Other Goods and Services (Biscore-Zabbet Supplement)
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Within the multiple worlds, it's not out of the ordinary to see certain services being sold which would otherwise not be in other settings.
Public Portal Licensing & Usage[edit]
Portals are a fairly common sight within the galaxy. While not all planets decide to do this, both Biscore and Zabbet have entrepreneurial people who decided to make a system where you must first get a license to go to other worlds, then pay a small fee to go through certain portals (called Fixed Portals). These portals will usually be within town squares, and guarded by mercenaries or the like. Anyone coming through the exit of a portal doesn't need to pay a fee, however to go back they still must have the requirements.
To apply for a license one must have the following:
- Fill out a form including entire name, race, job (for most, this would be their Background), and address. If they don't have a house, they can notate that.
- Get the form acknowledged by a P.D.P.U.E.T. (Public Department of Portal Usage and Extraplanetary Travel) member or high-ranking official (for example, a Duke or King).
- They must pay 50 g to finally get the license.
After this process, they can go through portals. Fixed portal usage usually costs around these prices:
Destination | Approximate Price |
---|---|
Biscore | Between 5-15 g |
Zabbet | Between 5-15 g |
Puakev | Between 2-10 g (not including Safety Equipment needed) |
Gell | Between 25-45 g (not including Safety Equipment needed) |
Habitable Planet | Between 25-80 g |
Non-Habitable Planet | Between 5-15 g |
Mechanical Developments[edit]
Many wealthy persons have trouble finding what to do with their money, and how to protect it. Many think to hire guards, but how do you know which are trustworthy? The only logical idea is to guard it yourself, but how do you do this? With a Mech.
The Division of Mech, Vehicle, and Weapon Development have made it legal to own massive behemoths, powered by loads of Coal, Oil, or other power sources, to defend your wealth. However, you should expect to half your wealth with how much Mechs cost. Here is the development process of a Mech:
1. Health, Armor, and Size[edit]
For considering how much bulk you want, both with Size, Hit Dice and Armor, use the following table:
Size | Hit Dice | Price |
---|---|---|
Medium | d8 | 500 gp |
Large | d10 | 800 gp |
Huge | d12 | 1800 gp |
The base AC and Hit Die amount for a Mech is 12 and 4 respectively. You can add one to each amount for 75 gp, capping at 20 and 12 respectively. Your Mech takes up to 10 + AC added to Mech + HDA added to Mech + 2 if the size isn't Large weeks.
2. Basic Details[edit]
All Mechs are considered Constructs, have your Intelligence, Wisdom, and Charisma stats when you are within them, and are usually Large sized (unless you specify otherwise). Mechs are immune to Psychic and Poison damage, as well as being immune to becoming Charmed and Frightened. Your Mech can be healed by using the Mending cantrip, healing for 1d8, or can be repaired over a long rest, healing half it's maximum Hit Points. To ride a Mech, you must be one size smaller than it. Mechs need to be activated from the back, turning on the Coal burners which allow the mech's mobility. For each pound of Coal, the Mech can run for 15 minutes. For each liter of oil, the Mech can run for 20 minutes. Other fuels length are determined by your DM. The amount of fuel that can be held at once is a maximum of 10 pounds. The hands of the Mech are dexterous enough to attack a creature, flick levers, hit buttons, or move carefully. They cannot, however, hold weapons, load a crossbow or gun, or perform complex tasks (deemed so by your DM). The base walking speed is 30 feet. You can add a flying speed of 30 feet for 500 gold. This flying speed uses a minute of the total uptime of your Mech. The mech can be opened from the back, and can be shut by a lever from the inside.
3. Weaponry[edit]
The arguably most important part of the Mech. There are two types of weapons; Torso, and Arm weapons. You may replace both of the Mech's arms, but keep in mind replacing it will cost time and money. The exact cost to replace it's original limbs is 100 g, and can be done over a long rest.
Name | Part | Cost | Damage | Range | Effects |
---|---|---|---|---|---|
Normal Arm | Arm | 0 g | 1d10 + STR Bludgeoning | 10 ft | No Effects. |
Large Sword | Arm | 300 g | 2d8 + STR Slashing | 10 ft | Can hit an additional opponent, using the same attack roll. |
Gatling Gun | Arm | 1200 g | 3d6 + DEX Piercing | 100/400 ft | Requires Ammunition. Has to be reloaded manually, outside of the Mech. |
Flame Thrower | Arm | 1000 g | 2d10 Fire | 30 ft | Requires a DEX save. On a success, the creature takes half damage. Shot in a 30 ft. cone. Spends a minute of your fuel. |
High-Voltage Rod | Arm | 1500 g | 4d8 Lightning | 10 ft | On a hit, a creature must succeed a DC 15 CON save, or else be stunned until the end of it's next turn. Spends a minute of your fuel. |
Normal Torso | Torso | 0 g | --- | --- | No Effects. |
Spiked Torso | Torso | 500 g | 1d8 Piercing | ---- | Used as a reaction when hit by an unarmed strike, or when a creature otherwise makes contact. |
Bolt Cannon | Torso | 1500 g | 5d10 Lightning | 100 ft | Requires a DEX save. On a success, the creature takes no damage. Shot in a 100 x 5 line, hitting any in the path. Spends 5 minutes of your fuel. |
4. Stats[edit]
The Strength, Dexterity, and Constitution score of the mech all start at 12, and all can be raised to a cap of 22. You can spend 25 g to increase a stat for your mech this way. The increasing in stats adds a week to construction time, adding a week for every 2 stat points added. The mech's proficiency bonus is +3, and isn't added if you aren't proficient with using Mechs. The mech is proficient in Strength and Constitution saving throws.
And with that, your Mech is complete. Do note that this process is only for the most luxurious of people, and requires a group of at least 8 workers at a time, which must be paid as well. Typical rates are 20 g/day.
Translators[edit]
With all the alien races about the world, you're bound to meet a couple of beings who won't be speaking Common. In these situations, you have to hire a Translator. They'll usually know 1-3 other languages beside Common, however most don't want to visit hostile areas.
Basic Translators will be ~2-4 sp per minute, or ~10-20 gp an hour. Exotic Translators (ones that will journey along with you) will typically be ~25-40 gp per hour.
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