Fran Japané - Technorlock, DnD 5th Ed
[Concept]
Fran is an archaeologue investigating xenoplanetary derelicts under contract.
These xenoartefacts speak to Fran and inspire alien urges and capabilities.
These must be flexed and exercised to gain familiarity and competence, but
kept hidden to avoid being ostracised as a pariah, a freak, a monster.
Mechanically: everything is straight up regular Human Warlock from the
5th Ed PHB.
Flavour-wise:
Disguise Self is styled as a personal holographic generator array;
Eldritch Blast is styled as a wave-particle duality-barrelled Shogun field survey projector
with enough force to knock obstacles over when turned up to eleven;
Telepathy is styled as a short-range boomtooth subvocal transponder;
Familiar is styled as a mechadendrite (from Warhammer 40,000) implant
capable of autonomous movement, extension, retraction, sensation, etc;
Disguise Self cannot affect this extra appendage, but the Familiar has
the ability to cloak (Invisibility) and retract (dismiss to pocket dimension);
Darkvision is styled as RADAR;
Broom of Flying is styled as a hoverboard or jetpack;
Necklace of Adaption is styled as a Rebreather;
Spellbook is flavoured as the Techronomicon, a memory core dump and call-stack
printed out on perforated printer paper in Uniquoad which is incomprehensible.
From this pagefault, Fran hopes to glean inspiration and instruction
sooner than encountering a fatal exception error themselves.
Spellcasting Concentration is styled like bullet-time ""hacking"" in an
augmented reality, pitting the intruder's reflexes and logic bombs
against the defender's countermeasures.
Variant Human is styled as transhuman, and the Great Old One Patron
could certainly lead to that becoming posthuman.
There's a strong theme of Warhammer 40,000 inspiration with the left
arm replaced by a cybernetic prosthetic in line with the Iron Hands
space marines' disdain that The Flesh Is Weak (to be systematically
and progressively replaced with more pragmatic technology) and the
Adeptus Mechanicus tech-priests of the Cult of the Machine.
There is no truth in flesh, only betrayal.
There is no strength in flesh, only weakness.
There is no constancy in flesh, only decay.
There is no certainty in flesh but death.
From this rotting cage of biomatter, Machine God set us free.
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[Background]
Fran was an intergalactic hitchhiker touring the nebula on less than
thirty Altairian dollars a day. A call for unskilled labourers at a
field survey position on a xenoplanet piqued interest for the danger
money. A collapsing structure in the xenoderelicts killed some
workers and severed Fran's arm at the shoulder. The field medic on site
improvised a prosthetic arm from what was available but seemed powerless
to stem the development of contamination from the wound. Fearful of a
malpractice suit, Fran was paid out and sent off.
This industrial accident and contamination contributed to developing an
obsession with understanding and resurrecting the lost technology of
this fallen world with an urgency that sometimes frightens Fran. The
synthetic implant is functional, nothing to complain about, and its
RADAR array is certainly far more capable than Fran's natural senses,
but there's a growing and sneaking suspicion that the longer the world
is observed from the viewpoint of this microchip on the shoulder, the
more that alien perspective comes to seem normal.
Fran is not entirely convinced that this is a Good Thing.
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[Biometrics]
Logistic:
XP: 48000 (15)
Level: 9
Proficiency Bonus: 4
Campaign: Merrimack's Ring
Race: Variant human (31)
Speed: 30
Age: 50
Eyes: 2
Hair: Yes
Sex: Deprecated
Size: Medium
Alignment: Lawful Neutral
Traits: 2 abilities +1; 1 skill (Perception); 1 feat (Lucky)
Language: Common; Vedryan
Class: Warlock (105)
Hit Dice: d8
Hit Points: 9d8: 8 +8*5 = 48 (+9*4 Con bonus) = 84
Proficiencies:
Light armour; simple weapons
Saving Throws: Wisdom; Charisma
Skills: Investigation; Nature
Otherworldly Patron: the Great Old One
1: Awakened Mind (telepathy 30) https://rpg.stackexchange.com/questions/51575/is-the-warlocks-awakened-mind-telepathy-two-way-or-only-one-way
6: Entropic Ward (some kind of defence)
Pact Magic:
Spellcasting focus: Techronomicon
Pact Boon:
Pact of the Chain (familiar)
Imp (306)
Name: "Chip"
Align: Lawful Evil
10HP
Speed: 20/40 (fly)
Abilities:
Str 6 -2
Dex 17 +3
Con 13 +1
Int 11 -
Wis 12 +1
Cha 14 +2
Skills:
Deception +4
Insight +3
Passive Perception 11
Persuasion +4
Stealth +5
Resist: cold, blud, pierce, slash / silver
Immune: poison
Sense: 120 super darkvision
Invocations (4):
Agonising Blast (damage +Cha)
Beguiling Influence (proficiency in Deception and Persuasion; synergy with Awakened Mind)
Devil's Sight (120 super darkvision)
Mask of Many Faces (Disguise Self (232) at will)
Repelling Blast (knockback 10)
Background (125): Sage (137)
Proficiencies:
Skills: Arcana, History
Language: +2
Feature:
Researcher (qv)
Personality trait:
There's nothing I like more than a good mystery.
Ideals:
Knowledge is the path to power and domination.
Bonds:
I have an ancient text that holds terrible secrets
that must not fall into the wrong hands.
Flaws:
Unlocking an ancient mystery is worth the price of a
civilisation.
Abilities (173):
Atr Score Cost Racial Level Magic Total Mod
Str 10 2 0 10 -
Dex 12 4 0 12 +1
Con 8 0 0 19 19 +4
Int 14 7 0 14 +2
Wis 13 5 +1 14 +2
Cha 15 9 +1 +4 20 +5
Total (13) 27 8
Initiative (?):
Dex bonus (+1) =2
Stone of Good Luck: raise this by 1
Saving Throws (179):
Mod Prof Total
Wisdom +2 +6 =8
Charisma +5 +6 =11
All this means is add Proficiency Bonus (4) to ability modifier on these rolls.
Cloak of Protection: raise all of these by 1
Stone of Good Luck: raise all of these by 1
Feats (165):
Level Source Feat
1 Race Lucky (3× d20 rerolls per long rest)
Skills (not in the PHB index):
Skill Source Ability Mod Prof Total
Arcana Background Int +2 +5 =7
Deception Invocation Cha +5 +5 =10
History Background Int +2 +5 =7
Investigation Class Int +2 +5 =7
Nature Class Int +2 +5 =7
Perception Race Wis +2 +5 =7
Persuasion Invocation Cha +5 +5 =10
All this means is add Proficiency Bonus (4) to ability modifier on these rolls.
Stone of Good Luck: raise all of these by 1
Language:
Common
Abyssal
Infernal
Vedryan
Spellcasting:
Spellcasting DC = 8 + Proficiency Bonus + Cha mod = 8 + 4 + 5 = 18
Spell attack modifier = Proficiency Bonus + Cha mod = 4 + 5 = +10
Rod of the Pact Keeper +1: raise both of these by 1
All sustained spell effects require Concentration which is no longer a Constitution-based skill;
it is now a Con saving throw vs max(10, half damage) made for each distinct damage source.
For Fran, this is d20+6 (including Amulet of Health, Cloak of Protection and Stone of Good Luck)
Concentration is exclusive (203).
Cantrips: 3
Level Page Compo Spell
0 236 VS Eldritch Blast (2* ranged spell attack for 1d10 Force, range 120)
augmented to add Cha (+5) damage per Blast and push 10 directly away
0 267 VS Presdigitation
0 ??? VS Toll the Dead (visible creature within 60 passes Wisdom save or takes 2d8 Necrotic (2d12 if not at full HP))
Rituals:
Level Page Spell
1 240 Find Familiar (own initiative, obedient, telepathic senses, dismissable to pocket dimension, deliver touch spells)
Spells (211):
2 slots per rest; 10 known; each up to 5th level
Rod of the Pact Keeper +1: regain 1 spell slot per Long rest
Level Page Compo Spell
1 224 VSM Comprehend Languages (1 hour, written, literal)
2 230 V M Darkness (10 min, 15 radius, 60 range, obscured)
4 233 V Dimension Door (accurate teleport 500 with one passenger)
1 ??? VSM Hex (no save; bonus action, 24 hours, 90 visible creature, attacks +1d6 Necrotic, disadv on chosen ability checks)
5 ??? VSM Hold Monster (1 min, conc, 90, non-undead creature(s) makes Wisdom per turn or paralysed)
3 251 VSM Hunger of Hadar (1 min, conc, 20 radius within 150, blinded, [2d6 Cold; Dex or 2d6 Acid]/turn)
2 264 VSM Phantasmal Force (1 min, conc, 60, convincing illusion, 1d6 Psychic/round)
3 274 VSM Sending (25 words Tx/Rx familiar creature of Int: 1+, interplanar)
5 ??? VS Telekinesis (10 min, conc, 60, Str or move 30)
3 283 V M Tongues (1 hour, auditory; no conc)
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[Equipment]
https://www.dndbeyond.com/magic-items
https://roll20.net/compendium/dnd5e/Items%20List
Allowance:
Starting equipment
Rebreather
5× Uncommon item
1× Rare item
500G (permanent magic items excluded)
Negligible/flavour:
10G Mechadendrite
telescopic tentacle with a ring of teeth and eyes at its tip used to probe, grip, infiltrate, get a different perspective on, etc.
The appendage is autonomous but attached.
Has the Abilities listed for an Imp (306) because that's the mechanic that implements this item.
Is named "Chip". Thus "you've got a real chip on your shoulder."
Extends from and retracts into the LEFT shoulder as is the traditional perch for one's own personal tempter.
While within 100ft:
Character can spend an Action to use the Familiar's (special) senses.
Character can use their own attack modifier for the Familiar to deliver a Touch spell.
While within 5ft:
can use its action to Help (advantage on ability check or first attack)
opponents cannot take AoOs against invisible opponents they can't see
- Prosthetic arm
Is (and feels) metallic and skeletal.
Looks normal due to Disguise Self at will ability.
Functions just like a normal hand (damage to it causes HP loss etc.)
- Wave-particle duality-barrelled Shogun field survey projector
Some token trinket Fran waves around like a laser range finder on geological dig sites but which can be repurposed to be used offensively too.
All it is is a non-required focus for Eldritch Blast.
Techronomicon
10G Spellcasting (arcane) focus (151)
Cunjo hide armour
45G Studded leather (145) resulting in an AC of 12 (+1 for Dex +1 for magic cloak = 14).
Styled as hoverbike armour stitched from the hide of the fierce Cunjo (qv)
Magical Items:
Rebreather
200G Necklace of Adaption (uncommon; breathe in adverse environments; face slot)
Horadric Compression Cube
200G Bag of Holding
Antigrav-pack / hoverboard
200G Broom of Flying (uncommon)
Personal forcefield
200G Cloak of Protection (uncommon; AC and STs +1)
Personal digital assistant
200G Stone of Good Luck (uncommon; ability checks, initiative, and ST +1)
Superconductor baton
200G Rod of the Pact Keeper +1 (uncommon; +1 spell attack rolls & DCs, regain 1 spell slot / long rest)
High-gravity skeletal adaptation
5000G Amulet of Health (rare; Con set to 19, which is +36HP, ie +74% health and +4 to Con saves (ie Concentration))
400G 8× Potion of Healing (2d4 + 2)
1x given to the lift attendant Pit Fiend with a pager
35G credits unspent
http://media.wizards.com/2017/dnd/downloads/UA_Downtime.pdf
has suggestions for buying, creating and selling magic items.
Loot:
1x white crystal found in the guard post that had been compromised by the Celestial
1x satchel of shredded future-paper found in the guard post that had been compromised by the Celestial
1x Where The Sword Falls 's sword (🎼 ♪ I've been locked out of heaven for so long! ♪)
Don't forget you did leave behind the three stooges in the storeroom and one of them had a gauntlet that could break between floors
But you also have a concentrated mote of infernal power (the Mark of Dennis)
Purchased:
3x Pearl of Power:
• One is swirls of orange and purple — Fran pockets two of them and put the Chartreuse one into the Compression Cube.
• another is white but with what looks like a green frowny face on it — Fran offers the white and green pearl to Zap and Pearl, then hands it to Zap.
• and the third...that's the worst shade of chartreuse you've ever seen
— Oh, you've heard of this! The Regalia of Chartreuse Nightmares...nasty things. As long as you're only attuned to one of them you'll just have the weird dreams. It'll function fine otherwise
— will just head back to the ship and spend some hours staring into the chartreuse orb and basking in its otherworldly terrors.
Shopping List:
Rare Elven Chain for AC of 13 + Dex + 1 and no Proficiency required.
Attunement:
Yes Face Rebreather / Necklace of Adaptation
Yes Neck High-gravity skeletal adaptation / Amulet of Health
None None Horadric Compression Cube / Bag of Holding
None None Antigrav-pack / Broom of Flying
Yes Shouldr Personal forcefield / Cloak of protection
Yes Weapon Superconductor baton / Rod of the Pact Keeper
Yes None PDA / Stone of Good Luck
Re-attunement costs 2 hours of Short Rests.
https://roll20.net/compendium/dnd5e/Magic%20Items#h-Attunement
[Gameplay]
Session 0: Studied necronomicon in the presence of the Infernal nutrimatic which would not pass quarantine unless dissembled or left in orbit.
Session 1: Went through customs; discovered that the planet has no satellites due to fear of debris; met a fellow tech-priest; descended to the door of the labyrinth.
Session 2: Overcame a techbot with Chip docked to an I/O port (Help action); proceeded into labyrinth to a guard post; an entity speaking ancient Celestial spammed a protest for emancipation with a compulsion magic payload; discovered a 10G data crystal and pocketed it to keep it from compromising the local market; contributed 10G to the party kitty to cover this acquisition.
35G wealth => 25G wealth + 1 crystal
2020-05-16 02:17:43<Fran> I was considering a human warlock who has a laser or microwave implant in his hands that causes damage at-will (the eldritch blast cantrip).
2020-05-16 02:21:25<Fran> There seems to be a Hex Blade / Weapon warlock subclass or something that provides a cool weapon instead of spells or something, that sounded viable as some kind of melee-capable leather-wearing warlock but I couldn't find much info on it, and a human variant that gives you more skills for lower abilities that looks more diverse. But that's about as far as concepts go for me just now.
2020-05-16 02:37:18<Fran> Can we also have skills for Xenobiology, Xenobotany and Xenomicrobiota?
2020-05-16 02:41:05<Fran> Presumably there needs to be some kind of Knowledge: Alien artefacts -type skill that we all have at least one or two skill points in to even qualify us to be on the mission. Used for tests of "don't touch that! It's an alien's egg about to facehug you!" or "that's just a rock" or "that looks like a rock, but actually it's a fragment of a landing gear of an alien craft and we should bag and tag it"
2020-05-16 02:44:48<Fran> Hardware could be Investigation, and Software is just a Knowledge skill.
2020-05-16 02:50:04<Fran> https://warhammer40k.fandom.com/wiki/Mechadendrite
2020-05-16 02:52:07<Fran> I think I'll go for a Familiar, and have the Familiar be flavoured as a Mechadendrite on my shoulder rather than a raven on my shoulder.
2020-05-23 01:34:37<Fran> Well I'm playing Warlock, so apparently I _should_ have a high Cha, but I am not necessarily going to if can get more skills by not doing so.
2020-05-23 04:09:18<Fran> Sounds like my Warlocks' arrangement. Who is smarter; the lock or the familiar? Who's really in charge?
2020-05-30 01:27:03<Capn_Ascii> Ieth: I had this mental image of Mo wearing a backpack on her power armor, with a minigun that springs out on a robot arm into firing position. Basically the same as carrying it loose, but it looks more badass.
2020-05-30 01:27:18<Fran> So like, a mechadendrite
2020-05-30 01:46:43<Fran> Ieth, does a Rod of the Pact Keeper and a Wand of the War Mage stack?
2020-05-30 01:46:55<Fran> They are both unnamed bonuses so I guess they do?
2020-05-30 01:47:45<Iethloc> I would assume not. Let me go check, though
2020-05-30 01:51:43<Iethloc> The Wand and Rod could technically be wielded simultaneously, but you couldn't perform somatic components with your hands occupied
2020-05-30 01:51:57<Fran> Thanks Ieth.
2020-05-30 01:54:44<Fran> I have 3 spare language slots unspent. Can I just leave them open and allocate them when useful languages crop up? Or do you have a list of names of the alien languages that will be useful that I could have conceivably have studied?
2020-05-30 01:54:50<BLusk> I'd call it a Tricorder, but wouldn't want to run afoul of copyright law. ;)
2020-05-30 01:55:25<Iethloc> There's the usual racial languages, and each alien race added will have a language, but they are not likely to be enemies in the dungeon
2020-05-30 01:55:33<Iethloc> Or allies who do not speak common, for that matter
2020-05-30 01:56:03<Fran> But reading ancient texts from fallen civilisations are unlikely to be in Common, I suspect.
2020-05-30 01:56:42<Iethloc> Indeed. Vedryan probably isn't fully decoded, but it would make sense to allow it to be a language proficiency
[Anthems]
If you are a monster, stand up.
If you are a monster, a trickster, a fiend,
If you've built a steam-powered wishing machine
If you have a secret, a dark past, a scheme,
If you kidnap maidens or dabble in dreams
Come stand by me.
If you have been broken, stand up.
If you have been broken, abandoned, alone
If you have been starving, a creature of bone
If you live in a tower, a dungeon, a throne
If you weep for wanting, to be held, to be known,
Come stand by me.
If you are a savage, stand up.
If you are a witch, a dark queen, a black knight,
If you are a mummer, a pixie, a sprite,
If you are a pirate, a tomcat, a wright,
If you swear by the moon and you fight the hard fight,
Come stand by me.
If you are a devil, stand up.
If you are a villain, a madman, a beast,
If you are a strowler, a prowler, a priest,
If you are a dragon come sit at our feast,
For we all have stripes, and we all have horns,
We all have scales, tails, manes, claws and thorns
And here in the dark is where new worlds are born.
Come stand by me.
(Catherynne M. Valente)
The little poets sing of little things:
Hope, cheer, and faith, small queens and puppet kings;
Lovers who kissed and then were made as one,
And modest flowers waving in the sun.
The mighty poets write in blood and tears
And agony that, flame-like, bites and sears.
They reach their mad blind hands into the night,
To plumb abysses dead to human sight;
To drag from gulfs where lunacy lies curled,
Mad, monstrous nightmare shapes to blast the world.
(Robert E. Howard)