Building a devil power plant


Kingmaker

Dark Archive

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Do you remember the devil power plants used in Cheliax and Tassilon in the old times?

Council of Thieves (4/6) Rise of the Runelords (3/6)

My wifes wizard wants to build one to power the kingdoms kapital city and has some Cheliaxian wizards in her wizards academy.

I love the idea because I could work with the rela life nuclear power discussion in the game. And the thing can blow up one day...

Problem is, I am not really experienced with the kingdom building rules. One of my players is and will exploit every loophole.

Has anyone with a better grip of the building rules ideas how to design a test reactor (maybe for powering a block of buildings) or bigger ones for a district or complete settlement?

Scarab Sages

I think it was built of unobtanium, with heavy applications of Handwavy Science.

In other words, it was a cool plot device, thought up by the scenario writer, and no real thought was put into allowing a PC to get hold of one.

Plus, it all goes FUBAR, anyway, so you may want to rethink building one too close to home.

Dark Archive

Thats why I love the idea so much. My players want to build their own plot devices? Why not?

It definately will go FUBAR some day and will create a lot of plot opportunities close to home...

Silver Crusade

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Well, there's a perfect goal for a Golarionized Montgomery Burns expy.


IdiotDogBrain wrote:

Thats why I love the idea so much. My players want to build their own plot devices? Why not?

It definately will go FUBAR some day and will create a lot of plot opportunities close to home...

Right, what Snorter means is that there are no ways to game the rules on this one because there are no rules for it. No loopholes unless a contract exists first.


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So - what you do is look through the rules & see what different buildings
already give you... Then, you combine them together, charge an appropriate
amount, let the players build it... Perhaps they may need to complete a
quest, or throw some pretty heavy magic at it first - but if they want it,
why not let them try it...
Then, when they're not looking...burn it down! Burn it all, Burn, BURN!!!

Errrm, sorry, what I meant to say is exploit the exploiters. I'm sure there
could be all sorts of devilishly good ideas come from it...

Note: I don't know the original that you refer to, but am assuming that
somehow - bound devils churn out power - yes?
So, yes, it could explode. Or, a significantly more powerful devil than
those bound by contract could decide that this could be fun...& buy out a
contract - increasing the power output...perhaps just a little too much...?
Then they'd need to find a way to get rid of it before everything got fried...
Or perhaps the devils started breeding...but the young'uns wouldn't be bound
by contract...they'd be free to just muck around like the children they are...

:) Have fun anyway.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

I think it depends on what they're expecting it to power. Are they trying to create electricity-powered-type objects? (Light and heat the city, pump water through some sort of reclamation, etc.?)

Or are they hoping it will be some sort of magical engine to produce or enhance magic - in which case, I'd just say "No."

But in the case of providing light/heat, a power plant might provide heating and lighting to a single District in which it is located, which sounds to me like a sizeable Loyalty bonus (improved quality of life, and a bit of enhanced personal safety for those walking along the streets). The "safety" aspect means a slight Stability bonus. And you could argue that the steady lighting would make it easier to have people work longer hours, so that might be a small Economy bonus.

Downsides: Summoning powerful devils to be bound in such a structure ought to cause some significant Unrest (the nuclear power discussion you mentioned). Picketers, etc. Oh, and there should definitely be one or more new items on your Kingdom Event List:
"Political Demonstration" - Anti-devil demonstrators picket the power plant (and/or the council member's offices and homes). (Decide what game effect this should have.) (It's also possible the "demonstrators" are devils "protesting" the PCs actions in binding their favored allies or servants...)
"Containment Loss, Minor" - The magic circle containing a powerful devil is somehow broken, releasing that devil to run amok in the city. (Decide what it should do - destroy one or more random city blocks?)
"Containment Loss, Major" - This one is where you get to go nuts. The power plant itself should probably suffer destruction (half price to rebuild), but it should also either take out a substantial number of adjoining buildings, and/or release/summon a number of powerful devils to cause destruction until the PCs can stop them.

So, say, the following:

Power Plant (36 BPs, 2x2): +8 Loyalty, +2 Stability, +2 Economy, -6 Unrest. Cannot be adjacent to a House. Adds the following Events to the Kingdom Event Table: Political Demonstration; Containment Loss.

(NOTE: The price is a bit lower, but Loyalty isn't very game-breaking. If they came up with a reason why it should be a big Economy boost instead, price it a lot higher...)

(NOTE 2: Where'd I come up with the 36 BP price? Magic eyeball...well, okay, it's 3 x the number of points it adds to the kingdom stats. I didn't give a reduction in cost for the Unrest and other negatives, since getting a big boost to one stat is already a good deal. And if you can come up with any other benefits, such as other Buildings it would make cheaper, make sure you increase the price accordingly.)

Dark Archive

Hi Cintra,

they are definatley looking for powering heat and light and stuff. Something to make life more pleasant.

Adding a huge boost to Loyality is a great idea! I was toying with Economy and the big unrest but Loyality just makes sense.

So a test reactor (using some minor devil) could look like this:

Test Reactor (18 BP, 1x1): +4 Loyality, +1 Stability, +1 Economy, +3 Unrest. Must be adjacent to a Caster's Tower or a Magical Academy. Adds the following Events to the Kingdom Event Table: "Politicla Demonstration" and "Containment Loss, Minor". Upgrade to Power Plant.

I will work on the KIndgom Events this evening and post my ideas here.

Thank you and kind regards


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Personnally, I wouldn't let them 'just build that'. The building itself would be an empty shell: filling it with a bound devil would be played out as a side quest.

Scarab Sages

Safer to have giant Undead Dire Hamsters running round in a wheel, 24 hours a day...


Chuckbab wrote:
Personnally, I wouldn't let them 'just build that'. The building itself would be an empty shell: filling it with a bound devil would be played out as a side quest.

Yup - because if the PCs couldn't do it...who else in the kingdom could?

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