Author Topic: Working on a new ACKS setting  (Read 139 times)

Chimera

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Working on a new ACKS setting
« on: 26 May, 2018, 21:30:23 »
This is happening slowly and organically, mostly because world building is fun.

I have no name for it yet - so here is a summary of my notes:

History
Visitors arrived, in force. (think xcom greys)
They warred with the gods in the heavens.
The gods all died.
The visitors lost. A stalemate.
The visitors world ship crashed, devastating the planet.

Civilisation survived in the valley. A corridor of life with mountainous ranges on each side banding the planet.

The humans survived due to their abundance.
The gnomes survived as they had shelters.
The endjinn survived as they were sturdy.

Races
Humans because.
Gnomes, as I'm bored with elves and dwarfs so why not just mash them together.
The Endjinn are iron born/warforged/construct people. (Because i always liked these kinds of races)

Religion
There are no gods who answer the calls of men.
Remnants of thier divine energy is still present and scattered.
The human Magi have a source they can draw on (They replace Clerics - lacking turning but with the ability to construct automatons)
The Endjinn seem to be able to draw on their own energies to power some divine magic.

Technology
This is a world where the most primitive of technology exists alongside the most advanced.
The most prevalent technology is medieval at best.
Automatons and machinery exist that are more at home in the renaissance or industrial era. But this is not that era, machinery is extremely expensive to build and now economies of scale in production are not available. Each item is bespoke and hand crafted.
Alien technology far advanced from the modern era lies scattered in the wrecks and encampments of surviving visitors. But they lack the infrastructure of means to produce more. As such items are found or repaired to function, never made new.

Classes
I am looking to define the world through the classes (so limited)

Basic - Fighter
Basic - Thief
Basic - Sorcerer (Mage renamed)
Basic - Magi (Remade cleric)
Gnome - Trickster
Gnome - Warden
Gnome - Artificer
Endjinn - Soldat
Endjinn - Courtier
Endjinn - Chevalier
Extra - Barbarian
Extra - Freebooter
Extra - Explore
Extra - Nephilim

Thoughts
Without gods i am considering removing alignment, ala diamond throne. Alignment is very old school in ACKS - its pick a side. So mak just be as easy as saying everyone is Neutral.

More to come.

Chimera

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Re: Working on a new ACKS setting
« Reply #1 on: 26 May, 2018, 21:35:56 »
Not sure how this will post, will put up links to the google docs later. This is heavily based on the tin man race from the blog 'by this axe i rule'. Mixed in with some very specific flavor.

Endjinn Custom Class
The Endjinn are an enigmatic machine people who are the only remaining remnants of a former civilisation lost to the dust of the arrival. It is known that their creators were great mechanisms and sorcerers combining their crafts to create the ultimate self thinking construct.

Endjinn look similar to other constructs, but are definitely molded on the human form. They are constructed from various metals which also form a marked for how advanced they are, from the simple tin to brass and bronze. Stories also tell of Endjinn made of iron or steel, though these forms were lost to the arrival. Most endjinn wear clothing and all take delight in fine engravings, gilding and filigree on their constricted bodies to highlight their own personality and style.

As a people they are practical, logical and share a common love for craft and building structures. In the absence of their creators this has led them to building towns known as forges. Here they tend bees for wax, farm trees for wood, grow crops for oils and mine the ground for its riches. Anything they don’t use they trade, often at generous rates allowing those near them to benefit from their activities with traded honey and food unneeded by the Endjinn.

Theories abound about their nature given most knowledge from the arrival was lost. To the common man and most of human or gnome kind they are fuels by elemental energies, similar to golems. Many a learned wizard has hypothesised that they are spirits from another realm who require a physical vessel to exist in our world. Some say they could even possess a human body if they willed it. Other outlandish stories say they are the souls of a dying world who arrive without bodies and were given their molds by the creators as an act of mercy. Either way the Endjinn are a prominent part of the post arrival world seen throughout the lands working side by side with human and gnome alike.

Requirements
All endjinn classes require a minimum of 9 or better in one ability per build point above 0 allocated to the Endjinn Value. Endjinn are purpose-built for their intended function and vary in abilities.
Class category values
Hit Dice:  The build points allocated to the class’s Hit Dice Value may be increased by 1 or 2 points by the Endjinn Value (see below). Use  the  effective  values  to  find  the  class’s  HD,  up  to  a  maximum of 4 points.
Fighting:  The build points allocated to the class’s Fighting Value may be increased by 1 point by the Endjinn Value (see below). Use the effective values to find the class’s fighting abilities, up to a maximum of 4 points.
Arcane: While powered by arcane energies Endjinn were never designed to directly tap into its sources. Therefore, they may not have any Arcane value.

Endjinn value
Value
Endjinn
XP Cost
4 - Base powers + Endjinn 4 - 1950
3 - Base powers + Endjinn 3 - 1400
2 - Base powers + Endjinn 2 - 850
1 - Base powers + Endjinn 1 - 325
0 - Base powers + Endjinn 0 - 200

Regardless of the Endjinn Level selected all Endjinn gain the following base powers reflecting their constructed form and unique physiology:
Intelligent constructs: Endjinn gain many of the benefits of being a construct while still being treated as a humanoid. Unlike soulless automatons they are still affected by spells that normally affect humanoids such as hold, charm or sleep.
Fueled by elemental energies: Endjinn do not eat, drink or breathe. This prevents them gaining any benefit or penalty associated with those actions, for example they cannot drink potions but they can walk underwater and not drown. Each week they must spend an hour performing  maintenance consuming a unit of mechanical parts (10 gp). Failure perform maintenance follows the same rules as failure to eat but with a cycle time of a week rather than a day. Treated as a net zero custom power.
Repairing: Endjinn are able to heal normally from rest and benefit from magical healing effects and spells. However, the Healing proficiency and the related healing equipment have no effect on endjinn. Instead, they may be repaired as automatons with mechanical parts being consumed for every full 10hp recovered or part thereof (p.20 PC). Treated as a net zero custom power.
Unresting: They require only four hours of sleep to be rested each night. This is effectively the wakefulness proficiency selected as a custom power.
Construct immunities:  The endjinn metal bodies render them immune to all forms of disease, including magical diseases caused by spells, mummies, or lycanthropes, as well as to all forms of poison, including magical poisons. This is effectively the  Divine  Health  proficiency  selected as a  custom power combined with a renamed Wholeness of Body. It costs 2 custom powers.
Repair automatons: While lacking the engineering knowledge to design and build new automatons, all endjinn are able to as mechanists of their level.
Armored fighters: they may deal lethal damage when brawling (see ACKS p. 109). They can punch or kick characters in metal armor without themselves taking damage (as unarmed fighting proficiency, PC).

Endjinn 0: At  endjinn 0, the character is built upon a tin mold. The tin molds are the oldest and most varied. Many older tin molds appear as articulated tin cylinders, with only a tin mask for a face. Some later tin molds incorporate the more human-like appearance of the later tinmen. In addition to the base powers all endjinn gain the following powers are gained at level 0 reflecting their tin construction:
Tin mold: The character’s base unarmored AC is 1 instead of 0.
Inhumanity: Their constructed nature makes other races cautious around them. The character suffers a -1 penalty to the reactions, loyalty, and morale of Humans and Demi-humans.  The  character gets a  a +1 bonus to the reactions, loyalty, and morale with other endjinn.

Endjinn 1: At Endjinn 1, the character is built upon a brass mold. The brass molds are the first of the later tinmen, with a more human-like shape and appearance. Brass molds are the most likely of the tinmen to wear human clothing, with some being quite fashion-conscious. In addition to the base powers all endjinn gain the following powers are gained at level 1 reflecting their brass construction:
Brass mold: The character’s base unarmored AC is 2 instead of 0. The character has a base movement rate of only 90'.
Inhumanity: Their constructed nature makes other races cautious around them. The character suffers a -1 penalty to the reactions, loyalty, and morale of Humans and Demi-humans.  The  character gets a  a +1 bonus to the reactions, loyalty, and morale with other endjinn.

Endjinn 2: At Endjinn 2, the character is built upon a bronze mold. The bronze molds are the first of the tinmen built primarily for conflict. They are refined and courtly in manor similar to the brass molds, but their combat capabilities made them more intimidating and fearful.
Bronze mold: The character’s base unarmored AC is 3 instead of 0. The character has a base movement rate of 60'.
Inhumanity: Their constructed nature combined with their battlefield prowess tends to make others fear them. The character suffers a -2 penalty to the reactions, loyalty, and morale of Humans and Demi-humans.  The  character gets a  a +2 bonus to the reactions, loyalty, and morale with other endjinn.

Endjinn 3: At Endjinn 3, the character is built upon an iron mold. The iron molds were built for war, not combat, but brutal ugly war. Many were distorted and oversized being rough and direct in their purpose and appearance. Few molds of this form exist, but stories about of their power are still told to this day.
Iron mold: The character’s base unarmored AC is 4 instead of 0. The character has a base movement rate of 60'.
Inhumanity: Their constructed nature combined with their intimidating presence and armored form makes others truly fearful of them. The character suffers a -3 penalty to the reactions, loyalty, and morale of Humans and Demi-humans.  The  character gets a  a +3 bonus to the reactions, loyalty, and morale with other endjinn.

Endjinn 4: At Endjinn 4, the character is built upon a steel mold. The steel molds were revered, strong in form and mind, with many being legendary artificers rivaling the creators. Most are lost to time with no recent molds being forged.
Steel mold: The character’s base unarmored AC is 5 instead of 0. The character has a base movement rate of 60'.
Inhumanity: Their constructed nature combined with their intimidating presence and armored form makes others truly fearful of them. The character suffers a -3 penalty to the reactions, loyalty, and morale of Humans and Demi-humans.  The  character gets a  a +3 bonus to the reactions, loyalty, and morale with other endjinn.

Experience Point Progression After 8th level
Endjinn increase the amount of experience required to gain each level after the 8th by 40,000XP.

Loswaith

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Re: Working on a new ACKS setting
« Reply #2 on: 29 May, 2018, 13:50:07 »
While you mention increases in HD and fighter value no mention of added ranks are actually within each tiers description.  I gather it isn't meant to be a 1 to 1 of the Endjinn ranks, which seems more powerful than the XP would indicate (given it is about 500 xp per tier of HD/fighter).

Editing errors:
For all the tiers you have a bit of a typo too "The  character gets a  a # bonus to...". between 'The' and 'character' has an additional space and you have a second 'a' also with an additional space.

A bunch of additional spaces are also around the mention of the Divine Heath Proficiency, within the Construct immunites abilities

"... all endjinn are able to as mechanists of their level... "  I gather there should be 'function' between 'to' and 'as' in the Repair automatons ability

Lowercase 't' rather than uppercase after 'Armoured fighters'


Hope this helps :)
- Loswaith
Henceforth Mortal, Remember...

Chimera

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Re: Working on a new ACKS setting
« Reply #3 on: 30 May, 2018, 20:54:29 »
Definatly helps, I compleatly forgot to place the text in.
So 2 gets fighter 1
3 adds hp1
4 adds hp2

I am only really using 0 to 2. And deliberately dropping their levels as they go up.
The Tin Soldat Is a very basic fighter class (HP2, F2, E0) designed to get the racial stuff with simple play. Level 13 max.
The Brass Courtier is a Bard/Diplomat hybrid, level 12 max.
The Bronz Chevalier is a Knight with 1/2 cleric, level 11 max.

I’m very wary of going higher as that innate armor is so good. Plus it puts some mystery on the missing molds.