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More Ideas

Long term, I want my posts to be more polished. I hope to spend some time mulling over the idea and performing some basic editing. After all, I do have an English degree - I feel like I should write like I do.

In any case, here are the latest idea sketches:

Self-healing wood:
Black Birch creates the most BTUs per cord. It is an American wood. The difference between it and the closest type of wood available in Europe/Asia is about 8%. What this means is that certain wood from the North American continent will be the most prized and the most expensive.

Coal is a more efficient fuel than regular wood. It is lighter and it generates more heat than wood. Self-healing wood is a popular option, but there is still a place

The other key to self-healing wood is that it cannot be grown. It can only be created from normally harvested wood.

Self-healing wood and cannon don't always go together. You can sink a ship made of self-healing wood, it will sit on the ocean floor, pristine and intact. Wood heals, but not fast enough to keep water from coming in. Once underwater, it will continue to heal. It will not allow barnacles or other things to attach to it.

Open D6:
Since the Septimus announcement, there has been buzz about what fans and vendors will create under the D6 engine. ComStar, no surpise, has expressed interest. More than a few fans are showing up eager to use D6 to go where other systems cannot.

I like the ideas around a creature compendium and conversion from other OGL systems. I'm not so much into the special abilities as much as templates (like classes in d20), bestiary (already stated), and spells (although many will be redundant).

After the one page dungeon, if I can finish by tomorrow, I'll start on some of that. I'm typesetting D6 Fantasy Creatures (much harder then D6 Fantasy Core book), so I'll add on my conversions later.

Big thing for me is the very large stat block required each creatures. I would like a shorthand stat block, but I can't figure out a way to do it.

There's more, but I've lost some of my notes. More later...

Convergence of Ideas

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.

Am-Kahir, Alchemist

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

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