Blog 00±: Hugeon October 14, 2009 at 7:00 am
Whole bunch of stuff I’ve been meaning to write about, but now finally have the time to do so. Enjoy!
Based on a random bit of joking during the Livestream last week, the lovely and talented Larry Wentzel created a series of Steampunk Rap Artist character sketches.
You know, I doubt rap music actually exists in the Great Republic (the kids of today are rocking out to the steam guitar, much to the annoyance of their elders), I might have these guys show up in the background next time I do a crowd shot.
The Clockworks Avatar Gallery is now live. They’re the perfect size for WordPress or Livejournal or most forums. You’ll need to crop them down a bit for Twitter.
Be sure to point anyone to the comic when they ask where your awesome user icon came from.
If you’re going to use one of the avatars for your WordPress Gravatar, please check that none of the regular commenters here are using the same picture, to avoid confusion.
(The other images on the Downloads page are temporarily off line. They’ll be back soon.)
After the minor reveal in yesterday’s comic and blurb about Clorencia City in the comments, I figured I’d post something here, so someone can go update the Wiki.
Clorencia City is the capital of the Great Republic of Roumion, and the greatest metropolis in the world. Clorencia has a population of 15.7 million people, with 1.6 million more living in the surrounding area.
Clorencia City is unique among all of the cities of Vheld in that it is made up of 11 levels. In 174 NDE construction on the second level began, allowing the royal family and government to move up from Old Clorencia. Soon, other wealthy citizens of the Clorencia Empire followed suit, and in time the second level completely covered the first. The third level was built in 33 NDE. The fourth level was built soon after the New Dawn Revolution; and with the advent of ether technology, especially electromagnetic negativity, the city has reached ever upward.
Today, the 11 levels of the city reach from the mines and ruins of the first level, up through working class areas such as the 5th level, to the modern and wealthy heights of the 11th level. It is the city’s unique construction and shape that have earned it the nickname “the Black Mountain”
The Great Machine is at the center of Clorencia City, stretching up from through all 11 levels. Actually tens of thousands of devices, the Great Machine supplies power, plumbing, and communications throughout the city.
Character Creation (finally!) Continues!
Arcane Background (Elemental Magic)
Prerequisites: Spirit d6
Arcane Skill: Each element uses it’s own skill. Characters begin with either Air, Earth, Fire, or Water. All elmental magic skills are based off Spirit.
The magic of Laun is based on manipulating and controlling the four elements. Elemental Mages begin the game with a d4 skill in their chosen element, which may be raised normally. New elements can only be learned once a Rank, and even then it is not easy.
Elemental Mages do not pick a limited number of spells they can cast, instead characters with this edge can cast any spell allowed by their element and rank.
(Full details on magic coming eventually. If you’ve got 50 Fathoms, feel free to use that spell list.)
Arcane Background (Weird Science)
Prerequisites: Smarts d6
Arcane Skill: Weird Science (Smarts)
Weird Science covers the creation and use of strange and powerful devices. The time of Clockworks is one of discovery and invention, and strange new devices are being built every day. Characters with Weird Science are masters at steam powered, clockwork and Etheric devices, often retooling them or creating strange new inventions.
A character need not be a mad scientist himself to take Weird Science. Characters with this edge could easily be using experimental devices created by another ether technician or cutting edge inventor.
There is no honor among thieves, and Vheld has more than its fair share of unscrupulous bastards. Those with this Edge will do anything to win a fight. This character is particularly deceitful in combat and good at tricks. He adds +2 to all Trick maneuver rolls.
Improved Dirty Fighter
Requirements: Seasoned, Dirty Fighter
This character is extremely skilled in tactical deceit. By describing the trick and spending a benny, he may automatically get the Drop on any single opponent.
Requirements: Novice, Agility d8, Fighting d6, Notice d6+
This character might be a professional bodyguard or just intensely devoted, but in either case he can jump in front of attacks intended for another. A character with this Edge must declare whom he is guarding at the beginning of any combat. As long as the guardian stays within 1” of the chosen person, any attack aimed at that person is automatically rolled against the guardian instead. A guardian can switch charges during a battle, but doing so requires an action as the guardian re–focuses his attention.
The character receives a benny each time he takes a wound (not Shaken) while defending another character (Extra or Wild Card.).
Prerequisites: Fighting or Shooting d8, Guts d6, Knowledge (creature lore) d6, Tracking d6
Many strange creatures haunt the wilds of Vheld, and a few brave men and women make a living hunting these monsters. Some monster hunters travel the world as big game hunters, always in search of the biggest kill. Others are more localized, defending a certain area or town from insurgent monstrosities.
Monster Hunters gain +2 to hit any creature they’ve previously fought or studied in the field, as well as +2 to any Guts, Tracking, or Knowledge (creature lore) rolls vs. creatures they’ve previously fought.
Requirements: Novice, Outsider or Knowledge (Folklore d8+)
This hero has studied the local folklore and superstitions of the country folk of Irone, the Vori Islands, or elsewhere.
When fighting a supernatural creature, the hero can recall a tale about the beast. With a successful Smarts roll (–2), the hero remembers one Special Ability of that monster.
Requirements: Seasoned, Engineer
The character can attempt to make an instant Repair roll at -2, by kicking a malfunctioning device or hitting it on the side etc. If the roll fails, the object must be repaired normally.
Requirements: Veteran, Whack!, Throwing d6+
The character can attempt to throw a wrench or other object to knock a malfunctioning device back into shape. This works as Whack! but the character can attempt the repair from up to 12″ away. In addition to the repair roll, the character must make a Throwing roll, with the standard penalties for range.
(Clockworks:the Game uses many, many more edges taken from other Savage Settings, but I figured I’d only paste here the ones that are new or our heroes have.)
See you on Thursday, for another new comic!