Blog Archives
Halidoms: Relics of the Unburned World for GammaFinder (Part 2)
Okay, we’re still discussing Halidoms, for GammaFinder! We introduced the concept in yesterday’s article, and now we start looking at game rules.
Halidom Game Rules
Halidoms are a form of item that come without instructions. The GM can replace 25% of all treasure given out with Halidoms, though they are most common as Moderate and Major items.
The good news for layers is that if you find a Halidom, getting it to work gets you a scaling item. A halidom upgrades itself as you gain levels (normally once every 5 levels, based on when a version of roughly the same item is available with a higher item level). The base news is, you may blow yourself up trying to figure out how to use it.
Halidom Key Skills
Every Halidom has a key skill that is the primary way it was designed to be interfaced with. In 70% of cases this is Computers, Engineering, Life Science, Mysticism, or Physical Science. In 20% of cases, it’s Culture, Diplomacy, Medicine, or Sleight of Hand. And in 10% of cases, it can be literally any other skill. That said, take it easy on Halidoms with Profession as their key skill–there are a lot of different Profession options, and no group can possibly cover them all. On the other hand, a quantum knife that keys of Profession (cook) is both reasonable and, if we are being honest with ourselves, funny. (I like the idea of “Soup’s On!” as a battle cry…)
A GM may pick the skill to match either the form of function of the Halidom, if desired. For example, a laser pistol that takes the form of a small remote control steering wheel (which is used to guide a targeting dot like a flying remote, with a gear shift to fire the weapon) might have Engineering (for the laser weapon aspect), Physical Science (for the general laws dictating how such a device works ), or Piloting (for the actual interaction with the device’s steering mechanism).
On the other hand, it might interact with Culture (to recognize the Unburned World toy name brand and marketing), Acrobatics (because you have to twist and turn the device to make its various functions work), or Bluff (because it constantly asks if you have parental approval to use it without the safety systems engaged).
A GM can also just roll on the table below to determine a Halidom’s Key Skill.
Roll 1d100
01-14 Computers
15-28 Engineering
29-42 Life Science
43-56 Mysticism
57-70 Physical Science
71-75 Culture
76-80 Diplomacy
81-85 Medicine
85-90 Sleight of Hand
91 Acrobatics
92 Athletics
93 Bluff
94 Disguise
95 Intimidate
96 Perception
97 Piloting
98 Profession (Pick one at random)
99 Sense Motive
100 Survival
Discovery Checks
A Halidom does not come with instructions, and it doesn’t work in a way that is obvious to adventurers of the GammaFinder World. Even if it looks like a gun, acts like a gun, and has a trigger, a Halidom gun may require you to think a mantra in praise to the Saint of Bullets before you pull the trigger, or might have a palmlock that requires you to fake only having 3 fingers, or might only work when held sideways.
And, of course, it might exactly like the serum of healing that requires you to place the gunlike object against your own thigh and pull the trigger.
There were reasons for all these odd things to exist, and they made sense to the society of the Unburned World. But those reasons were based on philosophies and conditions that are in many cases inconceivable to heroes of the world as it exists now, and the factors that caused such unusual designs are long-lost to the Chasm of History.
When a character first encounters a Halidom, they can make skill checks to try to determine its Key Skill. The base DC for any such check is 15 + 1.5x the Halidom’s item level. Any skill that is NOT a Halidom’s key skill has a -5 penalty to all checks regarding the Halidom.
Until a Key Skill is identified, all characters can do it pick a skill, and use it to interact with the Halidom. This can be done once an hour, unless a side effect deactivates the Halidom for a time. You cannot intentionally activate a Halidom until you make enough Identification results to gain that knowledge.
Halidom Interaction Skill Checks
Beat DC by 10. Make a Identification roll.
Beat DC by 5. Identify that if skill being is Key Skill. DC lowered by 1.
Meet DC. Identify if skill being used is Key Skill.
Fail DC by 4 or less. Minor side-effect.
Fail DC by 5 to 9. Minor side-effect. All DCs increase by 1 until Key Skill is identified.
Fail DC by 10 or More: Major side-effect.
Identification Rolls
Roll 1d4. If you get a result you already know, you get the first result of a higher value you haven’t gotten yet.
1. Learn Item Level
2. Learn Item Function (Small Arm, Upgrade, Computer, and so on)
3. Learn Key Skill’s ability score
4. Learn Key Skill. +1 to all future rolls (cumulative with getting this result multiple times)
5. Learn a hapahazard activation. (Can activate Halidom, but suffer a minor effect when doing so unless you succeed at a Fortitude or Reflex save, DC 10 + Halidom’s item level). +1 to all future rolls (cumulative with getting this result multiple times)
6. Halidom mastered, can be used normally.
Minor Side Effects
Roll 1d6.
1. Item changes Key Skill. Any activation is haphazard (as 5, above) until Key Skill is identified.
2. Take damage of a random physical type, 1 point per item level.
3. Take damage of a random energy type, 2 points per item level.
4. Weird discharge. You are sickened for 1 hour per item level.
5. Weird discharge. You are confused for 1 round per 2 item levels.
6. Discharge. You are targeted by the item for its normal function (if it cannot affect targets, nothing happens).
Major Side Effects
Major side effects function as a wonder grenade, but the area is a radius with a number of feet equal to the Halidom’s item level, rounded down to the nearest 5 feet. If that is less than 5, it only effect’s the triggering character.
A Request
I now depend on my Patreon for more of my income and support than I ever expected to. If you find any value in my blog posts or videos, I could use help with the Patreon. If you can spare a few bucks a month, it’s a huge help. If not, even just sharing and linking to my blogs, videos, and the Patreon itself is a huge help that just takes a moment of your time.
Thanks, everyone.
Halidoms: Relics of the Unburned World for GammaFinder (Part 1)
I introduced GammaFinder, a post-apocalypse campaign hack for Starfinder, yesterday. The response was… positive. 🙂
So, now I am exploring what kinds of rules we can add to that simple framework to help bring the PA flavor to a GammaFinder campaign. We begin with halidoms… which are going to need to be split into two articles. Here’s Part One.
The Unburned World
No one is sure what happened to create the GammaFinder World. Some say it was a war, fought with quantum reassignment projectors, x-ray-pumped lasers, and boson bombs. Others think there was a Great Disalignment, when magic flooded into the world, dragons awoke, demons rose, and common citizens turned into trolls, orcs, kasatha, and wizards. Other theories include a genetic virus, the Gray Death, luddite cults, social anarchy, and even a rogue comet. The records of the time of the Burning are muddled, contradictory, and confused, as if a half-dozen worlds got shoved together into a single shared disaster.
The Chasm of History
History, in short, has a Chasm. On this side, the GammaFinder World. Before it, the Unburned World. And in the middle… anarchy, pain, horror, and disagreement. What is certain is that before the rise and fall of the great cities of Alpha and Beta, there was a very different place, able to do things no one can conceive of now.
Halidoms
There are… things… left over from the Unburned World. Or at least, from the time of the Chasm, if not the world before. Objects. Strange devices that use super-science, eldritch powers, or some combination of the two to create effects no one in the GammaFinder World can duplicate. They are often the thing that allows a town to survive in a harsh terrain, grant a petty warlord his power of metal men, or make cursed places seen as vaults of wonder and horror.
These are sometimes called relics, fragments, antiquaries, or crytobjects. But for whatever reason, the most common term for these Unburned Icons is “halidoms.”
Appearance
A halidom can look like… anything. Some are straightforward–a sword hilt which can project a sunblade. A vial of liquid you drink. A talking teddy bear which informs you of the ill intent of nearby creatures. Others are obtuse. A cube made of 27 smaller cubes which slide and shift into different configurations. A gnarled knot of roots and vines that are never observed to move, but constantly seem to be in different shapes. A tiny metal sphere with incorporeal lights orbiting it.
The problem is, form does not seem to follow function. A sword hilt may project a sunblade… or it maybe designed to be shoved into a rock that forms a mouth that gives medical advice. A vial of glowing liquid may be meant to be drunk, or it may hold the soul of a cryptowizard that casts one random technomancer spell a day. A spoon may full a bowl with soup, or it may project a sunblade.
A GM wanting a jumping-off point for the appearance of a halidom can roll 1d10 and consult the table below. It’s important to note that players don’t get to know what you rolled–if a haildom looks like a gun, that could be because its a kind of gun and you rolled a 1, or it could be a computer, and you rolled a 5.
- Typical appearance for its function (a gun looks like a gun)
- Representational appearance for its function (a gun looks like stone with a gun-shaped rune on it)
- Appears to be a puzzle with no link to its function
- Appears to be a toy
- Appears to be a typical appearance for an unrelated function (a gun that looks like a vial of serum)
- Appears to be a shifting mass of some specific material (a gun that looks like a ball of wires with tiny lights traveling along them)
- Representational appearance unrelated to its function (a gun that looks like a holy symbol)
- Appearance of a household object unrelated to its appearance (a gun that looks like spoon).
- Appearance of an item of apparel with some hint of its function (a gun that looks like a glove with a barrel on the wrist)
- Appearance of an item of apparel with no hint of its function (a gun that looks like a belt)
Most denizens of the GammaFinder World don’t risk trying to determine the function of a halidom once they realize what it is. But PCs are made of sterner (or dumber) stuff. So they tend to… experiment.
We’ll get into the rules for interacting with a halidom tomorrow.
A Request
I now depend on my Patreon for more of my income and support than I ever expected to. If you find any value in my blog posts or videos, I could use help with the Patreon. If you can spare a few bucks a month, it’s a huge help. If not, even just sharing and linking to my blogs, videos, and the Patreon itself is a huge help that just takes a moment of your time.
Thanks, everyone.
Homebrew Relic: The Eye of Chanokh
I ran into this note recently from 2013. It’s a relic I wrote for a Pathfinder First Edition game (using the Relics of the Godlings rules), for my wife’s “Daybreak” campaign.
I thought people might enjoy seeing stuff my friends and I homebrewed with.
Eye of Chanokh – The Sixth Lock
The Eye of Chanokh is a gleaming ring of layered gold wire that is bent and twisted into sigils of summoning and control, forming an almost lacelike pattern. Set in the wire is a bright emerald which shines with an internal light each time the wearer casts a conjuration (summoning) spell.
Legend claims that the gem is truly a fraction of a star that forms part of the 8-star elven constellation of Chanokh the Warcalled, a mote of the star forged into the form of an arcane gem when this relic was created. Elvish myth presents Chanokh as a warrior-wizard who summoned arcane armies he commanded as their general, and who eventually learned to summon creatures from the stars themselves. He was a great defender of elven lands, and a proponent of the effectiveness of knowledge and cunning over brute strength. When he died, the star-warriors he had called took him with them into the night sky, creating the constellation that bears his name.
Supposedly the Eye of Chanokh is one of eight great rings of conjuration, which were created to lock away a vast and evil summoning gate (which was created by demons to allow them to invade the world of men). Each of the eight rings is a lock that drains power from this evil gate, allowing the wearers of the rings to augment their conjuration spells with the leached power. As long as the rings are used, the gate is constantly weakened and can never become a threat.
Abilities By Character Level
Level 1: Once per day when you conjure creatures with a summoning spell, they gain a +1 enhancement bonus to their existing natural armor bonus to AC.
Level 2: Each creature you conjure with summoning spells gains a +1 enhancement bonus to its existing natural armor bonus to AC.
Level 3: Each creature you conjure with any summon spell gains +1 resistance bonus to saving throws.
Level 4: Once per day you may cast a conjuration (summoning) spell with a casting time of 1 round as a standard action. The summoned creature arrives immediately, and may take an action immediately.
Level 5: Once per day when you cast a conjuration (summoning) spell that summons a random number of creatures, you may roll twice to see how many creatures are summoned and take the better of the two results.
Additionally, you are able to speak to and understand all the creatures you summon with conjuration (summoning) spells.
Level 6: Each creature you conjure with any summoning spells gains a +2 enhancement bonus to its existing natural armor bonus to AC.
Level 7: Each creature you conjure with any summon spell gains +2 resistance bonus to saving throws.
Level 8: You may now cast a conjuration (summoning) spell with a casting time of 1 round as a standard action twice per day.
Level 9: You may now roll twice to see how many creatures are summoned by a conjuration (summoning) spell twice per day.
Level 10: When you conjure creatures with a summoning spell, they gain elemental resistance 10 for one element of your choice.
Level 11: Each creature you conjure with summoning spells gains a +3 enhancement bonus to its existing natural armor bonus to AC.
Level 12: Each creature you conjure with any summon spell gains +3 resistance bonus to saving throws.
Level 13: You may now cast a conjuration (summoning) spell with a casting time of 1 round as a standard action an unlimited number of times per day.
Level 14: The elemental resistance against an element of your choice gained by creatures you summon with a conjuration spell increases to 20.
Level 15: You may now roll twice to see how many creatures are summoned by a conjuration (summoning) spell three times per day.
Level 16: Each creature you conjure with summoning spells gains a +3 enhancement bonus to its existing natural armor bonus to AC.
Level 17: Each creature you conjure with any summon spell gains +3 resistance bonus to saving throws.
Level 18: The elemental resistance against an element of your choice gained by creatures you summon with a conjuration spell increases to 30.
Level 19: Three times per day you may cast a conjuration (summoning) spell of 1st-3rd level as a swift action.
Level 20: Three times per day when you cast a conjuration (summoning) spell that summons a random number of creatures, you may choose to receive the maximum number. You may make this decision after seeing how many creature the spell would have randomly produced.
Become a Patron!
Hey folks, do you enjoy the content on this blog? Why not become a patron, and support the creation of more free material! Or you could even become a sponsor, and get me to link to YOUR content!