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Convergence of Ideas

May 18th

Posted by John Payne in Electrum Pieces

I started reading about a new 24 Hour RPG contest some time ago and came across an intriguing setting idea in *the list*. It was Fantasypunk – Cyberpunk ideas in a Fantasy setting.

As I pondered it, I found that I was thinking more of a magic + steampunk scenario instead. I had the rough idea in my brain of an engine that had two dimensional portals, one to a dimension of fire and another to a dimension of water. It produces steam, and thus provided locomotive force for any kind of vehicle.

It seemed so simple and too complicated at the same time. I didn’t like the idea, but I couldn’t figure out why.

No matter, I said to myself, just some crazy ideas that come and go.

Then I was on Twitter talking to Stargazer when he mentioned a steam fantasy setting he had worked on. More because it was twitter, I shortened it to magipunk, a term we both seemed to like.

I presented an idea or two of how magic and steam power could mix and left it to percolate for later.

I came back to that goofy dimensional engine I mentioned earlier. I figured out that it was too magical. It would require permanent openings to two different dimensions. No sane person would create more than one, much less mass produce these things!

Still, magic can serve to tweak an engine and deal with issues. What kind of ‘just enough’ magic system could improve an engine?

Thinking about locomotives, one of the main fuels, before coal or diesel, was wood. A wood burning locomotive and coal burning locomotive were built largely the same way. Improving the wood burning locomotive through magic seemed an appealing idea, so it was time to research.

Dimensional fire is silly, however, creating heat through magic should be fairly common. The d20 fireball is a huge source of fire and heat – taking that much energy and spreading it out over time seemed a reasonable and lower magic way to provide the fire.

Then I thought, “what if the wood was self-healing”? In other words, as it burned, it healed itself, making it possible to burn the same piece of wood almost continuosly.

The wood would have to heal slower than the rate at which it burns, otherwise it wouldn’t produce much heat. That would mean a train couldn’t run continuously, but after a night time stopover, the fuel would have completely regenerated, allowed for a quick exit.

So far, so good. Self-healing wood as a long enduring form of fuel. Ash, red oak, white oak, beech, birch, hickory, hard maple, pecan, and dogwood are good hardwoods that produce a lot of heat and little smoke. Get some magically treated, self-healing hickory or white oak, and you have a train that can go pretty far. Eliminating the fuel car provides a little more tractive power because it’s weight that is unneeded. No need for manual stokers to shovel wood, it is self-contained.

This gives you a train that requires very little crew, has great range, and can get started quickly.

In a different way, thinking about self-healing wood lead me to the creation of seamless ships. In other words, build a ship out of wood, and over time, it would form into a solid block.

With two major uses for magically-treated wood, there was now a commodity that could make folks quite rich, it tweaks, but doesn’t entirely replace two major forms of transportation, and it has that ‘just enough’ amount of magic that it could just work.

More details later, just jotting down notes so I don’t forget them.

ideas, magipunk, stargazer, steamfantasy

Am-Kahir, Alchemist

May 14th

Posted by John Payne in Electrum Pieces

Am-Kahir spent a few years studying magic under an adequate, but wholly unremarkable teacher. Much of his time was spent creating scrivened versions of simple spells and cataloging ingredients used for various potions, spells, and assorted creations. Through cataloging various potion recipes, Am-Kahir discovered that creating potions and elixirs has more to do with the application of energy to the ingredients instead of us of magic. Eager to research his findings, he left the employ of his teacher and set up his own laboratory.

Although self-taught, Am-Kahir is very skilled in making potions, charms, and amulets. His research has led him attempt acts of takwin, the creation of artificial life. His early attempts followed standard arcane formulas and rites to create golems. However, he quickly moved to other ideas as he considered golems to be possessed and not created.

His experiments with takwin have not been well received by local townspeople. Many fear his ‘mad’ experiments and complain about the sounds of explosions and scent of sulphur coming from his lab. Although he has more his lab from place to place, he was recently attacked by a mob during one of his experiments. Desperate to defend his life’s work, he employed his various creations to defend his property. No one was killed, but city officials expelled him from the city for his use of “unauthorized magicks”.

Am-Kahir found a cave that opened to a steep cliff face. He decided that such a location would keep him safe from townspeople and local officials. He then secluded himself to resume his study of artificial life. His first successful creation was a roughly human-shaped mass of rope. Unlike a mindless golem, this creature, called an anthroparion, was able to understand complex instructions, adapt to variable conditions, and learn simple tasks. Encouraged by his success, he hired an assistant, Zemud, to expand his work.

Together, Am-Kahir and Zemud have expanded the initial success to create other anthroparion (parion for short). Their greatest known success is the creation of Wahed, a true anthroparion. Wahed is human in all respects, capable of independent thought, and learning new tasks. Unsurprisingly, Wahed has an affinity for alchemy, though he is extremely poor in social skills.

Zemud, however, is impatient with the time and effort involved and uses elemental spirits to speed up construction. Technically, this means that he is creating golems instead of anthroparion. To this end, Zemud has made a deal with a dao: the dao provides earth elemental spirits, the golems Zemud creates mine for gems.

Am-Kahir (for D6 Fantasy)

Agility 2D
Coordination 2D: sleight of hand 2D+1
Physique 2D
Charisma 2D+2: mettle 3D+2
Intellect 4D: reading/writing 4D+2, scholar 5D
Acumen 2D+2
Magic 3D+2: conjuration 4D

Spells: Cantrips, Countermagic Ward, Glow Stone, Relocate Person, Feast, Stun Senseless, Create Golem, Create Anthroparion

Advantage: Eidetic Skill Bonus +1
Disadvantages: Infamy (R2), blowing up things in nearby towns has not endeared Am-Kahir to local residents or city leaders.
Equipment: A fully equipped laboratory for two persons. Included in the lab are the materials to create at least two true anthroparion, many different types of potions and wards.

Strength Damage: 1D
Move: 10
Body Points: 25

Fate Points 4
Character Points 0
Funds 4D

alchemy, d6fantasy, onepage, takwin

One Page Dungeon

Apr 24th

Posted by John Payne in Electrum Pieces

I discovered Central Casting from another blog post from Inkwell Ideas. Written in 1993, it took me back to my own index card and graph paper days.

This excellent book walks you through randomly generating a dungeon, just as it promises. I discovered that after a few rolls and creating the first few rooms, my own ideas started rolling in. I was actually creating a new dungeon that I actually liked.

I say all this because it should allow me to create an entry for the one page dungeon. It also suggested a theme that allowed me to create some new monsters as well. (I did a google search for one of them – it has been done, but mine is a bit different. I really did create it independently of the internet.)

So now, it’s a matter of a good name and finishing the dungeons.

I may not win any prizes, but I will enjoy finishing it.

allcomingbacktome, creative, dungeons, opd
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