top of page

"Oh! I have slipped the surly bonds of Earth
And danced the skies on laughter-silvered wings"

 

 

 

The nature of motion is one of the oldest problems of mankind; as a species we seem to be addicted to speed, and other humanoid races are no better. The ability to transport materials at high speeds and across great distances makes many amazing feats of civilization possible. Eldrikinetics is the study of magical principles which can create this movement using powerful thaumaturgical engines. An eldrikinetic ship scoffs at gravity!

Eldrikinetics typically makes use of predrawn sets of blueprints, schematics, and parametric drawings of various engines and vehicles. Other useful supplies include pendulums and springs to test various principles of motion. Any piece of equipment like this counts as masterwork, and provides a +2 circumstance bonus on the Concentration check made to prepare an eldrikinetic principle. A particularly famous kinetic device is the Foucalt Pendulum, which is said to be able to control the motion of the earth itself.

Key Skill: Concentration


ELDK 101: Intro to Eldrikinetics
Grade: Baccalaureate
Prerequisites: None
Target: 1 cubic foot of material
Preparation Time: 1 hour

This principle transforms a mass of material into an eldrikinetic engine. An engine can generate a certain amount of Push, which is a kind of imparted momentum. Every engine has a particular kind of fuel which can be used to generate its Push, although all of them can also run off of pure puissance if they're hooked up to a circuit. When an engine generates Push, it moves itself in a certain direction, and brings anything attached to it along for the ride.

To determine how fast a structure moves, you need two things: the magnitude of the Push, and the Bulk rating of the object (including the engine). The Bulk rating can be found from the following chart:

For example, a single simple orthogonal engine has a Bulk rating of 54 (Tiny size for a 8 cubic foot block, multiplied by 2 for being unusally dense).

Determining the speed is the fun part, and is slightly more maths-requisite. Get a calculator! You divide the Push generated by the Bulk rating of the thing moving. Then round down. Multiply this value by 30 feet per round. Ta-da! You now have the speed your object moves every round. Control systems are relatively simple to install (DC 20 Knowledge [Architecture and Engineering] check) in order to steer the craft.

Like any principle, if this principle is prepared more than once you can end up with an engine much larger than normal. For every additional time you prepare this principle you need an additional 8 cubic feet of the appropriate material; the engine must be a single solid unit no matter the size. If you supply enough fuel for the extra size you get extra Push out of it. So, for example, if you spend three hours preparing an engine which is three times as large as normal and feed it three times the normal fuel required, it generates three times the normal Push. If you feed it less fuel than the maximum, the entire engine still moves, but only produces Push equivalent to the fuel used. When you combine into a larger engine like this, you're said to have multiple engines in parallel.

For ease of reference, here's the speed of some basic Bulks, against up to five engines in parallel. Note that there are certain benchmarks for speed. At a speed of 1,800ft. objects can now be considered as projectiles for ranged attacks (this speed is hereafter known as projectile speed). These objects deal damage based on their weight, as described in Complete Warrior. At a speed of 6,698ft. the speed of sound is broken, also known as mach 1. Similarly, mach 2 is a speed of 13,397ft. and mach 3 is a speed of 20,096ft.

At certain Bulk Ratings you run into a maximum speed. This is the maximum speed that can be achieved from a single engine or set of engines in parallel. In order to exceed the listed maximum speed, an object would need two or more entirely separate sets of engines acting on it simultaneously.

At mach 1, objects are considered projectiles for ranged touch attacks. At mach 2, they also catch enemies flat-footed unless the target has uncanny dodge. At mach 3, they deal double their normal damage, with the extra damage being sonic energy damage.

An engine has a set amount of Push that it generates, but that is a maximum. When this principle is first prepared, you can set the Push output to any number you like up to the maximum value. This can be changed later with a comparable Concentration check to the one made when the engine was set up. It should also be noted that an engine produces Push (and, consequently, speed) which occurs in the space that the engine is inside. This means that the engine must have more than 50% of its volume inside of the dimension where it's producing its Push.

As part of this principle you make a Concentration check. The Concentration check doesn't really come into play much, but if anyone tries to dismantle the engine, the Disable Device DC is equal to your Concentration check.

This principle allows you to make the following engine:

  • Simple Orthogonal: A simple orthogonal engine uses wood as a fuel source and is made out of iron. It requires 1 pound (about 1 log) of wood for 1 minute of operation, during which it generates 100 points of Push per round. This engine pushes orthogonally to the gravity in the area, which means that it moves horizontally along whatever plane it is on. A simple orthogonal engine can also be sustained for one round with 6 ebbs of puissance.

​

  • Ballistic: A ballistic engine uses bone as a fuel source and is made out of copper. It requires 1 pound of bone (about a human armbone), at which point it can be activated three times before refuelling. Unlike most engines, a ballistic engine imparts its Push to an object it's touching instead of to itself. The object is then launched at any angle the operator likes. This allows the engine to make actual ranged attacks with the object being launched if it is moving fast enough. Every time the engine is activated it generates a one-time burst (instead of sustained motion) of 400 points of Push. A ballistic engine can also be charged for a single use with 6 ebbs of puissance. Objects launched with a ballistic engine have a range increment of 1/20 their speed (round down).

​

Ballistic engines are treated as ranged weapons, and can be enchanted or enhanced just like one.
 

​

​

ELDK 124: Personal Carrier Armour [Military science]
Prerequisites: None.
Preparation Time: 1 hour
Target: One armour made primarily of metal.
Save: Reflex (Negates)
Tools: Blueprints, parametric drawings of various vehicles and springs.

This course of study teaches the gramarist how to create devices sometimes known as powered armour. Armour modified through a principle of this course is visibly altered; the fact it's been altered by this course can be detected by a concentration check (DC 15), if the result surpasses the DC by 10 or more they also determine which principles of this course were used to modify it.


With the exception of Easily Integrated, the principles in this course count as Gramaric Modifications. An object may only have a number of modifications equal to 1 every 5 level of gramaric class.

 

  • Greaves of Aeris: This principle alters the armour to assist acrobatic endeavors with some push. Every ebb placed into the armour makes the wearer count as having already traveled 5 ft. for the purpose of having running starts, with a maximum number of 5 ft. increments that can be granted by this equal to a 10th of your training in ELDK when you make the gramarie check.

  • Hermes Plating: This principle alters the armour to use push to follow the wearers movements more precisely. Every ebb placed into the armour lowers the armour check penalty of the armour by 1, up to a reduction of a 10th of your training in ELDK when you make the gramarie check. At the end of the round, the ebbs within the armour dissipate as normal. In addition, for every reduction the arcane spell failure of the armour is reduced by 5%.

  • Easily Integrated: Select a different principle of this course that you know. The selected principle doesn't count as a Gramaric Modification for the purpose of determining how many Gramaric Modifications armour can have. This principle can be taken up to two times. [1]

  • Galena's Repulsion: This principle alters the armour to apply push against those who may harm the wearer. Every 2 ebbs placed into the armour make gain a +1 bonus on checks made to resist being bull rushed, grappled or tripped, with a bonus up to a 10th of your Training in ELDK when you make the gramarie check. At the end of the round, the ebbs within the armour dissipate as normal.

  • Muscles of the Grey: This principle alters the armour to provide push to the arms of the wearer. Every 5 ebbs placed into the armour grants the wearer a +1 alchemical bonus to strength for the purposes of carry capacity and strength-based checks, up to an amount equal to a 1/10  of the gramarie check. At the end of the round, the ebbs within the armour dissipate as normal.

​

​

​

ELDK 178: Mobile Artillery [Military]
Prerequisites: none
Preparation Time: 1 hour
Target: One weapon made primarily of metal.
Save: Reflex (Negates)
Tools: Blueprints and springs, lots and lots of springs.

This course of study teaches the gramarist how to alter weaponry to have more mobility based effects. Weapons modified through a principle of this course is visibly altered; the fact it's been altered by this course can be detected by a concentration check (DC 15), if the result surpasses the DC by 10 or more they also determine which principles of this course were used to modify it.

With the exception of Easily Integrated, the principles in this course count as Gramaric Modifications. An object may only have a number of modifications equal to 1 every 5 level of gramaric class.


 

  • Amplified Ballistics: This principle alters the weapon to allow the projectile to travel further, the range increment of this weapon increases by a number of meters equal the number of your ELDK principles known when you make the gramarie check x3, rounded down to nearest 3 mt. As a move-action the wielder can cause the bonus to increase to twice.

  • Kinetic Collider: This principle alters the weapon to assist the wielder with knocking enemies away. When they make a bull rush while wielding this weapon, they can count the opponent as one size smaller for every 2 ELDK principles known when you made the gramarie check. As a move-action, the wielder can cause the opponent to count as one size smaller if someone attempts to bull rush the wielder before the start of his next turn.

  • Graviton Tether: This principle alters the weapon to allow the wielder be pulled towards a target they hit as a swift action, this pulls the wielder a number of mt equal the number of ELDK principles when you make the gramarie check x1.5, rounded down to nearest 1,5 mt multipler. If this would reach the targets square, you select a square adjacent to the target that you can fit in, and stop there. As a move-action the wielder can make the movement caused by this weapon to not incur attacks of opportunity, until the start of your next turn.





ELDK 276: Unnatural Propulsion [Specialist]
Grade: Magisterial
Prerequisites: ELDK 101, Concentration 8 ranks
Target: 8 cubic feet of material
Preparation Time: 1 hour

This principle works like ELDK 101, but you can also build the following engines:

  • Ascending: An ascending engine uses daylight as a fuel source and is made out of silver. It requires full daylight to operate, but as long as it is in an area of full daylight it generates 200 points of Push per round. In the light of the full moon it is even more effective, and can generate twice this amount. This engine pushes upwards, opposing the direction that gravity is acting on the engine. An ascending engine can also be sustained for one round with 8 ebbs of puissance.

  • Submerging: A submerging engine uses blood as a fuel source and is made out of flesh. It requires 1 gallon of fluid blood for 1 minute of operation, during which it generates 200 points of Push per round. This engine pushes downwards, in the same direction as gravity is acting on the engine. A submerging engine can also be sustained for one round with 8 ebbs of puissance.



It's also important to note that if a vehicle has both a powered ascending or submerging engine as well as a powered simple orthogonal engine, it can act as if it had a special movement speed. This is called a two-part engine. The combination of ascending and orthogonal provides a fly speed, and the combination of submerging and orthogonal provides a swim speed (assuming the vessel is otherwise suitable). The speed is equal to the lower of the two speeds per round available from the composite engines. With a fly speed the vessel is treated as having an average maneuverability for any relevant purposes. That being said, if you'd rather work out the actual logistics of the exact activations and headings of the two Pushes, feel free. This is merely a simplification for ease of gameplay.


ELDK 355: Strange Locomotion
Grade: Doctorate
Prerequisites: Any two ELDK principles, Concentration 15 ranks
Target: 8 cubic feet of material
Preparation Time: 1 hour

This principle works like ELDK 101, but you can also build the following bizarre engines:

  • Badgerdrawn: A badgerdrawn engine uses nuts and acorns as a fuel source and is made out of stone. It requires 5 pounds (about a cubic foot) of nuts or acorns for 1 minute of burrowing, during which it generates 200 points of Push per round. This engine can only be used when it is in contact with dirt or loosely packed earth, and allows the engine and whatever it is attached to to burrow through the dirt. The engine can pull its structure through dirt or loose earth in any direction, but cannot pull it out of the earth. A badgerdrawn engine is also sustained for one round with 10 ebbs of puissance.

  • Beeform: A beeform engine uses honey as a fuel source and is made out of amber. It requires 1 gallon of honey for 1 minute spent in bee form, during which it generates 200 points of Push per round. This engine, while active, transforms the engine and whatever structure it is attached to into a swarm of bees. The affected structure and any creature on board into an intelligent swarm, temporarily giving it the Swarm subtype. The Push can be used to move it in any direction above ground, and counts as a fly speed appropriate to the speed granted by the Push. It counts as having a perfect maneuverability for all relevant purposes. A beeform engine can also be sustained for one round with 10 ebbs of puissance.

  • Lightningleap: A lightningleap engine uses electricity as a fuel source and is made out of solid mercury. It requires 10 volts of electric potential for every leap it makes. Every leap provides the equivalent of 200 points of Push in any direction, as the engine and whatever it is attached to transforms into a bolt of lightning. The vehicle reconstitutes into its original form at the other side of the leap. It also deals electricity damage to everything it passes through during the leap (10d6 damage with a Reflex save for half damage, against a DC equal to the Concentration check of the engine). A lightningleap engine can also be activated for a single leap with 10 ebbs of puissance.

  • Stonefish: A stonefish engine uses seawater as a fuel source and is made out of diamond. It requires 10 gallons of seawater for 1 minute of stone swimming, during which it generates 200 points of Push per round. This engine can only be used when it is contact with stone, metal, or any other kind of earth material. The engine allows movement in any direction while the vehicle is submersed in the stone, and allows it to move through stone or metal like a fish swims through water. It counts as having a swim speed equal to the the speed granted by the Push. A stonefish engine can also be sustained for one round with 10 ebbs of puissance.




ELDK 399: Immaterial Travel [Specialist]
Grade: Doctorate
Prerequisites: Any three ELDK principles, Concentration 15 ranks
Target: 8 cubic feet of material
Preparation Time: 1 hour

This principle works like ELDK 101, but you can also build the following engines:

  • Aetherial: An aetherial engine uses moonsteel as a fuel source and is made out of cold iron. It burns 1 cubic foot of moonsteel for every minute spent travelling incorporeally. While active, the engine and the vehicle it is attached to becomes incorporeal, and it generates 400 points of Push per round. It can travel in any direction on the Ethereal Plane during the effect, and for all intents and purposes has a perfect maneuverability and a fly speed with a speed equivalent to that granted by the Push. An aetherial engine can also be sustained for one round with 15 ebbs of puissance.

  • Planejumping: A planejumping engine uses sunmetal as a fuel source and is made out of adamantine. It requires 1 cubic foot of sunmetal for every jump that it makes. Every time it's activated, it pulls itself and the structure attached to it through the planar void, to another Plane as if by a gate effect (travel version only). It generates the equivalent of 1,000 points of Push, although it doesn't physically move. Instead, there must be at least enough Push generated from the engine to impart a speed of 30ft. to the vehicle. A planejumping engine can also be powered for a single jump with 30 ebbs of puissance.

bottom of page