2018/03/26

Sierra and Two Foxtrots V

Fantasy and SF thoughts. Mostly the former because it's a broader subject and I've been working on my Pathfinder setting.
  • Decided to go with two-tiered elf and gnome equipment. The ordinary stuff is just equivalent to masterwork steel, wood, or leather, with the Sunder resistance of a curve blade and weapons also having the curve blade's Weapon Finesse eligibility. Maybe they weigh only 75% as much? And then the high-end stuff is mithral or darkleaf cloth (in terms of hardness and hit points), except you can make "wooden" shields, and still with the Sunder resistance and Weapon Finesse eligibility. Dwarf stuff would just be like mithral or three-quarters-weight masterwork steel, respectively—but still made from extremophile coralline algae. (I don't think dwarves will have a darkleaf cloth equivalent.)

    Don't know how to price 'em. Figure that maybe the simplest way to price the "mithral"/"darkleaf cloth" weapons is "base plus alchemical silver (or cold iron, in the dwarf-stuff's case), plus masterwork plus 10 gp per pound of base weight" ("half weight" being the only benefit darkwood offers beyond masterwork, to a weapon). And then have the armor cost what mithral normally does. The steel(-equivalent) should probably be just masterwork? Plus 5 gp per pound since it reduces the weight half as much as darkwood would. We're ignoring the Sunder resistance in pricing, because there's no one weapon that's equivalent to a curve blade that we can say the curve blade is the modified form of.

    I think gnome "mithral" weapons won't overcome damage-reduction, so maybe theirs just cost base plus masterwork plus 10 gp per pound of base weight.
  • I'd had zled spaceship and aircraft autocannons use the metric-patching system, but decided that was still too easily miniaturized; now they only use it for engines and launch-catapults, and use electromagnetically accelerated autocannons (quench guns, I think—a type of Gauss/coilgun). The khângây already use quench vulcans as personal small-arms (not as practical as lasers but the zledo are the soldiers, khângây are artists and artisans and thus more prone to going by the Rule of Cool).

    It occurs to me that the easiest way to do ammo for mass-driver weapons is to use iridium or osmium bullets, with a "driving band" of ferromagnetic material. In the space ones they're spherical, since there's no aerodynamic concerns, and have "driving spots" something like the dimples on a golf ball; the ones for use in atmosphere are shaped as Sears-Haack bodies with the "driving band" around the middle. I think the atmosphere ones have the coil set up to impart spin like a rifle, too.

    Think zled artillery, too, will mostly be mass-driver based—maybe some lasers for ground- and air-applications. Their missiles, I think, only use metric-patching in space; I'm not sure what their ground propulsion is. Probably some superconducting electric ducted fan, but maybe pulse detonation engines. Which work the same as other jet/rocket engines except that those use deflagration, combustion at subsonic velocities, while detonation is combustion at supersonic velocities—basically a conventional-explosives Orion drive. Yes, they're very loud.
  • Zled air-travel, I decided, is accomplished using vacuum-airships for short flights and some sort of electric turbine flight for long flights. A vacuum airship is quite simple: you make the envelop lighter-than-air by pumping the air out. You land by just pumping air back in. It's hard to do without extremely airtight envelopes, of course, but given they're a spacefaring civilization they can store hydrogen, so that's not an issue.

    The other issue is that if a vacuum cell gets a puncture, the whole thing implodes; they get around it by using a compartmentalized structure that avoids chain-reactions, and making the cells out of very durable smart materials. Their airships are also aerodynamic, so they can glide to a landing if they lose the vacuum cells; the outer hull and inner envelope aren't directly in contact.
  • Not going that route myself, but if you wanted to get rid of verbal components for spellcasting—like if you wanted to make it more like the video-games that are the main source of current fantasy preconceptions nowadays (although canonically most of those do have spoken spells, it'd just get annoying to hear over and over)—you could use a modified version of the psychic magic from the Pathfinder Occult Adventures. What I'd do is still have somatic and material components, but replace verbal with thought components for wizards and emotion components for sorcerers. I would leave divine spellcasters with verbal components, though, since they still pray. I think witches, too, since their personal relationship with their shadowy patrons is fundamental to that class's "flavor".

    I also think that, if you're going to work out (e.g. for fluff-text) how incantations work, the arcane casters should use very different types of spells from the divine ones. Weird and abstruse is the way to go for the arcane ones; think of the spells in Bleach, for example (which I think are based on the real chants sometimes used in onmyôdô). Stuff like "Scattered beast bones! Spire, crimson crystal, steel wheels! The wind if it moves, the sky if it stops, the tone of the spear striking fills the lone castle!" Meanwhile the divine casters (and witches) should probably have more Slayers-like incantations, since they're invoking powerful beings like in that setting. The same spell might thus be "O source of all power, O thunder that roams the sky, gathering in my hand, become a power!"

    Of course a lot of the time those might be shortened to, say, "Hadô 63: Raikôhô!" or "Dig Volt!" (Or "What I seek is thunder: Izuchi!")
  • Apparently opioids don't work on reptiles. Or not the same; they have an effect, but instead of sedating them and numbing them, opioids make reptiles agitated and cause them to increase their body-temperatures (I think by the same means certain lizards and snakes do it, during the mating/brooding season). Presumably related to us and diapsids using some different nerve-channels (see also capsaicin).

    This is (of course) an issue for vets who have to treat injured reptiles; it's also potentially of use to SF writers. Or fantasy, which has been rife with reptile-people back at least to the Kull stories and Pellucidar (I consider Hollow Earth—also Sword and Planet—to be fantasy). The cultural associations of opium—opium dens, the Opium Wars, etc.—work pretty well with something like the Serpent People, for example.
  • Revised my dragons slightly: their necks and tails have featherlike-scales that spread out in flight to form a wing that almost makes them kite-shaped. (They might have a "mane" running almost their whole length when on the ground, in other words—maybe they have a double fan of the scales on the middle of their back, to act like vertical stabilizers.) They also undulate, vertically, through the sky, like the motion an otter makes when swimming, in order to "flap" with their entire length. Part of this was inspired by the Revered Dragons in Skyrim, whose necks and tails are lined with "fins" that would drastically increase their lifting area.
  • Thought I might go with 5e's darkvision, and give it to all my nonhuman races except the animal hybrids (cat-, hyena-, and yak-people), which I think have 3e low-light vision. Where 3e/Pathfinder darkvision is basically immune to darkness, 5e treats poor light as normal light and total darkness as dim light. (For those playing along at home, dim light means that creatures have concealment, imposing a 20% miss-chance on attacks against them, and can use the Stealth skill to, as 'twas known in the Before Time, "hide in shadows".) Low-light vision is kinda meh, but 3e darkvision seems slightly OP. 5e's seems to be a good compromise.

    Relatedly (in my day your eyes glowed red when you used the equivalent of darkvision), I mentioned before how glowing eyes would probably make your vision blurry (the night-vision of animals with tapeta lucida is blurry). I proposed a mere ring around the iris, for glowing robot eyes. Maybe for humanoid eyes you only need to have the pupil black? Most glowing eyes (e.g. Warcraft elves) are a solid color, with no pupils (probably the pupils glow as an inappropriate analogy with the tapetum lucidum), but that has got to be artistic license. Something more like the Awoken, in Destiny, who have glowing irises but black pupils, is more plausible.
  • I like to think about the basic day-to-day technology of my future society. For example, they affix things to other things using "seta-tape"—"setae" being the bristles on the underside of a gecko's feet that let it walk on walls. Basically it's an adhesive that leaves no gunk. A tokay gecko's feet can support 2.05 kilos of weight, something like 40 times its body-mass; presumably if you have to attach something bigger than that, you just use more tape. And, again, no gunk—you just move the taped object in a certain way relative to the surface it's stuck to, and it comes off, like a gecko taking a step.

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