DRAGONMECH CAMPAIGN SETTING PDF

Describe DragonMech here. You asked for it. Then something completely unprecedented happens: the moon grows in the night sky, until it is literally falling to the earth, particle by particle, in a series of apocalyptic meteor showers every night. Civilizations crumble as untold numbers of lives are lost in the nightly lunar rains, showers of boulders raining down on the land like some unholy siege.

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This, coupled with the largely flat nature of the land, made permanent settlements rare. Thus, most of the population is nomads. This resulted in several things: firstly, meteor storms every single night as the surface of the moon was stripped bare by gravity; second, lots of scary lunar monsters; and thirdly, as a byproduct of the previous two, the end of most civilization.

However, not all was lost. Many dwarves, who were chilling underground when the meteors hit anyways, were able to survive. Other races, noting this, decided that death was not a preferable alternative to having to live in tunnels, and so tried to move in with the dwarves.

They were less than pleased. A fragile peace was made with the non-dwarves who managed to get into the city, but thousands were turned away, left at the mercy of the harsh meteor showers called "lunar rain" and the associated lunar dragons.

Then one day, a single dwarf showed up. Claiming to be a "gearwright", he had a large book with metal pages, and from these pages he gave the dwarves mechs- large machines, of brass and wood, powered by steam, that could fight the dragons. These mechs, though clumsy and slow, could fell lunar dragons more reliably than armies or even powerful mages, and could be built relatively quickly no assembly lines yet, so each part was hand-crafted.

One day, the gearwright told an army of mechs to clear one square mile, and to defend it with their lives. In this square mile, the first city-mech was built. And from this giant mech, hope sprang. It is the Second Age of Walkers. Man and dwarf alike have discovered the power of steam and clockwork to power mechs; even the elves have resorted to walkers, though they use magic rather than technology. The lunar rain has abated to a slightly painful haze at night. Society now revolves around the mech- city mechs are safety, smaller mechs are security, and any mech at all will keep you safe from lunar rain and the dragons that rampage around the country.

It is an age of adventure, where daring mech-riders loot the ruins of civilization. It is an era of strife, as even the gods themselves war in the heavens for power. It is a time of intrigue, as countless fluid city-states jockey for power in a new and dizzying world. And it is time for adventure. What Does This Add? Classes[ edit ] Mech Jockeys: They drive mechs. Get better skills with mechs, better driving in mechs, and able to do crazy stuff with mechs.

Also gets some non-mech combat capability for when the DM gets sick of mechs eviscerating everything. Coglayers: They make mechs, as well as small steam contraptions. Coglayers get an arsenal of small devices pumps, nozzles, even video and audio generators. When they start making mechs, everything dies as long as they have someone to ride them.

Replace parts of themselves with robot parts, giving them stat bonuses, AC bonuses, and other fun things, but after a certain level they need to roll CHA checks to see if they turn into a robot that day.

Splatbooks add some nice possibilities for them, such as a psionics version, a versatility version that lets them put swords, lockpicks, and crossbows in their arms, and various others. A couple variants on the core classes like "Constructers" wizards who focus on making Golems, "Clockwork Rangers" who do the whole loving nature thing, only inside the ecosystems of the City mecs massive internal power plants and power trains, called the Gear Forests and Stalkers who are Rogues who are good at sabotaging mechs.

Prestige classes include: Assimilated, which requires a character to slowly become a quadruple amputee and eventually just a brain in a jar in exchange for physically becoming a mech; mech devil, a form of mech jockey that allows you to make a monk-mech that punches people instead of using cannons; riftwalker, which makes the character a planeswalker; anklebiter, a specialist rogue who takes down mechs by boarding them and murdering everything inside; and Prophet of Dotrak, a chosen prophet of a god that is just beginning to exist who manifests this chosenness by slowly turning into a warforged.

Coglings: Feral Halflings infesting the gearwork forests of the larger mechs. Culturally obsessed with stealth. Tortogs: Turtle-people who can survive the lunar rains and thus tend to make a living as traders. Slathem: Fish people who were only affected by all this moon junk in that they can visit more places durign the high tide seasons.

Some new spells get thrown into the fray as well, most having to do with mechanical stuff such as Tick-Tock Knock, a construct-disrupting spell, or Ferrous Soul, which allows a caster to reincarnate himself as a robot.

Religion in Highpoint[ edit ] The whole "the moon very nearly murdered us" thing left many people wondering what the gods were doing when the moon decided to say hi. The gods were, in fact, trying to keep the lunar gods from screwing everything up, which they only partially succeeded in doing.

Every divine caster must roll a check every morning to see if they get spells. If they pass, they get spells; if not, they get put on hold. Divine casters also have a much lower chance of being successfully resurrected, as the gods need their souls to murder moon-beast-souls, so getting brought back is a check, too.

Lastly, a new deity is beginning to show up; Dotrak, the Machine God. People see mechs as salvation, and Dotrak is the embodiment of engineering. What About the Mechs? Mechs in this setting are slow, clunky, and not all that agile except for a few kinds, more on those later think Titans rather then Evas.

They also take a ridiculous amount of time to build- since everything must be hand-made, larger mechs can take hundreds of thousands of man hours to complete. Power sources are as follows: Steam. The easiest to make, and the most prevalent. Slower, but quite a bit more durable, and one of the more affordable options.

A decent all-round or starting mech. A step up from steam- faster, quieter, requires less fuel, and incredibly rare and difficult to make. Fairly slow, but affordable, if nothing else. Magic: These "mechs" are actually golems animated by lots of magic. Sleek, fast, immune to crits, and cost more than a diamond-encrusted Tarrasque. Only the Elves make these, and they require high-level mages to even begin to make. This mech is relatively inexpensive the only materials you need are bodies- sometimes a LOT of them and requires precisely one crew member to function- the necromancer who made it.

Zombie mechs are similar to Magic mechs in that they require a high-level spellcaster to make, are immune to crits, and are actually golems; however, they are slow, so their main purpose is a transporter for massive zombie armies.

Mech combat is done using hardness of material instead of AC, because mechs have ACs of somewhere around 5. Mechs get special weapons, some of which are just giant versions of normal weapons giant chainsword anybody? Sometimes critical hits are scored on mechs and a table must be rolled on to determine the extent of the damage. Sometimes a weapon is lost; sometimes an entire mech shuts down; sometimes your cupholder breaks.

It varies.

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Smart phones have led to a proliferation of mobile games, the first games in a new medium are frequently adaptations of older games. The power of the aura see the detect evil spell is equal to the number of prestige feats you posses. Reptilian, tortoise-like humanoids whose heavy shells and armored hide protect them from all but the worst of the lunar rain. Some other classes involve special focus on or uses of technology, which can include combining it with magic. They are, price and effectiveness considered, the mechs best suited for armies. Because of its problems, Rebirth is generally acknowledged to be the weakest of all existing citymechs, and was originally discounted by dwarves and elves alike. Prior to the campaigj, the academic study of games was rare and limited to fields such as history.

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Tujinn They are, price and effectiveness considered, the mechs best suited for armies. Therefore, the Coglings have taken up mechanical aptitude to keep the gear forests in perfect shape—and many are the coglayers of a citymech who brag about how little trouble their section of the engines dragonmsch given, unaware the smooth operation is due to a tribe of coglings smoothing out small problems before drwgonmech escalate. First, the deities are slowly losing a war with the Lunar gods. Spending all his time training with mechs, he has incredible piloting skill and can skillfully gauge the limits of a mech so he knows exactly how camoaign he can push it. Some other classes involve special focus on or uses of technology, which can include combining it with magic.

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Yogrel The Mech Jockey is the ultimate mech pilot. Their mistrust and paranoia are in fact founded on good reason. Assimilated, which requires a character to slowly become a quadruple amputee and eventually just a brain in a jar in exchange for physically dragonmecu a mech; mech devil, a form of mech jockey that allows you to make a monk-mech that punches people instead of using cannons; riftwalker, which makes the character a planeswalker; anklebiter, a specialist rogue who takes down mechs by boarding them and murdering everything inside; and Prophet of Dotrak, a chosen prophet of a god that is just beginning to exist who manifests this chosenness by slowly turning into a warforged. Dragonmech deities are similar to those in other campaign settings, with only a few significant differences.

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DRAGONMECH CAMPAIGN SETTING PDF

Tygot Goodman Games seetting Alignment is slightly more muddied than in official settings. Feral halflings who have adapted to the new world, Coglings make their homes by living as unobtrusively as possible in the gear forests of the largest mechs. People see mechs as salvation, and Dotrak is the embodiment of engineering. They were less than pleased. Feats gained by this feat do not count towards the limit of prestige feats you may learn. Prior to the century, the academic study of games was rare and limited to fields such as history 5. Campaign settings Goodman Games games Steampunk role-playing games.

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