more reality wound for fate rpg
When a narrator want to stress more real life wound in fate
for more real health conditions
bruised :have no penalty and can healed between scenes
Hurt :have no penalty and can be healed in few hours need lore (medical or heal) of
+2 on the ladder
Injured :have -1 penalty on skill and proper medical attention need lore (medical or heal) of
+2 on the ladder
Wound :have -1 penalty on skill and may days in hospital need lore (medical or heal) of
+3 on the ladder
Mauled: have -2 penalty on skill and many weeks in hospital need lore (medical or heal) of
+3 on the ladder
Crippled: have -3 penalty on skill and many weeks or months in hospital need lore (medical or heal) of
+4 on the ladder
Incapacitated: need medical attention right away and character need lore (medical or heal) of
+5 on the ladder to stabilize the character
Fatally wounded: the character is one shot from be dead to stabilize you need to make lore (medical or heal) of + 7 or higher or the character dies on that scenes
Vehicle Conditions
Vehicle Conditions act like it would for a character conditions but apply to only vehicle
first two conditions is just a scratch while is a fleeting and can be repair easily between scenes
next two conditions is call minor damage is sticking condition this last until the vehicle repair like broken headlight , flat tire or small body damage .
next two conditions is called major damage is lasting effect condition
like broken engine , total front end collision . burst radiator , damage drive train
all penalty is -1 or -2 on drive skill to reflect the severity of the vehicle performance with great damage done to the vehicle that impact the mobility .
last conditions is catastrophic failure is when vehicle unusable must be repair between session
Weapon and ammo clip
weapon with large ammo clip . Character will empty a ammo clip in one round
on automatic machine gun on full burst shot .
weapon damage is weapon damage x the amount of ammo in the clip
take cover
when character take cover the opposing force must overcome the object or destroy the object to do damage to the character they are trying to target
full cover must be destroyed or find a way get the character out of hiding
¾ cover give the character plus +2 difficulty on the ladder when hiding
½ and ¼ cover give the character plus +1 difficulty on the ladder when hiding
the proper high power explosives will and can remove object and high level of damage and may take of out any character around the point of impact up to 20 feet or two zone on the narrator ruling
more reality wound conditions
When a narrator want to stress more real life wound in fate
for more real health conditions
bruised :have no penalty and can healed between scenes
Hurt :have no penalty and can be healed in few hours need lore (medical or heal) of
+2 on the ladder
Injured :have -1 penalty on skill and proper medical attention need lore (medical or heal) of
+2 on the ladder
Wound :have -1 penalty on skill and may days in hospital need lore (medical or heal) of
+3 on the ladder
Mauled: have -2 penalty on skill and many weeks in hospital need lore (medical or heal) of
+3 on the ladder
Crippled: have -3 penalty on skill and many weeks or months in hospital need lore (medical or heal) of
+4 on the ladder
Incapacitated: need medical attention right away and character need lore (medical or heal) of
+5 on the ladder to stabilize the character
Fatally wounded: the character is one shot from be dead to stabilize you need to make lore (medical or heal) of + 7 or higher or the character dies on that scenes
hit points for fate rpg
if the narrator want to use hit point instead of using stress track consequence or conditions
hit point is base on physique skill level time 10 or set amount assign form the narrator
the penalty for hit points is
half of remaining hit points – 1 penalty
¼ hit point left -2 penalty
⅛ hit point left -3 penalty
How to run a larps
Here are a few tips for players and directors to
run a better larps game :
Consider the number of players you want to use. Do you want to play with just a few close friends for more inmate feel or with larger number players for a more rousing and longer game ?
Do you have enough assistant directors to help you run the event?
One director for ever five players is a good ratio to go by.
It’s interactive theater so keep the details simple.
Write up interesting background story for the player to wander into . For character background using one or two paragraphs. Also to make it more believable try using one two over the top details ( like dark secret) .
3 resource ,or doing your homeworks
OK, I do like a good larps that takes place in a historical settings so if you are going to use a real place don’t forget to do your homework. The more you know about the place the better the game will be.
There are many resources you can use, such as the local historical society or the library. Keep the time period and costumes authenticate
4 props
props are your window dressing to tie your players to your event.
You can use a prop to be the center of your whole story or just to be items for the character to use to help add more flavor.
Yes you will be building your own props so that means making many trips to hardware stores, costume shops or vintage-second-hand-stores. Never use real weapons, use weapon prop cards instead.
Some props are used to represent monsters, which you will also be making.
It is best to appoint a prop master, a person you trust, with storing props and keeping them organized and away from unauthorized people .
5 Describe rooms
You used Photos and diagrams where the rooms are
Basic description of each room on cards
using photo for the furniture in room to give player sense what the room was like in a time period
7 documents
Create a few documents for the player to find. That way these help keep the stories moving forwards. The documents can be vital to the storyline and add few details not found in the background story. Like a page out of old newspaper and business papers.
8 run time sheets
run time sheets is list of event that director and assistant director will make happen during a set time
9 event card
Event card are randomly set in one area to trigger a test or combat action that player need to resolved. The player will hand the event to the director and then trying to resolve the action on the card . The director will report the outcome of action back to the players.
10 security
As director the main job to make your larps event safe for players and crew, Don’t let player pull stupid stunts that will harm themselves or other . Yes some player will try to take over your game . Just remember that you are the director you need to ask nicely to them to stop or they be ejected from your event. the last thing you want is the police i to remove them .
Rule to live be
Just remember this only advice and not set rules .The director have the freedom to run the live action event his/she way
here is only rule director and player must follow .
Obey rules of society.
Director must keep the players safe at all time
No real weapons
No touching another player
Remember no mean no folks
Director must keep the game fun
A director should be with the player all time (for the game balance and safety of the player)
Real World Magick System
for Fate core roleplaying game
when most people think about magic in role playing game they think of wizard throwing fireball at troll and healing people with a glowing hands . Magick in the real world take time and meaning , it’s not instant . Real world magick system simulate magic from Wicca and hoodoo religions . Take time and affect to create a magic spell or ritual in the real world . Chanting or praying to god/goddess under the full moon light on October 31 or May 1 in coven on scarred grounds
The following is more magic point based adhoc magic system
that allow more flexible in creating spells and rituals
Under the fate system toolkit book spell can be created by spending mana point in creation of spells : i recommend 100 mana point
More people needed to cast the spell more powerful it will be
one person +5 point
two – three people +4 point
4-5 people +3 point
5-6 people +2 point
7 + people +1 point
distance and area : the area the spell will affect
self +1 point
touch +2 point
up to 5 feet +3 point
up to 1000 feet +4 point
few city block +5 point
whole city +6 point
a state +7 point
region +8 point
nation +9 point
world +10 point
Will the spell or ritual do damage or defense to other
+1 damage / – 1 defense +1 point
each extra points of damage / defense is one point which max out at +10 damage /-10 defense
do the spellcaster have the proper material for the spell/ ritual
yes +0 point , no + 5points
do the spell require a special time of day or night to be casts
midnight + 0 point
early morning + 1 point
mid morning + 1 point
noon +0 point
early afternoon +1 point
late afternoon +1 point
early evening +1 point
late evening + 0 point
is the spell seasonal do the spell only can be casts in fall or summer
winter -1 point
spring +1 point
summer +1 point
fall – 1 point
Do the spell or ritual requirement the full moon
yes +1 point no 0 point
do the spell or ritual need a sacrifice of any kind to be casts right
yes +5 point no 0 point
Can the spell can be mental resisted
yes +5 point , no 0 points
Do the spell or ritual need be cast at high religious holiday
yes +5 point No 0 point
The difficult on the ladder
The point you can execute the spell base the level of difficulty on the ladder or vs your opponent will
+8 Legendary +16 point
+7 Epic +14 point
+6 Fantastic + 12 point
+5 Superb + 10 point
+4Great +8 point
+3Good +6 point
+2 Fair +4 point
+1 Average +1 point
+0 Mediocre 0point
-1Poor – 1 point
-2Terrible -2 point
When magic spell require to use man’s points . more powerful the spell more mana point you need to spend to cast it.
You want to cast magic missile you would pay one man’s point but summon a divinity to the world that would cost 10 or More point
For high fantasy set the limit to 100 mana points
For low fantasy set the limit to 25 mana points
All spell require magic skill see if the spell successful
All spell can countered by successful will rolls
Magic user have magic stress track
Magic skill level 2 add 1 to magic stress track
Magic skill level 3-4 you add 2 more magic stress track
When all your magic stress track is all used up all magic damage go to your
Conquered in form of magic burn
The degrees of magic burn is up to your narrator
When your magic burn get to 8 conquered you can’t use any magic until you recover
The narrator will set how many day you can’t magic
When character magic spell fail with style
The gamemaster roll 1d10 on the spell fumble table and table and tell the player the result of fumble
Spell Fumbles for fate rpg
D10 Fumbles result
1 :A surge of uncontrolled magical energy deals 1 points of damage to the caster. |
2: The spell strikes the caster or an ally instead of the intended target. |
3: The spell takes effect at a random location within the spell’s zone |
4:The spell’s effect on the target is contrary to the spell’s normal effect. |
5: The spellcaster suffers some minor but bizarre effect related to the spell in some way. Most such effects should last only as long as the original spell’s duration, or 2d10 minutes for instantaneous spells. |
6: A random innocuous item or items suddenly appear in the spell’s area. |
7:The spell’s effect is delayed. Sometime within the next 1d12 hours, the spell activates. The spell goes off in the general direction of the original target, up to the spell’s maximum zone if the target has moved away. |
8: The caster can’t cast or concentrate on spells for one scene |
9:The caster take dazed aspect for one scene |
10 The caster can’t use any magical aspect until the next day |
April 11, 2011 / Matthew Stinson
This mechanical framework combines plates of iron and dull brass. Interlocking screws vibrate and tubes full of arcane fluids pump as this metal beast takes a heavy step forward.
The clockwork suit is a mechanical body with oversized arms and hands used mainly for heavy labor. Wire, tubing, and sprockets line a cast-iron frame plated in brass. When used in battle, the operator of the clockwork suit slowly presses forward, shrugging off damage and spells as they bring down devastating slam attacks with their plated fists.
XP 2,400
N Large construct
Init −1; Senses darkvision 60 ft., low-light vision; Perception (see below) …
DEFENSE
AC 22, touch 8, flat-footed 22; (−1 Dex, +14 natural, −1 size)
hp 74 (8d10+30)
Fort +2, Ref +1, Will (see below)
DR 5/adamantine; Immune construct traits, magic
OFFENSE
Speed 20 ft.
Melee 2 slams +12 (1d6+5 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d6+5)
STATISTICS
Str 20, Dex 9, Con —, Int (see below), Wis (see below), Cha (see below)
Base Atk +8, CMB +15, CMD 24
Languages (see below)
ECOLOGY
Environment any
Organization solitary or gang (2–4)
Treasure none
SPECIAL ABILITIES
Immunity to Magic (Ex) The clockwork suit and its operator are immune to any spell or spell-like ability that allows spell resistance, except for spells with the mind-affecting subtype, which can affect the operator. The operator, while stowed inside the clockwork suit, cannot be affected by area of effect spells or targeted by spells except for mind-affecting spells.
Rechargeable (Ex)
Dull Gray Ioun stone is crafted into the Clockwork suit able to be charged up by cast daylight on the clockwork suit once a week
Operator (Ex) The clockwork suit requires an operator. The operator is a Small or Medium creature that takes a full round action to stow itself inside. The operator goes into a sleep like state and subconsciously controls the clockwork suit.
The clockwork suit uses the operator’s languages, Will save, and all skills modified by a mental ability score. While stowed, the operator has 95% cover and, though asleep, cannot be subject to a coup de grace attack. The clockwork suit is fully controlled by its operator and does not have to follow the orders of its creator, unless its creator is the operator.
Standing 13 ft. tall and half as wide, the clockwork suit is a menacing mass of solid metal—a wall of gear-powered strength. Styles vary from culture to culture, but all suits are heavy, weighing 4,500 lb. Clockwork suits take on the mannerisms of their operators.
Many different types of clockwork suits have specialized tasks and tools: axe hands for lumber camps, massive hammers for large-scale smithing operations; and other variations. Some suits may hold multiple operators, combining their knowledge and skills, while others are built for battle with increased size and armor.
A clockwork suit is assembled from hundreds of clockwork gears, all of which are perfectly timed and calibrated. The refined oils and arcane fluids within the clockwork suit’s construction cost 500 gp. Clockwork suits usually require a team of trained engineers to aid the lead manufacturer in their work.
CL 6th; Price 19,500 gp
Requirements Craft Construct, arcane lock, deep slumber, mount, creator must have CL 6th; Skill Craft (clockwork) and Knowledge (engineering) DC18; Cost 10,500
Clockwork suit variant
By Jason Waltman
XP 2,400
N Large construct, Aquatic Subtype
Init −1; Senses darkvision 60 ft., low-light vision; Perception (see below) …
DEFENSE
AC 22, touch 8, flat-footed 22; (−1 Dex, +14 natural, −1 size)
hp 74 (8d10+30)
Fort +2, Ref +1, Will (see below)
DR 5/adamantine; Immune construct traits, magic
OFFENSE
Speed 20 ft.
Melee 2 slams +12 (1d6+5 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d6+5), harpoon gun 2d6/2d8, trident 2d6/2d8
SQ :Amphibious, Water Breathing
STATISTICS
Str 20, Dex 9, Con —, Int (see below), Wis (see below), Cha (see below)
Base Atk +8, CMB +15, CMD 24
skill: swim +8
Languages (see below)
ECOLOGY
Environment any
Organization solitary or gang (2–4)
Treasure none
SPECIAL ABILITIES
Immunity to Magic (Ex) The clockwork suit and its operator are immune to any spell or spell-like ability that allows spell resistance, except for spells with the mind-affecting subtype, which can affect the operator. The operator, while stowed inside the clockwork suit, cannot be affected by area of effect spells or targeted by spells except for mind-affecting spells.
Operator (Ex) The clockwork suit requires an operator. The operator is a Small or Medium creature that takes a full round action to stow itself inside. The operator goes into a sleep like state and subconsciously controls the clockwork suit.
The clockwork suit uses the operator’s languages, Will save, and all skills modified by a mental ability score. While stowed, the operator has 95% cover and, though asleep, cannot be subject to a coup de grace attack. The clockwork suit is fully controlled by its operator and does not have to follow the orders of its creator, unless its creator is the operator.
Rechargeable (Ex)
Dull Gray Ioun stone is crafted into the Clockwork suit able to be charged up by cast daylight on the clockwork suit once a week
A creature with this special ability can breathe underwater indefinitely. It can freely use any breath weapon, spells, or other abilities while submerged
Specially modified for deep lake , sea operation missions
Vulnerable to Electricity: Clockwork constructs take 150% as much damage as normal from electricity attacks.
Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.
Difficult to Create (Ex) The time and gp cost required to create a clockwork is 150% of normal. Construction requirements in individual clockwork monster entries are already increased.
XP 2,400
N Large construct
Init −1; Senses darkvision 60 ft., low-light vision; Perception (see below) …
DEFENSE
AC 22, touch 8, flat-footed 22; (−1 Dex, +14 natural, −1 size)
hp 74 (8d10+30)
Fort +2, Ref +1, Will (see below)
DR 5/adamantine; Immune construct traits, magic
OFFENSE
Speed 20 ft.
Melee 2 slams +12 (1d6+5 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d6+5) sword 2d6
STATISTICS
Str 20, Dex 9, Con —, Int (see below), Wis (see below), Cha (see below)
Base Atk +8, CMB +15, CMD 24
Languages (see below)
ECOLOGY
Environment any
Organization solitary or gang (2–4)
Treasure none
SPECIAL ABILITIES
Immunity to Magic (Ex) The clockwork suit and its operator are immune to any spell or spell-like ability that allows spell resistance, except for spells with the mind-affecting subtype, which can affect the operator. The operator, while stowed inside the clockwork suit, cannot be affected by area of effect spells or targeted by spells except for mind-affecting spells.
Operator (Ex) The clockwork suit requires an operator. The operator is a Small or Medium creature that takes a full round action to stow itself inside. The operator goes into a sleep like state and subconsciously controls the clockwork suit.
The clockwork suit uses the operator’s languages, Will save, and all skills modified by a mental ability score. While stowed, the operator has 95% cover and, though asleep, cannot be subject to a coup de grace attack. The clockwork suit is fully controlled by its operator and does not have to follow the orders of its creator, unless its creator is the operator.
for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.
A creature with this ability can cease or resume flight as a free action. If the ability is supernatural, it becomes ineffective in an antimagic field, and the creature loses its ability to fly for as long as the antimagic effect persists.
Rechargeable (Ex)
Dull Gray Ioun stone is crafted into the Clockwork suit able to be charged up by cast daylight on the clockwork suit once a week
With clockwork wing that able the suit fly
XP 2,400
N Large construct
Init −1; Senses darkvision 60 ft., low-light vision; Perception (see below) …
DEFENSE
AC 22, touch 8, flat-footed 22; (−1 Dex, +14 natural, −1 size)
hp 74 (8d10+30)
Fort +2, Ref +1, Will (see below)
DR 5/adamantine; Immune construct traits, magic
OFFENSE
Speed 20 ft.
Melee 2 slams +12 (1d6+5 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d6+5) Cannon 6d6
Cannon
|
6,000 gp
|
6d6
|
×4
|
100 ft.
|
B and P
|
2
|
1
|
3
|
10 ft.
|
STATISTICS
Str 20, Dex 9, Con —, Int (see below), Wis (see below), Cha (see below)
Base Atk +8, CMB +15, CMD 24
Languages (see below)
ECOLOGY
Environment any
Organization solitary or gang (2–4)
Treasure none
SPECIAL ABILITIES
Immunity to Magic (Ex) The clockwork suit and its operator are immune to any spell or spell-like ability that allows spell resistance, except for spells with the mind-affecting subtype, which can affect the operator. The operator, while stowed inside the clockwork suit, cannot be affected by area of effect spells or targeted by spells except for mind-affecting spells.
Operator (Ex) The clockwork suit requires an operator. The operator is a Small or Medium creature that takes a full round action to stow itself inside. The operator goes into a sleep like state and subconsciously controls the clockwork suit.
Rechargeable (Ex)
Dull Gray Ioun stone is crafted into the Clockwork suit able to be charged up by cast daylight on the clockwork suit once a week
The clockwork suit uses the operator’s languages, Will save, and all skills modified by a mental ability score. While stowed, the operator has 95% cover and, though asleep, cannot be subject to a coup de grace attack. The clockwork suit is fully controlled by its operator and does not have to follow the orders of its creator, unless its creator is the operator.
Note cannon require a gunner and reloader to operator clockwork
Assault clockwork suit with gravity feed cannon ball clip for 10 cannon ball before need reload
Clockwork Suit : mark five Dragon walker suit
XP 2,400
N Large construct ,Shapechanger Subtype
Init −1; Senses darkvision 60 ft., low-light vision; Perception (see below) …
DEFENSE
AC 22, touch 8, flat-footed 22; (−1 Dex, +14 natural, −1 size)
hp 74 (8d10+30)
Fort +2, Ref +1, Will (see below)
DR 5/adamantine; Immune construct traits, magic
OFFENSE
Speed 20 ft.
Melee 2 slams +12 (1d6+5 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d6+5) Sword 2d6
only in dragon forms bite :1d8 4 claws 1d6 tail slap1d8
STATISTICS
Str 20, Dex 9, Con —, Int (see below), Wis (see below), Cha (see below)
Base Atk +8, CMB +15, CMD 24
Languages (see below)
Skill : fly +8
ECOLOGY
Environment any
Organization solitary or gang (2–4)
Treasure none
SPECIAL ABILITIES
Immunity to Magic (Ex) The clockwork suit and its operator are immune to any spell or spell-like ability that allows spell resistance, except for spells with the mind-affecting subtype, which can affect the operator. The operator, while stowed inside the clockwork suit, cannot be affected by area of effect spells or targeted by spells except for mind-affecting spells.
Operator (Ex) The clockwork suit requires an operator. The operator is a Small or Medium creature that takes a full round action to stow itself inside. The operator goes into a sleeplike state and subconsciously controls the clockwork suit.
The clockwork suit uses the operator’s languages, Will save, and all skills modified by a mental ability score. While stowed, the operator has 95% cover and, though asleep, cannot be subject to a coup de grace attack. The clockwork suit is fully controlled by its operator and does not have to follow the orders of its creator, unless its creator is the operator.
.
Vulnerable to Electricity: Clockwork constructs take 150% as much damage as normal from electricity attacks.
Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.
Difficult to Create (Ex) The time and gp cost required to create a clockwork is 150% of normal. Construction requirements in individual clockwork monster entries are already increased.
Flight (Ex or Su)
A creature with this ability can cease or resume flight as a free action. If the ability is supernatural, it becomes ineffective in an antimagic field, and the creature loses its ability to fly for as long as the antimagic effect persists.
tail become sword in suit mode
|
120 gp |
4 |
— |
–2 |
15% |
— |
— |
100 lbs |
Rechargeable (Ex)
Dull Gray Ioun stone is crafted into the Clockwork suit able to be charged up by cast daylight on the clockwork suit once a week
XP 2,400
N Large construct
Init −1; Senses darkvision 60 ft., low-light vision; Perception (see below) …
DEFENSE
AC 22, touch 8, flat-footed 22; (−1 Dex, +14 natural, −1 size)
hp 74 (8d10+30)
Fort +2, Ref +1, Will (see below)
DR 5/adamantine; Immune construct traits, magic
OFFENSE
Speed 20 ft.
Melee 2 slams +12 (1d6+5 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d6+5) ballista 3d6
Ballista
|
500 gp
|
3d8
|
19–20
|
120 ft.
|
1
|
PRG:CRB
|
STATISTICS
Str 20, Dex 9, Con —, Int (see below), Wis (see below), Cha (see below)
Base Atk +8, CMB +15, CMD 24
Languages (see below)
ECOLOGY
Environment any
Organization solitary or gang (2–4)
Treasure none
SPECIAL ABILITIES
Immunity to Magic (Ex) The clockwork suit and its operator are immune to any spell or spell-like ability that allows spell resistance, except for spells with the mind-affecting subtype, which can affect the operator. The operator, while stowed inside the clockwork suit, cannot be affected by area of effect spells or targeted by spells except for mind-affecting spells.
Operator (Ex) The clockwork suit requires an operator. The operator is a Small or Medium creature that takes a full round action to stow itself inside. The operator goes into a sleep like state and subconsciously controls the clockwork suit.
The clockwork suit uses the operator’s languages, Will save, and all skills modified by a mental ability score. While stowed, the operator has 95% cover and, though asleep, cannot be subject to a coup de grace attack. The clockwork suit is fully controlled by its operator and does not have to follow the orders of its creator, unless its creator is the operator.
Note : require pilot and gunner to operator
The scout search the area for enemy unit and report to the nearest suit via telepathic
XP 2,400
N Large construct
Init −1; Senses dark vision 60 ft., low-light vision; Perception (see below) …
DEFENSE
AC 22, touch 8, flat-footed 22; (−1 Dex, +14 natural, −1 size)
hp 74 (8d10+30)
Fort +2, Ref +1, Will (see below)
DR 5/adamantine; Immune construct traits, magic, telepathic
OFFENSE
Speed 20 ft.
Melee 2 slams +12 (1d6+5 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d6+5)
STATISTICS
Str 20, Dex 9, Con —, Int (see below), Wis (see below), Cha (see below)
Base Atk +8, CMB +15, CMD 24
Languages (see below)
ECOLOGY
Environment any
Organization solitary or gang (2–4)
Treasure none
SPECIAL ABILITIES
Immunity to Magic (Ex) The clockwork suit and its operator are immune to any spell or spell-like ability that allows spell resistance, except for spells with the mind-affecting sub type, which can affect the operator. The operator, while stowed inside the clockwork suit, cannot be affected by area of effect spells or targeted by spells except for mind-affecting spells.
Operator (Ex) The clockwork suit requires an operator. The operator is a Small or Medium creature that takes a full round action to stow itself inside. The operator goes into a sleep like state and subconsciously controls the clockwork suit.
The clockwork suit uses the operator’s languages, Will save, and all skills modified by a mental ability score. While stowed, the operator has 95% cover and, though asleep, cannot be subject to a coup de grace attack. The clockwork suit is fully controlled by its operator and does not have to follow the orders of its creator, unless its creator is the operator.
The creature can mentally communicate with any other creature within a certain range (specified in the creature’s entry, usually 100 feet) that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time
Clockworks are constructs created through a fusion of magic and technology. They have the following traits unless otherwise noted.
Rechargeable (Ex)
Dull Gray Ioun stone is crafted into the Clockwork suit able to be charged up by cast daylight on the clockwork suit once a week
Vulnerable to Electricity: Clockwork constructs take 150% as much damage as normal from electricity attacks.
Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.
Difficult to Create (Ex) The time and GP cost required to create a clockwork is 150% of normal. Construction requirements in individual clockwork monster entries are already increased.
Standing 13 ft. tall and half as wide, the clockwork suit is a menacing mass of solid metal—a wall of gear-powered strength. Styles vary from culture to culture, but all suits are heavy, weighing 4,500 lb. Clockwork suits take on the mannerisms of their operators.
Many different types of clockwork suits have specialized tasks and tools: axe hands for lumber camps, massive hammers for large-scale smithing operations; and other variations. Some suits may hold multiple operators, combining their knowledge and skills, while others are built for battle with increased size and armor.
A clockwork suit is assembled from hundreds of clockwork gears, all of which are perfectly timed and calibrated. The refined oils and arcane fluids within the clockwork suit’s construction cost 500 GP. Clockwork suits usually require a team of trained engineers to aid the lead manufacturer in their work.
CL 6th; Price 19,500 GP
Requirements Craft Construct, arcane lock, deep slumber, mount, creator must have CL 6th; Skill Craft (clockwork) and Knowledge (engineering) DC 18; Cost 10,500
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC.
Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Clockwork suit mark one © kobold press April 11, 2011 / Matthew Stinson
https://koboldpress.com/clockwork-suit-mark-one/
Clockwork suit mark 2-7 © Twoguysgames publishing 2016 Jason Waltman
new flaw for pathfinder
submissive
requirement: flaw: weak iron and feats: lusting and masochist from
1 with the bullet feats of lust
You have no willpower against your master/ mistress
you have – 8 on any will save roll when disobeying master/mistress
feats
Lash (Weapon Proficiency [whip])
Improved Iron will
Tangle (Throw Anything)
Whip Mastery (Combat)
sadistic (lust) from 1 with bullet point 7 sin of lust
Intimidating Prowess (Combat)
list of skill for domination( master/mistress)
bluff
Intimidate (Cha)
knowledge: torture
knowledge: rope knots
knowledge :Goren history
A maiden in a village walks to the water sits down by the river for many hours watching the water then returns to the village before dusk and every day she returns to the water. When she gets older get married and bring husband to spend time with her by river .when Her children was old enough to comes with her watch to the water. Young madiens from the village learn from her by the water to learns about nature and how works it comes to water every day teach young madien on nature . One day to go water but doesn’t return the men of the village looked for her at the Riverside but only they can hear her voice in the wind.
Was a King who love treasure to find new and exciting ways to tax village the king would raise taxes every chance he gets into one day their no taxes came in . The king visit the village and so the village with an poverty so the king to turn some of the gold to the village . From that day on the king fought the villagers first.
Warrior was hunting one day and saw Bear in the distance and throw the spear near the bear constantly walk towards the bear andclean the bears injuries to the bear by cleaning wounds but on closer inspection there wasn’t a bear but a spirit animal awarder the warrior a good hunt and good fortune to his village .
There was a young girl and play along the ocean off in the distance so beautiful figure coming out the ocean with beautiful figure greeted the girl and handed her a shell she ran home to her parents gave her father the shell father was sick and frail and gave him the shall the girl girl make wish for father to get better . her Father got out of bed the girl took the father’s hand and led him to the ocean is so beautiful figure as she returns to the ocean and they think her making her father feel better
The farmer ‘s harvest was put it to storage the farmer had enough for his family . begins down to the neighbors and offer it to the lady of the house she was happy to get the farmer’s grains and vegetables .
and then the farmer walks to the next house and drop a basket to young married couple was struggling. Drops off basket of grains and vegetables young couple they thanked him .the farmer walks to the last house on the road that a grumpy old man lives on knocks at the door hear the sound of the grumpy on man he tells the farmer go away the farmer leave a basket on the steps . few days later he checked on his neighbors as they as they thank him . Goes down to the last house and knock on the door The grumpy old man thank the farmer the grumpy old man told the farmer he need the vegetable to survive on and as the farmer smiled as he walked back to his farm