Changes to Tech, Clockwork Doll NPC's, and What's Ahead!
Jul 14, 2017 2:20:58 GMT
Caitlin Cockfoster and Edelweiss Fjäril like this
Post by Amon on Jul 14, 2017 2:20:58 GMT
Hey guys! Long time no chat! So, after some thought, it has come to our attention that the technology in our steampunk fantasy could use some...oomph. And what better time than with the end of the war (more on that in a bit)? With that, I am pleased to officially announce our policy/rule of thumb when it comes to tech:
“If it exists in some form (prototype, derivation, or actual item) prior to, or just shortly after the current year (at the time of this writing, 1892) then a steampunk version of that item exists in Lodan.”
This may include, but not limited to, the following:
- Motor vehicles (cars, trucks, motorcycles, etc.)
- Refrigerators
- Tanks (the armored fighting vehicle)
- Electricity
- Telephones
- Air conditioning
Exceptions: there of course will be exceptions to this rule. These exceptions are placed into one of two categories: Steampunk Staples and Too Advanced.
Steampunk Staples are pretty self explanatory: effectively, any tech that may be way too advanced for the era (even with our rule in place), but are still included because they are almost ubiquitous in every steampunk alternate universe. We are also including in this category any tech that could be conceived based on the abilities in the tech tree.
This may include, but not limited to, the following:
- Jet packs
- Tesla weapons/lightning guns
- Advanced Artificial Intelligence (i.e. clockwork dolls)
- Functional Steamwork Robotics (i.e. mechs)
- Portable music devices (down to a reasonable size, based on the playback devices found in the lower ranks of the Clockwork Robotics skill Tree)
- Advanced prosthetics (i.e. pretty much automail)
- Almost anything that requires fossil fuels, converted to steam (i.e. steam-powered chainsaws)
Too Advanced is a little more complex: based on the ruling, it does not take much for one to make very large (though sound) leaps in logic. This exception will include technology that have been created way after the timeline, but have roots from tech within our rulings.
This may include, but not limited to, the following:
- Televisions
- Computers/Laptops
- The Internet
- Cell Phones
The items listed in each of these...lists, are always subject to change, and there are many, many grey areas that are subject to debate. Please consult the GM’s first if you ever have any questions about tech that you wish to implement.
Speaking of tech, I am pleased to announce how Clockwork Doll NPC’s will be monitored in the future!
So, according to the Clockwork Compendium (which is in dire need of a rewrite, just another thing to add to my list of stuff to do), Clockwork Dolls have two cores: Magic Resist and Perpetual motion. In summary, Magic Resist allows the Doll to stay near/in contact with Anderswetlers for a longer period of time without experiencing adverse effects; Perpetual Motion, on the other hand, not only allows a Doll to act for a longer period of time before needing to be re-wound, but also allows them to sacrifice that extended time for a boost to their strength and speed for short periods of time.
To make things easier to track, the type(s) of core(s) that the Doll has will be dependent on the Augment Skill Tree of the Tech Tree, specifically Augment I for Magic Resist and Augment III for Perpetual Motion. Because this is a Tech Tree Skill, if the owner of the Doll has either Augment Skill, the Doll(s) will have that respective core(s). However, the Dolls can be upgraded further by purchasing the respective Augment Skills for each individual Doll (if you choose to elevate your Doll to a full NPC status; it is perfectly fine to have a base doll that is stuck with basic skills. If you wish to make your Doll an NPC, it will be “attached” to your character and thus will share the same “currency pool” as your character, i.e. you will have to choose between strengthening your character or strengthening their Doll(s)).
By the way, I merely mentioned “owners.” That’s right: since Clockwork Dolls can become a special type of NPC, a human(-dominant) player can have a Clockwork Doll without needing the necessary skill (the ability to create a Doll, however, is still locked behind the Clockwork Robotics V Skill). Please be aware that Dolls are supposed to be extremely expensive and require a lot of maintenance to maintain; those with the skill are not bothered by these caveats, but mere consumers will feel the weight of these restrictions. Thus, if you are a human and wish to own a Doll NPC (but not have the skill to make one), you will need to meet the following criteria: be either 1) A noble -or- 2) In the Middle Class -or- 3) In Mingo’s Merchanics. It is more than obvious that a noble would have the funds to keep their Dolls in top shape. A middle class citizen, though it would be tough, could feasibly have enough funds to keep these sorts of repairs up. And a Mingo’s members could simply go to their neighbor’s for help.
With that being said, it is possible for an Anderswetler to own a Clockwork Doll NPC, BUT ONLY IF THEY ARE EITHER: 1) A noble -or- 2) In Mingo’s Merchanics IN ADDITION TO PURCHASING TECH AUGMENT I AT THE START. Because the Tech Augments are race locked, Anders who (for whatever reason) own a Clockwork Doll ARE LOCKED ONLY TO THE BASE CORES AND CANNOT BE UPGRADED FURTHER (i.e. as an Ander, you can purchase the tech skills for the Doll, but you yourself cannot purchase tech skills for yourself). Dolls are supposed to be extremely expensive and high maintenance to maintain; furthermore, despite how tough they are made, they are still very sensitive machinery. The Augment I requirement will allow the Dolls to last longer if they have an Ander owner, but they will eventually break down and need to be repaired, which is a costly venture. As stated before, a noble would feasibly have enough funds to keep these sorts of repairs up, and Mingo’s members could simply go to their neighbor’s for help. Anyone else outside of these two conditions who still want a Doll NPC may be up for approval on a case by case basis.
As always, if you have any questions, please contact one of the GM’s for assistance.
Finally, among all of these innovations to tech (speaking of, slight changes coming to the Tech Tree, but more on that later), I bet you're wondering “what about us magic folk?”
Well, magic has traditionally been the stronger of the two, with tech now just catching up. That being said: worry not magic users! There is a very specific reason why the war with Sveden ended so suddenly, and starting with the summer event (the Inventor’s Fair), we will be having a series of events and other developments leading up to a very special surprise for all of you spell casters (and everyone else as well really). We're working out the details, but I think you'll enjoy what's coming around the corner (I know I am!)
For now, I hope you look forward and stick around to see future developments, and as always:
Has fun~
- Amon
“If it exists in some form (prototype, derivation, or actual item) prior to, or just shortly after the current year (at the time of this writing, 1892) then a steampunk version of that item exists in Lodan.”
This may include, but not limited to, the following:
- Motor vehicles (cars, trucks, motorcycles, etc.)
- Refrigerators
- Tanks (the armored fighting vehicle)
- Electricity
- Telephones
- Air conditioning
Exceptions: there of course will be exceptions to this rule. These exceptions are placed into one of two categories: Steampunk Staples and Too Advanced.
Steampunk Staples are pretty self explanatory: effectively, any tech that may be way too advanced for the era (even with our rule in place), but are still included because they are almost ubiquitous in every steampunk alternate universe. We are also including in this category any tech that could be conceived based on the abilities in the tech tree.
This may include, but not limited to, the following:
- Jet packs
- Tesla weapons/lightning guns
- Advanced Artificial Intelligence (i.e. clockwork dolls)
- Functional Steamwork Robotics (i.e. mechs)
- Portable music devices (down to a reasonable size, based on the playback devices found in the lower ranks of the Clockwork Robotics skill Tree)
- Advanced prosthetics (i.e. pretty much automail)
- Almost anything that requires fossil fuels, converted to steam (i.e. steam-powered chainsaws)
Too Advanced is a little more complex: based on the ruling, it does not take much for one to make very large (though sound) leaps in logic. This exception will include technology that have been created way after the timeline, but have roots from tech within our rulings.
This may include, but not limited to, the following:
- Televisions
- Computers/Laptops
- The Internet
- Cell Phones
The items listed in each of these...lists, are always subject to change, and there are many, many grey areas that are subject to debate. Please consult the GM’s first if you ever have any questions about tech that you wish to implement.
Speaking of tech, I am pleased to announce how Clockwork Doll NPC’s will be monitored in the future!
So, according to the Clockwork Compendium (which is in dire need of a rewrite, just another thing to add to my list of stuff to do), Clockwork Dolls have two cores: Magic Resist and Perpetual motion. In summary, Magic Resist allows the Doll to stay near/in contact with Anderswetlers for a longer period of time without experiencing adverse effects; Perpetual Motion, on the other hand, not only allows a Doll to act for a longer period of time before needing to be re-wound, but also allows them to sacrifice that extended time for a boost to their strength and speed for short periods of time.
To make things easier to track, the type(s) of core(s) that the Doll has will be dependent on the Augment Skill Tree of the Tech Tree, specifically Augment I for Magic Resist and Augment III for Perpetual Motion. Because this is a Tech Tree Skill, if the owner of the Doll has either Augment Skill, the Doll(s) will have that respective core(s). However, the Dolls can be upgraded further by purchasing the respective Augment Skills for each individual Doll (if you choose to elevate your Doll to a full NPC status; it is perfectly fine to have a base doll that is stuck with basic skills. If you wish to make your Doll an NPC, it will be “attached” to your character and thus will share the same “currency pool” as your character, i.e. you will have to choose between strengthening your character or strengthening their Doll(s)).
By the way, I merely mentioned “owners.” That’s right: since Clockwork Dolls can become a special type of NPC, a human(-dominant) player can have a Clockwork Doll without needing the necessary skill (the ability to create a Doll, however, is still locked behind the Clockwork Robotics V Skill). Please be aware that Dolls are supposed to be extremely expensive and require a lot of maintenance to maintain; those with the skill are not bothered by these caveats, but mere consumers will feel the weight of these restrictions. Thus, if you are a human and wish to own a Doll NPC (but not have the skill to make one), you will need to meet the following criteria: be either 1) A noble -or- 2) In the Middle Class -or- 3) In Mingo’s Merchanics. It is more than obvious that a noble would have the funds to keep their Dolls in top shape. A middle class citizen, though it would be tough, could feasibly have enough funds to keep these sorts of repairs up. And a Mingo’s members could simply go to their neighbor’s for help.
With that being said, it is possible for an Anderswetler to own a Clockwork Doll NPC, BUT ONLY IF THEY ARE EITHER: 1) A noble -or- 2) In Mingo’s Merchanics IN ADDITION TO PURCHASING TECH AUGMENT I AT THE START. Because the Tech Augments are race locked, Anders who (for whatever reason) own a Clockwork Doll ARE LOCKED ONLY TO THE BASE CORES AND CANNOT BE UPGRADED FURTHER (i.e. as an Ander, you can purchase the tech skills for the Doll, but you yourself cannot purchase tech skills for yourself). Dolls are supposed to be extremely expensive and high maintenance to maintain; furthermore, despite how tough they are made, they are still very sensitive machinery. The Augment I requirement will allow the Dolls to last longer if they have an Ander owner, but they will eventually break down and need to be repaired, which is a costly venture. As stated before, a noble would feasibly have enough funds to keep these sorts of repairs up, and Mingo’s members could simply go to their neighbor’s for help. Anyone else outside of these two conditions who still want a Doll NPC may be up for approval on a case by case basis.
As always, if you have any questions, please contact one of the GM’s for assistance.
Finally, among all of these innovations to tech (speaking of, slight changes coming to the Tech Tree, but more on that later), I bet you're wondering “what about us magic folk?”
Well, magic has traditionally been the stronger of the two, with tech now just catching up. That being said: worry not magic users! There is a very specific reason why the war with Sveden ended so suddenly, and starting with the summer event (the Inventor’s Fair), we will be having a series of events and other developments leading up to a very special surprise for all of you spell casters (and everyone else as well really). We're working out the details, but I think you'll enjoy what's coming around the corner (I know I am!)
For now, I hope you look forward and stick around to see future developments, and as always:
Has fun~
- Amon