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THE CHAKRAM
The chakram is a metal disc, or quoit, designed as a throwing weapon. Traditionally, the chakram is a flat metal ring with a sharp outer edge sized between five and twelve inches in diameter. The ‘wheels’ were thrown in a manner similar to frisbees, and could cut deep into unarmored opponents at long range.

The word ‘chakram’ comes from Sanskrit and means, roughly, ’wheel’. The earliest references come from the Indian epics of Mahabharata and Ramayana. The Sudarshana Chakram, or ‘file wheel’ was the legendary artifact of the Hindu god, Vishnu.

Indian Sikhs used smaller Chakram in their armies, who used it as effective weapons, ornate decoration, and as a symbol of national pride.


Chakram
Weapon Prof. Damage Range Price Weight Group Properties
War Quoit +3 1d4 5/10 8gp 1lb. Light Blade Light thrown
Chota Chakram +2 1d2 15/30 10gp 1lb. Chakram Light thrown, returnable
Sadhana Chakram +2 1d4 15/30 15gp 2lb. Chakram Light thrown, returnable
Bara Chakram +2 1d6 15/30 20gp 3lb. Chakram Heavy thrown, returnable
Visala Chakram +2 1d8 15/30 35gp 3lb. Chakram Heavy thrown, returnable

War Quoit: This weapon was used in Ireland and various places in Europe through the Dark and Middle Ages. It was a small metal ring, typically sized between 6 and 8 inches in diameter. Functionally, the main differences between the war quoit and the chakram is that the latter was often more ornate, and designed as an air-foil, where the traditional ‘war quoit’ was flattened brass. The result was a shorter-ranged weapon, almost always kept to a small size.

Chota Chakram: The smallest commonly found Charkams were light, and somewhat limited in penetration. Often, the smallest of chakram (at around six inches in diameter) were the least ornately decorated, but used in large quantities by Sikh footmen. Sikh warriors would wear several of these weapons on their ‘off’ arm, so that they could throw them in rapid succession.

Sadhana Chakram: The common chakram for those who specifically train in the weapon, the sadhana chakram (or medium chakram) is usually decorated (often with the nation of the army to which its wielder belongs) and spans around eight inches in diameter.

Bara Chakram: The ‘large charkam’, as can be expected, is simply a chakram sized to up to ten inches in diameter. It does more damage, but the weight of the weapon begins to be a detriment to its overall range. Some chakram of this size may have a ‘handle’ in the center of the ‘wheel’, which can be used to allow the chakram to be used as melee weapon as well. A chakram used in this way acts as a large dagger.

Visala Chakram: The largest, and most rare of the Charkram is the ‘great wheel’. These are almost always ornately decorated and usually found only in the hands of those who have mastered the weapon completely. The Visala Chakram, at nearly a foot in diameter, begins to push the weight limits of the weapons’ overall design. Like the smaller charkam, these can be also equipped with a ‘handle’ within the wheel. A visala chakram used in this way acts as an oversized dagger or short-sword for purposes of melee attacks and damage.

The Returnable Property: The weapon is designed to be thrown but returned to the user once an attack is made. For the weapon to return, the user MUST be proficient with the type of weapon. Also, the attack must either hit, or not miss by more than four points on the attack roll. If all the conditions are met, the weapon automatically is caught by the user at the end of the combat round.


Okay, I promised I would get this up, so I wrapped it up this morning. This is a small 'dings' font that is based on the symbols from the PHB. This includes the dice (white and black), 'melee', 'burst', 'close', and 'ranged' icons.

No license or anything. Free to use for all. Feel free to post suggestions for improvements.

http://www.pixelsagas.com/fonts/files/Font_4EDings.zip


Rime Elves

Since the GSL has effectively killed the chance for one of my 'fan-projects', we now have some material that's pretty much going to be dead electrons. Rather than just destroy it completely, I felt that it made more sense to post it up here in case people wanted to see or use Icebound concepts in their 4E campaigns. Remember, this is considered CANCELLED, and not part of any final GSL product.

The Rime Elves are descendants of those Eladrin of the Exodus that found their natures distorted by both the severity of Aruz’s climates and their complete disconnect from the natural world that they once knew. Isolated, these elves slowly adjusted to the cold, becoming distant and often even vicious. Rime Elves are isolationist and fiercely territorial, with some tribes quite willing to cut down anyone that comes across them. As a general attitude, most Rime Elves could be considered ‘evil’, though there are some rare exceptions.

Racial Traits
Average Height: 5’2”- 5’9”
Average Weight: 110 - 160lb

Ability Scores: +2 Dexterity, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Kaltan (racial), Elven
Skill Bonuses: +2 Arcana, +2 Endurance

Resistance to Cold: Rime Elves gain a +5 racial bonus on any defense against cold, ice, or related effects.
Fey Origin: Rime Elves are descended from those native to the Feywild, so they are considered fey creatures for the purposes and effects of creature origin.
Trance: Rime Elves enter a trance state for sleep identical to the state for Eladrin. (See the Player’s Handbook)
Chilling Touch: A Rime Elf can use ‘Chilling Touch’ as an at-will power.

Physical Qualities: Rime Elves have pale blue skin and dark, often raven-black hair. Their most distinctive feature, however, is their eyes, which are often deep reds and oranges, giving a striking contrast to the rest of their appearance. Rime Elves stand a little shorter and a little thinner than most Eladrin.

Regions: For the most part, the Rime Elves are found on the shores of the great northern continent of Kalta, which is considered their homeland. A handful of Rime Elves still exist around Haravok and Arukova, though they are considered unwelcome sights to most others.

Chilling Touch (Rime Elf Racial Power)
The touch of a Rime Elf can burn with ice.
At-Will * Arcane, Cold
Standard Action / Melee
Target: One creature
Attack: Strength vs. AC
Hit: 1d6 cold damage
Increase damage to 2d6 at 21st level


Okay, so I was actually WRITING for 4E today, and was actually steam-rolling some content along when WHAM! Sudden stoppage. Some things I hadn't noticed were just missing before, but came up and I'm completely at a loss on what to deal with.

a) Cone Effects. A few of the beasties and spells that this project uses require 'cone' effects - such as 'Cone of Cold'. Turns out, there are absolutely neither rules nor guidelines for handling cones in the game. Worse than that, this was a DELIBERATE choice by WotC because cones don't work in the DDI.

b) Ray Effects. See above. A ray being 'start from me, go to X'. You can kinda fudge this with 'wall' effects, I suppose, but it's not quite the same. Even Lightning Bolt was rewritten to have a fireball like effect.

c) Durations. This is a huge one. No spell has a 'fire and forget' duration style. No 'this effect lasts 4 rounds'... at all. Many, many spell effects are hosed as a result.

Now, I could write new mechanics for this, I suppose, but the GSL seems like a poison pill for doing this. I certainly wouldn't want to include the mechanics for these basic concepts in a product which normally doesn't handle them.

So.. what do I do?