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Category: Swords & Wizardry (Page 18 of 23)

The Eye of the Needle

Prologue:

The bulk of this post was written over two years ago. I felt the need to finish it as I still want to run a campaign in a place that has some of the ideas of Spelljammer, like flying ships and travel to other planets. I gave it the code name of Tiezerakan, but when I finish it, the name will be much easier to pronounce.

Anyway, here is a post dedicated to the May Blog Carnival.

Original Inspirational Notes for the Setting:

  • Imagine two worlds connected by a 30 mile diameter tunnel.
  • Specially crafted ships shorten the journey between worlds to three days but, the middle 1000 miles takes about 24 hours through a much more narrow corridor.
  • Trading companies vie for power on both worlds,
  • Illuminated glyphs provide the only light on the journey,
  • A dozen religions war over the claim of the tunnel's creator,
  • Flying ships,
  • A Cannular demiplanet,
  • Lost artifacts, thieves and the Order of the Acicular Monks

Introducing the Needle

The Eye of the Needle is a location that goes back to a feature of Tiezerakan. In the Tiezerakan world,  every planet has a twin that is located on the opposite side of the Central Fire. (The Central Fire functions much like the Sun in our solar system.)

Specifically, a corridor exists that connects Tol and Lot, the two primary homeworlds of humankind. The corridor is called The Needle. While interplanetary travel exists, travel through The Needle requires only half the time of a more conventional route.

Physical Description:

The Tunnel exists on each world as a circle that reaches 30 miles in diameter. Long, narrow docks and landing areas radiate from the rim of the circle for miles in every direction. Huge cargo ships pour out of the circle regularly at all times of the day and night. Flitting across the tunnel's maw are many smaller courier ships along with a few passenger ships. Despite all the traffic, accidents are extremely rare, a fact that marvels a first-time visitor.

Inside the tunnel is dark except for illuminated glyphs that run the entire length. The smallest symbols are about two miles high and wide, though most are estimated to be tens of thousands of miles long. Tunnelrats, as travelers in the Tunnel are called, use the various glyphs to map constellations that provide approximate distance traveled and a rough sense of time.

The Eye of the Needle is located in the middle of tunnel. It is believed to be exactly halfway between the planets of Tol and Lot. The size of the Eye is unknown, but it is visible for almost an entire 24 hour day while ships are traveling past it.

The Eye is considered a hindrance at best and a terror at worst. The size of the Eye requires ships that travel the tunnel to slow down considerably. The distance from the surface of the Eye to the edge of the Needle is a little less than seven miles. Ship attacks are common at the Eye. It is believed that several groups of organized bandits use the Eye as a base from which to launch attacks.

Traveling the Needle:

Travel through the Needle is done by specially designed craft of all sizes. The largest, are the cargo ships informally known as whales. These ships can reach almost 100 feet wide and often exceed 400 feet in length. Unlike most ether or water-based craft, no sails are required. Any decks are constructed only for the purposes of fighting pirates.

The smallest ships are personal ships for various priests that live on either side of the Needle. Each ship is unique, but often feature an observation deck for studying the symbols that adorn the tunnel walls. It is believed that these tiny vessels, often only eight feet wide, do not need to reduce their speed to navigate the Eye. (No one can confirm this.)

Societal Effect of the Needle:

Many faiths have temples built on the perimeter of the Needles' openings on both planets. Dozens of deities (and a few titans) take credit for the creation of the Needle. Ships full of religious pilgrims regularly land on the surface of the tunnel seeking knowledge, enlightenment, or power to perform various rituals. It is common to encounter proselytizers offering true wisdom and the keys of wisdom through secret knowledge.

The gods and titans are not the only planar beings to take an active role in life around the Needle. Various demons and devils also hold sway over large chunks of land and a large number of citizens. Each faction is in search of powerful magicks or artifacts believed to be located within the Needle itself. Rumors of carriages that can ride the Needle's walls fuel many quests into the tunnel to explore its surface.

As a result of the religious influence, any management of the docks along the Needles' openings is ineffective. Disputes between officials often involve nothing more than differing opinions of the interpretation of a specific symbol seen in the Needle. Bribes are fact of doing business. Trading companies pressure independent merchants into membership. Much of the violence on the docks results from attacks from one trading company against another.

Every conceivable good and service is available in shops surrounding the docks. Given enough time, any item can be purchased. Any service can be performed. Any item can be manufactured. If it exists, someone in this vast expanse either has it or knows how to get it quickly.

Playing the Needle:

Playing the Needle (or possibly threading the Needle) can revolve around many things, depending on what players want to experience with their characters.

The most straightforward way of playing this setting is having the characters be a crew on a merchant ship. They met as a result of being recruited as sailors on a merchant ship through the needle. The characters do not necessarily need to have lived anywhere near the Needle to be recruited. Regardless of their homeland, they meet on the deck of a ship ready to begin the voyage at dawn the next day.

Why be a pawn in a game of kings? Have the characters play owners of a trading company. Anyone having a priest character serves as a liason from one of the hundreds of temples that dot the rim of the eye. All of the characters have pooled their meager resources into purchasing a small ship and hiring themselves as the crew. They could end up stranded on the eye itself, decide to take the analogue of the Northwest Passage and fly around both planets, find an artifact or just about anything else you can dream up.

Why be make an honest living? Be pirates!

Solo characters could be a priest seeking knowledge about the glyphs or a monk learning to walk on the surface of the tunnel itself. Have the magic-user explore a curious item brought back from the sister planet.

Get strange - have the characters meet themselves on the other planet.

Epilogue:

Taking a quick break from Lorica to revisit an old post is fun. I hope to have another post like this for that setting later this month. Enjoy!

Making Lorica Yours

Here's the posts about Lorica for Swords & Wizardry so far:

Combat Sequence

Building Mecha

So far, things are a bit bland. The only thing customized at this point are the names of the various mecha that I've generated stats for. Before moving on to critical hits, conducting battles, character classes and the Weird, here's some ways to making these mech rules your own.

1. Personalize the Weapon Names

The d20 Future Mecha file available from WOTC provides weapons with evocative names like the M87 Talon Missile Launcher or the Thunderbolt Shock Rod. Here's some random ways to come up with names:

Add a random letter and then d%

Pick a destructive name:

01 - abrogator
02 - annihilator
03 - crusher
04 - decimater
05 - demolisher
06 - eraser
07 - exterminator
08 - liquidator
09 - obliterater
10 - razer or razor

Synonyms for slug throwers:

01 - Mass Cannon
02 - Mass Driver
03 - Chaingun
04 - Railgun
05 - Coilgun
06 - Fountain
07 - Kinetic Energy Penetrator (or KEP)
08 - Gauss Rifle

Synonyms for Lasers

01 - Microwave Beam
02 - Particle Cannon
03 - Laser Cannon
04 - Energy Cannon
05 - Plasma Cannon
06 - Lightning Gun

Names for Missile Systems

01 - Starburst
02 - Kamikaze
03 - Bloomers
04 - Striker

Use old gun names

01 - arquebus
02 - hackbut
03 - blunderbuss
04 - musketoon
05 - ballista
06 - fire lance

2. Add your various factions/aliens

Standard mecha games have various houses, each with a particular style of battle and specialized mecha. If you make various houses, they could be limited to certain sets of light, medium and heavy mecha.

Aliens are bound to have a different physiology - at the very least, the size of the pilot compartment could be different. Other variations could include requiring two of each weapon (these aliens use two pilots with mirrored controls) or having mecha that are not bipedal.

3. Provide different vendors

Two or more companies make an ol' reliable 100mm slug thrower, but which one is better? One vendor could make a 100mm model that is 10% lighter (weighs only 35 tons instead of 38), 10% cheaper (156,000 credits), 10% more/less damage (3d10+2 or 3d10-2) or a combination of these.

Another way to add vendors is to limit availability of the top-of-the-line 10% better equipment.

Of course the Loanzas from the Delta Sector gets pummeled. They use Nago-Kishi M-35 Razers! Everyone knows equipment from NK sucks. Good thing we got Kingston Railguns.

4. Add specialized systems

Someone is bound to invent better computer AI to punch lasers through shields. This could be equipment that provides a bonus to hit mecha with shields.

Introduce melee weapons (my favorite is a urumi that features whips similar to ones used by Red Omega from the comics).

Have a defensive system that dissipates laser damage (Anti-laser fog) in the same manner as Sandcasters mitigate missile damage.

5. Give slug throwers specialized ammunition

Why obliterate an opponent when you can send an EMP round to completely disable them? Makes salvage of a defeated mech that much more profitable.

That's just a few ideas, I'm sure that you can come up with more.

Building Mecha

Previously, the rules for the combat sequence were posted, along with four mecha as examples. Now it's time to look at creating your own. I've made over 40 so far, but I would love to see what others makes out of it.

A bit of notice: the rules and names of things are intentionally bland. After the rules, I'll talk a bit about implementing these rules in a game along with a few more examples in another post.

Along every step of the creation process, you will need to keep track of the cost, the weight and the energy usage of components. Cost is measured in credits (Kr) and weight is measured in tons (t). Energy usage is not measured in any standard units, they are only important during mecha creation. If the DM chooses, he or she could use gigawatts.

The first step in mecha creation is to determine its overall body size. Essentially, pick the number of structural points your mech will have. Each structural point will weigh 1 ton and cost 50 credits. After determining structual points, you must purchase at least one pilot's compartment. Each compartment consumes 3 power, weighs 3 tons and costs 300 Credits.

The next step will be to choose an engine. Each engine is rated by its energy output. The energy generated is used to power weapons and movement of the mech. Choose an engine and note its costs. Here is the table of available engines below:

engines

In general, the more powerful the engine, the more massive and more expensive it will be. This is usually the most expensive part of a mech.

The third part is purchasing energy shields.

shields

Again, the more AC Bonus desired, the more power and money required.

The next step is choosing your armaments. As I said earlier, these descriptions are pretty bland. Damage done is measured in terms of Structural Points

Weapons come in five categories: Slug Throwers, Recoilless Guns, Missile Systems and Lasers are the four offensive weapon systems. SAMD's are defensive weapons designed to knock down/avoid damage from missiles.

Mass Driver Cannons aka Slug Throwers

Slug throwers are a class of weapon that hurl a solid object at a target. Usually, the slug is taken from depleted uranium or other super-dense material. The main advantage of slug throwers is that slugs are not easily deflected by shielding. The main drawbacks of slug throwers are their huge power consumption, mass and cost. Still, most mecha have at least one, however small. A slug thrower weapon has 10 rounds of ammo included in its mass when purchased.

MDC

Recoilless Guns

Like slug throwers, recoilless guns hurl a solid object at a target. However, due to its construction, it is a much lighter weapon. Unlike conventional slug throwers, it allows some of the propellant force to escape from the back of the gun. Recoilless guns are also much lighter than slug throwers. The trade-off  however, is that they do not have the range or damage capacity of slug throwers. A recoilless gun has 10 rounds of ammo included in its mass when purchased.

recoilless

Missile Launchers

Missile Launchers hurl multiple projectiles at a target. Due to their guidance systems, they usually make erratic flight paths to avoid anti-missile defense systems. The result of a successful strike with missiles are several simultaneous hits at different places on a target. The number in parenthesis next to a missile indicates the amount of ammunition included in the missile launcher. For example LR(6) is a Long Range Missile Launcher that can fire six times before running out of ammo.

missiles

Lasers

Lasers are energy weapons designed to strip away layers of metal on a target. Lasers can be diffused by shielding, but recent advances in technology still make them potent threats on the battlefield. Lasers are relatively inexpensive and powerful weapons that have the longest range of any weapon to date. A laser can be fired as long as the mech has enough power to fire it.

lasers

Sandcaster Anti-Missile Defense System

Sandcasters represent the cutting-edge in missile defense, despite having a basis in ancient weapons. When missiles are detected, the sandcaster hurls a lot of material designed to explode and/or misdirect missiles to prevent them from striking a mech. Each SAMD is rated for the amount of missile damage it prevents.

SAMD

After assembling all the parts, total the power consumption and subtract it from the Engine Rating. Write down this number, which I'll call the Excess Energy. Total the mass of every part of the mech. Divide the Excess Energy by the Total Mass of the mech to determine the Base Movement Rate. All results are rounded down. No mecha can have a Base Movement Rate above 12.

Finally, come up with a name for your new class of mecha.

Creating a Mech

Walking through the process, let's create a mech:

1. Purchase Structural Points: Lighter Mecha have 40 to 60 structural points. Medium mecha have between 60 and 80 structural points. Anything over 80 is considered to be a heavy or assault mech. Let's create a mech with 75 Structural Points.

Structural Points: 75 Weight: 75 tons Cost: 4,750 Credits
Pilot Compartment: 1 Weight 3 tons Power Usage: 3 Cost: 300 Credits

2. Select an Engine: Based on the weapons chosen, the engine may change. For now we'll choose a pretty big engine to power the mech, an engine with a 2000 rating.

Engine Rating: 2000 Weight: 45 tons Cost: 1,000,000 Credits

3. Select Shields: Medium Mecha see a lot of combat. Good shielding is important.

Armor Class Bonus: 8 Weight: 2 tons Power Usage: 45 Cost: 40,000 Credits

4. Pick some weapons. Most mecha have a mixture of weapon systems. A slug thrower or recoilless gun, lasers, missiles and a SAMD. Sometimes, though, different mecha switch out more missiles for slug throwers.

Weapon: M-Class VIII Laser Weight: 9 tons Power Usage: 24 Cost: 179,000 Credits
Weapon: Long Range Missiles(3) Weight: 16 tons Power Usage: 2 Cost: 40,000 Credits
Weapon: Long Range Missiles(3) Weight: 16 tons Power Usage: 2 Cost: 40,000 Credits
Weapon: Short Range Missiles(2) Weight: 25 tons Power Usage: 3 Cost: 50,000 Credits
Weapon: Short Range Missiles(2) Weight: 25 tons Power Usage: 3 Cost: 50,000 Credits
Weapon: SAMD-4  Weight: 16 tons Power Usage: 16 Cost: 52,000 Credits

This mech has incredible firepower at short range and is capable of delivering some damage at a distance. The lack of a slug thrower may be considered a weakness, but don't tell the mech pilot that!

5. Do some Math: The total power usage of all the parts of the mech is 115.

The engine rating is 2000. 2000 - 115 provides an Excess Energy of 1885. The total mass of the mech is 232 tons. Dividing 1885 by 232 produces 8.125 which is rounded down to 8.

6.  Name the mech: I'll call it Karich

Statistics for the Mech

Name: Karich SP 75; AC 1[18]; Atk Laser (4d10), 2 LR Missile Launchers (1d10 * 4 , 3 shots each), 2 SR Missile Lauchers (1d20 * 6 , 2 shots each); Move 8; Save Per Pilot; Cost: 1,455,050 Credits; Special: 60 points Missile defense

 Gee, Thanks for the Math

I get it, there's a bit to track with this system. To help with Mech Creation, the following link is a LibreOffice spreadsheet that will help you create mecha easily and produce statblocks.

Lorica Stats Mecha Creation

Enjoy!

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