Mana Crystal Magic System (mage)

Grasping the chain at his neck, the small blue gem flashed in his hand as he spoke the incantation, and threw his hand outstretched towards his foes. The lightning bolt shot down his arm, and out along the point of his fingers, striking the creature square in the chest and sending it flying backwards. Smoke slowly drifted of the gaping hole in its chest, the only movement in the room apart from the ragged breathing of the magi..

For the purposes of length, the Mana Crystal System has been split into several parts. Each has a seperate page, to make it easier to read ;)

Main
The System, Crystals, Random Generation, and basic spells
Psionics, Priests, Specialists, Coloured Crystals, Dwarves, Rumours, Creation, and Growing
Spelljamming, Helmsmen, The Helmsman Guild, Demihuman Helmsmen, and Dwarven Gartha Crystals
Weaponry (Velocity Cannons), Velocitators, and the Velocitator Guild


Velocity Cannons

A combination of dwarves and members of the Helmsman Guild have created ships weapons using mana crystals. These weapons are about the same size as a normal siege weapon (medium ballistae, roughly), but are not quite as high. Instead, one user sits in a chair behind the weapon, in a turret-like setup. The user twists the body of the weapon (this is achieved through magical dweomers upon the weapon) to aim within a 40 degree arc, through a large recticle on the top of the firing shaft. The other user of thwe weapon is the loader, who places small, ceramic discs in the side of the weapon. These are automatically readied once loaded, and fired within the same round.

When firing, the weapons (known as Velocity Cannons) accelerate the ceramic disk, and enchance it with a slight magical kick. Upon impact, which is already at high speed, the ceramic disk is consumed with a magical energy, detonateing within a small, 3 foot radius. When fired the ceramic disks streak through space, leaving a wispy trail of coloured light (usually blue - but changeable by the user), 50 yards long (appearing akin to the tail of a comet). Similarly, the explosion is in the same colour. This is implemented mainly to pay the Velocitators (those using the weapons) - as some who employ them tend to pay a base amount, plus a bonus for each successful hit, rather than a flat rate per month.

A Velocitator is a human, dwarf, elf, or any other roughly humanoid race, who has a keen eye, good reflexes, and a slight talent at the mechanical (Sometimes disks get jammed up in the Velocity Cannon, and must be removed). Each Velocitator carries a class B or class A gem, which is placed into the Velocity Cannon to make it fire. These gems are not embedded like normal crystals, but are instead worn typically on leather cords around the neck, and placed in the weapon when needed. The gems are, however, bonded to the user, and cannot be removed from the cords, while the cords cannot be removed from the user (except after death).

Statistics on the Velocity Cannons are as follows. Note that the difference in canon is, as stated previously, not mainly based upon the type of canon, but on the type of crystal used to power it. Due to the cost of Velocity Cannon's, however, a cheaper version exists which only accepts class B gems.



Standard Velocity Cannon
Cost: 6,500 GP
Range: 3 Hexes (1,500 yards)
Crew: 2
ROF: 1/1
Thac0: As User*

Stat Class A Crystal Class B Crystal
Damage: 2d3 Hull Damage 2d2 Hull Damage
personal 3d6 HP 2d6 HP
Critical Hit: 17+ 19+
Weapon Size: Large (4 internal) Large (4 internal)


Light Velocity Cannon
Cost: 3,350 GP
Range: 2 Hexes (1,000 yards)
Damage: 2d2 Hull Damage 2d6 personal damage
Crew: 1
ROF: 1/2
Thac0: As User*
Critical Hit: 20
Weapon Size: Medium (2 internal)

Note that the personal damage of the disc is dispersed within a 3 foot radius, possibly affecting more than one crew member (like a smaller fireball of shrapnel and magical energy).

The Light Velocity Cannon requires only the Velocitator to operate, but fires at a slower rate. This rate increases, however, when a gunner becomes specialised in the use of the light cannon. This is detailed below. A light cannon may not have more than one crew stationed on it, due to the placing of the loading area. Note also a standard cannon does not require 2 crew - a Velocitator can load and fire the weapon himself, but this adds a round to the reload time (ie the weapon fires once every two rounds, instead of once per round). The standard cannon, which is (obviously) larger than the light cannon, retains this basic rate of fire, regardless of user level (ie, a standard cannon still fires once every two rounds, even if a specialised Velocitator is the one reloading it - it can only fire once per round if someone else loads it).

Proficiency in the Velocity Cannon requires one weapon slot. Once a Velocitator (the name given, obviously, to those proficient in the use of these weapons) has achieved two levels of experience since becoming proficient, he or she may become specialised in the weapon. This gives a bonus of +1 to hit, and lowers the critical hit roll by one (ie a light cannon scores a critical hit on a successful roll of 19 or 20). It also increases the rate of fire for a light cannon, making it fire once/round. Mastery is also available in the Velocity Cannon, attainable 2 levels after achieving specialisation. It grants the user an additional +1 hex to range.. High Mastery (attainable another two levels later) grants an additional +1 hex range, aswell as +1 to damage.

Grand mastery is attainable by only the most bold of gunners (requiring an 18 dexterity and 16 wisdom to achieve, aswell as having progressed two levels since achieving high mastery), which lowers the critical hit number by a further one, and lowers the cost of firing a shot by 25% (ie 6 mana per hex).

Thac0 of Velocitators is calculated like their normal thac0. The base thac0 for the character (based on level) is used, minus any dexterity bonuses for missiles, and an additional bonus of +1 thac0 for a class A crystal user. Lastly, any specialisation may be added, and the thac0 also receives a bonus equal to the Velocitator's Magical Defense Adjustment modifier, for his or her wisdom. These modifiers are the only ones that can affect a Velocity Cannon's thac0, excluding magical modifiers placed on the weapon itself, meaning bracers of archery, any kit bonuses, or even racial modifiers to missile weapons are inappropriate.

Construction of Velocity Cannon's is a highly guarded secret, kept by the Velocitaty Guild (detailed below). The ceramic discs are relatively easy to create, requiring only a small kiln, and a basic knowledge of its working (after all, the discs are flat, round, discus like objects - nothing incredibly intricate or special). Minor repairs upon Velocity Cannon's may be made by those user's who have spent a proficiency slot on Velocity Cannon Repair, taking a DM adjudicated amount of time, and requiring a wisdom check with a minus 3 penalty (modified based upon the circumstances/damage to the cannon). Discs are relatively cheap to make (after the outlay of the kiln, which is roughly 1,500 GP, it costs roughly 10gp per disc to purchase the special clays used), although the guild offers them at a bulk price also.



Velocitators and their Crystals

Crystals are worn on a leather cord, which is secured magically around one's neck, and cannot be removed even upon death. The crystals are, similarly, fastened in the other end of these cords (which are based in length upon user request), and also cannot be removed. Each time a cannon is fired it drains 8 mana per hex travelled. This, of course, must be designated when fired, so if a gunner fires the missile only two hexes worth of mana, and while the shot is travelling that distance the ship moves to three hexes away, the missile looses its power, and the ceramic disc bounces harmlessly off the ship (50% chance of doing 1 hull damage, and doing 1d8 damage to crew if hit, but without fragmentation). Note that a disc may not be fired with enough power to extend its range, or increase damage. Such power is instead focused by more proficient or mastered gunners.

The crystals regenerate their mana the same rate as a helmsman's does, 10% per hour of sleep. These crystals, however, impart no fatigue upon their wearer. How these crystals may be worn outside the body and regain the power is unkown to those but the higher ups in the guild, but what is definitely known is no crystal may be used to cast spells, even after managing to remove it (although this is near-impossible), nor can they power a helm.

Velocitators require minimums of 12 dexterity, and 12 wisdom. Those without these stats find it to difficult toaim the weapons themselves, even with the magical aid inherent therein. They may be of any level, of any race, and any gender, but may NOT, under any circumstances, possess magic resistance (dwarven saving throw bonuses are different one must remember). Furthermore, wearing of a crystal around the neck precludes the use of any magical amulet, necklace, or other such item. In fact, most Velocitators tend to wear no armour either, because its bulk may chafe them while aiming their weapon, and it can get in the way of a rush to plug the crystal in.


The Velocity Guild

Said members of the Helmsman Guild, and several dwarves, own and run the Velocity Guild. This guild, like the Helmsman Guild, offers employment, crystals, and training to those wishing to aquire or imrove their Velocity Cannon skills, and also offers said people for hire, the same as Helmsmen within their guild.

It costs roughly 20,000 gp for a class B crystal, and upwards of 35,000 gp for a class A gem. Unlike helmsmen, however, a Velocitator may initially purchase a class A crystal. Similar to helmsmen, Velocitator's may pay off their debt over a period of time. A class B Velocitator brings a gold piece value of 45 gp per week, while a class A brings 90 gp/week. The velocitators keep 5 or 10 gold respectively (depending on their crystal class) of this money, and pay off their crystals within 10 years.

Due to the high cost of Velocitators, many captains disdain their use. More often, they are hired for a few missions into rough space (where chances of encounters are high), along with the weapons (which are hired only to trusted captains, who must sign Contracts of Naptha), for a higher price (usually 750gp/month for a standard canno, 500gp for a light).

Some captains, however, find it prudent to buy a cannon, and have a first mate, or other officer, permanently hired. These Velocitators are sometimes already crew members, who are taken to the guild to aquire appropriate skills, or are (more often than not) the sorts of warriors who hang out in bars, and meet captains they like. It has happened quite often that a captain has met a single Velocitator he or she is impressed with, and has then hired on with a more "permanent" style in mind. These captains are given discounts on the hiring (although the velocitator receives the same amount of money as normal, and has the same paid off his or her debt), but are sometimes hired in return by the guild for missions.

Example: Krymm Starshine owns the hammership Hog's Bane. Her first mate, a dwarf known as Ghondal, has been with the Velocity Guild for over 15 years. His debt has been long paid off, but he recently met Krymm in a bar, and after the two struck a friendship, signed on the Hog's Bane with this more permanent style in mind. Since then, two years have passed, and Krymm has only paid a lowly amount of 20gp per week (Ghondal never bothered to get a class A gem). She, and her ship, have run a few retrieval, training, and delivery missions for the Velocity Guild, and were even given a free light cannon for their exemplary service when Krymm detained a youth who had managed to break into the guild's headquarters and steal several crystals, one night when she was taking a very drunk Ghondal home to bed at port.

Velocity Guild members are not nearly as numerous as Helmsman Guild members, but find equally as much employment. There have been no cases of illegal dealings with the velocity guild, as their members (requiring not so near as many as the other guild) are much better screened (through magical, verbal, and back-ground checking means).



Email me!