Sunday, September 16, 2018

COSMIC SEAS: MAGEWRIGHTS OF THE SPACELANES

In the Cosmic Seas setting, magic is a tool that’s incorporated into many jobs. There are entirely magical careers, such as Astrologer/Navigators. But much of the time, mundane skill and magic are combined. A lamplighter can work with mundane lanterns, but also learns to create and maintain ship and street lamps, running lights and radium bulbs that are so common on ships and at ports-of-call with a cantrip.
A magewright knows one to four cantrips or spells. Magewrights don’t use spell slots. Cantrips can be used casually, but their spells are usually cast as rituals—even if the spell doesn’t normally have the ritual tag. When converting a spell to a magewright ritual, it can have a casting time of up to one hour. It’s also common for a magewright’s ritual to have an additional component cost in Stardust Crystals, the fuel of the magical economy. A typical cost would be 25 gp for a 1st level ritual, 50 gp for a 2nd level ritual, doubled for each subsequent level; but this is only a basic guideline. The point is that the limitations on a magewright are time and money. A locksmith can cast more than one arcane lock in a day; but it costs an hour and 50 gp for each lock they want to create.
While the common spell list is a starting point for magewright spells, you can modify these spells
quite versatile. Prestidigitation can heat or chill an object, light or extinguish a flame. Both the lamplighter and the chef may know prestidigitation, but the chef’s version may only work on food, while the lamplighter can only light or extinguish flames. An actor may know a version of thaumaturgy that helps project their voice but doesn’t provide any of the other benefits. Artisans often know versions of guidance that only helps with their particular art.
In dealing with a magewright, think about the form that their magic takes. A locksmith can perform knock as a ritual. But they don’t just snap their fingers. They might use lengths of wire or iron rods, tracing patterns around the lock they are dealing with while murmuring incantations. The magewright performs magic as both a job and a science.

SAMPLE MAGEWRIGHTS
Here are some examples of magewrights common in the Cosmic Seas setting, and the services that they provide. Not every healer can cast lesser restoration, and not every astrologer can cast divination, these are general guidelines.
·         Astrologer/Navigator. Proficient in Arcana and with navigators’ tools. Augury (ritual 50go cost); divination (1-hour ritual, 200 gp).
·         Boatswain/Bosun. Mending, message, locate object (1-hour ritual, 50 gp component cost). Familiar with Carpenters tools
·         Chef. Prestidigitation (food only), purify food and drink (ritual), gentle repose (ritual, food only). Familiar with cook’s tools.
·         Healer. Proficient with Medicine and herbalism kits. Spare the dying, detect poison and disease (ritual), lesser restoration (1-hour ritual, 50 gp component cost).
·         Lamplighter. Light, continual flame (1-hour ritual, 50 gp component cost); uses tinker’s tools to create and repair lanterns.
·         Locksmith. Arcane lock (1-hour ritual, 50 gp component cost), knock (ritual, 50 gp component cost); proficient with thieves’ tools and tinker’s tools.
·         Mechanist. Mage hand, prestidigitation, protection from energy (1-hour ritual, 50 gp component cost), animate object (ritual 300 gp component cost). Familiar with Alchemists and Tinkerers tools.
The term magewright specifically refers to an arcane spellcaster. In religious communities’ adventurers may find divine casters performing these same functions. casters performing these same functions. Such a divine caster is called an Adept. Divine magic is a gift instead of a science, and adepts typically work on behalf of their faith rather than selling their services.

Thursday, August 30, 2018

ANTHRO D&D: BADGER FOLK (RACE)

This is the start of a series of Anthropomorphic, "furry" races for use with D&D 5th Edition. This and the following races can easily be placed in a D&D 5th Edition setting, joining or even replacing the standard races. In the Cosmic Seas setting, such anthro animals are common in ports of the Dragon Empire, and are the result of magical experiments through the ages. The artwork presented here is from the marvelous Larry MacDougall, a superb artist and friend. Check out his work.


BADGER FOLK (RACE)
“They had felt hungry before, but when they actually saw at last the supper that was spread for them, really it seemed only a question of what they should attack first where all was so attractive, and whether the other things would obligingly wait for them till they had time to give them attention. Conversation was impossible for a long time; and when it was slowly resumed, it was that regrettable sort of conversation that results from talking with your mouth full. The Badger did not mind that sort of thing at all, nor did he take any notice of elbows on the table, or everybody speaking at once. As he did not go into Society himself, he had got an idea that these things belonged to the things that didn't really matter.” -Kenneth Grahame, The Wind in the Willows
Badger-folk are a species of Beastmen created from common badgers. They are a tough, loyal and deeply wise species that has made a society of their own. Badger-folk are wise and tough, with a great passion for building elaborate underground homes and towns, which they defend to the death. Often short-tempered and vengeful, badgers generally live solitary lives, emerging only occasionally from their burrows to hunt, wage war and seek mates. They are known for their strength, wisdom and loyalty.
Personality. Badger-folk are edgy and easily riled, though loyal to those who befriend them and, on rare occasions, even playful (especially toward children). They are most savage and feral when on the defensive, though they are still quite formidable on the attack.
Physical Description. Badger-folk are powerfully built black, white, brown and grey fur with a small head, a stocky body, small black eyes and short tail. All badgers have a broad white stripe of fur running from the bridge of the nose over the top of the head and down to the base of the skull. A badger’s arms are unnaturally large and well-muscled, and her fingers end in hard claws 2 to 3 inches long. Badger-folk constantly emit a fetid odor.
Badger Names. Badgers tend to choose thick sounding names that are easy to say. Male names- Achak, Brock, Dax, Tasso. Female names- Azcona, Brook, Griebel, Honani, Kitchi. 
Badger-Folk Traits
Badger-Folk share the following racial traits.
Ability Score Increase. +2 Constitution, +1 Wisdom.
Alignment. Most badger-folk are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.
Size. Badgers stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
Speed. Your base walking speed is 30 ft. You have a burrow speed of 5 ft.
Bite and Claws. Badger-Folk are proficient with your unarmed strikes, which deal 1d6 piercing or slashing damage on a hit.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Tenacious. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. After you use this ability, you can't use it again until you complete a short or long rest.
Hybrid Nature. You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.
Languages. You can speak, read, and write Common and Badgerish. Badgerish is full of snarls and guttural sounds, and those characteristics spill over into whatever other language a badger might speak.


Friday, August 24, 2018

COSMIC SEAS: LOXO (RACE)


LOXO
"Oh man, listen," said the strange being. "I am foul and monstrous to you, am I not? Nay, do not answer; I know. But you would seem as strange to me, could I see you. There are many worlds besides this earth, and life takes many shapes. I am neither god nor demon, but flesh and blood like yourself, though the substance differ in part, and the form be cast in different mold.” - Yag-kosha. The Tower of the Elephant
Loxos are a race of elephantine humanoids who are widespread across the Dragon Empire. Their homeworld of Yag was destroyed centuries ago, and their race was forced into space. Now they are primarily found in massive Herdships (Citadels) and small fleets of smaller craft. Small clans and even individual Loxo can be found in most Cosmospolitan ports where they can easily find employment as laborers, craftsmen and warriors. The cluster world of Istra has a large colony of Loxo in residence aiding mightily in the never ending asteroid mining industry and in the manufacture of Citadel ships.

PHYSICAL APPEARANCE
A loxo appears to be a humanoid elephant. Its skin is bluish-gray, wrinkled, and covered with rough, sparse hair. It has thick, round limbs, flat feet, short, stubby fingers, and large ears. Its most striking feature is the pair of trunks that grow from its face, framed by large tusks. Each trunk is about 2 feet
long and has three fingerlike digits at the end. The typical loxo prefers simple clothing, particularly cut from cloth patterned with circles or diamonds.

SOCIETY
Loxo herdships are divided into clans, and all members of a clan wear the same pattern of clothing. Each herdship has a chief (called a lox-fithik, or herd-lieutenant), who is a fighter, and a tunnuk, who has at least two levels of wizard. The young of the loxo play a very important role in loxo society, and anyone daring to threaten a calf or its mother quickly becomes the enemy, and the normally peaceful loxo become very brutal. The loxo are very sociable creatures, and when out from their own kind enjoy markets and taverns in the ports they visit. They make friends easily, being rather amiable.

LOXO NAMES
A loxo’s name includes overtones of sound, produced in a loxo’s resonant nasal chambers, that indicate status, family connection, and community role. Since most members of other races can’t hear or distinguish these tones, let alone produce them, loxos often translate them into titles, such as Hierarch, Revered, Grandmother, Healer, or Saint.
Male Names: Bayul, Berov, Brooj, Chedumov, Dobrun, Droozh, Golomov, Heruj, Ilromov, Kel,
Nikoom, Ondros, Radomov, Svetel, Tamuj, Throom, Vasool
Female Names: Ajj, Boja, Dancu, Dooja, Elyuja, Fanoor, Irij, Jasoo, Katrun, Lyooda, Mayja,
Radu, Shuja, Soofya, Totoor, Verij, Vesmova, Yoolna, Zarij, Zoorja

Loxo Traits
Your loxo character has the following racial traits.
Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.
Age. Loxo physically mature at the same rate as humans, but they live about 450 years. They highly value the weight of wisdom and experience and are considered young until they reach the age of 60.
Alignment. Most loxoths are lawful, believing in the value of a peaceful, ordered life. They also tend toward good.
Size. Loxo stand between 7 and 8 feet tall. Their massive bodies weigh between 300 and 400 pounds. Your size is Medium.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Speed. Your base walking speed is 30 feet.
Loxo Bravery. You have advantage on saving throws against being frightened.
Natural Armor. You have thick, leathery skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
Mason’s Proficiency. You gain proficiency with mason’s tools.
Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your normal proficiency bonus to the check, instead of your normal proficiency bonus.
Keen Smell. Thanks to your sensitive trunks, you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks that rely on smell.
Languages. You can speak, read, and write Common.

Sunday, August 12, 2018

COSMIC SEAS: SPACE LEVIATHAN


SPACE LEVIATHAN
Wildspace is home to its own ecosystem. Tiny organisms float in the stellar currents, deriving all of their energy from it and serving as food for larger creatures. Leviathans (similar in form to enormous eels) filter these organisms out of the air as they swim through wildspace. However, space leviathans are perpetually hungry, and feed on Ichthyomorphs (space fish) and ships just as readily as they do on smaller creatures. Along with undead, leviathans are the primary reason that stardust-mining ships carry enormous harpoons.
Monstrous races such as the Neogi, Slaad and Xill often use Space Leviathans as living ships. They hook small structures—called howdahs—onto the creatures and ride along with them. It is unknown how these creatures control the leviathans. Space Leviathans often have air producing plants and mosses growing on their backs, providing a stable air envelope and minimal ecology.
Gargantuan beast, unaligned
Armor Class 14 (natural armor)
Hit Points 247 (15d20 + 90)
Speed fly 120 ft. (hover)
STR
DEX
CON
INT
WIS
CHA
28 (+9)
7 (–2)
22 (+6)
1 (–5)
8 (–1)
4 (–3)
Saving Throws Con +10, Wis +3
Damage Immunities cold, necrotic
Conditional Immunities exhaustion, suffocation
Senses passive Perception 9
Languages
Challenge 10 (5,900 XP)

Ethereal Jaunt. As a bonus action, the leviathan can magically shift from the Material Plane to the Ethereal Plane, or vice versa.

Void Dweller. Space Leviathans dwell in the empty expanse between the stars, and do not require air, drink, or sleep. When flying between stars the leviathan magically glides on solar winds, making the immense journey through the void in an impossibly short time.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the leviathan. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the leviathan, and it takes 21 (6d6) acid damage at the start of each of the leviathan’s turns.
If the leviathan takes 30 damage or more on a single turn from a creature inside it, the leviathan must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the leviathan. If the leviathan dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Tail. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.

Thursday, August 9, 2018

COSMIC SEAS: SUNBIRDS


“Ask me no more if east or west
The Phoenix builds her spicy nest;
For unto you at last she flies,
And in your fragrant bosom dies.”
-Thomas Carew
Sunbirds are enormous birds of prey that are found living in WIldspace. In flight a Sunbirds wing span measures about fifty to seventy feet across. They have large claws, sharp hooked beaks and a beautiful orange-yellow flame envelops them. Their eyes glow a painfully bright blue-white.
Sunbirds prefer to nest in asteroids, but are equally at home in the hulks of gnomish spaceships. Using their fiery aura ability, they hollow out the stone or metal, blowing the molten liquid with rapid beats of their wings into fantastic free-form nests. The nests are then lined with the shed feathers of the parents. These feathers glow like burning embers, providing heat for the sunbird eggs and hatchlings. In each nest there is a 50% chance that 1-4 eggs are present, and a 25% chance of 1-4 young.
Like eagles, they continually add to their nests until they die. Occasionally, firebirds link their nests into rookeries for mutual defense and care, generally in the vicinity of liveworlds or asteroid reefs where potential prey is plentiful. Any treasure in a sunbird nest is magical, since only magical items or devices can stand the birds' extreme heat. There is a 10% chance that 1d4 random magic items have melted into the nest's structure. Due to the magical nature of the sunbird's flame, the magic in the items transfers to the structure of the nest. For instance, a ring of protection melted into the nest makes it more resistant to damage.
Sunbirds fill an ecological niche similar to that of a hawk or eagle, feeding on small pests. Unfortunately for star travelers, the firebird considers the crews of spelljammers "small pests". The advent of spelljamming humans and demihumans has provided firebirds with tender pre-packaged meals that are fairly easy to catch.
One other sunbird attribute attracts adventurers: Their feathers are ingredients of elixirs of life. Shed feathers can fetch up to 1,000 gp apiece. An adult firebird has 1d3×10 usable feathers. An adult fire eagle has 1d3 x 10 usable feathers after it is slain.
  
SUNBIRD
Gargantuan monstrosity, unaligned
________________________________________________________________________________
Armor Class 17 (natural armor)
Hit Points 279 (18d20 + 90)
Speed 20 ft., fly 120 ft/80 mph.

STR
DEX
CON
INT
WIS
CHA
28 (+9)
10 (+0)
20 (+5)
13 (+1)
14 (+2)
15 (+2)

Saving Throws Dex +5, Con +10, Wis +7, Cha +7
Skills Perception +7
Damage Resistance cold, bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, necrotic energy
Senses darkvision 120 ft., passive Perception 17
Languages Celestial, understands Common but can’t speak it
Challenge 13 (10,000 XP)
________________________________________________________________________________
Death Throes. When the sunbird dies, it explodes, and each creature within 30 feet of it must make a DC 18 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a
successful one. The explosion ignites flammable objects in that area Favorable Winds Shreya Shetty
that aren’t being worn or carried. The sunbird’s body turns to ash, but an egg is left where the sunbird was.
Fire Aura. At the start of each of the sunbird’s turns, each creature within 5 feet of it takes 11 (2d10) fire damage, and flammable objects in the area that aren’t being worn or carried ignite. A creature that
touches the sunbird or hits it with a melee attack while within 5 feet of it takes 11 (2d10) fire damage. The aura also sheds bright light in a 60-foot radius and dim light for an additional 60 feet.
Flyby. The sunbird doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Keen Hearing and Sight. The sunbird has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Void Dweller. Sunbirds dwell in the empty expanse between the stars, and do not require air, drink, or sleep. When flying between stars the sunbird magically glides on solar winds, making the immense journey through the void in an impossibly short time.

ACTIONS
________________________________________________________________________________
Multiattack. The sunbird makes two talon attacks.
Talon. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) slashing damage plus 14 (4d6) fire damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the sunbird can’t attack another target with that talon. A grappled creature takes 11 (2d10) fire damage at the start of each of the sunbird’s turns.

Saturday, August 4, 2018

COSMIC SEAS: ELMARIN (CREATURE)


Elmarin are amall Elementals that live in wildspace, usually in the upper atmosphere of stars. They appear as naturally glowing balls of fire in several colors, ranging from deep red to light violet. Two darker spots toward the front of the orb resemble eyes. The elmarin are drawn by warmth and energy. Elmarin are elemental creatures of fire, that enjoy the relative coolness of space above the surface of fire-based celestial bodies (such as suns) and can often be found here dancing, bobbing, and weaving about. Ships that are attacked and damaged by the elmarin are usually the victims of the creatures’ curiosity rather than maliciousness.
The capture and domestication of Elmarin is a very important part of the creation of an Aethon Elemental Drive, and so is a major industry. Attempts to breed new and more versatile Elmarin and other elementals is an ongoing interest of the Technomancers Guild. Most Elmarin used in the making of helms are born wild and captured by profiteering crews who use Steel Ships to get close to Stars or volcanic planets. 


ELMARIN
Small elemental, chaotic neutral
Armor Class: 14 (natural armor)
Hit Points: 9 (2d6 + 2)
Speed: fly 120ft/80mph
STR
DEX
CON
INT
WIS
CHA
7 (−2)
15 (+2)
12 (+1)
4 (−3)
11 (+0)
10 (+0)
Damage Resistances: bludgeoning, piercing, and slashing from non-magical attacks
Damage Immunities: fire
Conditional Immunities: exhaustion, suffocation.
Senses: darkvision 120 ft., passive Perception 10
Languages: Ignan
Challenge: 1/2 (100 XP)

Bound Elmarin
Death Burst. When the elmarin dies, it explodes in a burst of fire. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited. There is a 1 in 20 chance that the death of an elmarin will leave behind an ioun stone.
Ignited Illumination. As a bonus action, the elmarin can brighten or diminish its light. While brightened, the elmarin sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Actions
Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.

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Elmarin Familiars
Elmarin are sometimes conjured as assistants and companions by accomplished spellcasters. At the DM's discretion, characters with the ability to conjure special familiars, such as a warlock with Star Pact or a Fire Elemental Pact option, may be permitted to conjure a elmarin as their familiar.
In addition, some elmarin can be persuaded to serve a spellcaster as a familiar. In such cases, when the elmarin gives its service freely rather than being summoned deliberately, the elmarin gains the following trait.
Familiar. The elmarin can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the elmarin senses as long as they are within 1 mile of each other. While the elmarin is within 10 feet of its companion, the companion gains advantage on saving throws against spells and other magical effects that deal fire damage. At any time and for any reason, the elmarin can end its service as a familiar, ending the telepathic bond.


Sunday, July 29, 2018

COSMIC SEAS: EXPLOSIVES AND FIREARMS


The Cosmic Seas campaign setting makes use of many Renaissance era devices, chemicals and weapons. As it stands right now, all the items found below are commonly available to player characters and can be purchased in most ports of call. 
                                   
EXPLOSIVES
Item
Cost
Weight
Alchemists Fire
50 gp
1 lb.
Bomb
150 gp
1 lb.
Gunpowder, keg
250 gp
20 lb.
Gunpowder, powder horn
35 gp
2 lb.

ALCHEMISTS FIRE: This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged Attack against a creature or object, treating the alchemist's fire as an Improvised Weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
BOMB: As an action, a character can light this bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage.
GUNPOWDER: Gunpowder is chiefly used to propel a bullet out of the barrel of a pistol or rifle, or it is formed into a bomb. Gunpowder is sold in small wooden kegs and in water resistant powder horns. Setting fire to a container full of gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it (3d6 for a powder horn, 7d6 for a keg). A successful DC 12 Dexterity saving throw halves the damage. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.

Firearms
Item
Cost
Damage
Weight
Properties
Arquebus
75gp
1d10 piercing
12 lb.
Ammunition (range 100/400), heavy, loading, 2 handed
Blunderbuss
250gp
2d6 piercing
5 lb.
Ammunition (range 20/60), Loading, Two-handed
Carbine, Wheel-lock
400 gp
2d10 piercing
9.5 lb.
Ammunition (range 30/120), two handed, reload (4 shots), special
Dragon
200 gp
2d4 piercing
3 lb.
Ammunition (range 20/60), Loading
Hand cannon
50gp
2d6 bludgeoning
20 lb.
Ammunition (range 20/60), heavy, two-handed
Musket, Flintlock
500gp
1d12 piercing
10 lb.
Ammunition (range 40/120), loading, 2-handed
Pistol, Flintlock
250gp
1d10 piercing
3lb.
Ammunition (range 30/90), loading
Pistol, Starwheel
350 gp
2d4 piercing
3 lb
Ammunition (range 30/80), loading
Ammunition
Bullets (10)


1 lb.


FIREARMS
The firearms of the Cosmic Seas setting are of the sort found in American Colonial stories, Age of Sail pirate adventures and in the Continental Wars of Europe. They are loud, destructive and growing in popularity. Firearms are all Martial Weapons, and are available to Fighters, Rangers and Barbarians. Though all of these weapons function as-is, all of them can be enchanted, making them into devastating Magitek items of great power.
Arquebus: An early firearm and predecessor to the musket. It has a long range and high damage but is very loud and has a reputation for misfires. The Arquebus uses standard bullets.
Blunderbuss: A blunderbuss is a muzzle-loading black-powder firearm. It can fire shot (a packet of small metal pellets), but can also be loaded with gravel, sand, or whatever else is at hand that can fit in the muzzle. When loaded with improvised ammunition in this way, the blunderbuss deals 2d4 piercing or bludgeoning damage.
Carbine, Wheel-lock: This mass produced military flintlock rifle uses a special wheel mechanism to hold powder and bullets for up to 4 shots. It is designed to give a troop more than one shot and to be accurate up to a range of 30 feet. However, it is unstable and has a risk of miss firing. Whenever you make an attack with a wheel-lock carbine, roll a 10-sided die. On a roll of 4 or lower, the gun fails to fire.
Dragon: The dragon is a handgun variant of the Blunderbuss, with a shorter barrel and a pistol grip. As well as packets of shot, the dragon can be loaded with gravel or sand. When loaded with such improvised ammunition, the dragon deals 1d6 piercing or bludgeoning damage.
Hand Cannon: The hand cannon, also known as the gonne or handguns, is the first true firearm. It is the oldest type of small arms as well as the most mechanically simplistic form of metal barrel firearms. Unlike matchlock firearms it requires direct manual external ignition through a touch hole without any form of firing mechanism. Many Orc and Ogre tribes still use these weapons.
Musket, Flintlock: This gunpowder pistol is the pinnacle of current non-magical technology. Using the explosion from the combustion of gunpowder to fire a musket ball out of the barrel.
Pistol, Flintlock: This pistol is between 16 and 20 inches long, making it very hard to conceal. Its effective range is rather short, but the gun packs quite a punch.
Pistol, Starwheel: A more advanced form of the Flintlock Pistol, this small device becomes a deadly weapon, and, in a pinch, it can also be used to pistol whip people for 1d4 bludgeoning damage.

 
A Dwarf fighter and his Human Rogue friend are off on an adventure.

Tuesday, July 24, 2018

COSMIC SEAS: NECROTIC ENERGY

NECROTIC ENERGY DAMAGE
“Never before had he known what shapeless black things lurk and caper and flounder all through the aether, leering and grinning at such voyagers as may pass, and sometimes feeling about with slimy paws when some moving object excites their curiosity. These are the nameless larvae of the Other Gods, and like them are blind and without mind, and possessed of singular hungers and thirsts.” 
-H. P. Lovecraft. Dream Quest of Unknown Kadath
In the Cosmic Seas setting, mortal space explorers are constantly at risk from exposure to the dreaded Necrotic Energy. This life draining energy permeates the space between the worlds and is always seeking ways to drain the life and light from the worlds. 
Necrotic Energy affects a spherical area, radiating out from a source point. Necrotic Energy can extend into solid objects with only lead offering protection from this energy. The closer one gets to the center of an area of necrotic energy, the stronger the necrotic energy effect becomes. Necrotic Energy entries list the maximum level of necrotic energy in an area, as well as the radius out to which this necrotic energy level applies. Each increment up to an equal length beyond that radius degrades the necrotic energy strength by one level. For example, a source of high necrotic energy with a radius of 20 feet creates a zone of medium radiation 21 feet to 40 feet from the center in all directions, and a similar zone of low necrotic energy from 41 to 60 feet.
Necrotic Energy damage is poison damage and any ability or spell that affects poison will, likewise, affect necrotic energy damage. Creatures that are immune to poison damage take no damage from necrotic energy, and creatures resistant to poison damage suffer half the normal levels of exhaustion on a failed saving throw, rounding down.
Creatures that are exposed to necrotic energy must make a saving throw each round or suffer levels of exhaustion, as set out in the Necrotic Energy Damage table. If the saving throw fails by 5 or more, the creature suffers more levels of exhaustion, as set out in the Necrotic Energy Damage table.

TABLE: NECROTIC ENERGY DAMAGE

Necrotic Energy Level               
Constitution Saving Throw DC
Failed Saving Throw
Failed Saving Throw by more than 5
Low
10
One level of exhaustion
Two levels of exhaustion
Medium
15
Two levels of exhaustion
Three levels of exhaustion
High
20
Three levels of exhaustion
Four levels of exhaustion
Severe
25
Four levels of exhaustion
Five levels of exhaustion
  
NOTES: Necrotic Energy is my answer to Radiation, and even as an in-game explanation for the cold of space. In the Cosmic Seas setting, horrid undead entities lurk in Space, and necrotic (negative) energy is an excellent catchall for the horribleness and danger of space travel. 



COSMIC SEAS: MAGEWRIGHTS OF THE SPACELANES

In the Cosmic Seas setting, magic is a tool that’s incorporated into many jobs. There are entirely magical careers, such as Astrologer/Navig...