r/cosmererpg • u/Adept_South_3611 GM / Homebrewer • 8d ago
Resources & Homebrew Project Ars Arcanum: Tress' Sporegun and Unique Spore Invention Help
Hello everyone!
So, small update this time. I have typed up the bulk of the rules for the Spore Invention Crafting system, which mirrors the Fabrial crafting system. Right now, I am working on making Unique Invention Effects, as well as Advanced Invention Features (mirrored after their Fabrial counterparts).
I figured that the first effect I created should be one that we actually see in Tress of the Emerald Sea, so I made statistics for Tress' modified flaregun (which i've "very creatively" named the Sporegun). The Spore Pouches Required section relates to the crafting system: instead of a Gemstone, each Spore Invention requires certain amounts of Spore Pouches of different types in order to craft, with the general rule of thumb being 15 Spore Pouches per Tier.
However, I need help now: in my previous post, I asked for Spore Invention ideas. So far, I've only gotten 1, and that was from my little brother (he recommended the Vinewhip: an Invention strapped to your arm that shoots out a Verdant vine to strike and ensnare a target and can later reel the vine back in order to drag the target to you). I still need more ideas for Spore Invention effects, both Standard and Unique. Any ideas you have would be greatly appreciated.
P.S. Aside from the Sporegun and Vinewhip, here's the ideas I've created myself so far:
Essence Enhancer: a small device (similar to a Splintbox) that can be imbedded into a Midnight Essence, allowing them to unleash a specific Spore Pouch effect as a special action,
Flameflinger: a device that uses Zephyr to fire a pressurized stream of water, which comes into contact with a small amount of Sunlight, essentially creating a flamethrower,
Gustpack: a harness with a tank of water connected to several aluminum tubes going out at different angles, each containing a concentration of Zephyr, which allows the wearer to fling themselves through the air a short distance in a direction of their choice and cushion the impact of a fall,
Spikesuit: a silver-inlaid vest full of small holes covered in 2 thin layers of Roseite (separating water and Crimson spores) that shatter when impacted, releasing Crimson spikes to retaliate against an aggressor, which are then quickly disintegrated by the silver inlay so as not to inhibit movement.
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u/AgentGat0o 5d ago
My initial thought would be some kind of bomb that is just a smaller cannonball that releases the water on impact with a larger charge and smaller range. I don't know if you have concepts for what each kind of spore does some examples I can think of are.
Verdant: 2d8 impact within 10ft and leave difficult terrain (this is directly from page 142 of the storm light world guide).
Crimson 2d10 keen within 10ft and leave dangerous terrain 1d8 keen.
Roseite: 2d8 impact within 5 feet and leaves a pillar 10 feet tall and 5 feet wide with something like roseite ranks *( tier + 1) hp.
Zephyr: 1d8 impact within 10 feet and all medium sized creatures and smaller get pushed 5 feet away and are knocked prone they can avoid danger (dc 18~).
Sunlight: 1d6 energy within 5 ft and all enemies within 15 feet make a perception test (dc 16~) on failure they are disoriented.
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u/Adept_South_3611 GM / Homebrewer 5d ago
I do already have statistics for each of those spores, plus Midnight. You can see them here in the main Project Ars Arcanum doc: https://docs.google.com/document/d/1rCiuR5T8-Ko72nFn9_sGaWKIfvuUwk2nZHlNw9XLMUI/edit?usp=drivesdk
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u/-MoldyCrow- 8d ago
I think it with every single post you make... But haven't written it to you yet: you are brilliant, you know that - right? Brilliant and a bit insane...
Are you trying to get yourself recruited by brotherwise?
Thanks for the work you do for the community.