Dorf_Jumper

DragonMech Jump

Jul 19th, 2015
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  1. DragonMech
  2.  
  3.  
  4. The dark age has begun.
  5. With each passing day the moon grows larger in the sky, to the point where it is now literally falling to earth, particle by particle, in an excoriating lunar rain that flattens castles and kills anything foolish enough to walkd the lands of Highpoint by night. The moon is so close that lunar monsters can drop to the surface, whether by choice or as involuntary byproducts of the lunar rain. Day by day, the lunar dragons swarm in even-greater numbers, while other abberations stalk the surface. If the lunar rain doesn't skin you at night, the lunar dragons will eat you during the day.
  6.  
  7. Colonizing the underdeep was the only hope for those who once controlled the surface. Elven archmages and orc warlords were no match for the lunar rains pounding their cities night after night. Wave after wave of refugees sought shelter underground. But the entire world tried to cram into a limited number of havens and they found only constant warfare. Each battle's winner had mere days until the next wave appeared, desperate to force its way into any covered shelter it could find.
  8. Deep underground, the ancient dwarven stronghold of Duerol was safe from the dragons and lunar rain -- but not from the refugees. Duerok's dark age was ferocious. Pushed back by the relentless waves of invasion, the dwarven city-state lost both land and lives. Some invades swept past Duerok, retreating deeper and deeper underground in their quest for safey. Most did not. Duerok was under siege.
  9. The lunar dragons ran rampant over the surface world. Surging hordes of refugees pressed at every entrance to the subsurface. The lunar rains razed the surface yet again each night. Chaos, death and disater threatened from every quarter. Was any hope left?
  10. Yes!
  11. A stooped, white-haired dwarf named Parilus came to Duerok one day, claiming to be the eldest of the Master Gearwrights. Only the most ancient dwarves remembered the Gearwrights Guild, which was but a footnote in the stories of a mytical Age of Walkers passed on from their grandfather's grandfathers.
  12. Parilus taught the dwarves to build great mechanized walkers powered by steam. He showed them how mighty a ten-ton metal man could be, how its heroic metal hide could resist the lunar rain and beat back the dragons. He guided them through the construction of their first thousand foot-tall city-mech and watched proudly as it defeated dragon after dragon.
  13. Then, unseen and unfollowed, he vanished.
  14.  
  15.  
  16. Now, one hundred years later, the Second Age of Walkers is at hand. Five Dwarven city-mechs housing populations in the thousands patrol the surface areas around Duerok. Armored well enough to protect against all but the most cataclysmic meteor storms, the city-mechs brave the lunar rain, though even their tough metal hides must be constantly refurbished.
  17. These five city-mechs, known as the Stenian Confederacy, are now the center of surface life on Highpoint. The safe zone they protect is a new haven for trade of smaller mechs. Even as the lunar rains abate -- some say the moon's surface must have been stripped down to bedrock by now -- the mechs become furhter embedded in the social structure. Trader-mechs form crucia llinks between the budding new surface settlements. Explorer-mechs comb through the ruins of surface cities, while righteous adventurers fight mech to claw against the lunar dragons. Prospector-mechs scout for scant supplies of ore and coal, and tensions run high when supplies run low.
  18. Resource dusputes have brought the Stenian Confederacy into conflict wit hneighbors. The disparate human nomad tribes, united for the first time in centuries by the charasmatic demagogue Shar Thizdic, have constructed a steam-powered city-mech of their own. Now Shar sends his so called Legion into routine skirmishes with the Stenian Confederacy. Mercenaries play both sides, proffiting in the new demand for metal, fuel and mechs.
  19. Despite is imposition of law and order, not all are satisfied with the Stenian Conferacy. Its security comes at a cost. Martial law is the rule of the day; military-mech pilots are mobile judge, jury and exuctutioner. Already, vigilante-mechs backed by the people have challenged Conferate authority. Many citizens, especially he clergy, feel the Confederact is too concerned with short-term solutions. The surface is now inhabitable, but nothing has been done to solve the lunar rain itself. While independent clerics and paladins organize attacks on the lunar dragons' home turf, the Confederacy focuses solely on terrestrial power. As many resentful citizens of the "oppressive" Stenian Confederacy exist as do outsiders desperate to enter its safe zones.
  20. As the lunar rain destroyed long established settlements, so too did it eradicate long established social customs. With few exceptions, the institutions that once held together the fabric of life are now gone. In the place of churches and nations, new forces have emerged. Faith in the old gods has practically vanished as worshippers question those who could not save them. The newly emerging mechanical-god Dotrak whispers cryptically in the ears of his prophets, while the bizarre lunar gods recruit mortals in disguise. Mobile "Mechdoms" rule where kingdoms formerly prevailed. The Gearwrights Guild is more powerful then some nations once were, commanding entire city-mechs in its name. Its Coglayers and Steamborgs push the limits of technology, eagerly seeking new techniques, while new recruits explore ancient legends: Is it true that the huge metallic drawflike sculptures buried in the Wet Desert are in fact ruined mechs from the 1st Age of Walkers?
  21. Not all accept the new order. While nearly five human generations have passed since the lunar rain began, most elves remember its beginnings. They resent the treasure-hunters who loot their ruined villages, the gearwrights who challenge their magic, and the mech jockey's who question their history. Riding magicaly powered mechs crafted from the still-living remnants of their village ancestor trees, elven artifact-hunters recover lost treasures stolen by the new mechdoms. Meanwhile, the orcs of the southern plains grow entranced by the power of mechs, raiding more frequently as they seek to acquire mechs for themselves.
  22. As always, the rogues profit. From an early stage, the thieves' guild insinuated themselves into the management of the city-mechs. Even the Stenians now make concessions to the guilds. The destitute lower levels of their city-mechs are kept in line by ruthless guild organizations, which ensure available manpower to work the smelting plants and engine rooms as long as their methods go unquestioned. All the while, a shadowy group of so called "Stalkers" practive infiltrating and disabling mechs from within. Rogues and cuthroats have fantastic new opportunities for power.
  23. One hero stands above them all. Mech Jockeys are the ace pilots who make life on the surface possible. They ferry precious loads of iron from distant mines, risking ambush by raiders and dragons. They pilot the massive military-mechs bristling with steam cannons. Independant operators ride scout-mechs into the frontiers, seeking new trade routes or ruins to loot. They smuggle contraband into the Stenian Confederacy, outrunning the military when they can and outfighting them when they can't. Treasure-hunters travel to the endless plains, where they raid Legion and orc hordes; glory-hunters pit their steam-mechs against dragons, giants, demons and necromechs. On the outskirts of the Confederacy, a loose collection of reclusive families called the Irontooth Clans ride under no flag but its own. The Irontooth practice the art of Mech Fu, steeped in ancient traditions but modernized for the world of mechs, and the "Mech Devil" pilots of the Irontooth Clans are feared above all others.
  24. In a land whre chaos comes hand in hand with opportunity, it is no surprise that efforts to solve the true cause of the problems -- the lunar rains and the creatures it brings to earth -- have failed repeatedly. Only the most heroic adventurers can resist the daily temptation of personal wealth and power. Highpoint is essentially a Wild West environment with scattered law and great power waiting to be claimed. The old institutions are dead and gone. The competition to replace them has begun.
  25. Now hope exists again. It is once again a time for adventure! On the fertile endless plains, elven wizard-pilots carry adventurers in search of lost elven treasures. Shar Thizdic's Legion sends saboteurs into Stenian mines, while independent mech jockeys profit from trade with both sides. Righteous paladins fight nobly against the lunar dragons, and treasure-seeking fighters hunt for their lairs. Gnome Coglayers build fantastic clockwork weapons for their allies, while dwarven steamborgs replace their own body parts with steam-powered prothetics. All the while, the soft pinging of the lunar rain can be heard through the sturdy metal shell of your transport mech as you bed down for the night outisde the ruins of a once-great surface city.
  26. Hope exists once again....
  27. And its powered by steam.
  28.  
  29. +1000CP
  30.  
  31.  
  32.  
  33. Locations (Moon as a joke?)
  34.  
  35. Races
  36. Human
  37. Elf
  38. Dwarf
  39. Gnome
  40. Halfling
  41. Half-Orc
  42. Tik-Tok
  43.  
  44. Origins
  45.  
  46. Drop In:
  47. A Drop In may instead of chosing one of the other origin classes chose any other base D&D Class to start as such as Bard, Fighter and Sorcerer.
  48. Import: 200 CP
  49. --A Drop In may also pay to Import a character from a previous D&D Jump to continue their adventure onwards into Highpoint.
  50.  
  51. Coglayer:
  52. A coglayer is a tinkerer and mechanic. Most are obsessed with steam engine technology, working tirelessly to eke out every last drop of performance from the engines they build. They experiment constantly and are always eager to learn about other's advances in the field. If anyone can build a bigger, better mech, its a Coglayer.
  53. Coglayers gain power through the devices they build and they have a special mastery over an area of technology known as Steam Powers. Steam Powers enable them to construct fantastic engines with amazing powers.
  54.  
  55. Class Skills: Free Coglayer
  56. Training in the crafts of Blacksmithing and Mechcraft, the art of Disabling Devices, Knowledge in Mechs and Steam Engines plus a topic of their choice, Listening and the basics of Mech Piloting.
  57. Exotix Weapon Progiciency: Free Coglayer
  58. Coylayers are constantly tinkering. They are always learning how to use new mechanical devices, including exotic steam-powered weapons. With time and practice, a Coglayer can become proficient with the various steam wapons such as the Buzzaxe, Buzzsaw, Chattersword, Flame Nozzle, Lobster Claw, Steambreather and the Steamgun.
  59.  
  60. Machine Empathy (Ex):
  61. A Coglayer is finely tuned to the functions of machines. He can identify problems from the slightest hum or whir. Coglayers recieve Craft Steam Grear feat for free at first level. Coglayers add their class level as a bonus to all checks in Mechcraft, Knowledge Mech and Knowledge Steam Engines.
  62.  
  63. Mech Weapon Proficiency:
  64. Coglayers spend far more time building and studying mech than piloting them, so they do not learn to operate mech weapons as quickly as their Mech Jockey counterparts. Nonetheless, they becomes skills with those they focus on. With time and practice, Coglayers become procifient with Mech Weapons they are familiar with.
  65.  
  66. Steam Powers (Ex):
  67. A Coglayer can construct a number of protoptype mechanical devices that produce effects that no other device can currently produce on their own. He starts with 2 and after at least a decade of practice and experimentation can support up to a maximum of 16 plus 1 for each intelligence boosting Perk they have. Their first 2 are free and all future Steam Powers must be built and paid for themselves.
  68. These Steam Powers aren't indication of what the character knows; they're indication of what he is capable of maintaining. The character doesn't have to specify what each Steam Power slot is until he actually builds a device of some sort that uses the Steam Power. He can only maintain a limited number of Steam Powers at a time. If for some reason he wants to alter the Steam Powers he is currently using, he can dispose of an existing device and create a new one. The old Steam Powers and the device they were used with are considered destroyed, however; even if they aren't actively destroyed, they fall apart from lack of maintence.
  69. Each morning the Coglayer must spend one hour maintaining his Steam Powers. This includes adding oil, recalibrating parts, checking measurements, and so on. The Coglayer must be capable of reasonable concerntration during this time, though he is not affected by any distractions that might normally be experienced on a City-Mech such as engine noise or craped quarters. For each day in which he doesn't maintain his Steam Powers, a Coglayer temporarily loses one Steam Power. All lost Steam Powers are restored as soon as the Coglayer spends a full hour on maintence.
  70.  
  71. Integrated Parts:
  72. Most Coglayers are small creatures such as gnomes, halfling or Coglings. With their low strength, these Coglayers have been forced to develope new ways to carry around all their gear. With a dedication to tinkers and plenty of experimentation, they suceeded in integrating two Steam Powers into one. The two parts combined then weight the same amount as the smallest did before combined. Parts integrated in this manner cannont be seperated once combined; to replace them, the Coglayer has to build two whole new parts from scratch. It is perfectly acceptable to intergrate parts of radically different size, weight and dimensions -- after all, this is fantasy engineering. Inflatable boilers, hooo!
  73. You can have one Integrated Part to start with and with time and practice over the course of 10 years learn to maintain up to a max of 5 at a time.
  74.  
  75. That Piece is Important (Ex):
  76. With this ability, a Coglayer can asses the weak points in a mech's engines with expert ability. After extensive study of the mech's engine rooms, she can identify a single piece that, if destroyed, will bring the entire mech to a grinding halt.
  77. Using this ability requires studying the mech's engines for at least one full hour on a small mech and as long as several months on the endless gear forests of a City-Mech. After studying, a Disable Device check can be made. If successful, she brings the entire mech to a grinding halt. Withing 2d6 minutes of her sabotage, every single system connected to the mech's central engines has failed, from the legs to the arms to the water supplies to any weapon connected to the main engines. The mech takes no damage but repairs take an unusually long time because the mech's mechanics must locate the specific part dmaged.
  78. Before repairs can begin, the mech crew must spend at least half as much time finding the damage piece as the Coglayer spent identifying it.
  79. This ability is far more subtle than simply bashing in an important piece. Its sabotage in the most inconspicuous possible manner. The Coglayer might remove a single bolt, cut a single wire, or file the edges of a gear.
  80. Necromantic and Animated Mechs are not affected by this ability.
  81.  
  82. Constructor (Wizard Variant)
  83. A Constructor is a wizard who specialized in building constructs. Constructors are a new phenomenon, having only appeared in the last several decades. A formal organization known as the College of Constructors is responsible for much of the growth in the field, as its members have expanded the science of magical constructs far beyond golems and guardians. Constructors learn spells that mimic the traits of constructs, just as they push the envelope of construct building in an attempt to match the fabulous creations of the Coglayers.
  84. People become Constructors because they exhibit talent for both engineering and arcane magic. If they lacked the abilities to cast spells, many would have become Coglayers. Instead, they fuse their two skill sets to creatres devices far beyond the scope of simple engineering -- or so they hope.
  85. Constructors are always memebers of the College of Constructors. This membership is freely available to anyone who professes an interest.
  86.  
  87. Skills:
  88. Concentration, Craft Alchemy, Disable Device, Knowledge Any, Proffession, and Spellcraft.
  89.  
  90. Arcane Spells:
  91. The Constructor has its own list of spells. This includes all Wizard spells, a few divine spells, several varient spells that focus on affecting constructs, and a number of restricted spells.
  92. The restricted spells were developed by the College of Constructors and are strictly regluated. Members of the College never teach these spells to nonmembers. The only way to learn them is to be a member of the college or discover them in a member's spellbook.
  93.  
  94. Clockwork Familiar:
  95. Instead of a standard familiar most wizards gain, a Constructor crafts their own mechanical familiar. (pg 47)
  96.  
  97.  
  98. Mech Jokcey
  99. A Mech Jockey pilots mechs. The mech jockey embodies technical inlcination combined with lightning reflexes, extraordinary spatial abilties, an emotional sensitivity to machines, and an unflinching beliefe that mech can do anything a human can do.
  100. While the earliest mechs were piloted by the technically minded people who built them, it soon became clear that technical talent and piloting ability are two seperate things. The mechdoms now select mech jockeys based on piloting skill, not technical apptitue. Low-level mech jockeys merely understand the control of a mech, while high-level mech jockeys can make their mechs do things the builders never thought possible.
  101.  
  102. Skills:
  103. Balance, Climb, Craft Mechcraft, Jump, Knowledge Mechs, Knowledge Steam Engines, Listen, Mech Pilot and Spot.
  104.  
  105. Extraordinary Pilot (Ex):
  106. Mech Jockeys add their class level as a bonus to checks in the Mech Pilot Skill.
  107.  
  108. Hand Speed:
  109. A mech jockey is a highly skilled warrior who is most effective in a mech. Many of the talents that make him a skilled mech pilot --hand speed, quick reflexes, excellent hand-eye coordination-- are also extremely useful in normal hand-to-hand combat.
  110. Gain Quick Draw and Weapon Finesse for free.
  111.  
  112. Mech Fingers:
  113. Mech Jockeys eventually leanr to feel a mech as if it were an extension of their own self. Their strong spacial perception abilities make them acutely aware of the mech's dimensions. In effect, their fingers become the mech's fingers.
  114. Warrior Instinct (Ex): A mech jockey gains bonuses to attacks while in personal combat and while using a mech. He gains a higher BAB when with a mech.
  115. Skill Transfer (Ex): A mech jockey is so skilled at fighting with his mech that his personal combat abilities carry over to the mech. With this ability, a mech jockey who possesses the following feats may use them with a mech and its weapons: Dodge, Expertise, Cleave, Great Cleave, Improved Trip, Power Attack, and Whirlwind Attack.
  116.  
  117. Patchwork Repairs (Ex):
  118. A mech jockey can perform patchwork repairs once per day to get his mech back on its feet quickly. Making Patchwork Repairs takes a full round action (and in a larger mech, additonal time may be required to move around to make repairs). Patchwork Repairs fix the effects of one critical hit but do not increase the mech's hit points. The repairs last 1d6 hours plus one hour per two mech jockey levels; after that, the critical damage returns.
  119.  
  120. Push the Envelope (Ex):
  121. Mech Jockeys have an uncanny ability to judge the limits of their mechs. They can redline a steam engine, push its boilers to the blasting point, yet judge the pressure just right so they max out performance without causing permanent damage.
  122. A mech jockey can Push the Envelope a number of times per day (Max 6). When Pushing the Envelope, the mech jockey's mech gains a temporary bonus to attack and damage rolls, bonus to saves, and increased movement speed. They can keep their mech redlined for a number of rounds equal to 3 + Int Modifier. At the end of the redline duration, the mech is overheated for 1d4 rounds. An overheated mech suffers a decrease in attack power, damage and speed.
  123. A mech jockey that controls a specific function on a larger mech such as a gun or limb gains the benefits of redlinning only for the specific function he controls.
  124. With practice and effort put into learning more about the limits of a mech, the mech jockey can Push the Envelope to an extreme redline point thus doubling the initial output and greatly increasing attack power, damage and speed for a short time.
  125. With enough practice and effort put into a single mech, its possible to Push the Envelope for a limited time and no longer Overheat when the redlinning is over.
  126.  
  127. Roll with the Punches (Ex):
  128. A mech jockey learns to move his mech with the momentum of incoming blows, reducing the liklihood of critical hits. A mech with average manueverability or better treats critical damage as one step lower.
  129. With time and effort, a mech jockey treats critical damage as three steps lower.
  130.  
  131.  
  132. Steamborg
  133. The Steamborgs are a profession unlike anything the world has seen before. They are human, dwarf and gnome engineers who have taken steam engine technology to a dangerous new level. Rather than experiment in building enormous mechanized walkers, they took the next logical step: They turned themselves into mechanized walkers. They are, in essence, self-constructed cyborgs built from steam engine technology.
  134. The rise of steam engine technology, coupled with the nihilism of a world in tatters, led to the creation of steamborgs. The early impetus was artifical limbs. A peg-legged dwarven engineer named Darius had long experimented wth a variety of articulated legs, both magical and mundane. As steam engine technology improved he applied it to his prosthetics, with surprising result. He was able to produce an artifical leg that worked better than his normal leg. Not only was it faster and stronger, it was modular and easily repairable.
  135. From Darius' experiments formed a coterie of obsessive dwarven engineers. It wasn't long before they dispensed entirely with the pretense of helping the crippled. Soon they were voluntarily performing surgery on one another, replacing natural limbs and organs with steamborg parts. In time, they were more steam engine than dwarf, and thus were born the steamborgs.
  136.  
  137. Skills: Balance, Climb, Concentration, Craft Mech, Disable Device, Heal, Jump, Knowledge Steam Engines, Listen, Profession Engineer.
  138.  
  139. Steam Engine (Ex):
  140. A steamborg becomes a steamborg when someone implants a steam engine into his body. All 1st level steamborgs are the recent recipients of steam engine implants. The steam engine is usually implanted into the chest cavity but can be anywhere: inside the thigh, in a metal sheath in the small of the back, even on the crown of the head. The steam engine is a fist-sized engine that powers all the steamborg's future equipment.
  141. The steam engine is protected from attcks but still quite obvious. Guages and pipes are visible on the surface. A smoke-stack spews forth gusts of black exhaust. This gives a -4 penalty to all Hide checks. Steamborgs can disable the exhaust function for up to 5 minutes in order to hide but after 5 minutes they must emot the exhaust or they begin to suffocate.
  142. The steam engine is protected from exposure to the elements except for complete submersion. If completely submerged for more then 30 minutes, it ceases to function. All special abilities associated with the steam engine cease and the engine itself must be repaired. Note that artifical limbs are disabled when a steam engine stops functioning, meaning a steamborg with two artifical arms cannot repair itself!
  143. The engine draws moisture from the steamborgs body. All steamborgs must drink 3 times as much water as a normal person. The extra water goes to the steam engine. The steamborg's physical body does not need any more body; thus, dehydration only sets in if the steamborg gets less thatn a normal person's water requirements in a day. However, if the steam engine doesn't get its full share of water, it starts to malfunction. If it gets only half its normal water, the steamborgs engine-realted functions drop by half; it it gets only a third of its normal requirements, the engine related functions drop by 2/3rds; and so on.
  144.  
  145. Artifical Part (Ex):
  146. Once the steamborg becomes acclimated to the use of its steam engine, its time to start replacing body parts with steam-driven equipment. The steamborg can replace any one body part except its head. The exact part isn't important, although it should relate to the effect it has. For example, artificial ears should improve hearing, not movement speed! Whats most important is the associated bonus.
  147. You can repalce parts to improve Strength, Dexterity, Attack Bonus, Damage on Str based attacks, Natural Armor, Fortiture Saves, Relfex Saves, Movement Speed, a Natural Weapon or Unarmed damage, Increase Hit Dice, or gain up to an additional Two Attacks a turn.
  148. All of these bonuses are tied to the steamborgs engine. If it ceases functioning, the steamborg immediately loses all associated bonuses. Additionally, the artifical part ceases working. An artificial arm would go limb and legs would freeze up. DO NOT get and artifical Heart!
  149. This ability has an important restriction. The steamborg's body can sustain a limited amount of stress. If too many artifical parts are added, or they are too powerful, the physiological functions of his mortal body are overwhelmed. The steamborg may never have a cummulative bonus from Artifical Parts that exceeds twice his Constitution Modifier.
  150.  
  151. Improved Technology Skills (Ex):
  152. As the steamborg gains experience with artifical parts, he understands steam engine technology better and better. The steamborg's total artificial parts bonus equivalents are added to all skill checks for Craft Mechcraft, Disable Device and Knowledge Steam Engines.
  153.  
  154. Built-in Weaponry (Ex):
  155. A steamborg with artifical limbs may construct them with built-in weapons.
  156.  
  157. Metal Skin (Ex):
  158. Some Steamborgs take efforts to fortify themselves by embeding metal plates into his skin. This gives him a +2 natural armor bonus to AC. This stacks with other types of armor, as it increases the total thickness of armor covering the steamborgs body.
  159.  
  160. Steel Skeleton (Ex):
  161. Upon attaining a high level of familiarity with steam engines and technology, the steamborg can replace his skeleton with a metal substitute. The steel skeleton is stronger and more durable than a mortal skeleton. It grants a +2 bonus to Constitution and Fortitude Saves.
  162.  
  163. Ageless (Ex):
  164. Eventually after enough modification and tinker, a steamborg is more machine than man. His body has been so thoroughly reconstructed that aging is no longer a factor; old parts can simply be repaired or replaced. For all practical purposes, the steamborg no longer ages, although he must have access to materials and tool to maintain this ageless state.
  165.  
  166. Steam Powers (Ex):
  167. The steamborg can imbue his artifical parts with Steam Powers. These powers require the steamborgs steam engine to be fully function as they are hard-wried into the mechanics of his body. A steamborg gains Steam Powers based on his level and Intelligence modifier to a Max of 5 + Int Mod.
  168. Each power is associated with one artifical part. Once a power is chosen, it may only be changed if the artifical part is changed. The ability to execture the power is a physical part of the steamborgs body, hard-wired into the cogs and gears of its artifical parts thus can be done at will.
  169.  
  170. Lose Self (Ex):
  171. As the steamborg's body becomes more and more metallic, he risks losing his own identity. Some high-level steamborgs are really nothing more then mobile calculating machines, lacking any personality whatsoever.
  172. After installing your first 3 artifical parts, each morning the Steamborg suffers a chance to lose himself for the day. With each part installed it becomes easier and easier to lose sight of who he was. If he does lose himself for the day, he becomes Neutral and thinks like a machine. Human emotions are irrelevant to its calculations. It is bland and boring to be around. Loyalty and friendship are evaluated only in terms of their immediate utility. Each morning they have a chance to pull themselves back from the brink but if they go several days without recovering or WANTING to recover then the effects may become permanent -- they also now qualify for becoming one of the Assimilated.
  173.  
  174.  
  175. Perks:
  176. An assortment of skills, talents and feats to help you live in a world falling apart. Some may require you spend time with certain factions before they become useful or live under certain conditions while here. Once said conditions are fufilled then you gain full access to the perk, until then you only gain a fraction of its usefulness.
  177.  
  178.  
  179. Multi-Class:
  180. Some people chose to diversify rather then spend their lives soley dedicated to one profession. You may chose a 2nd Origin to start with and gain access to. You only progress half as fast in both classes then normal and may never truely master then as someone dedicated to a single class would.
  181.  
  182. Combine Spell (Metamagic):
  183. You can cast a spell that combines with the same spell cast by other casters or yourself, in order to generate greater areas of effect.
  184. If the spells are cast simultaneously (by multiple casters) or in immediate succession (by one caster), one aspect of the spell's range, target or duration doubles for each spell cast. These doublings use the traditional system of incremental doubling -- x2 twice is x3, not x4. In the case of a target spell, the potential target size rises one size increment per extra spell cast --Normally a "creature" target spells are limited to creatures no more then twice the caster's size. For example, 3 castings of Endure Elements by a Medium caster could be used to effect a Gargantuan Mech. All spellcasters involved in a Combined Spell must have the feat.
  185.  
  186. Craft Powered Mech (Item Creation):
  187. Prereqs -- Craft Mechcraft skill and Knowledge Mech skill
  188. You can design any steam-powered mech who's prerequistations you meet. The actual construction of a mech usually requires an entire crew.
  189.  
  190. Craft Steam Gear (Item Creation):
  191. Prereqs -- Knowledge Steam Engines Skill
  192. You can design and build steam-powered equipment. If you create a steam-powered weapon, this does not necessarily mean that you will be proficient in it. Someone without this feat can craft simple steam-powered gear such as the Steam Gun with the use of skills such as Craft Blacksmithing but this feat greatly reduces the time, cost and effort required.
  193. This applies to mech sized Steam Gear as well.
  194.  
  195. Gearhear:
  196. Prereqs -- Ability to use Steam Powers
  197. You have a strong intuitive grasp of how engines work. You increase the max number of Steam Powers you can have by 2. (This can only be gained once.)
  198.  
  199. Gearstride:
  200. Prereqs -- Extensive experience in the gear forests or other large mechanical devices
  201. You can move freely and at a normal pace through gear forests and the inner workings of large mechanical devices without suffering any danger from hazards there. Spinning cogs, thumping pistons, and churning gears are your jungle gym and you swing through them like a fish through wate.
  202. Note this doesn't help with actively hostile creatures you may encounter or traps laid out to inflict harm. You just don't suffer any chance of accidently losing your footing or carelessly catching your clothing in the grinding jaws of gears or the like.
  203.  
  204. Mech Dancer (Mech: Irontooth Clan):
  205. Prereqs -- Mech Pilot Skill
  206. Some Irontooth clansmen are so skilled at piloting their mechs that they can make them "dance." Other mech jockeys acquire this skill through great talent as pilots and with practice.
  207. You are so finely attuned to your mech's positioning that you can maneuver it as if it were an extension of your own body. Mech Dancers are able to literally make their mech dance. This has no practical combat applications but is certainly good entertainment. The most talented Irontooth Clansmen often have mech dancing competitions.
  208.  
  209. Mech Fu (Mech: Irontooth Clan):
  210. Prereqs -- Mech Dancer, trained by a Irontooth Clansmen
  211. A small but dedicated cult of Irontooth Clansmen has taken mech dancing to a whole new level. They are so in tune with their mechs that they are able to fight with them as they themselves would fight in close combat -- weaving, ducking, punching, and kicking as the mech design allows. Termed "Mech Fu," this art of close mech combat is extremely rare but exceptionally powerful.
  212. You may use unarmed attacks to counter melee attacks on your mech, deflecting the enemies attacks and thus potentially taking no damage. Its also possible to do a full counter and instead follow through with an attack of your own. Normal mech pilots wouldn't dare block on comming attacks with their hands due to the great risk in losing their limbs in the proccess.
  213.  
  214.  
  215. Mech Rider (Mech: Rust Rider):
  216. Prereq -- Must be a Rust Rider, trained with a Rust Rider or are in the Anklebiter prestige
  217.  
  218. The Rust Riders are renowned for fighting "from the mech." They often ride the legs of their mechs, attacking both infantry and mech targets as they pass. The most dangerous thing about many Rust Riders isn't the mech itself -- its the thirty fighters hanging off it.
  219. You no longer need to worry about losing your balance, footing or hold while hanging off a moving mech or while attacking while doing so. You can swing, jump and skip around the outside of a mech in motion or even in the middle of combat without a worry -- well worry of falling off. There is still the danger of being hit by an attack, gout of flame and so on.
  220.  
  221. Mech Weapon Proficiency (Mech):
  222. You are proficient in certain mech weapons. Choose Standard or Siege Weapons when chosing this perk. You are now trained in the use of those weapons when they are mounted to or wielded by a mech. You can take this twice to cover training in both.
  223.  
  224. Mechanized Combat Practice (Mech):
  225. A fighter with decades of combat experience is practically useless in a mech, where his training and moves can't be incorporated into the mech. With extensive training, however, he can transfer that skill to the mech.
  226. You learn to fight effectively with each mech model that you spend at least 3 months practicing in. Normally only Mech Jockeys, Assimilated and Mech Devil's can use these types of moves but you've figured out your won way through hard work and determination -- Woe be unto the poor sap who faces your skill if you are ALSO one of those classes.
  227.  
  228.  
  229. Mechwalker (Mech):
  230. You can attack with one of a mech's weapons at the same time you are moving a mech. Except for trained mech jockeys, most civilians are able to move a mech OR attack with it but not do both at the same time.
  231.  
  232.  
  233. Mechidextrous (Mech):
  234. Prereqs -- Mechwalker
  235. You are able to operate both a mech's hands at once, even while you pilot the mech.
  236. Even while causing a mech to move, you can also fight wit hit. You can use up to two of a mech's weapons each round, at the same time you are piloting it, provided the mech's construction permits as much. This includes targeting ranged weapons, which may be used to attack different targets.
  237. Most mech pilots can barely use a single weapon while simultaneously trying to focus on piloting the mech through combat, much less attack with two.
  238.  
  239. Moonwatcher:
  240. You are unnaturaly sensitive to the phases of the moon. You can predict the lunar rains with some degree of accuracy. A couple minutes of surveying the sky will allow you to forecast the general severity of the evening's lunar rain in your immediate vicinity. Its possible to forecast further ahead but the accuracy drops significantly by orders of magnitude for each day beyond the first. Same applies to forecasting at great distances.
  241. With time and practice you reduce the inaccuracy of your forecasts and will be able to accurately predict the lunar rains up to a week ahead of time after a couple years here.
  242. You are also naturally attuned to the moon's phases and always know them by heart. If you are a caster then you increase the effectiveness of lunar-related spells.
  243.  
  244. Natural Pilot (Mech):
  245. You have an innate talent for piloting mechs. Most people with this ability were raised in families of mech jockeys or taught to pilot from an early age. A rare few have no mech experience whatsoever, yet are perfect pilots from the momenet they start. The Gearwrights claim these prodigies are descended from the lineage of ancient mech jockeys from the 1st Age of Walkers.
  246. Any mech you pilot has its maneuverability improved significantly. This has no effect on mechs with perfect maneuverability though.
  247.  
  248. Seroficitacit's Changes:
  249. Prereqs -- Declared belief in the Lunar Gods or instigated some sort of major change to something longstanding.
  250. You are now a living embodiment of change. Once a week, you will undergo a physical change as your body morphs to anticipate future changes around you. Commonly your facial features change such as eye color, size of ears, length of nose, width of mouth or even the color of your skin. There is a small chance the change is harmful such as losing your eyes but an equal chance its beneficial such as growing an extra eye; otherwise, the physical change is neutral. Arguably, any change has its use if you look hard enough. Benefical changes include extra long legs to increase your speed, long fingers to grasp better, increased muscle mass, enlarged cranium and more.
  251. The change lasts until the next change comes upon you upon where the pevious change reverts to its natural state and a new one occurs.
  252.  
  253. Speed Freak (Mech):
  254. Prereq -- Mech Pilot Skill
  255. Speed Freaks love to push their mechs to the limit. They have the uncanny ability to coax a little extra speed out of even the slowest and clumsiest mechs. Any mech you pilot moves and reacts faster then noticible.
  256.  
  257. Unnatural Pilot (Mech):
  258. Prereqs -- Natural Pilot, Worshipper of Dotrak, able to cast Divination Spells
  259. You move mechs like no one has ever seen before. Your skill is so unnatural they say you must have made a pact with a demon.
  260. This bizarre talent has only manifestd itself among a handful of Mech Jockeys, all of whom were clerics or mages in prior careers but converted to worshipping Dotrak when they became Mech Jockeys. By expending two levels of spell slots, you gain a flash of insight concerning how to pilot your mech. This grants the following bonuses for the next twelves seconds --
  261. * Your mech's maneuverability is improved significantly . This stacks with Natural Pilot.
  262. *You gain insight into attacks made against you and are aware of them seconds before they happen.
  263. * You gain insight into attempts to knock you over, trip you or make you lose control.
  264. Activating this ability and expending spell slots is a free action -- you simply experience a flash of insight that is brought by Dotrak.
  265.  
  266. Mech Menace (Mech):
  267. Prereqs -- Intimidate Skill, Mech Pilot Skill
  268. You can use your mech to frighten your foes. When piloting a mech, you can use your skill and abilities in intimidation to flow through your mech to enhance them to demoralize opponents. You know just how to put your sheer size to use, how to rattle plates, stomp your feet, brandish weapons and billow smoke an steam at just the right time for the perfect effect.
  269.  
  270. Arterial Node:
  271. Prereqs -- Heal skill, Natural Pilot
  272. You have wired a spefic mech's controls into your body, creating a cyst on your chest or back that allows you to internally connect to your mech. This unnatural connection gives you intimate knowledge of all your mech's operations.
  273. You gain a significant bonus to repairing, restructuring and piloting using or relating to the mech you share an Arterial Node with. You now also qualify for becoming a Mech Symbiote.
  274. It takes one week to create an Arteril Node. After your node has been created, no other creature may pilot the mech you've bound yourself to. While attached to an arterial node, you have no personal movement speed. The bonuses only apply while you are attacked to your mech's Arterial Node in its cockpit. You may only have 1 mech with a node.
  275.  
  276. Artifical Part:
  277. Prereq -- Steam Engine class ability or Power Source
  278. You gain one additional Artifical Part and your max count increases by +1.
  279.  
  280. Attuned Pilot (Mech):
  281. Prereqs -- Mech Pilot skill, Natural Pilot, Spent 3 months as pilot in affected mech.
  282. You have a heightened sense of what is going on with your mech while piloting it. You can feel when something is amiss and react instinctively to problems that arise during combat. You are aware of any changes in performance when damage is incurred and can react to mitigate performance loss by diverting power, redirecting steam flow, and so on. This won't compensate for complete loss of performance but it will keep you in combat a little longer and help you shrug off the small stuff.
  283.  
  284. Coupling:
  285. Prereq -- Artifical Parts
  286. You can hook yourself to other steamborgs and combine operations, giving you various bonuses. This allows two or more steamborgs to physically link their bodies together, sharing sensory data to help one another. Only characters with this feat are outfitted to do so. When joined, you share sense and are aware of what the others are aware of thus increasing performance in recon, melee combat and ranged combat. A max of 10 characters may merge this way as there is no furhter bonus to gain due to difficulty in maintaining control.
  287. A team may remain coupled this way for a number of rounds equal to 1d4 + the number of participants before the physical strain caues them to uncouple automatically. They must wait at least half that time before recombining.
  288. Side effects of said combining is an increased chance in all participants to Lose Self the following day as the flow of data overrides who they are.
  289.  
  290. Humanity Retained:
  291. Prereq -- Lose Self class ability
  292. You have a strong grip on your humanity. You have an awareness when actions would lead you down the path of losing yourself and are better at holding on to what humanity you have. If you go an entire day without using a Steam Power or exerting your Artifical Parts, you gain a significant boost to retaining your humanity and sense of self.
  293. Outside this Jump, this applies to other artifical bodies as well.
  294.  
  295. Intuitive Infiltrator:
  296. Prereqs -- Gearstride, That Piece Is Important class ability
  297. When using That Piece is Important, your studying time is reduced by half, and the difficulty in figuring out how to better disable various devices comes a little easier to you.
  298.  
  299.  
  300. Mech Adversary (Mech):
  301. You are especially skilled at fighting against a particular type of mech. Select a mech type -- Steam-Powered, Man-Powered, Animated, Clockwork, Undead or Psionic. When battling that mech type -- be it on foot, from the air or in another mech -- you gain a significant boost in damage and a boost to accuracy against them. You are aware of just where to infict the most damage to hinder, cripple and destroy the mech of your prefered type.
  302.  
  303. Mech Part Specialiazation:
  304. Prereq -- Craft Mechcraft skill
  305. You are especially effiecient at installing or reparing a specific type of equipment on a mech. When selecting this feat, select a specific mech weapon or armor type such as a changler, steam gun or stone armor. The time and cost for installation and repairs for the objects are reduced in half. You can take this multiple times to chose another weapon or armor type.
  306. Outside this Jump, you may re-apply this to other mech type weapons and armor.
  307.  
  308. Power Source:
  309. You gain a steamborg's power source. This allows you to install artifical parts and steam powers if you take the related feats or levels in a class or prestige class that grants them.
  310. A Steamborg may also benefit from this by gaining a 2nd Power Source.
  311.  
  312. Pushing the Limits:
  313. Prereqs -- Artifical Parts
  314. You can install more artifical parts and increase the max number you can have by +1.
  315.  
  316. Salvage Master:
  317. Prereqs -- Craft Mechcraft skill, Coglayer
  318. You can immediately identify the msot salvageble parts of a steam engine. When you salvage parts, you find that you can pull more out of a wreck then most thought possible. Working devices practically fall into your hands to be reused and plates fall away to show untouched parts ripe for the picking.
  319.  
  320. Secrets of Steam:
  321. You know more about steam then most. You gain the Craft Mechcraft skill and Knowledge Steam Engines skill. If you already had either of the skills then you gain significant insight into both and can use them in interesting ways.
  322.  
  323. Stealthy Mech:
  324. You are adept at keeping your mech unseen and unheard. You know how to muffle sounds, know where to step to leave as little trace as possible, know the best paths to keep you out of line of sight, and so on. This extends to also knowing how to quite your mech by wrapping parts in cloth, smothing gears in grease, decreasing the amount of smoke you put out and so on.
  325.  
  326. Superier Checklist:
  327. Prereqs -- Gearhead
  328. You only spend half an hour daily to maintain Steam Powers. With repetition comes confidence. With confidence comes mastery. Maintaining a mech is a daily ritual, and you have taken this ritual to a new level in speed, accuracy, and organization. By knowing your steam powers inside and out, and taking detailed mental notes on their performance throughout the day, ou are able to complete necessary maintenence in half the normal time.
  329.  
  330. Terror Strike (Mech)
  331. Prereqs -- Mech Fu, Mech Menace
  332. Rather than seeking to cause another mech the greatest possible damage, you can opt for a choreographed display to strike fear into their hearst by making the attack look far more fearsome than it is. Whenever you make an attack, you put enough flair into it to potentially leave your opponent shaken.
  333. Enemy allies and infantry not inside a mech may become terrified by this display and run away in terror to try and get as far away from your mech as possible least they get caught up in the attacks.
  334.  
  335. Under the Skin:
  336. Prereqs -- Artificial Parts
  337. Except for your smokestack, your artificial parts are not obvious. You can install compact parts. Compact Artifical Parts and Steam Powers cost twice as much to create but are half the weight and size. They can be installed underneath your living skin so they are not visible.
  338. Some parts and steam powers simply cannot be compact as reasonable. You can upgrade existing Artifical Parts and Steam Powers and make them compact.
  339.  
  340. Wrecker:
  341. You have a knock for tearing things apart. You gain a significant degree of skill to wreck or sabotage a machine, be it mundanem a construct, steam power, ect. This does not improve attacks or damage against said targets. Simply how quickly you can break them down and the knowledge of the right tool to do so.
  342. This ability increase if you have Disable Device Skill, Craft Mechcraft, and/or Profession Engineer.
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