More reality wound system for fate rpg

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

Optional rule for fate rpg

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 :

 

  1. planning

 

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.

 

  1. writing a larp

 

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 Magick System

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 fails for fate rpg

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

Spell fumble for fate rpg

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

clockwork suit series

 

Clockwork Suit Mark series

 

 

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.

Clockwork Suit (CR 6)

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.

  • Winding (Ex) Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die, but shorter or longer durations are possible.
  • 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.

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.

Typical Characteristics

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.

Construction

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

Clockwork Suit mark 2 (CR 6) frogman

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

Amphibious (Ex)

Creatures with this special quality have the aquatic subtype, but they can survive indefinitely on land.Typical Characteristics

Water Breathing (Ex)

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.

Clockwork Suit mark 3 the wingman

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.

  • 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.

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

Clockwork Suit (CR 6) mark 4 cannon heavy arm

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

Clockwork Suit (CR 6) sword and shield guardian

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 ,sheild lager heavy steel

Shield,             heavy steel

 

 

120 gp

 

4

 

 

–2

 

15%

 

 

 

100 lbs

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 sleeplike 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

  • 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.

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.

Typical Characteristics

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.

Construction

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

Clockwork Suit (CR 6) 6.5   archer woodman

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.

  • Winding (Ex) Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die, but shorter or longer durations are possible.
  • 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.

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

Clockwork Suit mark 7 the scout

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.

Telepathy (Su)

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.

 

 

Typical Characteristics

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.

Construction

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

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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