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AFFINITY: Three sci-fi/fantasy campaign settings for 5E

Created by Chris Dias

Affinity, from Dias Ex Machina (Apex, Ultramodern5, NeuroSpasta, Amethyst) offers 700+ pages of new 5E content set within three interconnected worlds (TORUS, CONESTOGA, and PARADISE). Affinity offers the following: --12 new races --20 new backgrounds --3 new classes --3 new and distinct spellcasting systems --Over 50 magic items --Over 100 steampunk weapons --A unique crafting system able to create 11,000 different items --Rules on alchemy, potion brewing, and golem construction --New armor including powered armor and mecha --Over 30 vehicles including trains --Over 120 monsters. --A unique narrative experience with connecting themes between all three books.

Latest Updates from Our Project:

MORE STRETCH GOALS & VIDEOS
about 3 years ago – Fri, Apr 16, 2021 at 03:11:42 PM

Hot on the heels of our last update, we crossed another three stretch goals.

Not only that, but AFFINITY officially crossed 1000% funded!

We finally added the hotly anticipated foil-stamping, which I was SOO looking forward to!

We also unlocked the “thrower” weapons for TORUS, which are low-tech, “old-fashioned” railguns.

We added three more stretch goals.

This is the last physical upgrade to the core 3-box set of Affinity.

We are finally expanding the number of antique firearms in Torus to over 100.

The metron class is the most significant new addition to Conestoga, expanding the psionic ladder into an entire class with YET ANOTHER unique spellcasting system, this time based around a spell-tree players advance through not unlike many such classes presented in modern video games. The metron is a full combat caster able to stand toe-to-toe with other front-line characters.


And yes, there are more coming. We got some BIG ones to be revealed next week.


ANOTHER AUDIO EXCERPT

The ASTOUNDING Jon Fink and his cadre of voice actors have completed the second extended audio segment, this time for PARADISE. Check it out here:

Next week, they’ll be tackling the third and final excerpt for TORUS.

MORE VIDEOS

Next WEDNESDAY, APRIL 21st, at 4:30 PM PST, myself and two close friends, Bo and William, will be making characters. Specifically, I will be the GM with them making characters. Even more specifically, they will be making one character each for all three settings. Hopefully, this will lead to a potential live-stream play, which terrifies me, as despite being a 30-year GM veteran, I have never live-streamed a game before.

OH, AND THIS

Thanks to Icarus for this spot. Yes, we sponsored the video, but I especially like a British guy talking about the setting. Makes it feel more legit.

PS:

Apparently, I forgot to mention that DEM has a discord community…

https://discord.gg/kkf3b3eT

ANOTHER COOL 5E GAME ON KICKSTARTER

I am just overwhelmed by how many great 5E titles are popping up on Kickstarter. Pretty soon, we’ll surpass even board games (I know we won’t, but it’s a cool thought to consider).

A circus-themed tavern packed with adventures, NPCs, items, and more to be placed into your new or existing DnD 5e Campaign. Don’t miss your chance to claim physical OR digital rewards! The first in a series of themed Taverns you can place throughout your campaign setting.

Whether you need some breathing room to write your next story point, a place for your party to hang their hats after a long day of adventuring, or just an anthology of adventures, Tavern Tales delivers.

In Tavern Tales Volume 1, we find ourselves in A Trip Away Inn, a circus-themed tavern filled with colorful patrons and regulars. From the enigmatic gnome bartender with a magical cup that always lands upright to the Two-Timing Twins, sisters with a penchant for knife throwing, this tavern resonates with character.

Check out the campaign here:

https://www.kickstarter.com/projects/taverntales/tavern-tales-a-5e-dnd-supplement-book?ref=215fc9

ME OUT!

CHRIS

MORE STRETCH GOALS & COMMON POINTS
about 3 years ago – Wed, Apr 14, 2021 at 08:14:46 PM

Hey everyone. I hope you all are having a great week. We are officially half-way into our campaign, and I couldn’t be happier with the results!

We crossed another two stretch goals, finally unlocking the satin bookmark and the upgraded paper.

We have also revealed the next three stretch goals:

Thrower weapons are a brand new class of weapon, increasing the number of options in TORUS. These weapons are renown for their simplicity and lethality, critical advantages in the steampunk wastelands of the setting.

More mecha is…well…more mecha. We’ll be increasing the number of available powered armor in CONESTOGA.

Finally, golem rules are a huge addition to PARADISE, probably one of the biggest of all the content unlocks, as it connects to the abecedarian class, the race section, and the monster chaper. Golems are being deconstructed and remastered to offer various different options for an oxomancer to control as well opponents players can fight. We will also be offering a golem-inspired race as well.

And yes, there are still more goals to be revealed.

WHY AFFINITY?

I had the idea of Affinity after watching Cloud Atlas, which was after reading the novel, and discovering the additional layers offered by the former. I knew my project would involve parallel realities rather than different time periods and have the relationships between them presented as a puzzle that readers would have to solve rather than have everything answered to them.


I was still working in retail and was pacing the break room when the name came to me. However, I was still working on Amethyst at the time, and despite enticing my artist about the possibilities of the project, it would be another five years before it was time to present it to the public.


Some readers that have glanced over the campaign have made comparisons to Torg and Rifts, assuming there are portals between realities or that all three worlds occupy the space via some phenomenon. One commenter had assumed they were all planets in the same solar system. These same readers have also assumed players would play characters able to traverse realities on a whim.


Although, I will never tell players how they should run their game, nothing in Affinity presents a “mechanical” option for players to be able to pass through portals or otherwise jump through realities. Hoping that at least a few people have read or heard the narrative segments laced through all three books, they point to people possessing the same names encountering the same people in vastly different realities while similar events occur.


As mentioned often, you are not required to own all three books to play in one of the settings. However, to fully understand the relationships between all three books, all three books would obviously have to be read. I stated previously that all three settings are under threat from the same enemy, though these enemies are presented as nine different monsters (three per book). There is only one monster duplicated in all three, and this is done as a clue about the setting rather than padding on our part.


The narrative sections will hopefully expand to potentially a full novel release and an audiobook, and these may shed more light on all three settings as a whole.


IS THERE AN ORDER?

I am shocked no one has asked this yet. Although it is true that Paradise was written first, followed by Conestoga and finally Torus, there is no specific order in which they should be read. In fact, in a move which I will admit may frustrate some of you, the narrative woven through one book reveal moments that occur before and after the events of the other two books, and this is repeated with all of them.


As Jon Fink, that powerful voice behind most of our audio segments, put it, “there is no entry point”. If you read the narrative of one book, you will know certain secrets hidden from the other two.


There has even been talk about expanding this mystery into other media avenues, outside of the three books, but that is still in the planning phases (and will be free in whatever form that takes).


At the end of the day, each setting is designed to stand on its own as a complete work, and owning the other two may not contribute to how well one game runs. But that’s when I, a career GM, present a gift to other game masters that read all three books, which comes in the form of a that mystery they get to solve.


I am hoping it takes some thought to figure it out, and spoilers, it has nothing to do with wormholes or time lords or doors into alternate realities….unless, you know, you want that in your game.


IN which case, go right ahead.


HOW TO PLAY

NOW, having said that, my plan when I originally ran this game was for each player to roll of the same sequence of ability scores along with a name and a general history, and then have them take that information and create three different characters, one for each setting. We could then switch settings whenever one reached a temporary conclusion. I also added the condition that all three characters shared the same experience. But that was my game, and honestly, I am weird that way.


I contemplated when restarting the game to have portals and travel between realities, but each time I thought about it, it didn’t make sense, and I would rather have three nearly identical characters progressing together and slowly learning about each other's existence then to have a duck-out-of-water scenario.


But that’s just my game; you may have other ideas…


FINAL WORD

Just FYI, I was informed that since Backerkit has absorbed CrowdOx, that eventually CrowdOx’s Pledge Manager would no longer be taking new projects. Thankfully, this won’t affect DEM’s previous projects like Naramata and Ultramodern5. However, it is going to affect this current project. As a result, we have switched from CrowdOx to Backerkit…which I will admit feels like taking the keys from your right hand and putting it in your left.  Nothing else is going to be affected by this change.

UNTIL NEXT TIME

CHRIS

MORE STRETCH GOALS & TECHNOLOGY IN AFFINITY
about 3 years ago – Mon, Apr 12, 2021 at 07:47:11 PM

Two more stretch goals have been unlocked for Paradise and Conestoga (another Torus stretch goal is coming soon).

The next one lined up is the satin bookmark, a previously found feature with the deluxe version of Ultramodern5-REDUX.

REMINDER

I will be doing a Q&A stream on my YOUTUBE and FACEBOOK pages at 5pm PST today, Monday, April 12. Come down and ask any question you have about me, the company, Affinity, or any other projects we have released or are planning to release.

TECHNOLOGY

In the last update, I spoke of the unique applications of magic in Affinity. This time, I will go over the different representations of technology found in each of the three books.

CONESTOGA

The most technologically saturated book, Conestoga, is dominated by one singular concept.

Scavenging.

While the domed "enclaves" provide "Earth"-environments for agriculture and survival, technology is lacking, forcing adventurers (specifically the mercenary "proctors") to venture out into the maze-like catacombs of the alien vessel in search of usable technology, often off the corpses of deadly machines that skulk in the darkness.

Eventually, the enclaves were able to develop their own technology off gleaned knowledge, though it only increased demand for more, especially the unique power cores virtually impossible to replicate.

Within the game, this manifests as a somewhat simplified crafting system. Simplified compared to reality, but complex compared to traditional 5E mechanics.

In fact, conventional 5E only marginally covers the subject of crafting as players are expected to adventure and recover rather than relax and build. This assumes that to make an item, be it magical or technological, the costliest resource is time. Ultramodern5 addressed crafting with more generosity, though time was still its most significant obstacle.

We shortened it once again in Conestoga, allowing inventive engineers to craft items over a few days or even a few hours. To expand on this mechanic, we took the lead from modern video games and broke down the entire process of crafting to only nine compounds—bio-gel, casimirite, chimeratanium, chiralfiber, fullerite, hexatride, lucent, quasaline, and generic widgets. Along with those, we added specific items like hypersolids, logic-markers, temporal overthrusters, transducers, and interocitors. Some gear necessitates specific machines to aid in construction, like a bioforge or an engineering bench.

With the right combinations of compounds, items, and machines, an engineer can build anything, from a watch to a mecha. As a result, revised gear lists carried over from Ultramodern5 were required.

As for weapons, on top of the crafting system previously mentioned, I took inspiration from Dead Space and created a modular system where characters can swap components on a weapon to drastically alter its results.

In total, there are 18 "frames" of different sizes (one-handed, two-handed, and heavy) on which you place one of 9 drivers (for each class of frame, offered in both "common" and "elite" varieties). The driver dictates both base damage dice as well damage type.

You then attach an index, which focuses the driver into an application. There are seven indexes divided into "common", "uncommon", "rare", "elite", and "legendary". Combining a driver with an index can produce one of 63 different effects, from floating sawblades to flashlights to laser files to javelin launchers. For example, a fusion driver with an alternator index creates a laser cutter, but swapping that with a diffuser creates a kinetic shotgun. Swap that fusion drive with an ion driver creates a chain lightning emitter with that diffusor tip. Swap that driver again with a tool, and it becomes an acoustic hammer. The frame type dictates range, while a driver can affect ammo capacity.

Still not done, you can also apply several processors to a module, altering it further. These can increase critical range, damage dice, or even offer free attacks or advantage.

There's still more. Frames can also be implanted with upgrades that add additional effects not relating to damage, range, or attack bonus. These can add elemental effects, tamper failsafes, or power boosters. In total, we calculated 11,000 different combinations using this system.

The two crafting techniques, the broad and the more detailed, do work together, but the complicated system can also be ignored, which is why we included not one, but two different sets of loot tables, one that provides modules and one that provides just compounds and crafting items. GMs are welcome to mix them as they see fit. Items found can also be broken down into their components in order to be repurposed.

The crafting system has also been streamlined so that anyone can attempt the task, not just characters with the techie class.

Our latest stretch goal will be adding in a bunch of super-heavy weapons and potentially expanding this system further.

AND THAT WAS JUST WEAPONS.

Powered armor in Conestoga (called crutches) are presented in two varieties, the rare and powerful shells and the more common cages. In total, 42+ new powered armors have been added thanks to stretch goals, some accessible at 1stlevel. Like before, these suits are highly adjustable with more than 150 upgrades. Add secondary limbs, targeting systems, jet boosters, or wheels.

PARADISE

In Paradise, society has been kept stagnant due to the oppression of the godlike Aegis and religious Ascension that enact the will of their gods. Advanced technology is reserved for those able to employ them to appear superhuman and divine to everyone else.

As a result, the technology appears as magic. This is different than steampunk, which involves magical machines. In Paradise, the machines are designed to appear magical when they are not.

The Aegis employ flamboyant designs along with holograms, forcefields, and energy manipulation to offer the illusion of an exalted status. Owning such technology is forbidden to everyone else, encouraging rebellious adventurers to do it anyway.

There are 16 new weird and unusual weapons, with more planned to be added.

Here are two examples:

OMNI WEAPON

This unusual weapon has only been seen a few times. It has often been misidentified as a magical weapon or a zebul class vestige. It is also one of the rare items wielded by non-Aegis, with the theory that this weapon contains a flaw in its failsafe that has been exploited by shrewd engineers. Unlike other Aegis weapons, the omni possesses no outward flamboyant appearance. It can, taking a free action, morph its metal to become any simple or martial melee weapon its wielder desires from the following list—dagger, javelin, greataxe, greatsword, longsword, rapier, scimitar, shortsword, or trident.

The versatile hilt is the only aspect that doesn't change. The rest can extend or retract to shape whatever is required, even creating additional grips. The new form not only acts as the new blade but resembles it perfectly as well, so much so that until it changes shape, an outside inspection would not identify it as anything but. Only one wielding the weapon who is proficient and trained on how to control it can alter an omni weapon's shape. This can occur so quickly as to happen between attacks of a single action (less than an eye blink). Regardless of its new form, it never loses its silver or +1 bonus properties.

GOLLEN-PALLADIUS

Although the same class of avatar as the nexus, the Gollen-Palladius operates very differently. It possesses the unique ability to shift its form from two presets, one beast and the other humanoid, both possessing similar visual features. The common variations include native caniforms and feliforms across Paradise (bears, big cats, and wolves). The projection entirely encapsulates the user, emanating a slight reddish glow. While in beast mode, the projection extends the creature's legs to improve sprint speed without taxing the user. The most common vessel is a belt buckle with the face of the beast inscribed on the metal.

Bonus.The gollen-palladius has a +1 bonus to AC (15 total). This increases to +2 (16 total) in beast mode.

Beast.As an action, you can change from a humanoid creature resembling the beast to the original beast form or back again. While in beast mode, you cannot hold onto any items, and you move on all four limbs.

Hit Points. The gollen-palladius has 25 hit points and a threshold of 5.

Natural Attacks. You possess a bite (1d10 piercing damage) and a claw (1d8 slashing) attack. If able to make multiple attacks with an attack action, only one can be a bite, and up to two can be claw attacks.

Pounce (beast mode). If you move at least 15 feet straight toward a creature and then hit with a claw attack, that target must succeed on a DC15 Strength saving throw or be knocked prone. You can make a claw attack against a prone creature with a bonus action.

Sensor Package. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Speed.Your speed is 30 feet or 40 feet in beast mode.

TORUS

Being steampunk, Torus presents a blend of magic and technology where the latter is required in many situations to properly control the former. I detailed how that worked in the previous update, where machines built from a supernatural alloy known as brass can contain and control a chaotic magic energy called smoke.

These devices can be used by oxomancers to control their spells or by non-spellcasters to create various effects. Inscriptions upon brass can alter the devices they're attached to, including armor and weapons.

But what weapons?

To justify the variety, I established the rule that the more advanced the weapon, the fewer enchantments it can support. Usually, a character would acquire an autoloader and be done with it. But in Torus, such a weapon could only hold 3 enchantments, where a caplock pistol could hold 5. Or why not acquire a blunderbuss that can hold 6.

I have added rules for breech-loading weapons, weapons with multiple barrels, guns where you are required to draw back a hammer, flintlock weapons, and percussion firearms (which are not what they sound like). Misfires are now a possibility. Ammunition has been expanded to include 4 different shotgun gauges, buckshot flasks, lead shots, and cannonballs.

Basically, if "Antique Roadshow" covered it, so did I. If it appeared on the "Forgotten Weapons" YouTube channel, I made rules for it. I took the 30-odd TL1 weapons from Ultramodern5 and tripled them to over 90.

Oh yeah, and I have written up rules for steampunk cybernetics and robots as well.

IRONCLAD

The lightly armored but large ironclad is a fully-encased mobile armor. A pair of steam chimneys rising from the back provide an intimidating form. The ironclad is the prototypical herald, famous for its inbuilt shield.

Balance.For the sake of game balance, the ironclad counts as two-rare items.

Firearm Stabilization. You can wield two-handed small arms as if they are one-handed small arms, heavy weapons as if they are two-handed small arms, and super-heavy weapons as if they were heavy weapons.

Gauntlets. Unarmed attacks with the armor do base 1d8 damage or increase your unarmed damage by 1 step if they already do 1d8 damage (1d8 to 1d10 to 1d12 to 2d6 to 2d8 to 2d10).

Hit Points. The ironclad has 20 hit points and a threshold of 10.

Inscriptions.The ironclad can possess 3 inscriptions.

Large Size. You are considered a large creature while wearing this armor. This does not affect your reach or damage dice.

Mask.You are immune to gas attacks and inhaled poisons.

Mecha. You ignore penalties for difficult terrain. You possess a Strength of 24 and a Dexterity of 14 while inside the suit.

Resistances. Acid, cold, and fire.

Shield. You possess a forearm-mounted shield that does not occupy a hand. This offers a +2 bonus to AC. The shield can also be used as a club that inflicts 1d10 bludgeoning damage.

Speed. Your speed is 25 feet.

There is a bunch more where that came from.



Next update, we'll go into more details on how the three settings relate to one another.

Chris Dias

DEM

MAGIC & MORE AUDIO
about 3 years ago – Sun, Apr 11, 2021 at 08:15:10 PM

CONESTOGA: AN AUDIO EXPRESSION

As a follow up to the three narrative glimpses found on the campaign page, my good friend Jon Fink (who narrated both the Conestoga segment and the Kickstarter Affinity Trailer) and his band of merry men and women have created another glimpse into the stories and settings offered in Affinity. This one is a lot more in-depth than the initial three, and we plan on offering two more in the coming weeks (focused on Paradise and Torus).

I cannot stress how grateful I am with what Jon has created, so much so that we have been talking about creating an audiobook as a free add-on for all “complete” backers that encompasses the entire weaving narrative of all three books (it will be made available as an add-on as well). We’ll be adding that as a stretch goal after all the physical and game stretch goals have been met.

Until then, enjoy!

Q&A

I’ll be doing the first in-Kickstarter Q&A stream next Monday, April 12th, at 5 PM PST. It will be running on both the DEM Facebook page  and on our YouTube page. I will be going over questions people have already asked and will address plans for the future as well as answer any questions people throw my way during the stream.

MAGIC

Let’s talk about magic. An aspect of Affinity involves the mix of technology and magic. My magnum opus, Amethyst, involves the clash of the two, but Affinity blends them in different ratios—50/50 for Torus, 80/20 magic to technology for Paradise, and 20/80 magic to technology for Conestoga.

PARADISE

The worlds of Paradise and Torus are both self-enclosed, with their realities controlled by mysterious and sometimes unseen heavenly machines. Within the orrery of Paradise, this reality becomes flawed on occasion, resulting in the creation of objects that disobey the already malleable laws of physics and chemistry. These are call vestiges, a term dubbed by the proctors of the Aegis—those tasked with the acquisition and sequestration of said objects.

Not unlike the SCP Foundation in our world, the Crypt of Altair—operated by the—has classified different vestige levels based on their power and potential destructiveness. Players can either be proctors themselves or those seeking vestiges despite the target that would inevitably be placed on their heads.

When we cross the $45K stretch goal (hopefully soon), the number of vestiges will increase to more than 60, with some ranging from the pedestrian and predictable to the outlandish and honestly bizarre.

Here are some examples:

ALDRIDGE SANDGLASS

Classification. Araboth

Description. While the sand is occupied fully on the bottom bulb of this five-minute hourglass, nothing occurs. When flipped, allowing sand to pass through the neck to the opposite bulb, time flows backward, reversing all actions and events. If flipped partway through, time resumes normally. If flipped again, time flows back again. The process resets once the last grain of sand passes through the neck. It can then be flipped to reverse time once again. Any individuals touching the sandglass are immune to the effects and those suffering reverse time are unaware of the time lost. However, those unaffected by the reversal age 10,000 times faster during the reversal. Meaning 5 minutes of time ages the target around 35 days.

GOMJII HERALD

Classification. zebul

Description. The wearer of this belt gains a swim speed of 30, can breathe underwater, gains darkvision to 60 feet, and no longer requires sleep.

METALMAN

Classification. zebul

Description. Viotto Albertine was probably an average person at one point, likely wracked with disease or mutations. A genius and madman known only as Umbra applied his knowledge and constructed an artificial body for Viotto, effectively replacing 85% of his body with incanetics. All that remains of Viotto is his brain, tongue, and heart. Everything else is constructed by wood, steel, and stone. Viotto regenerates injuries, even to the extent of rebuilding limbs. He is exceedingly strong, with dozens of magical enchantments scattered across his entire body. The belief is that if Umbra could construct a complete magical body for Viotto, then he must have done so for himself.

This is not the only method of magic in Paradise, as there appears to be an “operating language” employed by the orrery to control the reality within it. Those aware of this language can create talismans similar to Japanese ofuda, which are akin to spells in this setting. The abecedarian class is focused on this technique, a new spellcasting system different than what readers have seen with traditional D&D.

A mage in Paradise keeps an album of ready-to-deploy talismans (called cryptions) which can be applied at a moment’s notice. This results in the Abecedarian not being as much a direct combat caster and more of an enchanter. They specialize in animating objects, laying traps, and applying “buffs” and “debuffs” on creatures. They can also create and control golems as part of their class, opening up all-new rules regarding golem creation and operation. A later stretch goal will vastly expand on this by offering new golem options like I have not personally found in official 5E publications.

Oh yeah, and there is alchemy as well.

CONESTOGA

Being the weakest magically, Conestoga doesn’t offer much beyond the metrons—ultra-rare psionics that have been appearing in increasing numbers across the vast alien vessel. Currently, this option is presented as a ladder—a series of optional feats. However, a later stretch goal hopes to expand on this by turning it into a new class—a combat-focused battle-caster. My idea is to offer the metron as three distinct builds based on player choices. Be a glass cannon, an unstoppable juggernaut, or something more akin to a silent assassin.

TORUS

Presenting an equal mix of magic and technology, most of Torus blurs the line on which is which. Magic manifests within energy known as smoke. It can possess machines and people and be controlled by brass and inscriptions.

Brass is not just a simple metal but a unique alloy able to contain and control smoke when etchings are made upon its surface. By employing mechanical devices of which etched brass is a component, smoke becomes more “well-behaved.”

An Oxomancer, the new class in Torus, is not only one possessed by smoke but is an individual able to employ machines to create more powerful effects. It’s even been theorized that the steam-based power cells used by everyone are themselves just vessels for smoke.

The chaos of smoke expresses itself as a deck of cards the oxomancer’s player uses to cast spells. Through deck building, the player can add better cards, remove weaker ones, and even tweak how spells are cast based on revealed face cards that can be inserted into the deck throughout level progression.

Of course, this knowledge of magic eventually expanded into firearms, where crafters enhanced weapons using etched brass. It was soon discovered that the more advanced the weapon, the fewer enchantments could be added. This gave rise to the popularity of older firearms able to possess more inscriptions. It also justified adding the (now) 90+ weapons in Torus (which we’ll explore in a later update).

Magical items, like those seen in Paradise and traditional D&D, don’t really exist in Torus, and must be constructed. If not already serving a purpose, like a weapon or a compass, they become analogs or regulators, one employed by oxomancers to aid in their casting, the other offering magical abilities to everyone else.

How many different inscriptions are there, you may ask?

Currently, there are over a hundred.

Here are a few examples:

Bullet Magnet.Similar to the revolver fountain, this inscription, limited to breech-loaded weapons of three bullets/shots/shells or less, as a free action, you throw a number of appropriate projectiles in the air equal to your breech capacity, and they fall perfectly loaded in the weapon. This works with muzzle-loaded shots as well. Once you use this ability, you cannot use it until you finish a short or long rest. Unlike other sigils, you can gain this one twice, giving you two reloads before needing to finish a short or long rest.

Handygun. Using an action, you command your one-handed ranged weapon to float in the air next to you. It can fire wirelessly based on your command on your turn. As a result., the weapon does not occupy a hand (the weapon still acts the same regarding attack actions and modifiers). The weapon only has a Strength of 10 (though using your ability modifier when making an attack). It possesses a speed of 40, and if it moves more than 5 feet from you, it falls on the ground; it must be picked up again.

Recall. As long as your item is within 1,000 feet of you and weighs 15 lb. or less, you can make a somatic movement and call your item to your hand/hands. The item flies at a speed of 60 and possesses a Strength of 16 when attempting to push through obstacles or out of people’s hands. It will avoid and move around obstacles it cannot destroy. It slows to a speed of 1 an instant before landing in your hands. As it moves, it cannot make attacks, and if it crosses the path of a creature, it will attempt to avoid the creature rather than collide with it.

THE MONASTERY

Mildra from the Monastery, the Open Bar of the Internet, interviewed me regarding Affinity. You can check out the interview below.

That’s it for today, folks. Next week, we’ll discuss technology,

Chris

DEM

Excerpts from Affinity
about 3 years ago – Fri, Apr 09, 2021 at 04:38:45 AM

PARADISE

CONESTOGA

TORUS