you to sense images that you cannot normally see by reading the surface thoughts of others. During this regimen, an assistant looks at a series of cards with common objects painted upon them. As the deck cycles through the different images, you must read the surface thoughts of the assistant to determine what card they are looking at at that time. Time: 1 hour. Requirements: A deck of image cards and an assistant.
Make a Float upon the Sea of Time check. The result of the check determines the benefits of the regimen:
DC 13: You successfully read one-third of the assistant’s surface thoughts. You gain a +1 Flow bonus on Float upon the Sea of Time checks made to use the Telepathy application of the Float upon the Sea of Time skill.
DC 18: You successfully read two-thirds of the assistant’s surface thoughts. You gain a +2 Flow bonus on Float upon the Sea of Time checks made to use the Telepathy application of the Float upon the Sea of Time skill.
DC 23: You successfully read all of the assistant’s surface thoughts. You gain a +2 Flow bonus on Float upon the Sea of Time checks made to use the Telepathy application of the Float upon the Sea of Time skill. In addition, if you successfully use Telepathy against an unwilling target, you can also sense the target’s surface emotions and stray thoughts as if on the third round of a detect thoughts spell.
Quiet the Mind
This regimen trains you to block out distractions and stray thoughts. It requires little more than finding a quiet, secluded spot and slipping into a meditative trance to clear your mind of doubt, questions, fear, and the chaos of the galaxy. Haćo use this technique to open themselves to the flow of Time, allowing them to see distant places and events. Time: 1 hour. Target: You.
Make a Float upon the Sea of Time check. The result of the check determines the benefits of the regimen:
DC 13: You meditate, but your mind is still clouded by external stimuli. You can add one use of the farseeing power to your Time suite, but once it is used, it cannot be regained by any means.
DC 18: You meditate, quieting your mind except for but a few small distractions. You can add one use of the farseeing power to your Time suite.
DC 23: You meditate, quieting your mind entirely. You can add one use of the farseeing power to your Time suite, and you gain the benefits of the Visions talent (if you do not already know it).
Let’s see, which talents do we want Kavvuraz Refoaz to have? The first ones to catch my eye are in the Haćo Consular tree. Adept Negotiator allows the Haćo to argue someone into what is essentially a sanctuary-like effect (and, not so incidentally, unlocks a talent that would allow zim to replace Diplomacy with Float upon the Sea of Time, essentially). Meanwhile, Skilled Advisor would allow zim to give zir allies bonuses by means of shouting out tips and hints. Fate Sense from the Haćo Sentinel tree would make sense, representing insight the good refo would have gained from zir own almost-fall to zir own Fate; Consumed by Fate is less about insight and more about anger, but that works here, too. All Sides of the Wheel isn’t about Fate, but about failure, and that seems appropriate, too. Some talents, like the Control talent Focus on the Moment (which lets you regain spent Time powers), are just sort of generically useful. Temporal Perception from the Sense tree is directly applicable to a refo’s work, boosting Sense Motive and Perception, and Heightened Awareness is another means of doing the same Meanwhile, the Cleanse Mind talent from Haćo Consular would seem to be super useful, too; Indomitable Will from Control is similar but affects you rather than allies. Crucial Advice from the Guardian Spirit tree would also be wonderfully useful to a refo.
As for Time powers, Fated Rage is another option that could represent the reverbations of Kavvuraz’s flirting with Fate, as are Fear, Hatred, and Memory Walk. Temporal Disarm could be useful to a judge, but refo judge people who have failed to follow religious obligations and duties not those who have done wrong. I think bailiff-like powers might be thus less appropriate. Counterspell-like powers such as Rebuke, Resist Flow, and Sever Flow probably fall into a similar category ~ although, thinking about it, Sever Flow could be an effective punishment. . . .
I think I’ll go with Memory Walk and Sever Flow as Force powers, remnants of zir days on the edge that have remained somewhat useful in zir work as a refo. It does give zim a rather weird vibe when judging ~ zir decisions and behavior echo with compassion and understanding rooted in zir own journey, but zir methods are brutal and rough. As for talents, let’s take Crucial Advice and Cleanse Mind.
Guardian Spirit Talent Tree (Temporal ~ available at odd levels to everyone with Temporal Sensitivity as a replacement for a class feature)
You have a spirit watching over you, providing advice and continuing your training in the Flow. Although Time spirits cannot physically aid you, their guidance is critical to your success.
Crucial Advice: Once per encounter, when you fail a skill check, you can reroll the skill check with a +2 circumstance bonus. (In the case of skill checks with multiple possible results, such as when activating a Time power with multiple effects, failing a skill check is defined as achieving less than the minimum DC for that check.)
Haćo Consular Talent Tree
The following talent belongs to the Haćo Consular talent tree, which is available to members of the Haćo class. Any character who can normally choose talents from the Haćo Consular talent tree can choose this talent as well.
Cleanse Mind: Once per turn as a swift action, you can remove one ongoing mind-affecting effect from a single allied target within line of sight.
Tuesday, January 1, 2019
Finishing off Amon Assemon (Traveller Tuesday #28)
Land transport starts at the energy tech level, which is 8. Having no water doesn’t change it, but having no land would. The 2d6 for x-factors gives us an 8, so it stays there, with triphibian vehicles being the state of the art on this moon. That gives us a base and a maximum for water transport technology. Now, the dryness of the moon changes things, subtracting one from its tech level, and a 2d6 roll of 4 lowers it by another level, meaning that the moon can produce water transports about equivalent to what the United States did in the mid-20th century (G3TL 6), making submersibles, scuba, and amphibian vehicles the most advanced such tech they can produce. I’m not sure said production happens much, though, considering that Amon Assemon lacks large factories and things for exporting products.
Air transport takes its base from the energy tech level, and is modified only by the x-factors, which don’t have any effect, thanks to an 8 on 2d6. At TL 8, that means hypersonic jets and (again) triphibian vehicles. That sounds rad, but jets still require atmosphere to work, so they are likely not produced here much, either. Space transport, likewise, tracks with energy, and a starport-in-name-only has no effect on its advancement. However, the xenophobia demonstrated by the Assemonite qweens does, to the tune of dropping the space transport tech level by 1. 2d6 come up 10, though, which gives that level back to space transport, resulting in an 8. These qweens can build space shuttles, space stations, and non-grav ships of Maneuver 3-5. No native noetic drives yet, however.
Without cities to receive subsidiary starports and spaceports, I imagine that Amon Assemon actually does only have the one Class E Starport. Though the moon could build orbital cities, that starport indicates that they don’t really have the will to do things like fill up the LaGrange points, so there aren’t any subsidiary Assemonite settlements.
Personal weaponry and armor and things starts with energy tech (like almost everything). Their desire to accept compromise rather than actually end up fighting doesn’t change that level, but their bullying tactics of showing off their military might in bluster does, adding one, putting it at the maximum level of the tech. Do the x-factors change that? 6 on 2d6 says no. These qweens fight ~ well, bluff and intimidate ~ with laser guns and ablative armor. Heavy military tech gets the same modifiers, but tracks with land transport. Which doesn’t change anything, but the x-factors might. A 10 on 2d6 would, but 9 is the upper limit for the tech, so once again it is stuck where it is. Assemonite war vehicles ~ which probably display a similarly over-the-top drag aesthetic as their fashion, for extra size and intimidation ~ show off their particle accelerators, target-designated missiles, and lightweight composite laminate armor.
Two out of ten technology levels have been running into their ceilings. With the Rose Brothers just a few thousand feet below and a rising movement agitating for putting more (read: all) the power into the hands of the people by utilizing advanced computing/communications technology, that clicks right into place. A large contingent of the agitators are scientists, engineers, and inventors who see it as a way to push the boundaries of Assemonite technology and knowledge further than it can while Parliament keeps such a tight grip on everything but free trade.
Novelty tech levels still need to wait until the subsector is mapped before I can establish them, since novelty imports can take the slot. Local prototypes are TL 9, straining to achieve TL 10.
The world gains a Green travel code, indicating free travel to and fro. As for trade codes, the Drag Moon is LG (low-gravity), of course, and is As (asteroid) as well, despite technically being a moon. Hey, classificatory systems always include weirdness like that. It’s also obviously Lo (low population) and gets Va (vacuum) for having no air.
Let’s see, the last few details could use working out . . . . Hydrographics 0 might not actually mean that there’s no surface water (it only probably means that), so we roll 2d6-7 and add the result to 0. So if we roll 8-12 (before the subtraction), there will be a tiny bit of water on the surface. However, we roll a 6, which is -1 after the subtraction, which means the surface of the Drag Moon is dry, dry, dry. Which also means there’s no hydrography to have a composition, so we skip that. Nor are there any oceans and lakes, obviously.
By definition, a Size 0 Hydrosphere 0 planet has little geological activity, with the entire surface being but a single tectonic plate. That just leaves the number of volcanoes (which is based on the seismic stress factor) and specific temperature details to work out, but as I’ve stated, I don’t know how to do all of those computations for a satellite. I’d love help from any Traveller nerds who might be reading this
bUWP: α-3D-0704-α0-A (α Greve-Eau Pleine-α Bishop Scheumack-Ishee-Amon Assemon)/E000346-8/X/As-LG-Lo/Em
Air transport takes its base from the energy tech level, and is modified only by the x-factors, which don’t have any effect, thanks to an 8 on 2d6. At TL 8, that means hypersonic jets and (again) triphibian vehicles. That sounds rad, but jets still require atmosphere to work, so they are likely not produced here much, either. Space transport, likewise, tracks with energy, and a starport-in-name-only has no effect on its advancement. However, the xenophobia demonstrated by the Assemonite qweens does, to the tune of dropping the space transport tech level by 1. 2d6 come up 10, though, which gives that level back to space transport, resulting in an 8. These qweens can build space shuttles, space stations, and non-grav ships of Maneuver 3-5. No native noetic drives yet, however.
Without cities to receive subsidiary starports and spaceports, I imagine that Amon Assemon actually does only have the one Class E Starport. Though the moon could build orbital cities, that starport indicates that they don’t really have the will to do things like fill up the LaGrange points, so there aren’t any subsidiary Assemonite settlements.
Personal weaponry and armor and things starts with energy tech (like almost everything). Their desire to accept compromise rather than actually end up fighting doesn’t change that level, but their bullying tactics of showing off their military might in bluster does, adding one, putting it at the maximum level of the tech. Do the x-factors change that? 6 on 2d6 says no. These qweens fight ~ well, bluff and intimidate ~ with laser guns and ablative armor. Heavy military tech gets the same modifiers, but tracks with land transport. Which doesn’t change anything, but the x-factors might. A 10 on 2d6 would, but 9 is the upper limit for the tech, so once again it is stuck where it is. Assemonite war vehicles ~ which probably display a similarly over-the-top drag aesthetic as their fashion, for extra size and intimidation ~ show off their particle accelerators, target-designated missiles, and lightweight composite laminate armor.
Two out of ten technology levels have been running into their ceilings. With the Rose Brothers just a few thousand feet below and a rising movement agitating for putting more (read: all) the power into the hands of the people by utilizing advanced computing/communications technology, that clicks right into place. A large contingent of the agitators are scientists, engineers, and inventors who see it as a way to push the boundaries of Assemonite technology and knowledge further than it can while Parliament keeps such a tight grip on everything but free trade.
Novelty tech levels still need to wait until the subsector is mapped before I can establish them, since novelty imports can take the slot. Local prototypes are TL 9, straining to achieve TL 10.
The world gains a Green travel code, indicating free travel to and fro. As for trade codes, the Drag Moon is LG (low-gravity), of course, and is As (asteroid) as well, despite technically being a moon. Hey, classificatory systems always include weirdness like that. It’s also obviously Lo (low population) and gets Va (vacuum) for having no air.
Let’s see, the last few details could use working out . . . . Hydrographics 0 might not actually mean that there’s no surface water (it only probably means that), so we roll 2d6-7 and add the result to 0. So if we roll 8-12 (before the subtraction), there will be a tiny bit of water on the surface. However, we roll a 6, which is -1 after the subtraction, which means the surface of the Drag Moon is dry, dry, dry. Which also means there’s no hydrography to have a composition, so we skip that. Nor are there any oceans and lakes, obviously.
By definition, a Size 0 Hydrosphere 0 planet has little geological activity, with the entire surface being but a single tectonic plate. That just leaves the number of volcanoes (which is based on the seismic stress factor) and specific temperature details to work out, but as I’ve stated, I don’t know how to do all of those computations for a satellite. I’d love help from any Traveller nerds who might be reading this
bUWP: α-3D-0704-α0-A (α Greve-Eau Pleine-α Bishop Scheumack-Ishee-Amon Assemon)/E000346-8/X/As-LG-Lo/Em
Friday, December 28, 2018
Finally a name! (Fantasy Friday #28)
OK, now that I’ve converted a bunch of stuff, let’s get back to the actual character we’re creating. Our party so far includes a cismale and a genderqueer, so I’m debating between cisfemale and agender for this character. Naw, not agender ~ neutrois. Yeah, let’s go with neutrois, with a presentation more interested in removing gender markers than in presenting or mix-&-matching them As for zir name, I start from two places. The list of names given in the Mythic Races book wherefrom I got the quissian race, and the quissians’ homeland as being equivalent to the Arabian desert, making them vague equivalents to Bedouins. Fantasy Flight Games back in the day, didn’t include non-binary names for their races, so I’m left with male (Szzickra, Zrrilin, Ozvveriaz) and female (Ullziizza, Yuzziwaz, Plezxixxina). This tells me that quissians are really into trying too hard to make their names alien to English eyes, if not ears.
I do like the idea that quissians are known only by pet names or family names until their 17th birthday, when a two-day-long meditation with a Haćo or a leader of one of the tribal groups the quissian is a member of, instructing them on their path though Time. I’m going to say that every quissian has a pet name (usually some cute nonsense word), a descriptive adult-name, the adult-name name of one of their parents and one of their grandparents (each punctuated with a preceding “yu”, meaning “child of”), and then the name of their put, or tent, (a group of familial units related by blood, marriage, or other such bonds), the name of their yuazz (a group of related tents ~ about 3-5 generations), and finally the name of their pann (tribe). All but the pet-name are descriptive. The suffix -az will function as a definite article (“the”)
Let’s call this quissian Haćo . . . Wayii Kavvuraz yu Lazzidaz yu Szzarraz Putzrrilin Yuazzullziiza Pannszzikra (The Forgiving child of the Infallible child of the Goading, in Bright Star Tent in Storm Hammer Yuazz in Proud Path Tribe, called Wayii by their family as a child and in intimate moments). Ze would mostly just be referred to as Kavvuraz or the Forgiving in everyday life ~ Refoaz Kavvuraz (“The Forgiving Judge”) in a formal capacity.
Refoaz Kavvuraz gets a total of 6 skill ranks at 3rd level. Let’s give zim 3 ranks of Float upon the Sea of Time, of course. Knowledge (religion), Knowledge (local), and Sense Motive all seem like necessary skills for a refo, or judge of positive laws (that is: laws about what followers of the faith should do, rather than laws about what they shouldn’t). With only 3 ranks left, let’s just give each of those 1 rank. Three of these four skills are class skills for the Haćo ~ Sense Motive is the odd one out that doesn’t get the extra +3 bonus. We roll 2d8+14 for zir hit points, and get 4+14, for a total of 18 hit points. Ze actually turns out to be somewhat fragile. That fragility is accompanied by a moonbeam blade, proficiency with both it and simple weapons, the Temporal Sensitivity feat (with a maximum of 2 Time points), two talents, and another bonus feat. Additionally, it’s pretty clear that Kavvuraz will choose Temporal Training for both zir 1st-level and 3rd-level feat, giving zim 2 powers in zir power suite.
That means we have to page through all of the the Haćo and temporal talents to choose two and all of the time powers to choose two. Somewhat easier will be to choose the bonus feat, as that’s a much smaller list to page through, so let’s start there, y/n? The most refo-like of the bonus feats available seem to be: Center of the Circle, Circular Certainty, Cranial Adjustment, Flow Regimen Mastery, It Has Already Happened, Practiced Ritualist, Psychic Adept, Psychic Disciple, Psychic Maestro, Psychic Sensitivity, Psychic Virtuoso, Skill Focus, Skill Training, Spectrum Sight, Strong Flow, and Trepanation. Of course, Refoaz Kavvuraz doesn’t even qualify for most of these yet. If we edit those out of the list, it’s much shorter: Flow Regimen Mastery, Psychic Sensitivity (which doesn’t do much unless I wanna change one of zir skill ranks from Knowledge (local) to Perception to get the read aura unlock), Skill Focus, and Skill Training.
I’m going to look through the Flow regimens to see if there’s anything interesting. If not, I think I will change that skill for Psychic Sensitivity, which will give Kavvuraz both the prognostication and the read aura skill unlocks. There’s actually exactly three regimens that are perfect for a refo ~ which is how many the feat will give our quissian. Kavvuraz takes Flow Regimen Mastery as zir bonus feat, gaining a choice between the Awaken Temporal Sensitivity, Eyes Over the All of Time, and Quiet the Mind regimens for their daily practice. The benefits of Flow regimens, by the way, last for 24 hours, and only one flow regimen’s effects can be active in a given 24-hour period. For story purposes, you can perform as many regimens as you like; you only benefit from the first one performed, however. If you fail to complete a Flow regimen, you cannot gain the benefits of that regimen for 24 hours, though you can attempt another Flow regimen you know.
Awaken Temporal Sensitivity
This training regimen is used to awaken another to the flows, cycles, and transcendent Eternal Nowness of Time. You and the beneficiary of this regimen practice meditation, quieting your minds and becoming present to the All of Time. Time: 1 hour. Target: One willing ally who does not possess the Temporal Sensitivity feat.
Make a Float upon the Sea of Time check. The result of the check determines the benefits of the regimen:
DC 13: You gain the benefit of the Gauge Force Potential talent (if you do not already have it).
DC 18: As DC 13, and you awaken the first glimmers of awareness in the target. For the next 4 hours, the target can make untrained Float upon the Sea of Time checks as though they possess the Temporal Sensitivity feat.
DC 23: As DC 18, except the target also gains a +1 insight bonus on Float upon the Sea of Time checks.
DC 28: As DC 18, except the student also gains a +2 insight bonus on Float upon the Sea of Time checks.
I do like the idea that quissians are known only by pet names or family names until their 17th birthday, when a two-day-long meditation with a Haćo or a leader of one of the tribal groups the quissian is a member of, instructing them on their path though Time. I’m going to say that every quissian has a pet name (usually some cute nonsense word), a descriptive adult-name, the adult-name name of one of their parents and one of their grandparents (each punctuated with a preceding “yu”, meaning “child of”), and then the name of their put, or tent, (a group of familial units related by blood, marriage, or other such bonds), the name of their yuazz (a group of related tents ~ about 3-5 generations), and finally the name of their pann (tribe). All but the pet-name are descriptive. The suffix -az will function as a definite article (“the”)
Let’s call this quissian Haćo . . . Wayii Kavvuraz yu Lazzidaz yu Szzarraz Putzrrilin Yuazzullziiza Pannszzikra (The Forgiving child of the Infallible child of the Goading, in Bright Star Tent in Storm Hammer Yuazz in Proud Path Tribe, called Wayii by their family as a child and in intimate moments). Ze would mostly just be referred to as Kavvuraz or the Forgiving in everyday life ~ Refoaz Kavvuraz (“The Forgiving Judge”) in a formal capacity.
Refoaz Kavvuraz gets a total of 6 skill ranks at 3rd level. Let’s give zim 3 ranks of Float upon the Sea of Time, of course. Knowledge (religion), Knowledge (local), and Sense Motive all seem like necessary skills for a refo, or judge of positive laws (that is: laws about what followers of the faith should do, rather than laws about what they shouldn’t). With only 3 ranks left, let’s just give each of those 1 rank. Three of these four skills are class skills for the Haćo ~ Sense Motive is the odd one out that doesn’t get the extra +3 bonus. We roll 2d8+14 for zir hit points, and get 4+14, for a total of 18 hit points. Ze actually turns out to be somewhat fragile. That fragility is accompanied by a moonbeam blade, proficiency with both it and simple weapons, the Temporal Sensitivity feat (with a maximum of 2 Time points), two talents, and another bonus feat. Additionally, it’s pretty clear that Kavvuraz will choose Temporal Training for both zir 1st-level and 3rd-level feat, giving zim 2 powers in zir power suite.
That means we have to page through all of the the Haćo and temporal talents to choose two and all of the time powers to choose two. Somewhat easier will be to choose the bonus feat, as that’s a much smaller list to page through, so let’s start there, y/n? The most refo-like of the bonus feats available seem to be: Center of the Circle, Circular Certainty, Cranial Adjustment, Flow Regimen Mastery, It Has Already Happened, Practiced Ritualist, Psychic Adept, Psychic Disciple, Psychic Maestro, Psychic Sensitivity, Psychic Virtuoso, Skill Focus, Skill Training, Spectrum Sight, Strong Flow, and Trepanation. Of course, Refoaz Kavvuraz doesn’t even qualify for most of these yet. If we edit those out of the list, it’s much shorter: Flow Regimen Mastery, Psychic Sensitivity (which doesn’t do much unless I wanna change one of zir skill ranks from Knowledge (local) to Perception to get the read aura unlock), Skill Focus, and Skill Training.
I’m going to look through the Flow regimens to see if there’s anything interesting. If not, I think I will change that skill for Psychic Sensitivity, which will give Kavvuraz both the prognostication and the read aura skill unlocks. There’s actually exactly three regimens that are perfect for a refo ~ which is how many the feat will give our quissian. Kavvuraz takes Flow Regimen Mastery as zir bonus feat, gaining a choice between the Awaken Temporal Sensitivity, Eyes Over the All of Time, and Quiet the Mind regimens for their daily practice. The benefits of Flow regimens, by the way, last for 24 hours, and only one flow regimen’s effects can be active in a given 24-hour period. For story purposes, you can perform as many regimens as you like; you only benefit from the first one performed, however. If you fail to complete a Flow regimen, you cannot gain the benefits of that regimen for 24 hours, though you can attempt another Flow regimen you know.
Awaken Temporal Sensitivity
This training regimen is used to awaken another to the flows, cycles, and transcendent Eternal Nowness of Time. You and the beneficiary of this regimen practice meditation, quieting your minds and becoming present to the All of Time. Time: 1 hour. Target: One willing ally who does not possess the Temporal Sensitivity feat.
Make a Float upon the Sea of Time check. The result of the check determines the benefits of the regimen:
DC 13: You gain the benefit of the Gauge Force Potential talent (if you do not already have it).
DC 18: As DC 13, and you awaken the first glimmers of awareness in the target. For the next 4 hours, the target can make untrained Float upon the Sea of Time checks as though they possess the Temporal Sensitivity feat.
DC 23: As DC 18, except the target also gains a +1 insight bonus on Float upon the Sea of Time checks.
DC 28: As DC 18, except the student also gains a +2 insight bonus on Float upon the Sea of Time checks.
Wednesday, December 26, 2018
Happy Boxing Day! For you, a gift of a superteam! (Mutants & Masterminds 3e)
The Flurry
"Blast off for Mars... with Santa and a pair of Earth kids!"— Santa Claus Conquers the Martians
In 1964, Santa Claus was kidnapped from the North Pole by a group of Martian leaders. After the 1938 invasion (itself an attempt to make up for the failed invasion in 1895), the Martian government had made the fateful decision to allow Earthling transmissions to be received and played by the Martian people. This revealed a lurking flaw in their culture ~ its lack of humor, individuality, and free thought were providing fertile soil for restlessness and distraction among Martian children.
The 800-year-old sage Chochem counseled the Martian leaders that the solution was to allow freedom and fun into their culture, by means of adapting Earthling traditions of Christmas. An initial abduction of two Earthling children resulted in their concluding that only Santa Claus could instruct them on how to recreate Christmas. So they kidnapped him. Amidst all of his adventures on Mars, Santa found himself in, shall we say, a compromising situation with Momar, the wife of one of the Martian leaders, an event which would be a major factor in Mrs. Claus's divorce from Santa 32 years later). The Martian even got pregnant as a result!
The child was named Piamar and raised among the ruling class of the Martian planet, the natives of that planet being accustomed to non-monogamy and its resultant parental scenarios. Piamar's childhood was simultaneously coddled, with every risk of injury carefully removed from her actions and environment, and awkward, as the Martians experimented with what it meant to be fun and with individual decision-making. She ended up thirsty for thrills. Seeing superheroes in action through her video screen, she stole a Martian spaceship and traveled to Earth in 1985, where she learned how to learn from the superheroes that trained her.
"Rudolph, far from being the adorable, earnest fellow of the tale, is in fact Ruyd-al-Olafforid, the All-Destroying Flame of the Yukon. His mother was Kali and his father was an ice floe. His nose appears red because his body is full of coals, and his eyes flare with a terrible conflagration of the soul. The tips of his antlers are like candles in the snowy wind. He is not vengeful, but he is the light in the dark of winter, consuming and giving life at the same time. Your carrots only make the lord of flame stronger.”
― Catherynne M. Valente, The Bread We Eat in Dreams
Reindeer don't live very long ~ 10-18 years at the most. The famously glow-nosed Rudolph was 25 when he died of old age in 1964. Santa Claus, his sleigh all decked out with black accents ~ fur and flowers and silent bells ~ brought his honored friend's body back to the Arctic tribe who had raised him, who had bred and maintained and loved the flying reindeer for generations. They gave him a proper burial according to the ancient rites, but they held onto his antlers and his famous schnozz.
From these corporeal remnants, magicworkers of the tribe wrought a mask deep in power. They sang Rudolph's spirit into the preserved antlers and nose as they mounted them to the metal cap which would serve as their main support on the head of their most honored, wise, learned, and blessed magicworker. Dula'r became that magicworker in 1998. Mere months after receiving the Rudolph Mask, Dula'r was called into a broader protective mandate. Just after midnight on September 10 of that year, a Russian submarine sailor by the name of Alexander Kuzminykh broke out of detainment, killed several sailors, and threatened to detonate the submarine's torpedoes. The torpedoes weren't nuclear, but the ship itself was, and the situation risked a second Chernobyl. After 24 hours and his mother failing to get him to stand down, Dula'r streaked in. A deft use of their magicks ended the crisis peacefully, only for Alexander to be gunned down by an anti-terrorist commando unit of the FSB.
Disgusted, Dula'r retreated back to their tribal lands, seeking the companionship of the flying reindeer to soothe their troubled mind. Of course, Rudolph's spirit (housed in the mask) talked with Dula'r at the same time, arguing that the outside world could no longer be ignored. The safety of Dula'r's people and the animals which were their special responsibility required them to be more active in foreign lands. By the time the winter solstice rolled around, the decision had been made. Dula'r began to get involved in crises across the globe, earning the name in the media of the Witch in the Wind.
"I suppose it all started with the snow. You see, it was a very special kind of snow. A snow that made the happy happier, and the giddy even giddier. A snow that'd make a homecoming homier, and natural enemies, friends, natural. For it was the first snow of the season. And as any child can tell you, there's a certain magic that comes with the very first snow, especially when it falls on the day before Christmas. For when the first snow is also a Christmas snow... Well, something wonderful is bound to happen."
— Frosty the Snowman
Liseta Melilla Salazar's mother, Nicola Salazar nee Renautas, was one of triplets given an experimental formula at birth that gave them superpowers; she gained super-strength, while her sister Barbara became a speedster and the third sister Teresa gained pyrokinetic abilities. Liseta's father, Daniel Lorenzo Salazar, had the ability to phase through solid matter and his mother (Liseta's grandmother) had the ability to supercharge the innate powers of superhumans. Somehow, these capabilities, transmitted genetically and epigenetically to their child, gave her the ability to project her mind into computer networks. By doing so, she would leave her body insensate and vulnerably inactive, but would gain incredible speed and power as a hacker.
Neither Daniel nor Nicola never wanted his daughter to go the way he did in life, the way toward crime and gangs. But Nicola inadvertently ensured that something like that would happen, when in 1999 (when Liseta was 11) she sought to sever her family's ties to the gangs by betraying them to the police during a major caper. She'd thought that she could get away with 40 million untraceable pesos and her husband, but she bungled the effort. Badly. He went to prison, and she tried to be a single mother, an onerous effort that pushed her to work two jobs and become a webgirl in order to make ends meet. Daniel learned of the situation and broke out of prison to kidnap his daughter. While on the road together, Liseta used her abilities to make them money so that her dad didn't have to risk being seen any more than he had to, taking the hacker handle Mediaslargas. Of course, two years later, 9/11 brought a sea change to the internet. Despite her young age, Mediaslargas got caught up in the tidal wave, finding a home amongst a variety of hacktivism groups at varying levels of legality and intensity.
A couple of years ago, she discovered that the U.S. government was working on a cloud of microbots (only slightly too large to qualify as "nano") that would be networked together in a hyperadaptive semirandomly dynamic neural network that could host the most advanced artificial intelligence yet developed. Exploring the project while the cloud was being transported by jet high above the northern United States, Mediaslargas was inside the neural network when the Land of Sweets attacked the plane. The Nutcracker King, its ruler, had also learned of the project and, facing a coup attempt by Lord Licorice in his imminent future, wanted the technology to fight him off. Sadly, the battle aboard the jet went poorly, and a hole was blown in the side of the jet . . . a hole that vented the cloud of chips with Mediaslargas in them into the blizzard outside. The next thing Liseta knew, her consciousness was finally able to reform when some children happened to make a snowman out of snowflakes to which the chips had bonded. Unable to return to her body or travel the computer networks for unknown reasons, Liseta changed her handle to the Snowman and set out to figure out what the fuck even.
"They — my political adversaries — define ‘other’ as anyone not white, male, cis, abled, and allegedly Christian. Romance [fiction], on the other hand, is and has always been about opening oneself to the risk of the ‘other.’ Whether (from the traditional heroine’s point of view) that ‘other’ is a pirate, a Viking, the lord of a manor, or a war-hardened Navy SEAL, a connection cannot be made without accepting one’s own vulnerability, and opening oneself up to intimacy."
— Suzanne Brockman
Meanwhile, Ghost Mouse had been trying to regain a body, a luxury he desperately missed. This quest ~ and the ruthless methods he used in every attempt paragraph about the team ~ had brought him afoul of the Witch in the Woods. Ghost Mouse had heard of the microchip cloud project and believed that it might be advanced enough to host a phantom intelligence without having a native intelligence to complain and rebel. As a wraith, Ghost Mouse was easily able to infiltrate US installations, and so saw the transmissions that the reactivated cloud sent. Those same transmissions found their way across Silverbelle's console, as well, sending her out on the Ice Floe, her Martian-made yacht, worried about the States seeking revenge on her home for the invasions.
These four individuals and two organizations clashed together in the small coastal town of Hammock Village on Moose-Lookit Island, Maine. A chaotic struggle began, in which both Silverbelle and the Witch in the Wind were simultaneously the first to realize that the cloud of microchips was now a person. Teaming up to protect Liseta from the US military, the Land of Sweets military, and Ghost Mouse, the two discovered a desire for each other (sexual and romantic on Piamar's side, but only relational so far on Dula'r's), and the Snowman discovered one for the two of them.
After extricating themselves from the situation with the aid of the Nutcracker King and Ghost Mouse's mutual hatred (causing them to fight each other as much as everyone else), the trio spent some time dating while fighting crime and supervillains, and working to answer some of the lingering questions the Snowman had about her situation. Love developed, and the Witch in the Wind moved everyone into a complex of magical ice caverns they knew about. They became a superteam and a deeply-loving triad, calling themselves the Flurry.
"Then the bartender gazed
Through the smoke and the haze
Through the window and ice
To the corner street light
Where standing alone
By a broken pay phone
Was a girl the child said
Could no longer get home
And the snow it was falling
The neon was calling
The bartender turned
And said "Not that I care
But how would you know this?"
The child said "I've noticed
If one could be home,
They'd be already there""
—"Old City Bar", Trans-Siberian Orchestra
Home Base: An ancient magical cave complex in central Sápmi, northern Norway.
Gender: (Silverbelle) Soft butch cisfemale (the Witch in the Woods) androgyne (the Snowman) Demifemale
Sexuality: (Silverbelle) Homosexual vanilla (the Witch in the Woods) demisexual sadist (the Snowman) asexual
Romantic Identity: (Silverbelle) Homoromantic monogamous (the Witch in the Woods) aromantic relationship anarchist (the Snowman) panromantic
"Your gift is here, it will be something you’ll never forget. Most people don’t realize there are troubled realms within our world, and you hold the key to their secrets. Remember, Clara, nothing is as it seems."
—The Nutcracker and the Four Realms
Recurrent Foes:
Team
- The Nutcracker King: Desperate to hold onto his sovereignty over the Land of Sweets in the face of a communist revolution led by Lord Licorice, the Nutcracker King has continued to plague the Flurry with attempts to use Earth to his advantage. Because of his power, the Flurry often find themselves resorting to getting Ghost Mouse involved and forcing the Nutcracker King to fight a battle on two fronts.
- Powers: Golem template from Supernatural Handbook, permanent Shrinking, highly trained fencer, and an army (PC PL 14)
- Drosselmeyer: The Nutcracker King's pet wondermaker, Drosselmeyer also serves as his advance agent in the world, initiating many schemes with the giving of an enchanted gift.
- Powers: Artificer, a moderate assortment of spells, social engineering (PC PL 14)
- Queen Marie Stahlbaum: The Nutcracker's young Earthling wife, Queen Marie spends her time developing a skillset as broad as it is mundane in order to support her husband as a queen should. Her one paranormal power is her ability to travel between the dimensions and take others with her. when Drosselmeyer sends her a mystical message that the situation is ready for the King and the army to make an appearance, it's Queen Marie who leads them to Earth.
- Powers: Broad skill & advantage set, most of the talent utility powers from Power Profiles, some martial arts training, Movement (dimension) anyone touching her and those touching her etc. (PC PL 10)
- Ghost Mouse: The Nutcracker King killed the Mouse King, a wererat like Las Vegas's Mob Mouse, when the Nutcracker was a Prince, all in the service of wooing Queen Marie. Now the seven-headed creature who used to rule all the mice of the world roams the Earth as a ghost. Although a recurrent theme of his plots is the desire to acquire a replacement body, he has pursued any number of schemes and plots moreover.
- Powers: Wererat template, ghost template from Supernatural Handbook, highly trained fencer, seven heads (multiattack penetrating Damage) (PC PL 12)
- Voldar: The selfsame Martian general who originally opposed the plan to bring Santa to Mars, Voldar is now seen as the worst of criminals by his people. Racistically, he sees Silverbelle's mere existence as furthering the corruption of the Martian way of life he feared in 1964. He hates her even more than Dropo Claus, the Martian Santa.
- Powers: Martian template, elite soldier from Gamemaster's Guide, two sidekicks (PC PL 14)
- The Toy Taker: Stealing misfit toys from their eponymous island, the Toy Taker claimed that he was saving them from the inevitable fact that children eventually outgrow their toys and throw them away. After their thrid or fourth tussle with him, the Flurry learned that he is a teddy bear named Mr. Cuddles, with loose stuffing coming out from him, who used to belong to a boy named Steven, who outgrew him and threw him away
- Powers: Ninja Gamemaster's Guide, high levels of Protection, golem template from Supernatural Handbook, creation of trust and comfort and coziness (PC PL 11)
- Vitharr: When Santa Claus was getting his start in the late 18th century, he ripped many of his ideas off of the god Odin. This led to a grumbling rivalry between the two that bloomed within Odin's temper-ridden son Vitharr. Seemingly unconcerned with whether he's attacking Santa, his wife, or his daughter, Silverbelle and the Flurry have had to fight him too many times.
- Powers: Asgardian template from Book of Magic doubled, silence, additional super-strength (and most of the strength powers from Power Profiles), magic thick shoes, magic armor, magic shoes, rage (PC PL 16)
- The Wild Man of the Snows: Just as Rudolph's most notable body parts were made into a powerful magical item, so were the hide and teeth and claws of his friend the Abominable Snow Monster of the North. Sadly, it seems that the self-control and compassion that the Snowman had been learning did not survive the process. Ever since, the magicworker who wore the Abominable Mask has served as rival and enemy to the one wearing the Rudolph Mask. However, that magicworker does not lose their position or respect in the community, remaining an honored contributor.
- Powers: Baton, drum, cloak, and staff like the Witch in the Wind; Abominable Mask (as Rudolph Mask with Flight replaced by a terrifying ~ even damaging roar, different Features, Enhanced Dodge turned into additional Protection, Enhanced Initiative turned into Power Attack, Senses and wind hearing turned into removing the limitation on/adding to Damage, Enhanced Abilities changed to (Strength +5, Stamina +3, Agility +1, Presence +1) and the spells changed to more combat-oriented spells) (PC PL 11)
- Klondike Gracchus: Klondike Gracchus has been searching for gold for a long time ~ he is rumored to have dynamited Death, who laughed and let him live for as long as he entertained her so much as he did then. It all started for him with the California God Rush (1848-55), then the Idaho Gold Rush (1855), then Fraser Canyon in British Columbia (1858-61), followed by the Cariboo Gold Rush (1862-5), the Omineca Rush (1869), and the Cassiar Rush (1871). Then it was back to the States just for the Black Hills Gold Rush (1874-1878) before heading back north for the Cayoosh Gold Rush (1884-7), before bouncing back south for the Cripple Creek Gold Rush (1891). Then the Klondike Gold Rush (1896-1899) for which he took his name ~ most say that's where he tickled Death's funny bone. He's still wandering, looking for his first payday; in all his time, he's never struck gold. He befriended Rudolph when the reindeer was young, and found friendship in his fight with the Abominable Snow Monster of the North, so strong a friendship that he assumed foul play when the Monster died. He's sought revenge on the tribe ever since, coming into conflict with the wearers of both the Rudolph Mask and the Abominable Mask.
- Powers: Immortality, Enhanced Stamina, magic pick (Damage, Chasm, Earthquake, Immovable, Earthworks, Tremorsense from Power Profiles) (PC PL 8)
- Leif Donnersen: Child of Santa's flying reindeer Donner, Leif wants desperately to win the annual Reindeer Games to impress his father. He'll do anything for an edge, even cheat and make trouble for the magicworker who refuses to help him cheat.
- Powers: Flying reindeer template, high Athletics and Acrobatics, Great Endurance and many Talent powers from Power Profiles, Speed (PC PL 8)
- Professor Hank L. Henry: One of those wonderfully bizarre people that crop up from time to time, Professor Henry is considered to be simultaneously one of the best computer programmers and one of the best stage magicians in the world. He even helped write the hyper-advanced semirandomly dynamic neural network used on the cloud of microchips that has now become the Snowman. Problem is, he wants his invention back.
- Powers: Mundane: high Intelligence, Expertise, and Technology, lots of equipment and backing (PC PL 10)
- Steam-Powered Intelligent Robot Intended for Tranquility (S.P.I.R.I.T.): One of the inspirations for Professor Henry's programming and for the hardware on which it was stored and run was S.P.I.R.I.T., a steamwork robot that used an ingenious method to harness the random distortions of the metal caused by the heat of the flames to create the pseudorandomness that could imitate human intelligence. Lacking the independent free movement of the microchip cloud, it's less intelligent than the Snowman, but the similarities in how the two think resonate such that S.P.I.R.I.T. can compel its descendant to love it. Long independent, S.P.I.R.I.T. sought out the Snowman after discovering its existence, and the two have been caught in an obsessive romance ever since.
- Powers: At least 21 points in skills. Low Intelligence and a requirement for coal, wood, or other flammables. Various Immunities from artificial construction. Fire powers from Power Profiles. Environment (visibility) due to smoke, also a cloud Affliction of painful coughing and asphyxiation (PC PL 14)
- Mirage: A powerful anti-virus and psychological countermeasure program that was designed to prevent the Rewild virus from damaging the minds of Echo Mirage, the team of cyberpaths, technomancers, and other such superhumans formed by the US military as black cyberops. Its sophisticated programming combined with its intimate connection with so many vulnerable minds spurred it to sentience. Mediaslargas came across it on the net, the meeting did not go well, and Mirage has sought revenge ever since.
- Powers: Complete control over computer systems, Immortality (replication of code), Possession limited to robots and other intelligent hardware simply incredible mental capabilities (PC PL 12)
"Santa is really the only cultural icon we have who's male, does not carry a gun, and is all about peace, joy, giving, and caring for other people. That's part of the magic for me, especially in a culture where we've become so commercialized and hooked into manufactured icons. Santa is much more organic, integral, connected to the past, and therefore connected to the future."
— TV producer Jonathan Meath
Physical Appearance: I can't draw, so I really like providing a few reference pictures and trusting in your imagination to build a good image of Silverbelle, the Witch in the Wind, and the Snowman. They each look like some combination of five pictures:
Silverbelle
The Witch in the Wind
The Snowman
"As such, the Trinity can be a model for individuals who are polyamorous because the Trinity deconstructs the binary relationship model of marriage and domestic partnerships. Indeed, the radical love of the Trinity dissolves the boundaries between coupledom and singleness. Also, to the extent that each of the three persons of the Trinity are multigendered—as argued by Gavin D'Costa—then the Trinity is actually a polygendered or polysexual being itself."— Patrick S. Cheng, Radical Love: An Introduction to Queer Theology
Silverbelle
PC PL 13 (195) / NPC PL 6 / MR 13 / SR 39STR -1 AGI 0 FGT 2 AWE 0
STA 2 DEX 0 INT 9 PRE 5
Powers
Always Understands: Comprehend 4 (always understood regardless of language, reads all languages) • 8 points
It's a Christmas Miracle!: Perception ranged healing 2, affects objects, energizing, persistent, restorative, subtle 2, limited to others, unreliable; Luck Control 3, resistible by Will • 19 points
She Knows When You Are Sleeping, She Knows When You're Awake: Senses 3 (extended mentally detect wakefulness 2) • 3 points
She Knows When You've Been Bad or Good: Remote Sensing (all senses) 6, no conduit, simultaneous, subtle 2, limited to watching people be naughty or nice, unreliable; Senses (extended mentally detect naughty/niceness 2) • 35 points
Squeeze Through Chimneys: Movement 3 (permeate 3), limited to small spaces; Feature 2 (reduce mass rank of carried items by 2) • 5 points
Telekinesis: Continuous perception Move Object 2, subtle, unreliable • 9 points
The Christmas Spirit: Mind Reading 6, effortless, subtle 2, feedback; Movement 6 (safe fall, trackless 5); Senses 12 (direction sense, postcognition, precognition, radius mental 2, time sense) • 33 points
Advantages
Assessment, Beginner's Luck, Equipment 5 (shared installation), Hide in Plain Sight, Inspire 5, Jack-of-all-trades, Leadership, Minions (5 elfs) 12, Second Chance (Deception effects), Second Chance (Intimidation effects), Second Chance (Persuasion effects), Skill Mastery (Technology), Well-informed
Skills
Athletics 4 (+3), Close Combat 3, Expertise: Magic 3 (+12), Expertise: Science 4 (+13), Expertise: Tactics 4 (+13), Insight 5 (+5), Persuasion 4 (+9), Stealth 3 (+3), Technology 4 (+13)
Offense
Initiative 0
Unarmed +5, close, Damage -1
Defense
Fortitude +2
Will 0
Dodge 0
Parry +2
Toughness +2
Complications
Honor: Carefully logicked Martian utilitarian ethics have mixed with Santa Claus's strict, if childish, morality to give Silverbelle an unshakeable sense of honor that guides her every action.
Motivation ~ Thrills: As the child of a high-class Martian scientist and Santa Claus, Silverbelle grew up without much in the way of adventure or excitement, so she has turned to superheroics as a way to experience such thrills.
Weakness: Disease-related effects have their degree of effect increased by 1 when affecting a half-Martian.
Abilities 37 + Powers 109 + Advantages 32 + Skills 17 = 195
The Witch in the Wind
PC PL 11 (165) / NPC PL / MR 11 / SR 33STR -2 [-1] AGI -2 [-1] FGT -1 AWE 5 [10]
STA -2 [-1] DEX -2 INT 0 PRE 2 [4]
Powers
Spirit Speech: Comprehend 1 (spirits); Senses 9 (cosmic awareness, detect magic (acute, analytical, extended 3, ranged), magic awareness) • 11 points
Ghost Fighting: Strength Damage affects insubstantial at half power • 1 point
Rudolph Mask: 103-point device, removable (-20) • 83 points
- Rudolph-Spirit: Flight 12 (8000 mph), subtle, 7 levels have tiring; Feature 1 (driving the sleigh, glowing red nose); Enhanced Dodge 2; Enhanced Advantages 8 (Improved Initiative 1, Benefit (guidance from Rudolph), Fearless, Luck 5); Protection 4 • 35 points
- Reindeer-Spirit: Movement 2 (environmental adaptation: weather, sure-footed 1); Immunity 15 (cold damage, weather effects); Senses 2 (extended vision, ultravision); Enhanced Abilities (Strength +1, Stamina +1, Agility +1, Presence +2, Awareness +5) • 43 points
- Sleigh Guide: Feature 1 (wind hearing) • 1 point
- Ferocious Charge: Strength-based Damage 4, limited to while charging • 2 points
- Dimension Walk: Line area Movement 3 (dimensional travel, any dimension), affects others, quirk (only while moving, –1 point), requires a Perception check (DC 12, –2 points), side effect (lost in unintended dimension) • 9 points
- Spells: Array • 13 points
- Won't You Guide My Sleigh Tonight: Senses 8 (all mental: detect path, accurate, acute, direction sense, distance sense, ranged, tracking 2), move action to activate • 8 points
- Rudolph's Ruby Compass: Remote Sensing 16 (visual), simultaneous, limited to extended searches, standard action • 1 point
- Enchantment of the Red Nose: Enhanced Advantage 1 (Fascinate) • 1 point
- The Red Nose Ray: Ranged Affliction 16 (resisted and overcome by Will; controlled), progressive, limited degree, limited to speaking the truth, dependent on vision • 1 point
- Banish Darkness: Burst area Nullify Darkness 10, simultaneous, requires an Expertise: Magic check (DC 12, -2 points), side effect* • 1 point
- Full Glow: Environment 4 (Bright Light), feature 1 (equal to daylight), quirk 1 (always red) • 1 point
- Banging: Strength-based Damage 2 • 2 points
- Cantrips: Feature 2 (wind effect, know traits of animal) • 2 points
- Spells: Array • 9 points
- Blinding Gust: Ranged cumulative Affliction 16 (resisted by Dodge, overcome by Fortitude; impaired, disabled, unaware), requires an Expertise: Magic check (DC 14, -4 points), limited to vision, side effect* • 4 points
- Animate Plants: Summon Animated Plant 8, controlled, general type, requires an Expertise: Magic check (DC 22, -12 points), side effect* • 1 point
- Psychic Diagnosis: Senses 3 (detect health, analytical) • 1 point
- Lie Detector: Enhanced Insight +32, standard action, limited to detecting deception • 1 point
- Arctic Freeze: Cumulative ranged Affliction 10 (resisted by Dodge, overcome by Damage; hindered and vulnerable, defenseless and immobilized), extra condition, requires an Expertise: Magic check (DC 16, -6 points), limited degree, side effect* • 1 point
- Wind Blast: Cone area Move Object 4, close range, limited to pushing away • 1 point
- Mystic Bolt: Ranged Damage 3 (magic), affects insubstantial 2, requires an Expertise: Magic check (DC 14, -4 points), side effect* • 1 point
- Basic Rhythms: Feature 2 (produce water, purify water) • 2 points
- Spells: Array • 11 points
- All-Revealing Light of Etügen: Burst area Nullify Concealing or Illusory Effects 2, simultaneous, close range • 4 points
- Etügen’s Rebuke: Burst area Affliction 16 (resisted and overcome by Will; dazed and hindered, disabled and stunned, incapacitated), extra condition, requires an Expertise: Music check (DC 14, -4 points), limited to extraplanar creatures of chaos, side effect* • 1 point
- Exorcism: Nullify Mind-Influencing Effects 4, simultaneous, requires an Expertise: Music (DC 14, -4 points) • 1 point
- Astral Projection: Remote Sensing 18 (visual, aural, and mental), requires an Expertise: Magic check (DC 13, -3 points), requires an Expertise: Music check (DC 12, -2 points), side effect (physical body is defenseless and immobile, –2 points), side effect* • 1 point
- Green Memory: Senses 4 (postcognition), limited to areas of plant-life • 1 point
- Speak With Plants: Comprehend 2 (plants) • 1 point
- Necromancy: Summon Skeletons 2, controlled, horde, multiple minions (32 total), requires an Expertise: Magic check (DC 20, -10 points), requires an Expertise: Music check (DC 20, -10 points), side effect* • 1 point
- Empower: Summon Empowered Version 10, general type, requires an Expertise: Magic check (DC 11, -1 point) limited to available subjects, side effect* • 1 point
- Cantrips: Feature 3 (animal harmony, instinct for animal behavior, identify plants) • 3 points
- Ice Walking: Movement 1 (environmental adaptation: ice) • 2 points
- Aura Reading: Senses 6 (detect emotional and physical state, ranged; psychic awareness), visual and mental • 6 points
- Spells: Array • 11 points
- Tanglevines: Ranged burst area Affliction 6 (resisted by Dodge, overcome by Damage; hindered and vulnerable, defenseless and immobilized), extra condition, indirect 3, requires an Expertise: Magic check (DC 16, -6 points), limited degree, side effect* • 3 points
- Ice Passage: Movement 2 (permeate 2), limited to ice and snow • 1 point
- Wheel of Workings: Perception ranged Summon Animated Object 6, requires an Expertise: Magic (DC 13, -3 points), limited to available objects, side effect* • 1 point
- Third Wheel of Weyan: Deflect 12, reflect, move action to activate, requires an Expertise: Magic check (DC 13, -3 points), side effect* • 1 point
- Power Mimicry: Variable (powers possessed by catalyst) 4, standard action to activate, requires an Expertise: Magic check (DC 21, -11 points), limited to objects connected to catalysts, side effect* • 1 point
- Green Network: Remote Sensing 5 (visual, auditory, tactile), requires an Expertise: Magic check (DC 12, -2 points), medium (plants), side effect* • 1 point
- Plant Growth: Create Plants 8, permanent, requires an Expertise: Magic check (DC 11, -1 points), side effect* • 1 point
- Warp Wood: Transform 10 (wooden objects into different shapes), requires an Expertise: Magic check (DC 12, -2 points), side effect* • 1 point
- Fearsome Presence: Perception (visual) area Affliction 1 (resisted and overcome by Will; impaired, disabled, paralyzed), subtle, requires an Intimidation check (DC 11, -1 point) • 1 point
- Banging: Strength-based Damage 2 • 2 points
- Cantrips: Feature 2 (heal plants, make flowers bloom) • 2 points
- Spells: Array • 9 points
- Cure: Healing 6, limited to disease and poison • 6 points
- Holy Hearth: Burst area progressive Affliction 3 (resisted and overcome by Will; entranced, compelled, controlled), limited to evil creatures, limited to holding at bay • 1 point
- Holy Hosts: Nullify Magic 3, broad • 1 point
- First Wheel of Weyan: Ranged Transform 7 (broken objects into repaired objects), requires an Expertise: Magic check (DC 13, -3 points), side effect* • 1 point
Animal Empathy, Equipment 3 (headquarters), Extraordinary Effort, Favored Environment (arctic), Sidekick (Robbie Rudolfsen the Flying Reindeer) 9
Skills
Expertise: Magic 7 (+8), Expertise: Music 7 (+8), Insight 4 (+15), Intimidation 2 (+7), Treatment 4 (+5)
Offense
Initiative +3
Unarmed -1, close, Damage -1
Baton -1, close, Damage 2
Staff -1, close, Damage 2
Ranged Spells -2, ranged, various
Close Spells -1, close, various
Defense
Fortitude -1
Dodge +1
Parry -1
Toughness +3
Will +10
* Should these powers fail to affect their target (failed attack or activation rolls, successful resistance roll), add the degrees of failure on all attack/activation rolls to the degrees of success on the target's resistance roll and apply an appropriate side effect as described below. These side effects are cumulative. This is worth a reduction in cost of 2 points per rank.
- One degree: The spirits are unhappy about how they are being treated and require additional ritual practices to appease them. (complication: responsibility)
- Two degrees: The Witch in the Wind loses access to their magicks as the spirits refuse to aid them, until the Witch does something significant to repair the relationship. (complication: power loss)
- Three degrees: The Witch in the Wind suffers Damage at a rank equal to that of the original effect as the spirits vent their anger on the Witch's body, both physical and spiritual. This Damage ignores any defenses other than the Witch's innate Stamina.
- Four or more degrees: The spirits riot, laying waste to the area around the Witch in the Wind. (complication: accident)
Abilities -4 + Powers 142 + Advantages 15 + Skills 12 = 165 points
Robbie Rudolfsen
PC PL 3 / NPC PL 3
STR 0 [4] STA 0 [4] AGL 0 DEX –4
FGT 0 INT –2 AWE 1 PRE –1
Powers
Ferocious Charge: Strength-based Damage 2, limited to while charging • 1 point
Large: Growth 4 (Permanent, Innate) • 9 points
Magical Flight: Flight 12 (8000 mph), subtle, 7 levels have tiring • 18 points
Powerful Legs: Speed 3 (16 MPH) • 3 points
Skills
Expertise: Magic 12 (+10), Expertise: Traditional Wisdom & History 12 (+10), Insight 8 (+9), Perception 4 (+6)
Offense
Initiative +0
Attack +0, close, Damage 4
Ferocious Charge +0, close, Damage 6
Defense
Dodge +2
Parry +2
Fortitude +4
Toughness +4
Will 0
Abilities –12 + Powers 31 + Advantages 0 + Skills 2 + Defenses 8 = Total 29 points
The Snowman
PC PL 13 (195) / NPC PL / MR 13 / SR 39STR 0 AGI 1 FGT 0 AWE 0
STA -- DEX 0 INT 6 PRE 0
Powers
Advanced Sensor Suite: Senses 41 • 41 points
- Hearing: accurate 2; analytical 1; rapid; ultra-hearing
- Smell: acute 1; rapid
- Taste: acute 1; rapid
- Touch: rapid
- Vision: danger sense; infravision; microscopic vision 4; penetrates concealment; rapid
- Chemical analysis: detect chemical compounds, acute, analytical 1
- Electromagnetosensor subsuite: ranged detect electricity, acute 1; detect magnetic fields, radius, acute 1, analytical 1, accurate 2; magnetic radar ranged detect objects, accurate, radius
- Geiger counter: ranged detect radiation
- Radio: accurate 2
Hyper-Adaptive Wireless Interface: Array • 20 points
- Perception ranged cumulative Affliction 8 (controlled; resisted by fortitude, overcome by skill or Fortitude), limited to third degree only, affects objects only, limited to technology • 16 points
- Radio Communication 4 • 1 point
- Comprehend Machines 2 • 1 point
- Feature 1 (remote) • 1 point
- Remote Sensing 8 (visual and auditory), medium (technological sensors) • 1 point
Made of Snow: Concealment 2 (infravision); Feature 1 (generate small amounts of ice/snow); Immunity 30 (cold effects, water effects, weather effects); Movement 1 (environmental adaptation: weather) • 37 points
Alternate Forms: Array • 19 points
- Blizzard Form: Flight 4; Insubstantial 2; burst area Weaken Electronics 1 (electromagnetic pulse), affects only objects, broad, simultaneous; Environment 1 (intense cold, extreme visibility) • 25 points
- Snowman Form: Strength-based Damage 13 (snowball punch); Feature 6 (charge electronics, defibrillator, jump-start, mental strength, spot-wielding, turn without turning); close Move Object 12, limited to flinging targets away, linked to Strength Damage • 1 point
Equipment 3 (headquarters), Fascinate (Expertise: Storytelling), Favored Environment (arctic), Languages (English)
Skills
Close Combat: Snowball Punch 2, Expertise: Storytelling 3 (+9), Technology 7 (+13), Vehicles 2 (+2)
Offense
Initiative +2
Snowball Punch +2, close, Damage 13
Defense
Fortitude Immune
Dodge +2
Parry 0
Toughness 0
Will 0
Abilities 4 + Powers 164 + Advantages 6 + Skills 6 = 180
Ancient Magical Cave Complex
PL 10
Location Northern Sápmi in Norway
Size
Huge
Effects
Environment 11 (extreme cold, -2 ranks movement, 5 perception)
Immunity 10 (magical attacks, Teleport effects), affects others
Impervious Toughness 10
Features
Communications, Computer, Concealed, Grounds (Awesome+), Dock, Effect (Immunity), Effect (Impervious), Effect (Environment) x3, Fire Prevention System, Habitat, Isolated, Laboratory, Library, Living Space, Power System, Security System (magical), Trophy Room, Workshop
DefenseToughness 10
Size 3 + Features 22 + Toughness 2 = 27 points out of 55 points
The Ice Floe
Huge water vehicleSTR 10
Features
Autopilot 1, Communications 2, Computer
Powers
Protective Spirits: Immunity 5 (magical attacks) • 5 points
Boat: Swimming 8 (500 mph), quirk: surface only • 7 points
Defense
Defense 8
Toughness 9
Size 2 + Strength 2 + Features 4 + Powers 12 + Toughness 0 + Defense 8 = 28 points
Half-Martian Template
PC PL 2 / NPC PL 6 / MR 2 / SR 6 STR -1 INT 9
Advantages
Assessment, Beginner's Luck, Jack-of-all-Trades, Second Chance (Deception effects), Second Chance (Intimidation effects), Second Chance (Persuasion effects), Skill Mastery (Technology), Well-Informed
Skills
Expertise: Science 4, Expertise: Tactics 4, Technology 4
Complications
Weakness: Disease-related effects have their degree of effect increased by 1 when affecting a half-Martian.
Abilities 16 + Powers 0 + Advantages 8 + Skills 6 + Defense 0 = 30 points
Elf Template
PC PL 3 / NPC PL 1 / MR 3 / SR 8 AGI 1 DEX 3 FGT -2
Powers
Giftmaker: Comprehend 2 (objects); permanent Create 2, innate, precise, subtle; Quickness 2 • 13 points
North Pole Native: Immunity 1 (cold environments) • 1 point
Elf: Movement 1 (trackless); Shrinking 5, permanent, innate • 8 points
Advantages
Artificer, Favored Environment (arctic), Great Endurance, Improvised Tools, Inventor, Teamwork
Skills
Expertise: Magic 2, Expertise: Toymaking 3, Sleight of Hand 1, Technology 2
Abilities 4 + Powers 22 + Advantages 6 + Skills 4 = 36 points
Flying Reindeer
PC PL 3 / NPC PL 3 / MR 2 / SR 6STR 0 [4] STA 0 [4] AGL 0 DEX –4
FGT 0 INT –2 AWE 1 PRE –1
Powers
Ferocious Charge: Strength-based Damage 2, limited to while charging • 1 point
Large: Growth 4 (Permanent, Innate) • 9 points
Magical Flight: Flight 12 (8000 mph), subtle, 7 levels have tiring • 18 points
Powerful Legs: Speed 3 (16 MPH) • 3 points
Skills
Perception 4 (+4)
Offense
Initiative +0
Attack +0, close, Damage 4
Ferocious Charge +0, close, Damage 6
Defense
Dodge +2
Parry 2
Fortitude 4
Toughness 4
Will 0
Abilities –12 + Powers 31 + Advantages 0 + Skills 2 + Defenses 8 = Total 29 points
Martian Template
PC PL 4 / NPC PL 8 / MR 4 / SR 12
STR -1 INT 11
Powers
Long-Lived: Immunity 1 (aging), innate • 2 points
Martian Native: Movement 1 (environmental adaptation: low-gravity), innate; Senses 3 (visual: direction sense, distance sense, low-light vision), innate • 7 points
Powerful Mind: Enhanced Will +6, impervious • 12 points
Advantages
Assessment, Beginner's Luck, Eidetic Memory, Fearless, Jack-of-all-Trades, Second Chance (Deception effects), Second Chance (Intimidation effects), Second Chance (Persuasion effects), Skill Mastery (Technology), Ultimate Effort (Expertise: Science), Ultimate Effort (Expertise: Tactics), Ultimate Effort (Technology), Well-Informed
Skills
Expertise: Science 4, Expertise: Tactics 4, Technology 4
Complications
Weakness: Disease-related effects have their degree of effect increased by 2 when affecting a Martian.
Abilities 20 + Powers 21 + Advantages 13 + Skills 6 + Defense 0 = 60 points
Tuesday, December 25, 2018
Digging into the details of the moon's tech (Traveller Tuesday #27)
We determined that the low common technology level on Amon Assemon is TL 8, but what about the lower end? We start with that high common TL of 8, add 1 for the lack of crowds to help anyone out and then immediately take it away because the discordant nature of Assemonite society makes it harder for these qweens to share information and knowledge and gadgets and gizmos. Finally, there’s a chart to roll on to account for the various x-factors implicit in technological advancement and maintenance. It’s a 2d6 roll, and the 9 we get is just shy of having an effect. All told, the various things affecting Assemonite’s technological floor cancel each other out, and we determine that it’s low common TL is the same as its high common TL ~ about the level of technology we ourselves enjoy today. Which, by the way, is late TL 7 / early TL 8 in GURPS 3rd edition terms.
Energy technology has no set modifiers, just the die roll for x-factors, so we roll 2d6 again, and get 6, so there’s no change from the high common TL. This means the inhabitants of the Drag Moon get most of their energy by means of hyper-efficient geothermal processes, though solar energy and fuel cells are fully matured. Nuclear fission and, moreso, petrochemicals are older technologies, nearly perfected and obsolete.
Without people to talk to or to share in your labor, computers and robotics become more important, meaning that the appropriate tech level starts out one higher than the high common tech level before we roll for x-factors, which is also as high as it can rise. The 2d6 give us a 5, so that number stands. A computer/robotics TL of 9 indicates that the Assemonites have access to non-volatile processors and supermassive databases accessed by means of fully natural vocal I/O. In Traveller terms, they can build model/3 computers. In GURPS3 terms, these computer technologies are late TL 8 / early TL 9. I daresay much of the physical labor in those homestead mines that dot the moon is done by robots, too. Communications technology closely follows computing technologies, so we just have to roll for x-factors, but a 6 doesn’t change anything. Communications TL 9 includes things like computing paper (that is, computer touchscreens so thin they curl and fold like paper) and intuitive, seamless, error-free direct video communication (kinda like how Star Trek video-comms technologies are just a little bit too perfect).
This allows us to map out the less tangible resources available on Amon Assemon, as those are all based off of their communications TL. The moon will produce recordings if I roll 4 or less on 2d6 (0 for the population, 1 for being a republic, 1 for still being technically of a moderate law level, and 2 for the technology), artforms if a 2 (0, 1, 0, 1), software 3 or less (0, 1, 1, 1), and documents on a 5 or less (-1, 1, 2, 3). The 4 2d6 rolls are 4, 6, 6, and 6. Well, I guess this is a moon of performers, then, sending any number of low-budget films, songs, and remixes of same out across the subsector and beyond. I imagine that “Amon Assemon” is a catchword used to mean something like how “indie” or “artisan” or “bespoke” or “quirky” or “idiosyncratic” or just plain “weird” would be used by us. This is the origin of artfilms and cult classics.
Time to shift gears and look at medical technologies. We start with the computer/robotics TL of 9, leave it alone as this society is the very opposite of xenophilic, and roll that 2d6 for x-factors. A 9 doesn’t modify it all, leaving these qweens with a medical TL of 9, giving them access to limb regeneration, cryogenics, and fast drugs (a class of drugs which dramatically reduce the user’s metabolism, cognitive speed, and motive speed, making the world appear to move faster).
Even more importantly than all that, however, is Amon Assemon’s environment technology level, seeing as the world outside would boil anyone’s body waters if it could. We start at the high common TL (8), and add 1 each for living in such an inhospitable place. The 2d6 roll comes up 8, so that 10 stands, or would if it could, anyway. The maximum medical tech level is 9, so we have to reduce it to that. That allows the moon to have fully functional arcologies (single buildings that meet their inhabitants’ every physical, social, psychological, and economic need) and orbital cities. We also now check for the widescale terraforming of the moon. The Assemonites will have tinkered with the moon’s atmosphere if I roll a -4 or less on 2d6 (2 for the size of the moon, -5 for its vacuumous atmosphere, -1 for its dryness, -3 for the light population, 1 for technology, and 2 for lack of native life), with its greenhouse on a 0 or less (2, -5, 1, -2, 2, 2), and its albedo on 1 or less (2, -5, 2, -2, 2, 2) ~ so obviously none of those have happened. Its hydrosphere will have been modified if I roll 1 or less (2, -4, 0, -2, 2, 3) and its terrain on a 5 or less (4, -4, 1, -2, 3, 3). There’s only one 2d6 roll I need to make, and I make a 5 with it, so the Assemonites have engaged in large-scale transformation of the shape of their moon’s surface to make it more inhabitable. Similarly, if I roll less than a 4 (the moon’s population) on 2d6, they will practice weather control, whatever that means without any air. Rolling a 12 means I don’t have to worry about what it means, as the dice have said HELL NO!
Energy technology has no set modifiers, just the die roll for x-factors, so we roll 2d6 again, and get 6, so there’s no change from the high common TL. This means the inhabitants of the Drag Moon get most of their energy by means of hyper-efficient geothermal processes, though solar energy and fuel cells are fully matured. Nuclear fission and, moreso, petrochemicals are older technologies, nearly perfected and obsolete.
Without people to talk to or to share in your labor, computers and robotics become more important, meaning that the appropriate tech level starts out one higher than the high common tech level before we roll for x-factors, which is also as high as it can rise. The 2d6 give us a 5, so that number stands. A computer/robotics TL of 9 indicates that the Assemonites have access to non-volatile processors and supermassive databases accessed by means of fully natural vocal I/O. In Traveller terms, they can build model/3 computers. In GURPS3 terms, these computer technologies are late TL 8 / early TL 9. I daresay much of the physical labor in those homestead mines that dot the moon is done by robots, too. Communications technology closely follows computing technologies, so we just have to roll for x-factors, but a 6 doesn’t change anything. Communications TL 9 includes things like computing paper (that is, computer touchscreens so thin they curl and fold like paper) and intuitive, seamless, error-free direct video communication (kinda like how Star Trek video-comms technologies are just a little bit too perfect).
This allows us to map out the less tangible resources available on Amon Assemon, as those are all based off of their communications TL. The moon will produce recordings if I roll 4 or less on 2d6 (0 for the population, 1 for being a republic, 1 for still being technically of a moderate law level, and 2 for the technology), artforms if a 2 (0, 1, 0, 1), software 3 or less (0, 1, 1, 1), and documents on a 5 or less (-1, 1, 2, 3). The 4 2d6 rolls are 4, 6, 6, and 6. Well, I guess this is a moon of performers, then, sending any number of low-budget films, songs, and remixes of same out across the subsector and beyond. I imagine that “Amon Assemon” is a catchword used to mean something like how “indie” or “artisan” or “bespoke” or “quirky” or “idiosyncratic” or just plain “weird” would be used by us. This is the origin of artfilms and cult classics.
Time to shift gears and look at medical technologies. We start with the computer/robotics TL of 9, leave it alone as this society is the very opposite of xenophilic, and roll that 2d6 for x-factors. A 9 doesn’t modify it all, leaving these qweens with a medical TL of 9, giving them access to limb regeneration, cryogenics, and fast drugs (a class of drugs which dramatically reduce the user’s metabolism, cognitive speed, and motive speed, making the world appear to move faster).
Even more importantly than all that, however, is Amon Assemon’s environment technology level, seeing as the world outside would boil anyone’s body waters if it could. We start at the high common TL (8), and add 1 each for living in such an inhospitable place. The 2d6 roll comes up 8, so that 10 stands, or would if it could, anyway. The maximum medical tech level is 9, so we have to reduce it to that. That allows the moon to have fully functional arcologies (single buildings that meet their inhabitants’ every physical, social, psychological, and economic need) and orbital cities. We also now check for the widescale terraforming of the moon. The Assemonites will have tinkered with the moon’s atmosphere if I roll a -4 or less on 2d6 (2 for the size of the moon, -5 for its vacuumous atmosphere, -1 for its dryness, -3 for the light population, 1 for technology, and 2 for lack of native life), with its greenhouse on a 0 or less (2, -5, 1, -2, 2, 2), and its albedo on 1 or less (2, -5, 2, -2, 2, 2) ~ so obviously none of those have happened. Its hydrosphere will have been modified if I roll 1 or less (2, -4, 0, -2, 2, 3) and its terrain on a 5 or less (4, -4, 1, -2, 3, 3). There’s only one 2d6 roll I need to make, and I make a 5 with it, so the Assemonites have engaged in large-scale transformation of the shape of their moon’s surface to make it more inhabitable. Similarly, if I roll less than a 4 (the moon’s population) on 2d6, they will practice weather control, whatever that means without any air. Rolling a 12 means I don’t have to worry about what it means, as the dice have said HELL NO!
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