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Morgenstern
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« Reply #15 on: June 10, 2011, 06:46:23 PM »

I'm expecting to add gear that grants tempurature protection. Some of them may be alchemical rather than clothing (likely the ones that stack). The highest level of protection will generally involve spells, prizes, or stacking origins/feats. In order of increasing cost (and in some cases weight)~

Cold protection I (does not stack with other Cold Protection)
Cold Protection I (stacks to a maximum of Cold Protection II)
Cold protection II (does not stack with other Cold Protection)
Cold Protection II (stacks to a maximum of Cold Protection III)
Cold protection III (does not stack with other Cold Protection)
Cold Protection III (stacks to a maximum of Cold Protection IV)
(and the same idea for heat protective gear)
« Last Edit: June 10, 2011, 06:51:42 PM by Morgenstern » Logged

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Catodon
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« Reply #16 on: June 11, 2011, 05:29:45 AM »

Thankyou.
Also what are your thoughts on how Endure Elements interfaces with all this. RWR indicate complete protection but for a zero level spell perhaps some cold is just too cold, likewise the sun is pretty hot...
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Big_Jim
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« Reply #17 on: June 11, 2011, 01:46:56 PM »

For my AL-Qadim campaign I run, Endure Elements grants Cold protection I/Heat protection I that stacks with other Cold/Heat Protection. I need rep cost for Magic Items that grant these protections, though.
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« Reply #18 on: June 11, 2011, 06:44:29 PM »

Consider also the effect of uncapped Endure Elements for Planescraft, though actually giving low level characters the ability to visit say the elemental plane of fire could be a good thing in planescraft.
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http://browse.deviantart.com/#/art/Gulliver-s-Travels-World-Map-294804331?hf=1
Morgenstern
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« Reply #19 on: June 17, 2011, 11:07:06 AM »

Thankyou.
Also what are your thoughts on how Endure Elements interfaces with all this. RWR indicate complete protection but for a zero level spell perhaps some cold is just too cold, likewise the sun is pretty hot...

Beyond a certain point, heat protection fails because spontaneous combustion and FIRE damage takes over Smiley.

For my AL-Qadim campaign I run, Endure Elements grants Cold protection I/Heat protection I that stacks with other Cold/Heat Protection. I need rep cost for Magic Items that grant these protections, though.

That seems quite reasonable for the spell given the new tools being presented. I would consider lesser/greater essences provinging either heat or cold protection I and protection III respectively, with reputation values of 8 and 20ish. 12 and 30ish for both heat and cold.
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Morgenstern
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« Reply #20 on: June 23, 2011, 02:53:24 PM »

Here's the first species I've been tinkering with using these rules. You'll be seeing them again Smiley.

Kessiiv (“Kess-eve”)
Easily summarized as “lizardmen”, Kessiiv have long tails, digitgrade legs, and sharply triangular heads suggestive of draconic ancestry. Their scales range from tan to crimson on the back and head, with a cream to gold range on their bellies and neck. Their builds tend towards lean and whip-like, though an overly comfortable lifestyle can lead to corpulence. Even exceptionally strong individuals do not display the physical bulk of mammalian races.
Type: Medium biped folk with a Reach of 1. Your maximum wounds equal your Constitution score.

•   Attribute modifiers: +2 Dexterity, –2 Intelligence
•   Base Speed: 40 ft.
•   Favored Specialties: If your specialty is Bloodscale, Fighter, Prowler, Runner, Sandstalker, Slasher, Star-bearer, or Weaponsmith your Thick Hide increases to 3 (see below).
•   Heat Tolerance: You gain heat protection II.
•   Natural Attacks: You gain the Bite II and Tail Slap II natural attacks (see FC, page 235).
•   Thick Hide 2: You are considered to be wearing partial armor that provides Damage Reduction 2. This damage reduction does not stack with other armor (only the best protection applies while wearing additional armor).

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Agent 333
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« Reply #21 on: July 04, 2011, 12:29:04 AM »

Here's the first species I've been tinkering with using these rules. You'll be seeing them again Smiley.

Kessiiv (“Kess-eve”)
Easily summarized as “lizardmen”, Kessiiv have long tails, digitgrade legs, and sharply triangular heads suggestive of draconic ancestry. Their scales range from tan to crimson on the back and head, with a cream to gold range on their bellies and neck. Their builds tend towards lean and whip-like, though an overly comfortable lifestyle can lead to corpulence. Even exceptionally strong individuals do not display the physical bulk of mammalian races.
Type: Medium biped folk with a Reach of 1. Your maximum wounds equal your Constitution score.

•   Attribute modifiers: +2 Dexterity, –2 Intelligence
•   Base Speed: 40 ft.
•   Favored Specialties: If your specialty is Bloodscale, Fighter, Prowler, Runner, Sandstalker, Slasher, Star-bearer, or Weaponsmith your Thick Hide increases to 3 (see below).
•   Heat Tolerance: You gain heat protection II.
•   Natural Attacks: You gain the Bite II and Tail Slap II natural attacks (see FC, page 235).
•   Thick Hide 2: You are considered to be wearing partial armor that provides Damage Reduction 2. This damage reduction does not stack with other armor (only the best protection applies while wearing additional armor).

/sarcasm Gee, I have no idea where you got your inspiration from, Scott. Truely you must have a great mind.  Tongue

(The Star-Bearer is throwing me for a loop. Viashino Bey perhaps?)
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Morgenstern
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« Reply #22 on: July 04, 2011, 10:34:30 AM »

I dunno. Without a retromancer it's just not the Viashino I know...  Roll Eyes

I did say earlier/elsewhere that I'd do the Viashino as their own race rather than as a species feat for Suarians. Actually, I was a bit surprised to find the viashino were less redish than I remembered in their art. They did have nicely evocative names for Specialties as you saw. It's kind of a mystery to me how WotC managed to not use their multi-million dollar artwork library for M:tG to basically eliminate the biggest cost of RPG production and get some cross-marketing going.

Star-bearer will make more sense later.
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Morgenstern
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« Reply #23 on: July 04, 2011, 12:20:16 PM »

(BTW you used the bloodscale prowler twice - there's a different bloodscale I had in mind for the bloodscale specialty, which would be more of a berserker customized for Kessiiv sensibilites Smiley)
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« Reply #24 on: July 04, 2011, 07:30:53 PM »

(BTW you used the bloodscale prowler twice - there's a different bloodscale I had in mind for the bloodscale specialty, which would be more of a berserker customized for Kessiiv sensibilites Smiley)

I'm aware I used the prowler twice, it was just the first thing that came up on Gatherer...
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Morgenstern
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« Reply #25 on: August 20, 2011, 09:08:33 PM »

Putting this into practice, the city of Pa'senna has the following weather:

Final month of spring: 1d4 hours of Heat I each day (count backwards from sunset).
First month of Summer: 1d8+2 hours of Heat I each day (count backwards from sunset).
Second month of Summer: 1d6+2 hours of Heat I each day (count backwards from sunset).
Final month of Summer: 1d4+2 hours of Heat I each day (count backwards from sunset).
First month of Autumn: 1d6-1 hours of Heat I each day (count backwards from sunset).

That's pretty mild compared to the nearby desert region, but enough to put some presure on PCs wandering about town. I'm putting together a random events table to spice up the calendar. Two entries should be along the lines of...

Coldsnap (weekly event): 1d4+2 days this week, the cold condition increases by I for all nighttime hours. The heat condition is reduced by I for all daylight hours.
Heatwave (weekly event): 1d4+2 days this week, the heat condition increases by I for all daylight hours. The cold condition is reduced by I for all nighttime hours.
« Last Edit: August 20, 2011, 09:20:26 PM by Morgenstern » Logged

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Goodlun
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« Reply #26 on: August 29, 2011, 01:05:15 AM »

I just wanted to say thank you this is some awesome work.  I really love being able to throw characters against the environment.
This is got my brain going on a good way to make them deal with vermin and pestilence as well maybe some sort of stress damage over time. 
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Morgenstern
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« Reply #27 on: August 29, 2011, 03:50:12 AM »

I just wanted to say thank you this is some awesome work.  I really love being able to throw characters against the environment.

Hope you get some use out of it Smiley.

Quote
This is got my brain going on a good way to make them deal with vermin and pestilence as well maybe some sort of stress damage over time.

I like that. Horible conditions as a source of persistent stress offers some nice symetry Smiley.
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Goodlun
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« Reply #28 on: November 07, 2011, 05:41:55 PM »

I have been looking at Sandstorm
any good ideas on how to handle Dehydration
or for that matter sandstorms them selves?
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Morgenstern
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« Reply #29 on: November 07, 2011, 07:08:34 PM »

I'll look those over and see if the D&D effects are reasonable or reasonablly inspiring Smiley. I rember liking desication damage quite a bit.
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