Showing posts with label Niko the Mad. Show all posts
Showing posts with label Niko the Mad. Show all posts

Sunday, May 5, 2019

Azurite

Azurite ore is a rare, special type of crystalline ore. It's primary ability is to store and discharge energy. Deep within the Azurite mine, creatures infused with Azurite prowl in the hungry darkness there, it bolstering both their strength as well as giving them new abilities. Those who spend too long in the dark may be charged by the crystal; becoming more animal and predatory, but gaining one of the abilities. Crystals besides Azurite have much different effects.

Azurite Crafting
Azurite ore is carried in load units. The ore itself is expensive and valuable. Each load of lore retrieved is worth 300c, and is the basic unit for crafting. Gathering Azurite may require hazardous materials and the mines themselves are extremely dangerous- further bumping up the prices.

Azurite can be added to machines in the form of diodes, contact points, or moving flywheels to both charge and release energy. These can act as permanent upgrades to machinery; processing becomes more efficient as more Azurite is collected, the only limit is how deep you need to dig to get more. For all relevant checks in actually crafting with the material, Azurite can be used in conjunction with tinkering or thief skills to grant +1, as the material is easily shaped. If used to enhance equipment, such as tipping the end of lockpicks to turn tumblers with a carefully controlled blast of force, you can add +1 to relevant rules or maximum uses. If you dump at least 1d4 loads of Azurite ore into a machine or workshop and craft it into shape as best of your ability, you can make the workshop as effective as though it had another base worker for free, automating or greatly enhancing the speed of one process- an Azurite lined oven can stay hot for several weeks, for example. Azurite doesn't create energy on its own, just redirecting it, so you'll need another method to actually power the machines.

Azurite is a type of ore found in Wraeclast, and is by far most common in the Azurite mine.

Azurite Creatures
Creatures infused with Azurite gain the powers of the crystal; they absorb the ambient magical and physical energies deep within the mines. Some believe this power is chaos itself, and it may explain how all the thriving ecosystems can exist in that still darkness. Azurite creatures are more powerful then their normal counterparts. Any creature infused with Azurite adds +1 to its hit dice, and gains one of the following abilities;

Azurite Monster Powers- Roll 1d4
  1. Roar or screech infused with lightning; sonic power converted to bolts of crackling energy. Deals 1d4 lightning damage in a cone.
  2. Flameblast. First time this creature hits someone in melee- deals 1d6 damage in a nova of blue fire. Everyone nearby gets a save to avoid except the creature who was struck.
  3. Crystal Bomb. Thrown or projectile weapons thrown by this creature explode after one round, dealing 1d4 damage in a radius around the discarded projectile. Also upon death, the creature explodes in the same way. Save to avoid.
  4. Pools of chilling energy- The creature exudes cold energies, dealing 1d3 damage and lowering your initiative by -1 if you start the round in a pool. Pools are conjured by the creature if it can't attack or fails its morale check.

Monday, November 12, 2018

Voltaxic Sulphite

Voltaxic Sulphite is a special material used to power machines and create forms of light that can penetrate supernatural darkness. Anyone can harvest a vein of it, but it causes insanity and madness the more you interact with it. Special gear can reduce the damage it causes you, but the Sulphite will eventually erode away your senses.

Every load unit, or a lump of ore, can be used to power a machine for 1d6+4 exploration turns or sulphite torch. If the machine gives off light, the light created by the machine can beat back supernatural darkness, and can destroy creatures made of or partially dependent on darkness to survive. Storing or harvesting each load of ore will force the user to make a save- fail the save and gain 1d4 points. You get +1 to the save for wearing thick gloves, boots, and a gasmask each. If you're wearing all the protections and are skilled with the sulphite and mining operations, you only get 1 point maximum from a failed save.

Voltaxic Sulphite Madness
Every time you fail a save with the sulphite, you gain a point. The more points you acquire, the worse your symptoms get. You get all negative symptoms of lesser levels as well as the one on your current level, added together.

1-4 Points- No Effect
5-8 Points- Reduced saving throws vs mental effects and spells by -1
9-12 Points- Reduced all saving throws -1
13-16 Points- Per day 1 in 20 chance to have a minor hallucination, hear a voice, or seize up for one exploration turn. Lose -1 Charisma.
17-20 Points- Per day +1 in 20 chance to have a minor hallucination. Reduce all saving throws by -2
21-24 Points- Obsessive compulsions towards gathering or studying Azurite ore. Lose -1 Charisma.
25-28 Points- When you take more then 6 damage at once from an arcane or magical source; you have a major hallucination. Causes panic or unhelpful behavior.
29-32 Points- Per day +2 in 20 chance to have a minor hallucination. Can happen multiple times per day; roll again after each hallucination.
33-36 Points- Lose -3 Charisma. Impossible to have normal conversations without someone noticing your madness and awkward behavior.
37-40 Points- When you take 2 or more damage from any source you have a major hallucination. Compulsion for Azurite becomes more severe, and you must restructure your life around acquiring more of it, such as tricking or bribing others into helping you.
41+ Points- Every time you gain another point of madness, lose -1 maximum HP and roll to have an episode where you go insane for 1d6 days. If you die from Sulphite madness or during an episode, you do not die normally and instead become a totally insane madman, haunting the Azurite mine.