Expanding Shellcraft

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Expanding Shellcraft

Post by Big Mac »

Shellcraft is something that only gnomes in Manifest know how to do.

The only application I see for it is the Shellcraft Manikin. Here is the start of the blurb:
Shellcraft Manikin wrote:This humanoid creation of metal and wood roughly resembles a tailor’s dummy, with articulated limbs and head. The unusual materials in its construction allow an incorporeal creature to enter the manikin (a standard action) and move it in a manner similar to how some ghosts can possess bodies, allowing a ghost to carry material objects even when outside the Manifest Ward. Leaving the manikin is a standard action.
I thought that they all looked like tailor's dummies, but there is also this:
Shellcraft Manikin wrote:A manikin may be built in the form of a dwarf, elf, gnome, half-orc, halfling, or human. A manikin has hardness 7 and 50 hit points if it is Medium-size, or 35 hit points if it is Small.
The weight is listed as 40-80 lbs, so I'm guessing that the Small-sized ones weigh 40 lbs and the Medium sized ones weigh 80 lbs.

I'm thinking that, if different shaped and sized Shellcraft Manikins can be made, it should also be possible to create Large-sized ones, ones shaped like exotic creatures (such as centaurs or avarials) or ones with some sort of improved abilities.

Are there any other D&D rules that are along these lines?

Would the Eberron rules for improving the bodies of Warforged work or are they tied to individual characters?

How about rules for golems? Do they have modification rules?
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Angelika Tatsu
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Re: Expanding Shellcraft

Post by Angelika Tatsu »

Big Mac wrote:
Mon Oct 28, 2019 12:38 pm
Would the Eberron rules for improving the bodies of Warforged work or are they tied to individual characters?
They are tied to individual characters.

Alternately you could use the Gearforged from the Midgard campaign setting. In Midgard, Gearforged are 'awakened' in a ritual that rips the soul from a living being and posits it into gearforged receptacle. You could tweak the ritual to create a Ghostforged.
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Re: Expanding Shellcraft

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Angelika Tatsu wrote:
Sat Nov 02, 2019 5:27 am
Big Mac wrote:
Mon Oct 28, 2019 12:38 pm
Would the Eberron rules for improving the bodies of Warforged work or are they tied to individual characters?
They are tied to individual characters.

Alternately you could use the Gearforged from the Midgard campaign setting. In Midgard, Gearforged are 'awakened' in a ritual that rips the soul from a living being and posits it into gearforged receptacle. You could tweak the ritual to create a Ghostforged.
I wasn't actually thinking of going as far as permanently putting a ghost into a Shellcraft Manikin to create a "Ghostforged", but I did ask where Shellcraft could go and you are right! :cool:

I would think that this would require a spell along the lines of a Resurrection spell to lock the soul of a ghost into a "Shellcraft Body".

I guess that the regular 3e rules for Warforged would work, but with the character being fully aware of their previous life in a mortal body. But I might look at the Midgard rules too, for comparison.

I'm not sure what effect this would have on the lifespan of souls (considering they are not in their mortal bodies any more). :?

Does Midgard have anything to say about Gearforged lifespans?
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Re: Expanding Shellcraft

Post by Angelika Tatsu »

Big Mac wrote:
Mon Nov 04, 2019 12:03 pm
I wasn't actually thinking of going as far as permanently putting a ghost into a Shellcraft Manikin to create a "Ghostforged", but I did ask where Shellcraft could go and you are right! :cool:
Actually I wasn't trying to suggest a permanent symbiosis of the ghost to the manikin/ghostforged. Like I said there is a ritual (like a spell, but doesn't use spell slots) that tears the soul from a living body and posits it into the gearforged...there is the potential for backlash if the ritual fails and one of the backlash effects is that it creates a ghost. I imagine that necromancers would be spearheading a campaign to create a type of undead construct that disembodied spirits/souls could temporarily inhabit to have physical advantage when they need/want it.
Big Mac wrote:
Mon Nov 04, 2019 12:03 pm
I guess that the regular 3e rules for Warforged would work, but with the character being fully aware of their previous life in a mortal body. But I might look at the Midgard rules too, for comparison.
Since Gearforged were once mortal, they are aware of their previous life in a mortal body. An advantage to Ghostforged would be to possess the construct when it proves to be advantageous. I imagine that it could be magically endowed to be able to shrink down to the size of a trinket when not possessed by a ghost or other incorporeal undead.
Big Mac wrote:
Mon Nov 04, 2019 12:03 pm
I'm not sure what effect this would have on the lifespan of souls (considering they are not in their mortal bodies any more). :?

Does Midgard have anything to say about Gearforged lifespans?
Gearforged are effectively immortal, provided they spend the requisite time winding their gears. If they stop winding their gears they lose mobility after a period of time, until someone else winds the gears for the gearforged.
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Re: Expanding Shellcraft

Post by Big Mac »

Angelika Tatsu wrote:
Tue Nov 05, 2019 10:16 am
Big Mac wrote:
Mon Nov 04, 2019 12:03 pm
I wasn't actually thinking of going as far as permanently putting a ghost into a Shellcraft Manikin to create a "Ghostforged", but I did ask where Shellcraft could go and you are right! :cool:
Actually I wasn't trying to suggest a permanent symbiosis of the ghost to the manikin/ghostforged. Like I said there is a ritual (like a spell, but doesn't use spell slots) that tears the soul from a living body and posits it into the gearforged...there is the potential for backlash if the ritual fails and one of the backlash effects is that it creates a ghost. I imagine that necromancers would be spearheading a campaign to create a type of undead construct that disembodied spirits/souls could temporarily inhabit to have physical advantage when they need/want it.
Ghosts that level up are able to learn how to possess a Shellcraft Manikin (at will).

I'm thinking that a Ghostforged would have to be more than that, in order for it to be something different.

Gearforged sound like they are stuck in the mechanical bodies. If Ghostforged were stuck into Shellcraft manikins with permanent magic, then that would be different. (It would be a spell or magical ritual putting them in...rather than a possession ability that they need to learn).

Ghosts are not really anything to do with necromancy in Ghostwalk. (It's a natural process that all humanoid souls do not automatically pass onto the True Afterlife.) Necromancers are kind of the enemies of ghosts, in Ghostwalk, as they intercept dead bodies and most ghosts want their bodies back.

If you were going to have necromancers put souls into something similar to Shellcraft Manikins then it would probably be something more like a plot of Orcus. I'm not sure many gnomes are supposed to worship Orcus...or practice necromancy. It's possible, but I think it would be a smaller thing.
Angelika Tatsu wrote:
Tue Nov 05, 2019 10:16 am
Big Mac wrote:
Mon Nov 04, 2019 12:03 pm
I guess that the regular 3e rules for Warforged would work, but with the character being fully aware of their previous life in a mortal body. But I might look at the Midgard rules too, for comparison.
Since Gearforged were once mortal, they are aware of their previous life in a mortal body. An advantage to Ghostforged would be to possess the construct when it proves to be advantageous. I imagine that it could be magically endowed to be able to shrink down to the size of a trinket when not possessed by a ghost or other incorporeal undead.
There is kind of less "need" for people in Ghostwalk to be turned into mechanical people, as the City of Manifest allows everyone who dies to get brought back from the dead (as long as they can get the money together and locate their body).

Being put into a Gearforged body (instead of living a full life and then moving onto the True Afterlife) would be something that didn't fit in with the natural order of things. I think it would need some sort of new backstory to fit in.

An expanding magical trinket, that turns into something more like a normal Shellcraft Manikin sounds a bit like that magical panther than a certain drow had. It would have to be a ghost touch item, in order for a ghost to carry it around.

That's a very interesting idea.

I think you could either have a one-shot item, that expands and then becomes a normal Shellcraft Manikin...

...or you could have a trinket that expands for a certain amount of time and then ejects the ghost and returns to being a trinket.
Angelika Tatsu wrote:
Tue Nov 05, 2019 10:16 am
Big Mac wrote:
Mon Nov 04, 2019 12:03 pm
I'm not sure what effect this would have on the lifespan of souls (considering they are not in their mortal bodies any more). :?

Does Midgard have anything to say about Gearforged lifespans?
Gearforged are effectively immortal, provided they spend the requisite time winding their gears. If they stop winding their gears they lose mobility after a period of time, until someone else winds the gears for the gearforged.
Ghosts are almost effectively immortal in Ghostwalk too, apart from the fact that they succumb to The Calling if they level up too much (with ghost class levels).
David "Big Mac" Shepheard
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Re: Expanding Shellcraft

Post by Big Mac »

Big Mac wrote:
Mon Oct 28, 2019 12:38 pm
The only application I see for it is the Shellcraft Manikin. Here is the start of the blurb:
Shellcraft Manikin wrote:This humanoid creation of metal and wood roughly resembles a tailor’s dummy, with articulated limbs and head. The unusual materials in its construction allow an incorporeal creature to enter the manikin (a standard action) and move it in a manner similar to how some ghosts can possess bodies, allowing a ghost to carry material objects even when outside the Manifest Ward. Leaving the manikin is a standard action.
I thought that they all looked like tailor's dummies, but there is also this:
Shellcraft Manikin wrote:A manikin may be built in the form of a dwarf, elf, gnome, half-orc, halfling, or human. A manikin has hardness 7 and 50 hit points if it is Medium-size, or 35 hit points if it is Small.
The weight is listed as 40-80 lbs, so I'm guessing that the Small-sized ones weigh 40 lbs and the Medium sized ones weigh 80 lbs.
I was thinking of Shellcraft Manikins as something that the gnomes of Manifest would sell to ghosts that want to leave Manifest.

But it's possible that people who die in other areas where gnomes live, might want to make use of a Shellcraft Manikin, and stay where they are, rather than having to travel to Manifest to get one there.
David "Big Mac" Shepheard
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