Sunday, September 16, 2018

Albinism and Psionics

In Broken World, across all species, there is a positive correlation between albinism and psionic potential this is done through the following means.


Albinism could be considered a feat mixed in with a trait and drawbacks. Since it has both pros and cons to it, it counts as a trait only for mechanics purposes. It is a genetic recessive trait in all species.


Albinism (trait) (1st level only)

Your body lacks the ability to produce melanin, leaving your skin/scales/chitin pale white, your hair a bleached white, and your eyes a reddish pink. Though this makes you more susceptible to the ravages of the sun, and your eyes more sensitive to light, your psionic potential is unlocked and heightened.

You gain the Wild Talent feat. If you already have this feat, you instead gain the Psionic Talent feat.

You gain access to feats with the (Albino) descriptor.

At level 5, you gain access to the Psionic body feat. If you have it from another source, you instead may pick any one other psionic or metapsionic feat.

You are sensitive to light, especially sunlight. When making a saving throw against any effect with the [light] descriptor, you receive a -2 to your save. Any light based effect that can Dazzle you for a number of rounds adds 1 round to the effect.

The sun is a constant threat to you. Most albinos avoid direct sunlight, and carefully cover their skin with heavy coverings, and shield their eyes. Any time that you are in direct sunlight for extended periods of time, you must make a fortitude save or become fatigued. You have a -2 to all perception checks in bright sunlight.

Most races see albinism as a strange thing. Though the ophiduans acknowledge the psionic potential of the trait, they still mistrust those that are different in such ways. Most races treat albinos as subjects of pity or even revulsion due to their care to avoid the sun and protect themselves. Albinos receive -2 to charisma based skill checks.


Albino feats




Thursday, February 2, 2017

Language List

This is a list of languages, along with common speakers.

Some ancient and dead languages may be added as well.


Imperial: Langage of the Astorina Imperium, Lize, Nove, Dorial, and Broken Horn. Also used in Northire, Hastrix and Bax


Zynese: Used in Zynos and Mynar. Becoming more common due to the trade influences of Mynar.


Arasac: Spoken by the ruling class of Bax.


Sisthassian: The language of the Ophiduans


Quesaran: The language of the elves.


Honichtic: Spoken in the city states of Umbrachtlan.


Meklish: The language of the Goblins.


Haklish: The language of the Hobgoblins of Maryx. The few tribal hobgoblin tribes use an older and less refined version of this language.


Veltash: The Dwarven language.


Northirian: The Language spoken in Northire


Kilickackti: The Dromite language.

Friday, January 27, 2017

Broken world items

This post is a WIP


Weapons and Armour

Goblin tangle-shield: These masterwork shields are covered in metal hooks and leather straps. It affords protection like a standard shield. In addition, if your opponent misses in an attack by the shield bonus and you have improved disarm, you get a free combat maneuver roll to disarm them.
Cost: +50 gp.

Northiran Throwing Dagger: This large throwing knife is unwieldy in melee combat, giving a -1 on attack rolls. However, it is perfectly balanced for throwing, and has a range increment of 20 feet.

Hobgoblin rifle: The hobgoblins have begun to embrace the wonders of blackpowder, and have developed this rifle for use at extreme range. It has given rise to a particular type of marksman, the sniper.


Universal Items

Crushstone: This invention of the Guild of Psionics, it allows certain lower level powers to be accessed by those incapable of manifesting. A thin clay shell is wrapped around a shard of psionic crystal, that when touched manifests the power. The stone is crushed in the hand (a standard action) and the power is manifested on the person that activated it.

Ever-Dorje: Discovered in an ancient vault, this early dorje prototype has been replicated by the guild. The ever-dorje does not have the standard amount of charges, but rather has 2 charges that can be used every day. It costs the same to produce, but allows for longer use at the expense of not being able to use it as often.



Thursday, January 26, 2017

Populations and land mass size.

This is to give a general idea of my working population sizes.

Pre-breaking, the population was about 70 million individual humanoids (including individual Dromite drones)

As the war heated up and conflict erupted, this number began to decline, but mostly amongst the human population. By the time that the Zynese King proclaimed himself God-Emperor, the population was approximately 60 million.

As the breaking occurred, the population of Dwarves and Ophiduans are ravaged by the hungering and the tsunami. The number of dromite drones crashed to approximately 10%.

Humans in the Duchies were ravaged hardest by war and the shockwave of the comet, the Imperium was decimated by the Rotting, and Northire was conquered in part and made uninhabitable by the volcano.

With the loss of farmland in northire, Technocticlan, Dorial, Zynos and the Duchies, food shortages quickly struck. Famine lasted a generation for humanity before new methods of farming could be trialled.

75 years after the breaking, the continental population was around 35 million individuals. now, 212 years after the breaking, the population is around 45 million again, as population growth has been slow to recover.


Of those 45 million, a rough estimate is:

55% human (24.75 million)
12% Elven ( million)
10% Hobgoblin (5.4 million)
8% Dwarven  (3.6 million)
7% Ophiduan (3.15 million)
5% Maenad (2.25 million)
2% Dromite (0.9 Million
1% Goblin and blue (0.45 Million)

Elans number in the thousands and are covered under Human as they appear human to the casual observer.


With this population, I have had to come up with a rough size for the continent too, to ensure that these numbers work.

Map dimensions: 55cm x 32cm

Scale 1cm = 40 miles

Landmass: 2.816 million square miles.

With a denser population than some other settings, this means that the settlement size descriptions are adjusted below.

Settlement size descriptions:

Settlement TypePopulation Range
ThorpeFewer than 100
Hamlet101-500
Village501-3000
Small town30001-10000
Large town10001–30000
Small city30001-100000
Large city100001–250000
MetropolisMore than 250000






Monday, January 23, 2017

Florae and Faunae

Broken world has several unique species of plants and animals, not simply because of the mutations that are now common. There are many species that have existed naturally, as well as some mutations that have survived to breed and now have become established.

Aurakor: These reptilian beasts of burden were common in Sytheria and called Aess'skor before the breaking. When disease ripped through many types of livestock, the hardier nature of Aurakor allowed them to shrug off the disease. Since then, Aurakor have become the mainstay to pull carts and caravans. Humans, never content with nature, have begun selecting bloodlines that show a propensity towards speed and agility, and a small number of sleeker and faster Aurakor are now beginning to appear in markets. Unfortunately, the meat of Aurakor is toxic, making it a poor substitute for cattle in this regard.
(Size: Large)

Azlipoeotli: Though physically similar to an extremely large bat, this species has sprung from a mutation in hyena in Umbrachtlan. They are medium sized, winged predators that hunt in packs and have a natural resistance to cold. They have large eyes and ears, and can hunt via echolocation in the dark, frozen wilderness.
(Size: Medium)

Berkara: The Berkara is a large, herbivorous bird that was native to Zynos, and was used as a mount for centuries. The Berkara is now the most common mount for medium sized peoples.
(Size: Large)

Chenar: This small melon is sweet and nutritious, but spoils quickly unless preserved. Traditionally from Quesaras, many places now grow it and it is becoming a common breakfast treat for harvest season.


Darkweed: this large leafed plant feeds off psionic energy, and is considered an invasive weed. Many people wishing to guard their homes against psionic visitors. It is also the main ingredient in the psionic inhibiting poison Phrenican.
(Size: Diminutive)

Dentipura: These venomous, wingless beetles are mostly used as mounts by Dromites, but some goblins and Blues have begun to adopt them too.
(Size: Medium)

Elasmother: This large horned beast roams the rocky plains of the Hordelands, and its horn is made of psionic crystal, making it a prime target. It is ill-tempered and attacks both physically and with Psi-like abilities.
(Size: Huge)

Filnara: This bean plant that grows naturally in Quesaras is an excellent foodsource, though it is slow growing. A single Filnara bean can feed humanoids for a day, providing slow release nourishment and suppressing the appetite. It grows slowly, each plant making a single bean pod per season, but has yet to ever be affected by mutations, and is easily stored for several years after drying.
(Size: Medium)

Ghelina: this plant was originally native to Northire, but only survives now and cultivated in the Imperium. Its leaves are dried, shredded and smoked by many in the Imperium.
(Size: Large)

Hakdor: one of the few beneficial mutations of animals, this arachnid creature was originally a species of tarantula. The species now weaves webs of thin but strong crystal filaments, and seems to gain nourishment from background psionic energy filtered by the web. The Hakdor is non-venemous, and can be safely handled. In addition, when trained, can expend psionic energy into a cognizance crystal.
(Size: Usually Tiny, but can range from Fine to Small)

 Ire-roach: This carnivorous roach is capable of a nasty bite, but usually not a threat. However, the Ire-roach will sometimes form aggressive swarms that can do serious damage and even kill.
(Size: Fine (Individul) or Varied (Swarm)

Jalukmup: This huge bird-of-prey flies high on thermal currents along the south of the continent from Northire to the Hordelands. It roosts on high cliffs and mountains, and when food is scarce will attack Humanoids.
(Size: Large)

Kileflower: Previously found in Kile, now grown by enthusiasts, this flower is incredibly delicate and fragile. It has a sweet smelling fragrance, and was traditionally used in perfumes.
(Size: Fine)

Manaroot: This tuber is a boon to spellcasters of druidic magic. It is impossible to cultivate, and is found by foraging. When ground into a paste with a druids own blood, it allows a variety of magical effects for the druid.

Quadrapod: this strange creature is the mutated offspring of the crystal sea greater octopus. A small number adapted and survived as the waters turned salty, becoming apex predators. Each of their arms has fused to another, leaving them with 4 powerful tentacles covered in vicious suckers.
(Size: Colossal)

Renak: This huge insect is now farmed for its meat, which is nutritious but bland. They are mostly docile herbivores, native to the wastes, that have been domesticated. They breed quickly, and their eggs are also an excellent source of food, but grow slowly, taking up to a decade to reach maturity. They have voracious appetites, and often their delicate inner wings are removed to prevent them escaping.
(Size: Huge)


Organisations overview

There are a variety of organisations and secret societies in Broken World, and this is a brief explanation of a variety of them. This is a work in progress, and is not a complete list.

Whilst it is true that every government might have spies and military, they are only mentioned here if there is something interesting or exceptional about them.

Goverment Organisations:

Astorina Ultima: This organisation is founded on the principle that the breaking could have been avoided if the rest of humanity and other races were united under Imperial rule. They work in all ways towards a restoration of the Imperium. It is not officially part of the government, but has the approval of the Astori themselves, and many resources from government coffers.

Sesthas'nar: This organisation is a joint venture between Sytheria and Sytheros. It is a research council that seeks to find a way to increase the Ophiduan birth rate.

Quesaran Unity: This organisation fosters continued cooperation between the three subcultures to prevent any tension between them. They work to ensure that Quesaras remains united and strong.



Druid Circles and Ranger Orders:

Each of these organisations is split into 2 allied groups. The druids refer to themselves as being in "Circles" and rangers prefer the term "Orders". Each is an allied but independent organisation that works to a common goal. Though some groups have common ground, many are opposed ideologically and come into conflict

Shepherds: This organisation sees itself as the stewards of the new world, and seek to help the world adjust. They guide outsiders to the best ways to farm and forage, as well as to be sustainable so that no-one starves.

Restoration: This organisation seeks to reverse the breaking as best they can. They hunt down the mutated beasts and try to heal the lands back to their original state.

Claw and fang: this organisation works to ensure that the wilds recover and flourish. They see the god's curse as a blessing, as it means that only the strongest will survive.

Storm's callers: This organisation seeks to unleash the wildest rages of the weather. Whilst the Circle is strong, few rangers join the Order.

Hunters: This organisation has many rangers in the order, and a few druids in the Circle. They seek to hunt not just for food, but also for sport.

Sky Stewards: This organisation hires itself out to any that can pay. They control the weather for profit. Rangers of this order protect the druids that can control the weather, acting as bodyguards.

Renewers: Despite a name that sounds quite positive, this organisation believes that the breaking did not go far enough, and that the world should be remade anew. They seek to have nations fall and society crumble, and for nature to reclaim the world. Many governments consider them a terrorist organisation.

Other organisations:

Thehn homecoming: This dwarven organisation seeks to find a way to reclaim Thehn from the vicious undead. They yearn for a return of a Dwarven homeland, and a cloistered life.

Elan Council: The Elan council determines candidates to be reborn into their race after they die or are near death. They also work to keep the existence of their race a secret as much as possible.

The Swarm: This multi race pact is founded on a single principle: All sentient races should be joined into a single Hive-mind like the dromite once were, so that this unified mind can live in peace and harmony, exploring the limits of true psionic power. To many, this organisation comes across as a cult, and it is illegal in the Imperium to espouse their philosophy.

The Guild of Psionics: this powerful guild crafts and sells psionic items, as well as researching psionic powers and developing new items for use. Most medium to large sized towns have a Guild house that also doubles as a trading hall.

The Guild of Hospitalers: This guild focuses on those that can heal the body and mind, whether through psionics, divine magic or mundane skill. Though it will use divine power, the guild distances itself from the gods at all times to ensure there is no hint of religion. They sell their skills and healing items, having a slight rivalry with the guild of psionics.

Society of Wardens: This organisation works to root out cults to the divine, and opposes the machinations of the echo gods. It is supported unofficially by many governments, and has members from all races.

Sunday, January 22, 2017

New Class: Sensate (WIP)


Level
BAB
Fort
Ref
Will
Special
Power Points/Day
Powers known
Maximum power level known
1
0
0
0
+2
Manipulations, Share skill, Empath, Sense node
1
1
1st
2
+1
0
0
+3

2
2
1st
3
+2
+1
+1
+3
Echo power (1/day)
4
3
1st
4
+3
+1
+1
+4
Greater Manipulation
6
4
2nd
5
+3
+1
+1
+4

8
5
2nd
6
+4
+2
+2
+5
Echo power (2/day)
12
6
2nd
7
+5
+2
+2
+5

16
7
3rd
8
+6/+1
+2
+2
+6
Greater Manipulation
20
8
3rd
9
+6/+1
+3
+3
+6
Echo power (3/day)
24
9
3rd
10
+7/+2
+3
+3
+7

28
10
4th
11
+8+/3
+3
+3
+7

36
11
4th
12
+9/+4
+4
+4
+8
Greater Manipulation, Echo power (4/day)
44
12
4th
13
+9/+4
+4
+4
+8

52
13
5th
14
+10+5
+4
+4
+9

60
14
5th
15
+11/+6/+1
+5
+5
+9
Echo power (5/day)
68
15
5th
16
+12/+7/+2
+5
+5
+10
Greater Manipulation
80
16
6th
17
+12/+7/+2
+5
+5
+10

92
17
6th
18
+13/+8/+3
+6
+6
+11
Echo power (6/day)
104
18
6th
19
+14/+9/+4
+6
+6
+11

116
19
6th
20
+15/+10/+5
+6
+6
+12
Greater Manipulation
128
20
6th






The mind is a powerful tool and can be a dangerous weapon, but it is not infallible, and can be manipulated. For some, the raw power of the psion holds little appeal, and they prefer a subtler approach. They use their psionic talent to manipulate the senses, bodies, emotions and thoughts of others, and find a a path that offers power of its own. These people are the Sensates, and they can be a powerful ally or a fearsome foe. Sensates are able to offer boons to their allies or attack their enemies minds and senses. They can be entertainers, using performance and manipulating the senses and emotions of their audience. They can be spies, pulling the secrets subtly from their targets and disappearing before anyone notices them.

Sensates are in some ways, incredibly versatile in their skills and abilities. However, they do not have the raw manifesting potential of other classes, nor the best combat abilities. They do however, have access to unique methods of manipulation that can have a great effect, both on and off the battlefield.

Role: Sensates often serve as the "Face" of the party, with their high charisma, social skills and manipulations. Whilst Sensates are trained in combat, they are not frontline combatants, more ably able to support and assist. Their manifesting power lacks the range and depth of the psion, but their powers are well suited to their abilities.

Class skills:
Appraise (Int), Autohypnosis (Wis), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Handle animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (History, Local, Psionics) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive, Spellcraft (Int), Stealth (Dex), Use Magic Device (Cha).

Weapon and Armour Proficiency:

Sensates are familiar with all simple weapons and light armour. In addition, they are proficient with any one light melee weapon or ranged weapon of their choice.






Power points per day:

A Sensate’s ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on the table above. In addition, she receives bonus power points per day if she has a high Charisma Score. Her race may also provide bonus power points per day, as may certain feats and items.

Powers known:
A Sensate begins play knowing one Sensate power of your choice. Each time she achieves a new level, she unlocks the knowledge of a new power.
Choose the powers known from the Sensate power list. (Exception: The feat Expanded Knowledge does allow a Sensate to learn powers from the lists of other classes.) A Sensate can manifest any power that has a power point cost equal to or lower than her manifester level.
The total number of powers a Sensate can manifest in a day is limited only by her daily power points.
A Sensate simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night's sleep each day to regain all her spent power points.
The Difficulty Class for saving throws against Sensate powers is 10 + the power's level + the Sensate’s Charisma modifier.
Maximum Power level known:
A Sensate begins play with the ability to learn 1st-level powers. As she attains higher levels, she may gain the ability to master more complex powers.
To learn or manifest a power, a Sensate must have a Charisma score of at least 10 + the power's level.




Manipulations:
Sensates begin to learn psionic abilities that manipulate themselves and others. Unless otherwise stated, a manipulation takes a standard action to activate, and a swift action to maintain. A Sensate can activate and/or maintain a manipulation equal to 4+ his charisma modifier per day. Each additional level of sensate allows 2 additional activations/rounds per day. A sensate cannot maintain two separate manipulations, nor can he activate a manipulation whilst maintaining another, unless they have the Dual Manipulations Feat.

At 4th level and every 4th level thereafter, the Sensate chooses a single Greater Manipulation from the greater manipulations list. These adhere to the same rules as base manipulations unless otherwise stated.

All manipulations are supernatural abilities.

Basic manipulations:

Inspire Courage: A 1st level Sensate can manipulate emotions to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be within close range (25 feet +5 feet/level) or share a network with them. An affected ally receives a +1 Morale on saving throws against fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six sensate levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability.  (Maintain)

Inspire fear: A 1st level Sensate can manipulate emotions to inspire fear in a single enemy, increasing their vulnerability fear and limiting their combat abilities. To be affected, an enemy must be within close range (25 feet +5 feet/level). If the enemy fails a will save (DC 10+ half sensate level + Cha modifier). An affected enemy receives a -1 fear penalty on saving throws against fear effects and a -1 competence bonus on attack and weapon damage rolls. At 5th level, and every six sensate levels thereafter, this penalty increases by +1, to a maximum of +4 at 17th level. Inspire fear is a mind-affecting ability.  (Maintain)

Focus senses: Expending one use of manipulation allows a sensate to focus the sight and hearing of one ally. This gives a +2 competence bonus to perception checks for one hour. The bonus granted increases by +1 at 5th level and every 5th level thereafter. Activating this ability takes one minute of focus. (one minute. One hour duration)

Sensory overload: The sensate can attempt to bombard an enemy with a variety of sensory and emotional information. This makes the target flat footed for one round if they fail a will save (DC 10+ half sensate level + Cha modifier).

Greater manipulations:

Focus mind: A sensate can expend their psionic focus, and in doing so provide psionic focus to any character in close range or whom they share a network with. This is done as a swift action and happens immediately.

Sever senses: A Sensate can attempt to disrupt an enemy’s senses. The sensate can attempt to Blind or Deafen an enemy within close range. The enemy makes a will save (DC 10+ half sensate level + Cha modifier). Failure on this save means the enemy is affected until the Sensate ceases the effect, the enemy moves out of range, or makes a successful will save. The target makes a will save at the end of each turn to determine if they can break free of the effect. (Maintain)

Dampen Drive: Expending one use of manipulation allows the Sensate to affect the will of an enemy. The enemy gets a will save (DC 10+ half sensate level + Cha modifier). Failure on this save means the enemy is limited to a standard action for the round. (Maintain)



Share skill:

A Sensate can help to focus the mind and body of an ally. Any time a skill allows assistance, the Sensate can assist with this skill and provide an extra bonus. A sensate does not need to have the skill in question to assist with the aid another check, but receives a -2 on the aid another roll to assist if it is untrained for the sensate. The bonus for success is +4 instead of +2. In addition, the sensate can do this without having to do anything but focus entirely on assistance, and is therefore unrestricted in terms of the task only being possible to be actioned by a single individual.

Empath:

Sensates are subconsciously aware of the feelings and emotions of all around them. This translates to a +2 class bonus to the skills Bluff, Intimidate, Diplomacy and Sense Motive.

Sense node:

Whilst sensates cannot create networks of their own, they join them more easily and provide a boon to the network. A sensate does not count against the number of people that can join into a network. In addition, if the sensate is within range of the network originator, anyone that is that same range as the sensate still counts as in range of the originator.



Echo power:

A sensate of 3rd level can echo any power manifested within range (30ft +5ft/Sensate level or within a collective the sensate is a member of). This power does not have to be on the Sensate’s class list. The power echoed is exactly duplicated (including any metapsionic feats), though a new valid target may be chosen. The Sensate counts as the manifester of this power, and must spend an equal amount of power points to manifest the power. If this would go over the power point limit per manifestation that the Sensate can achieve, the echo fails. A sensate can use this ability 1/day as of third level, and an additional time per day every three levels thereafter.

\Sensorium:

A Sensate of 10th level gains the ability to create a sensorium, a collective of sense and emotion. This counts as a collective network as per the Tactician or Vitalist ability. The Sensate can utilise the network descriptor of any powers. In addition, if at least 4 members of a collective are psionically focuses, the Sensorium also can be focused by one member. This extra focus can be expended by any member at any time.





Sensate Class Powers:

Talents: Conceal thoughts, Create sound, Crystal Light, Dazzle, Detect psionics, Distract, Empathy, Fortify (lesser), Missive, Telepathic Lash

1st: Attraction, Broker, Call to mind, Cloud mind, Déjà vu, Demoralize, Detect compulsion, Disable, Ego whip, Elfsight, Empathic connection, Empty mind, Fortify, Inflict pain, Judge, Mental disruption, Mindlink, Natural healing, Natural Linguist, Psychic tracking, Sense link, Skills as one, Slumber, suppress compulsion, Synesthete, Telempathic projection, Untouchable Terror.

2nd: Animal Affinity, Aversion, Battlesense, Bestow Power, Body Adjustment, Brain lock, Clairvoyant Sense, Compelling voice, Co-ordinate as One, Danger sense, Detect hostile intent, Empathic transfer, Escape detection, False Sensory input, Feat Leach, Heightened vision, Id Insinuation, Missive (mass), Object reading, Preserve Psyche, Psionic blast, Psionic scent, Read thoughts, Recall agony, Sense mind, Sensitivity to Psychic Impressions, Share pain, Touchsight, True Terror.

3rd: Augured Answer, Baleful Mind Trap, Deadly fear, Death Urge, Detect Remote viewing, Empathic Feedback, Empathic transfer (hostile), Fate link, Fear Cascade, Incite passion, Mindlink (thieving), Psychic crush, Remote Viewing, Sensory Cascade, Share pain (forced), Solicit Psicrystal, Ubiquitous Vision,.

4th:  Catapsi, Cleanse Spirit, Co-opt concentration, Dream Message, Heal Injuries, Induce Nightmare, Mind probe, Shatter mind blank, Tower of iron will.

5th: Barred Mind (Personal), Bonding strike, Ensconce, Metaconcert, Psychosis, Recall death, Redopsi, Ultrablast.

6th: Ability as one, Affinity field, Apopsi, Barred Mind, Brutalize wounds, Microcosm, Mind seed, Psionic Chirurgery.