SStteameam anandd SStteeeell aa gguiduidee ttoo fantfantasyasy ststeameamwwoorrksks

by Christopher Allen

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First Electronic Release - June 11 2004 - version 1.0

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Layout & Production Interior Art M Jason Parent Anthony “Squidhead” Monorchio Nathan Boyd Art Direction David Hamilton Denise Robinson Benjamin D Richards

Cover Design Page Design M Jason Parent Denise Robinson Introduction 2 Spider Sentinel 95 Steam Technology in a Fantasy Setting 2 Steel Sentinel 96 Effects of Introducing Steam Tech 6 Stalker 96 Steam Power Styles 12 Steam Wurm 97 Creating and Using Steamworks 16 Steam Spirit 99 Maintaining Steamwork Devices 21 Steamwork Creature 99 Malfunctions Table 19 Steamwork Lich 100 Creating Steamwork Devices 21 Zealot 102 Feats 22 Beasts of Steel - Vehicles 103 Engines of Steam 26 Vehicle Upgrades 103 Materials and Craftmanship 37 Copter 106 Copter, Dragonfly 106 Tools of the Trade 40 Dirigible 107 Equipment 40 Dirigible, Personal 108 Weapons of War 54 Steam Train 108 Personal Protection 60 Steam Ship 110 Edifices of Might 64 IronClad 110 Prosthetics 73 Steam Wagon 111 Prosthetic Upgrades 79 Submersible 111 Prosthetics and Magical Healing 80 Tunneller 112 Beasts of Steel - Constructs 82 Prestige Classes 113 Alchemists Hound 82 Balloonist 113 Automaton 83 Inspired Inventor 114 Behemoth 85 Mechanist 116 Eviscerator 87 Metalworker 117 Living Steel 88 Steel Knight 119 Iron Juggernaut 89 Spells 121 Iron Shroud 90 Appendix 124 Manservant 91 Legal 126 Mechanized Creature 92 Scorpion Sentinel 92 Siege Sentinel 94 Slaughterer 94

page 1 IntrIntrodoductiuctioonn

magine a world where the magic of fantasy ogy into it to create a world like that described and the power of science is thrown together to above - one made exciting from the opportunities Icreate and exciting new mixture of the to be had from the power and possibilities of eldritch and the mechanical. Industrializing cities steamworks. spread and grow, becoming cityscapes of roofs and chimneys, vents and smokestacks, smoke Steam & Steel presents rules and ideas for a pluming upwards from the incessant toil of hun- DM wishing to incorporate steam technology dreds of smithies and alchemists and factories. into their campaign setting, however much or lit- Mechanics and arcane engineers assemble mighty tle they may desire. From small everyday steam- beasts of steel, designing armoured constructs to work devices to the massive machines employed take to the field of battle and ironclad vehicles to by heavy industries, to steamwork prosthetics travel far and wide. Elves seek to defend the and deadly constructs, this guide presents a boundaries of their ancestral lands from the bur- framework of rules that cover many different geoning cultures around them, bringing their forms of steam technology, and explores the pos- advanced technology, magic and skill to bear sibilities of meshing magic with machinery to get against their foes, fighting from graceful flying a unique feel for a fantasy world. As well as rules, airships and wielding blades and armour aug- Steam & Steel covers the impact that steam tech- mented by steamwork power. Dwarves delve nology has in a setting, on a wider scale than just deeper than ever before in their mines with mas- the items that adventurers can get their hands on, sive drilling machines, their fortresses sporting delving into the effects and ramifications of the massive chimneys to gout forth the fumes of a changes that advancing technology brings about thousand machines forging weapons of war. Evil and the advance of industrialization. goblin necromancers craft sinister and deadly war machines that feed off the souls of the dead to fuel their engines, darkening the skies above their hordes with the smoke of burning corpses. The Steam Technology clergy of a machine cult spread their word far and in a wide, bringing with them new technologies and crafting steel prosthetics to replace weak flesh and Fantasy Setting blood. Turmoil and change grips a land that is undergoing the transition from feudal and ancient cultures to dynamic and powerful industrial his section of Steam & Steel is devoted to nations. exploring a number of the ideas and Tthemes behind the use of steam technolo- This guide is aimed to allow a Dungeon gy in a fantasy setting. It covers the basic princi- Master to take a more conventional fantasy ples by which steamwork devices operate, and the setting, a campaign rich with fantastic manners in which steam power can be exploited. beasts and exotic magic, and to inte- It also investigates how to integrate steam tech- grate the marvels of steam technol- nology into a fantasy setting, covering the addi-

page 2 a Guide to Fantasy Steamworks struct could be given motility, with mechanisms moving its armoured legs and giving its strikes bone-shattering strength. The same engine design could be put to use driv- ing a massive rock drill deep in the bowels of a dwarven coal mine reaching far underground. With the use of simple turbines and generators a steam engine could even create electricity, bringing power to a wizard's arcane lab or a personal static generator incorporated in a suit of steamwork armour. In a fan- tasy setting where magic can be melded with machinery, the possibilities are limited only by your capacity for imagination. Steam powered constructs, fly- ing machines, suits of armour and even more bizarre and exotic devices such as steam- powered prosthetics are all pos- sible when magic is taken into account. Steam technology does have innate disadvantages; limita- tions brought about by the dependency on a steam engine tional aspects that it brings to a campaign and the that such a device has. The impact that steam power has on the societies and boiler must be kept heated to make sure that the cultures that it is brought to. flow of steam through the system continues unabated, and in any conventional fuel-burning engine this means that the fire must be kept burn- How does steam power work? ing. If the fire were to go out, the boiler would team power works on a relatively simple simply cool down, the steam all recondensing basis. Any piece of steam-powered technol- back into water, and as a result steam power Sogy is based around a boiler engine, which demands a constant stream of fuel being fed in. heats up the water within its system to boiling The furnace of such an engine is vulnerable too, point. The water then becomes steam and moves and needs to be protected lest it be put out. Of around the system under pressure. Various meth- course, in a fantasy setting far more exotic forms ods of harnessing this movement are available, of steam engines are possible such as mystical depending on what the designer of the machine arcane engines powered only by eldritch cur- had in mind when creating it. rents of magic, and dark necromantic By harnessing the steam engine to pistons and engines that feed not from coal or oil gears, translating the energy of the steam into but from the souls of the living. mechanical movement, an iron-shod war con- These types of engines may not

page 3 SteamSteam && SteelSteel have the same problems as more conventional its way via trade or theft to the areas where the engines but they often are far more expensive and focus of the campaign takes place. Steamworks complex to create, and may well have their own might be the handiwork of a guild of mechanic drawbacks. mages that carefully guards their hard-won Steam engines also need plenty of mainte- knowledge of machinery and whose creations nance. Burning fuels creates grime and fumes only rarely come into the hands of outsiders. which can cause pipes and working parts to seize On the other hand, a setting might be rich in up or up too much pressure. The steam examples of the melding of steam science and fan- flowing through the system takes its own toll on tastic concepts. Steamwork constructs might be machine parts, and leakage's and steam escaping crafted to do the heavy industrial work of facto- are common problems. Mechanisms need oiling ries and transport, or even designed to fight the and cleaning to ensure they continue to work at wars of nations and religions. The followers of a optimum efficiency. The more exotic forms of deity of machines might take it as their task to steamwork device need appropriately more spread the word of steam power, progress and bizarre forms of maintenance, such as attending industrialisation. Steam power could well be a to arcane rituals or speaking the appropriate matter of common knowledge if encountered on a prayers every day. Keeping a steamwork device in daily basis by people of all levels of society. condition is a messy task that usually involves A fantasy setting can feature any amount of plenty of grime and oil, as well as a decent knowl- steam technology you wish, from just a few edge and understanding of just how the whole examples scattered here and there in an otherwise machine works. Those with little skill in main- conventionally medieval fantasy campaign, to taining steamworks will soon find that their total saturation of everyday life in a world of high devices are quick to break or fail. Since steam- steam-power. However much you include, the works are often prone to breakdowns, malfunc- presence of steam power will have a definite tions and steam venting it can also be more than impact. a little dangerous to work around them, especial- ly those employed in heavy industries where get- Adding steamworks to a pre- ting caught up in a machine can prove crippling or fatal. existing fantasy setting antasy settings commonly seem to be quite How much steam power to static in their levels of cultural and techno- Flogical advancement. Ancient cities and introduce into a setting? nations change little over hundreds of years, with hen considering how much steam great monolithic institutions like religions, guilds, power and technology to introduce and royal lines of descent keeping a lock on soci- Winto a fantasy setting, it really all eties. There is little active progress in the develop- comes down to how much do you want to intro- ment of new scientific disciplines or advance- duce? It is easily possible to tailor it so that there ments in pre-existing ones. is as little or as much steam technology in a cam- There are plenty of arguments as to why this is paign as is desired. a perfectly valid setting. Long-lived races like Steamworks could be incredibly rare, perhaps elves are naturally conservative and slow to found only in the ruins of a now dead culture progress, since their understanding of the mean- from the distant past, with the present era being ing of time and urgency are quite different to one in which understanding and knowledge of those with shorter lives who face death within a arcane steam engines has been lost. mere century. Even for species like humans, rela- Alternatively, steamwork devices might be tively fast breeding and short-lived compared to examples of the technological advance- some more ancient races, the push to achieve and ment of some far-off society, only discover is abated by the presence of magic. the occasional specimen making Advances in medicine and biological sciences

page 4 a Guide to Fantasy Steamworks hardly seem worth the effort when a divine spell- magic to everyone else. How it works is either a caster can simply cast some healing spells. This secret or simply incomprehensible to those out- dominance of magic also serves to entrench side the culture that possesses steam power. organisations of spellcasters as conservative ele- ments in a society, quite possibly opposed to tech- Outside Influence nological progress. fantasy setting might well be brought out Nonetheless, not all fantasy settings need be as of a technological rut by some outside static and locked as this, and a DM can add steam- influence. Steam spirits (see Beasts of works to a pre-existing fantasy campaign to give A Steel, below), perhaps working for some more of a feel that it is alive and slowly changing. unknown power or perhaps on the request of a Science does not need to be totally obliterated by progress-minded deity from the setting's pan- spellcasting and magic. Those with inspired and theon, might be responsible for a sudden rash of inquisitive minds will always seek to understand technological breakthroughs and discoveries that the world around them just a little bit better, sweep across a land, bringing grand new pushing back the boundaries of knowledge. Sages machines into common use. Of course it is and scholars can be quite active in pursuing lines unlikely that anyone realizes it is the work of of research into the sciences. steam spirits, and most native scholars and sages Elements of steam technology can be intro- of the setting would simply assume that it was a duced into a fantasy campaign in three different case of natural development and not outside influ- ways. ence. Alternatively, some plane-spanning culture or organisation that walks between worlds might Natural Development pay a visit. This could be in the form of a friend- lowly but surely, steam technology begins ly delegation, giving as a gift the knowledge of to be developed. Inventors, alchemists and steam technology, or it could be in the form of a Sscholars discover how to build simple steam brutal, ravaging invasion. In the aftermath the engines, using them for a number of purposes on survivors would piece back together their old soci- a small scale. Here and there examples of steam- eties as well as incorporating the new sciences work devices appear, strange and new machines, that the invaders brought with them. and before long steam technology is a new revolu- tion spreading faster as knowledge of how to Creating a steamwork setting build the engines is disseminated amongst sages, s well as taking a pre-existing fantasy set- guilds and governments. This is simply a natural ting and introducing steamwork technolo- progression of science, and is often accompanied gy to it, it is quite possible to instead build by discoveries in other fields such as gunpowder A a new setting in which steamworks are already an and chemistry. integral part of the feel and flavour of the world. Steamworks do not need to be omnipresent in Alien Culture every part of the world, and indeed it is often n this case, a pre-existing culture or society in more interesting to restrict it to only some of the the setting discovers steam power, but it does societies and cultures present so as to provide a Inot spread and is not taken up by other cul- contrast with the less technologically progressive tures. The sorcerers of a tyrannical nation might nations and races. The advantage of incorporating discover how to craft necromantic engines, build- nations in which steam technology is already well ing sinister constructs to keep the populace in line established is that it allows the campaign to and to subjugate those around them. Strange explore and experience some of the issues and monstrous scientists from a far-off land might developments that arise from the impact build weird arcane steamworks to serve them and that steam power can have. perform their manual labour. In this case, steam technology appears as some odd, unique form of

page 5 SteamSteam && SteelSteel themselves are eminently suitable for the task of The Effects of pumping it around. This massively improves hygiene, allowing anyone who can afford running Introducing Steam water the possibility of washing themselves in Technologies relatively clean water regularly and easily, and a culture might begin to put more emphasis on the importance of individual cleanliness and hygiene. Society Running water around a city and an increase in hygiene opens the doors for massive population epending on how much steam technology growth and creates a draw to cities, you introduce, the societies of the fantasy bringing in people and further Humans Dsetting can potentially be affected to a preparing the way for industriali- Humans are a significant degree - this is especially true if you sation. Hospitals and other med- species with the are adding steam technology to a pre-existing fan- ical establishments suddenly kind of ingenuity tasy setting. In general, fantasy settings often become far more effective when and curiosity to revolve around concepts and ideas based on real they have safe, fresh water on tap. create steam tech- world medieval life and steam power can clash The introduction of new forms nology, but how it with some of these concepts. Importantly, a gen- of steam-powered transport can is received eral introduction of steam power to a society also cause a revolution in the field depends very means that no longer is it limited by the working of travel. Steam trains make haul- much on the socie- power of either men or beasts - is far ing bulk cargoes of raw materials ty in question. In stronger than flesh, and steamwork automata are or people around the countryside a general they are untiring and uncomplaining servants. This is one far faster and more efficient quick to embrace of the major factors that cause industrialisation option. Steam-ships make travel- steamworks and (see below). ling the oceans a less dangerous all the new possi- Introducing only small amounts of steam tech- and more modernised affair, espe- bilities they pro- nology is unlikely to have a major impact on how cially with steam engines herald- vide, but it must a society works, but in this kind of situation ing the creation of ironclad sea- be noted that steam-powered devices could well prove symbols craft. A society might inhabit human cultures of status, wealth, or membership of a sect or fac- rugged lands that are difficult to can also be the tion who have the knowledge of how to create traverse and so create airships and ones most opposed steamworks. The appearance of new sects and dirigibles. An elven society that is to change and factions is one particularly likely social change, unwilling to tear through the progress. Usually because steam technology can alter the way peo- forests it guards just to lay down though it is the ple look at the world around them. New cults can train tracks might well do the human race which arise that worship - or despise - technology, such same, crafting elegant sky-craft throws up the as a cult of mechanists (see Paths of Power, that are an identifying emblem most inspired, below) who fervently believe that replacing flesh when they travel to foreign lands. inventive and and blood with metal and machinery is the next These and all sorts of other pos- driven scientists step towards enlightenment. sibilities can arise. The most and engineers. Greater amounts of steam-power in a setting important difference to magic in the way that can have all sorts of other side effects as well, steam technology can affect a society is that tech- quite often including a myriad of smaller and less nology is in the hands of everyone, while few are world-shaking changes but ones that can herald capable of mastering the arcane or divine arts. further changes in a society or culture. For Magic only really benefits small sections of the instance, hot, running water might sudden- population, whereas steam technology can have ly become commonly available, since it is far-reaching social implications because its effects a cheap side-product of steam-pow- run through all the strata of a society. ered processes and steam engines

page 6 a Guide to Fantasy Steamworks Alternatively, and quite likely in a fantasy set- Industrialisation ting, it is the ruling classes and the institutions of erhaps the most significant religions, spellcasters and guilds that are likely to change that can potentially keep hold of power. The gap between the working Parise from the introduction class and the upper class can be even further of steam power is industrialisa- widened if race or species differentiates those in tion, the ramifications of which power from those they rule. In a land where elves cause great social and economic own all the factories and uphold the law over their development. A fantasy society or dwarf and human subjects, social classes become culture could potentially remain extremely emphasised. This is even more true static even after steamworks and machines had with more exotic species in command, such as a been brought into use, especially if steam technol- royal family made up of half-fiends or half-celes- ogy remained a rare and uncommon thing. If tials, a cabal of night hags, or a family of dragons. however the use of steamworks grows and is The growth of distinct classes also allows for the exploited, it is more likely that industries would development of a new middle class of profession- begin to flourish. The mechanical means available als, such as physicians, merchants and perhaps to industries such as steelworks and textile facto- even arcane spellcasters in a society in which they ries far exceed the previous possibilities offered are not dominant. by only manual labour, with lines of heavy steam- Industrialisation brings with it considerable work machinery far outstripping previous pro- economic growth of the society in question. With duction rates. Such businesses could quickly massively enhanced production capabilities and expand and bring wealth to their owners, creating often greatly increasing populations accompany- more jobs with their growing success. ing its development, an industrialising nation This process of industrialisation brings with it might well begin to expand. This could be in the a pull on the country population to cities. In the form of commercial growth, establishing new countryside, new methods of agricultural practice trade routes and mercantile connections, or it improve the crop and foodstuffs output there. could well manifest as aggressive expansion and This may partly result from improved adminis- the creation of an empire. An industrialised trative methods such as 3- or 4-field crop rotation nation is often a power to be reckoned with, its and the absorption of smallholdings into fewer new industries fuelling a powerful military but larger farms, but it also results from the use of machine that can bring other cultures under its steamwork machines and pumps to improve the sphere of influence. This can take the form of a efficiency of agricultural work. This in turn crude relationship by which the subjugated results in fewer jobs being available for the coun- nations have to pay in tribute - gold, raw materi- tryside population (although the effects are miti- als, horses or other livestock, magical items or gated in an agricultural environment where ani- slaves depending on what demands are made and mal herds are central to farming) and so they are what the defeated nation is good at making. A instead drawn to the cities where the burgeoning human empire that has conquered nearby goblin industries offer new opportunities and vocations. tribes might demand slaves to work in the danger- Of course life in the city is not always as good as ous conditions of its coal mines, while a dwarven those travelling there might hope, especially in a empire with little skill for its own magic that has steampunk setting. a kobold dominion might demand magical objects Greater distinctions arise between social class- from the sorcerously talented reptilians every es as a result of industrialisation. A growing year. Alternatively the rule might be a more working class of labourers and mechanics creates enlightened form, an empire aiming to create a lower stratum of society. The success of indus- a harmonious collection of peoples that try may create a new elite of successful business- shares its knowledge and technology men that begins to push out the old nobility and with those who come under its barons from the corridors of power. wing.

page 7 SteamSteam && SteelSteel Industrialisation also brings with it a great deal Industrialisation brings with it both advan- of social problems. The great rifts between social tages and disadvantages to the culture undergoing classes can be a of great unrest, tension and this process, which can give it a very distinctive oppression, especially if aggravated by lower and unique flavour and feel. The steampunk style classes having to live in squalor and bad condi- (see below) emphasises the themes of industriali- tions on low pay for their work, tightly packed in sation in particular. the slums of a smog-filled cityscape. With con- ventional fuel-burning engines a society can cre- War ate a great deal of pollution, filling the cities with f a nation suddenly gains smog and grimy living conditions, acrid fumes the capability to field eating into the lungs of those working their lives clanking, smog-belching away in factories and steelworks. Such a society I automata on the battlefield would also demand massive amounts of fuels and against a rival who is still con- raw resources to support its growth, a frightening, fined to more conventional devouring beast capable of levelling entire forests troops, it definitely has the and rending the precious resources of the earth up upper hand. Massive iron jug- through mines that leave ragged scars over a land- gernauts can break up infantry scape. This can result in at the very least bad rela- formations just by charging tions if not outright war with those who consider into them and sending terrified themselves the defenders of nature. Druids might troops running in fear. More heavily armoured mount sustained sabotage campaigns against than a knight and more resilient too, they can bands of lumberjacks using steamwork automata crush opposing melee troops and shrug off any to fell trees, or even try to rally the denizens of missile fire less powerful than siege weapons. the forests to destroy entire settlements. Elven This distinction that a force with steam power nations might take offence at the ugly destruction has is lessened in a fantasy setting where magic, being dealt out by a human or dwarven nation monsters and exotic styles of warfare mean that intent on fuelling its furnaces, and go to war to machinery on the field of conflict is less of an protect their woods and verdant lands. An indus- overpowering advantage. Nonetheless this does trialising society provides plenty of opportunities not mean that steam power should be discounted to explore the theme of man and machine against in a land with wizards and dragons. nature, and to see whether they can exist togeth- Obviously the raw fighting power of steam- er. Of course, a dragon might just get irritated by work constructs is something to be feared, with the constant buzz of machinery and smell of their strength far surpassing a normal man and smoke on the wind and go and level a city to their metal hides turning arrows and blades alike demonstrate to the lesser races what happens with ease. Tacticians need to take into account the when they get uppity and ideas above their sta- positioning and behaviour of such mechanised tion. troops, and develop new strategies to make the Steam technology in a society that is just most of them. However steam power also brings beginning to undergo industrialisation (or is even opportunities for steamwork armour and well into the process) is unlikely to be of weapons, usually only to the elite troops of an advanced standards. It may well be unreliable, industrialising nation although a highly advanced poorly constructed and quite possibly dangerous civilisation such as an ancient elven empire might to work around, meaning industrial accidents and routinely equip its warriors with such devices. even deaths could be a not uncommon occur- Super-heavy armoured troops are able to rout ene- rence. This can further the gap between the mies who are far superior to the common human lower classes and the factory owners, as soldier and capable of shattering fortifications. well as adding to the dangers of living in Improved communications and transport due such a society. to steamwork devices also change the way that

page 8 a Guide to Fantasy Steamworks wars are fought, altering the entire manner in see it as 'another type of magic.' which an army does battle. Untiring constructs Given the disciplined and scholarly manner in can march through conditions that are daunting which wizards tend to pursue the arcane arts, the to more conventional troops. With steam trains division between mages and scientists might be or dirigibles, a force becomes able to re-deploy very minor indeed. Arcane spellcasters could be much faster, responding to changing military sit- the primary creator of steamworks, engineering uations with greater flexibility. complex arcane engines rather than conventional Dwarves A nation can transport its troops fuel-burning devices, or they might just be the This mechanical- to and from the front line far creators of the more fantastical steamwork ly-minded and faster with trains, while devices in a setting where mechanics and steam practical race are armoured airships bring the bat- technology is already common. In fact, spellcast- eager users and tle to the skies to protect ground ers might be the guardians of scientific knowl- builders of steam- troops from aerial monsters and edge, ensuring that it is preserved and passed works. Often by flying troops. Ironclad steamers down through specially formed mages guilds. their very nature a bring about a new era of sea war- On the other hand, spellcasters could be the race with a scien- fare, changing the nature of naval primary form of opposition to the introduction of tific and engineer- engagements with their heavier steam technology into a culture. It could be as ing bent, it may armour, greater number of minor as spellcasters representing a generally well be from weapons, and the improved conservative element in society, with a king's dwarves that the mobility and lowered dependen- court wizard making disparaging remarks about other races learn cy on the weather than a steam the newfangled steamwork constructs that a their arts of steam. engine brings. noble has purchased to clear a forest. It could be Equally however, Of course all this technology expressed in a dwarven sorcerer who is irate at the their conservative usually consumes a great deal of ancient traditions being uprooted by new meth- attitudes mean fuel, and needs lots of mainte- ods of mining. that such sciences nance, so tactics need to be In a more violent manifestation of opposition, are often ancient, changed to account for it. Lines a group or guild of arcane practitioners might sup- and unchanged for of supply bringing parts and fuel press and destroy steam technology where they decades at a time; to the battlefield heighten in can. It might be due to some cultural or racial they also often importance, and they need to be hatred of such technology, but it could equally be have formalised protected from assault by infil- down to the fact that they feel steam technology guilds and organi- trating enemy troops or spellcast- threatens their own power over the people by sations for the ers, or assaults from tunnelling opening up new opportunities for the populace. purposeful control or aerial foes. An army that does This is especially likely in a magocracy where the and release of such not itself field steamworks but ruling class depends on their magical powers to technological faces an enemy with such tech- keep their place at the top of society. knowledge. nology will itself need to adapt in Magic and steam technology could also be order to be victorious. Sabotaging steamwork opposed due to a more fundamental reason, that constructs and methods of transport can become of an innate animosity between the arcane and the an important new part of strategic warfare. scientific. Those skilled in magic might not be able to get machines to work, while those devoted Magic to the mechanical disciplines might actually be unable to weave even the most basic of spells. n a fantasy setting, steam technology can find This could be due simply to some intangible law in magic either its closest ally or its most of science and magic, creating a world where vehement opponent. Steam technology can I technology and the eldritch are strictly easily be made into either the antithesis of the separated. magical arts, a discipline firmly rooted in the sci- entific and the logical, or most people might just

page 9 SteamSteam && SteelSteel its purpose to spread the knowledge of such won- Religion drous technology; but then again it might choose ith such a potentially important instead to keep such knowledge closely guarded so change as the invention of steam tech- that only its own initiates might benefit from it. Wnology, different religions and faiths In such a religion, the very act of creating a can take quite extreme views on the matter. steamwork device could itself be an act of wor- Steamworks might end up being condemned as ship. works of demons because of their seemingly mag- This guide introduces two new domains, those ical abilities and workings that are incomprehen- of Steamworks and Invention. These domains are sible to the religious investigators. Steamwork for clerics whose deities concern themselves with devices might run counter to the dogma of a faith, the mechanical and machinery, and with inven- and hence be denounced as heretical creations. A tion and technical innovation. faith might also decide that the very act of creat- ing steamwork constructs is evil because it Invention Domain attempts to copy the work of the divine creators, Granted Power: A cleric with the Invention so a society might have all forms of steamwork domain gains Inspired as a bonus feat. device except for constructs. A particularly con- 1: Divine Favour servative and static religion is especially likely to 2: Augury take this view, and is unlikely to see the changes 3: Machine Savant* in society wrought by steam power to be a good 4: Divination thing. There might be a great rift caused between 5: Fabricate the religions and the sciences (perhaps including 6: Major Creation the arcane disciplines), with believers drifting 7: Genius* away from their faith due to the power and possi- 8: Mind Blank bilities of science and less need for belief in deities 9: Awaken Machine* who are no longer in tune with the changing world. On the other hand, religions might embrace Sample Deity steam technology like any other institution, building zealot constructs and employing steam- The Gearlord work devices to supply their cathedrals with run- ning water and mechanised defences. They might simply remain neutral on the matter, caring little he Gearlord is a powerful deity of for it one way or the other. If it was the result of machines, inventions and metalcraft, a god's influence that introduced steamworks in Tworshipped by mechanics and black- the first place (as per the outside intervention smiths alike. A Lawful Neutral god, the Gearlord method of introducing steam-tech to a fantasy is mostly worshipped amongst the dwarven and setting), then the reactions of other deities might human species, as well as the more advanced be varied. Theological debates between religions kobold civilisations. Represented by a mesh of that differ on the matter might arise, or in more interlocking cogs and gears, the Gearlord repre- extreme cases even rifts and holy wars. sents both the inspiration of the engineer as well The religion of a god of invention and as the endurance of the craftsman putting his all machines would whole-heartedly embrace the into forging metal, and is not particularly warlike concept of steam. It might be from the hard work nor expansionist - but his followers will happily and research of the clergy of such a religion fight if pushed to it. The Gearlord has the that steam technology originates, and such Invention, Law, Steamwork, and Strength science might be solely their province as domains. His favoured weapon is the heavy they are the only ones who under- mace. stand it. The faith might see it as

page 10 a Guide to Fantasy Steamworks Steamworks Domain tures far easier. The use of steel manufactured in Granted Power: A cleric with the Steamworks large amounts in factories and incorporated into domain gains the ability to ignore a failed building designs results in even larger and more Maintenance check a number of times per day elaborate buildings being possible, making use of equal to his Charisma modifier (minimum of the enhanced strength and pressure endurance. once). The Craft (Steamworks) skill is Building an edifice like a cathedral or castle, pre- always a class skill. viously a task that could take years or well 1: Magic Co8g over a decade without the aid of powerful 2: Repair Metal* magic, becomes a far more viable prospect. 3: Heat Metal Alchemy can see significant 4: Warp Metal* advances, particularly if steam technolo- 5: Wall of Iron gy is primarily based on fuel-burning 6: Antilife Shell engines. This creates a demand for superior 7: Analyse Dweomer methods of rendering down crude fossil fuels 8: Iron Body like oil to create a purer and more efficient sub- 9: Dominate Steamwork* stance, and the plethora of new chemicals avail- able as side-products of such processes can give *Spells marked with an asterisk are detailed alchemists access to new and strange mixtures in Spells, at the end of this guide. and elixirs. Alchemy could even be the source of steam power in the first place, engines containing chemical mixers which brew heated reactions to Gnomes Other Sciences warm water into steam. Despite their n a setting where steam tech- The invention of gunpowder is another discov- knack for ingenu- nology is developing or is ery that can accompany the development of steam ity and inventive- Ialready a firmly entrenched technology. The combination of firearms and ness, and an apti- part of a culture, it is very likely steamworks that this can result in can provide a tude for complex that it will not be the sole science fantasy setting with a unique and interesting mechanisms, that has advanced beyond flavour that is far from the medieval norm, and gnomes are not medieval levels of progress. Other the two concepts complement each other well. always eager in spheres of scholarship and Gunsmiths could be rare and highly skilled arti- their acceptance research also benefit from the sans, only selling their carefully crafted firearms and use of steam- flourishing power of steam, with at high prices, or a handgun could be a costly but works. Many all sorts of new disciplines spring- not uncommon device common amongst adven- species of gnome ing up from the side effects and turers and soldiers. In any case, the addition of retain a strong tie side-products of the processes of firearms can have as much of an impact on a set- to nature and the steam engines. ting as steam technology and should be consid- fey, and they are Forging, smithing and con- ered carefully before doing so. As with steam not quick to make struction, all so essential in the power, firearms technology can vary wildly in use of machines crafting of steamwork devices, are levels of advancement and sophistication. that might cause bound to see advances, improve- the woodlands to ments and refinements as be despoiled and mechanics and engineers seek to The haves and have-nots the air and water push back the limits to which they ntroducing steam technology to just a limited to be befouled can exploit their machines. number of races or societies in a setting can with fumes and Furthermore, construction and Ihelp give them greater flavour and individ- effluent. architecture can be revolutionised uality. For example, there is an even greater by the use of steam-powered contrast between elves and dwarves if cranes and heavy lifting constructs that make the dwarves are masters of steam transport of raw materials and assembly of struc- power and expert gunsmiths,

page 11 SteamSteam && SteelSteel while the nature-loving elves revile machines and depend upon their gaia-given magic instead. Steam Perhaps kobolds are the best artificers of steam- works for underground mining or trap making, Power unsurpassed by any. The science of steam tech- Styles nology might be an obscure art practised only by the few gnome craftsmen that can be found scat- tered here and there through human cities, and ere are presented three different styles in they need to be approach respectfully and politely which steam technology can be present- for an adventurer to stand a chance of purchasing Hed in a campaign, exploring different one of their mechanical wares. A single human themes and concepts made possible through the nation might have just recently begun industrial- technological and social changes that steam power isation and proudly boast steamwork can provoke. Each entry also includes a brief warriors to help defend its borders, where its example of just what a fantasy setting designed neighbours field knights and wizards in their with it in mind might be like. armies. A goblin horde invading from distant lands might be made more alien through its use of Steampunk steamwork hounds and brutal, smog-belching his style of campaign often focuses on steamwork weapons. Rather than disliking society undergoing the process of industri- machinery, elves could be the finest steam Talisation, and all the problems that it can mechanics, but their aesthetic styles and highly bring with it. The science of steam power plays an advanced understanding of technology could important part in this kind of setting because it is make their creations quite different to the heavy the source of the industrialisation and all its ram- steel-and-rivets metal beasts of a younger race. ifications. As well as making steam power distinctive A steampunk setting may well be grim and along cultural and social lines, it might only be gritty, depicting dystopian cities full of factories the field of knowledge of one guild of wizards in belching smog and fumes. Slums and squalor one city. Members of a mysterious and secretive dominate the lives of an oppressed working class, order might create steamworks along lines that kept down by the factory bosses and institutions they themselves only barely understand, using of power. Class struggle comes to the fore, only the hidden lore of past empires in their search for aggravated further by the presence of magic and power. Most ordinary and sane people who see it different races. In the countryside steamwork as foolish to tangle with such dark machines engines fell forests with mechanical purpose, and might simply shun steam technology, but one order of royal agents still employs steamworks The Victorians anyway, giving them a feared reputation amongst the common people. A steamwork construct he Victorian period in the real world is could well be a rare sight, but not an unknown one of rich pickings for inspiration one. Twith a steam technology setting. The A DM may simply wish to restrict steam tech- class struggles and divides between the rich and nology in their campaign to just one or two partic- wealthy and the poor labourers, the steam tech- ular locations or adventures. A mad wizard with a nology and developing scientific ideas, and the dungeon or tower full of automata and steamwork many stories and tales from the period, present a monsters can give a surprising and innovative great variety of concepts that can be poached. A series of encounters for the players, making fantasy society could be based on that of the the villain, monsters and location distinc- Victorians, with their same biases, emphasis on tive from the usual fantasy fare. social etiquette amongst the upper classes, and grimy and unhealthy lives amongst the working classes.

page 12 a Guide to Fantasy Steamworks mines are dug deep into the earth to bring up coal people, nations and beliefs change as well. and oil to keep the machines of civilisation work- ing. The Empire of Hurdell: The human empire of Alternatively, a steampunk setting could be Hurdell is a steadily growing economic power in the one of exploration and wild adventure in the east, its coastal cities dominating the waves with their manner of pulp novels. Steam power and machin- fleets of ironclad ships. Advances in the design or sky- ery open up new horizons to nations and people, craft mean the empire's dirigibles have been instrumen- empires extending routes of travel to previously tal in the subjugation of the nations directly around it, far-off and hard to reach lands and places, accom- and its economy has flourished as its industries churn panied by a flood of opportunities for the lucky, out the wargear and goods that the government and the brave and the skilled. populace are demanding. Unable to expand further Steam technology in a steampunk setting tends across the mainland due to the presence of a mountain to be very industrial. Smog-belching, rivet-ridden range in one direction (which is inhabited by a dwar- iron constructs move heavy loads of metal and ven civilisation, allies of the empire) and extremely ores in warehouses, and maintaining them is a hostile elves in the other, whose nature magic is strong frequently needed, messy and dangerous task as enough to fend off any attempts at conquest by the they blow a gasket or pistons seize up. Steamwork humans, Hurdell has instead spread its influence across creations tend to be inefficient and liable to break- the seas. Settlers and troops have already landed in the ing down, and injuries in industry are common distant land known as Saradus, where mercenaries and affairs. Equally, steampunk can feature some soldiers push back the savage tribes of lizardfolk that wildly advanced creations that are as advanced, if dwell there. not more so, than that of today, though once again Yet in the midst of this burgeoning growth the the notorious unreliability of steam technology empire is beginning to experience problems back home. comes into play. Other sciences are often also Hostile elven raids into the reaches are taking their toll undergoing the same progress and advances, and on the mines there that supply the fuel that runs the firearms are a common feature of steampunk empire. Worse, civil unrest grows rife in the packed campaigns. cities. Lizardfolk workers from the province of Qakul, Fantasy steampunk can be truly bizarre and the best of the dockyards mechanics, have downed tools exotic. Cities become the centre of a nation's in protest at the treatment of their kin in Saradus, and activity and can draw people of all races into the other races have also begun to make sympathetic noises melting pot, rousing class and race tensions. in the factories and industries. The typical heavy- Unions of dwarven workers might down tools in handedness with which the military advisors of the solidarity with human mechanics striking in the Emperor deal with such problems has caused unrest to docks, or a riot might start where orcs and elves rise up more strongly rather than quelling it, and sev- work together in the same steamworks, racial sus- eral of the cities along the eastern seaboard are simmer- picions boiling over. Magic might be incorporated ing with the confined anger of the working class. Only heavily into steam technology, or its practitioners the stationing of extra garrisons of troops has kept the could shun machinery altogether, even gathering problem down so far. people together to try and hamper the introduc- tion of new technologies in order to keep their High Steam-Power hold in the common people strong in the face of his is the progression of steam technology the rising tide of progress. Explorers and adven- to its pinnacle of achievement. Steam turers going forth into distant and uncharted technology becomes almost flawless, lands as the reaches of empire spread forth would T advanced to amazingly complex levels capable meet even stranger and more exotic beasts than of crafting even living steel (see Beasts of those encountered by Victorian explorers in the Steel). It becomes an integral part of real world. everyday life for those who live in a Steampunk is about change, in society and the culture of high steam-power, who world around it, and it is about the way in which

page 13 SteamSteam && SteelSteel can rely on intelligent machines to guard and locations for adventurers to travel to, ruins of a serve them and wondrous devices to aid them. high steam-power empire can prove lucrative Rather than providing the style for an entire set- environs, but also often very dangerous. High ting, high steam-power is best used to give an steam-power technologies may well still be active individual society or place a unique feel. A single even after centuries or even millennia, and how to race of elves might have mastered the science, turn them off is usually beyond the grasp of any- turning their long lives to exploring its every one else. Ancient constructs and traps often prove nuance and aspect. Alternatively dwarvenkind to be just as deadly after being inactive for years could be the holder of the keys to such knowledge, as they were when first created. their steadfast mountain fortresses containing If a high steam-power culture still exists it is examples of amazingly advanced steam engines. likely to be a dominating force due It also provides a good 'Golden Age' for use in to its advancement. It might be an Gnolls a campaign set in a later era. Remembered as a enlightened society seeking Gnolls strongly past time when life was much better, now only knowledge and understanding of dislike steamwork fragmented knowledge remains. Perhaps all that the world around it; or it could use technology. They is left from a past time of high steam-power is the its power to make itself a tyranni- can't really get occasional master-crafted object that is beyond cal overlord at the head of a huge, their heads round the understanding of mechanics and wizards of even world-spanning, empire. In it, seeing it instead present times. It may be that sites of ruins and this situation, heroes might be as some sort of ancient fortresses are still patrolled by clever found as rebels against the oppres- monstrous and machine-guards that keep would-be looters and sion of such a culture, seeking to demonic magic archaeologists away, mysterious engines still bring it tumbling down. that seeks to thrumming with activity deep in the bowels of High steam-power is all about destroy them. such sites. wondrous technologies that may Gnolls are almost Steam technology from a period if high steam- be barely recognisable as steam- technophobic of power tends to be very aesthetic, reflecting the powered, and perhaps exploring steamworks, in artistic tastes if the culture and race that created the ruins of past eras of enlighten- fact, and gnoll it. When the techniques and methods of making a ment, or exploring the way in society is unlikely device work are perfected, an artisan has the time which a still-existing culture of to ever throw up to spend on making objects appealing and pleas- high steam-power interacts with any steam technol- ing to the eye. Perhaps even in this field, high the world around it. ogy on its own. steam-power relics demonstrate artistry and arti- sanship beyond the capability of following ages. Empires of Past and Present: Far in the east, a Steamwork items tend to be pleasing to look at, strange and exotic culture of elves who live lives of less industrial than cruder examples and perhaps decadence, served by their machines, is reputed to exist. barely even distinguishable as being steam-pow- They are said to fear no dangers, their constructed ered under their crafted façade. Steam technology guards capable of destroying armies and scattering in this style is also often heavily combined with those who oppose them. Equally, they have no ambition magic, making it even more wondrous. or drive, for they have reached a perfect existence. Examples of high steam-power may well seem Occasionally they might trade a wondrous device to alien and unnatural to others from outside of such outsiders in return for something strange like a story a culture. This is exaggerated even further if there that they have never heard before or some new and are only hints and ruins of a high steam-power interesting experience, but other than that they keep to society remaining. Sages and archaeologists often themselves and have little to do with outsiders. The covet knowledge of any sort that can be only thing they are said to fear is an ancient, demonic gleaned from the wreckage of such a past enemy. age, and might well pay for those that Meanwhile in the west, wizard-archaeologists have can get it for them. In a fantasy discovered a number of scattered ruins, remnants of an world already full of dangerous ancient dwarven empire of unsurpassed advancement,

page 14 a Guide to Fantasy Steamworks possibly even superior to the elves in the east. What led arcane and divine being exploited for all sorts of to its fall is unknown, but the ruins often hold amazing conceivable purposes. Instant magic gateways devices and strange objects and tomes that are worth a between cities allow for easy transportation, and lot of money to arcane practitioners and collectors, even mages develop huge spells that can affect entire though they barely understand them. The only problem swathes of land. The other sciences reach epic is that the dwarves' constructs and traps are still in proportions too, alchemists capable of turning place and many of their engines still work, making lead into gold and concocting amazing elixirs. exploring such places a hazardous task at best and only High-level characters are likely to be present in suited for well-equipped parties of adventurers and large numbers, and the population in general will mercenaries. Worse still, whatever destroyed the likely be pretty huge when considering how empire seems to have caused such suffering that in some magic and technology can be exploited to push locations the wailing souls of the dead still linger, back all the limits on the growth of cities and attacking those who approach their precious machines communities. with mindless fury. Meanwhile, samples of living steel move amongst the ruins, seemingly marshalling the Neighbouring Giants: Two massive empires meet constructs there as if in preparation for some forthcom- each other across hundreds of miles of borderland. Both ing battle. are huge in the extent of their territories and their cities hold incredible numbers of people, advanced magic and Epic Scale technology making the lives of the citizens easier, and expensive teleportation gates making travel between his is steam power brought to a huge key locations much more viable. Both are cosmopolitan scale - the scale of huge empires push- societies, dozens of smaller nations absorbed into them, ing the possibilities of steam technolo- T from elves to dwarves to humans to goblins. One even gy to the limit. Massive armies march into battle, boasts an alliance of dragons, the scaled beasts serving accompanied by monumentally massive steam- as mounts for the ruling council to go into battle atop. works like Behemoths, constructs the size of When these neighbouring giants dispute, the battles fortresses that shake the earth with every clank- are awe-inspiring. Behemoths, the largest constructs ing step, battering one another around on the field that it is possible to create, spearhead assaults with of battle as thousands of warriors and smaller hundreds of thousands of warriors behind them, shat- constructs swarm around their feet. Huge arcane tering fortifications and battling each other over plains steamworks perform amazing tasks, supplying scorched by the fiery spells of battle-wizards. Highly the streets and boulevards of entire cities with trained troops armed with magical and steamwork eldritch light and harnessing power for a dizzying devices attempt to assault the massive beasts, breaking array of other purposes. Mighty dirigibles soar in through joints and weak points to slay the crew guid- through the air like lords of the skies. High level ing the huge steel construct. Immensely powerful char- characters abound. This is steam technology in acters scythe their way through lesser foes to meet in epic proportions. climactic duels. Steam technology in such a style of campaign The two empires are of such power and influence can be anything from clanking, industrial steam- that lesser nations around them often have a hard time works that belch out clouds of smog from their making their opinions and concerns heard. Nonetheless furnaces, to expertly crafted designs built with it seems that soon the status quo will be shaken up once grace and an eye for the aesthetic, even on the more, for rumours from the north tell of a huge gather- kind of scale as city-shattering war machines. ing of dark creatures and behemoth constructs created Whatever it is, it's big. by evil necromancers that will challenge the might of Machines, logistics, empires and plots, nothing both of the dominant powers in the south. in epic scale is small. Steam technology is accom- panied in this by other aspects also being of the same epic scale. Magic is used often and the cam- paign may well be magic-saturated with the

page 15 CrCreatineatingg && UUsinsingg SStteameamwwoorrksks

he presence of steamworks in a campaign heavy with steam technology, the DM may can open up a whole lot more options and decide that this skill is available as a Craft skill to Topportunities for characters. They have all classes. Steam technology in such a setting is the chance to be a part of the scientific and so common and generally available that even mechanical processes that construct and invent fighters and clerics will have a good chance of steam technologies, and they have the opportuni- picking up enough ranks in the skill to be able to ty to make use of the end products, the steamwork use basic steamworks without too much trouble. devices themselves. Adventurers especially are In a setting where steam power is much more likely come across steamwork equipment during restricted in both knowledge and use, then it is a their travels, both making use of it themselves, good idea to limit the skill to fewer classes. If and of course having it used against them. steamworks are a new phenomenon then it might This section provides rules for characters to only be Inspired Inventors who have access to the both make, and make use of, steamwork devices, skill (see Paths of Power). If it is only skilled and to exploit science and machinery. Through mechanics and scientists who can figure out and the guidelines laid out here, characters can main- build steamworks, then limiting the Craft tain, refuel and sabotage technological items, and (Steamworks) skill to only be available as a class can bend the power of magic and of science to cre- skill to Experts is recommended. If use of steam- ate amazing steamwork arcana. works has an arcane connotation within a setting, it should be limited to wizards and maybe sorcer- The Craft (Steamworks) Skill ers, while if it is only the province of a religion that dominates the flow of scientific knowledge entral to the operation and construction of then it could be limited only to the clerics of that steam technology is the Craft faith. (Steamworks) skill. This new skill is used C In cases where steam technology is exception- to represent a character’s understanding and ally rare it may be necessary for a character to savvy when it comes to steamworks, and shows unearth hidden lore and ancient (and perhaps for- his or her capacity to activate, maintain and build bidden) sciences to be able to gain any ranks in such devices. the skill at all. Characters with a few ranks in Craft (Steamworks) will generally be able to operate most steamwork devices and keep them running Identifying Steamwork Devices in good shape with only the occasional mishap. o the eye of someone with a little knowl- More ranks in the skill allows a character greater edge of science, the purpose of a steam- competence in handling more advanced steam- Twork device is usually fairly obvious from work devices, and even makes it possible to build its form. On the other hand, the more complex various items. such a device is, the less apparent its use and oper- It is important that a DM judges which ation becomes, and to someone unused to steam classes should have access to the Craft technology any such device can seem bewildering. (Steamworks) skill according to the If a character purchases a steamwork device, it is desired feel and technology level of the likely that the vendor will have told him or her individual campaign. In a setting how it is operated, what it does and how it is

page 16 a Guide to Fantasy Steamworks fuelled (unless the vendor tem simply lacks the pressure to get the steam- doesn’t know either, or work machinery working properly, and it has no lies to the purchaser). In effect. Steamwork devices of Small size or small- the case of a character er only take 2 rounds to warm up. acquiring a new steamwork Activating a steamwork device once it has device that he is not aware of warmed up requires a Maintenance check (see how to operate, he may make below) to ensure that it works properly and does- a Craft (Steamworks) check n’t malfunction. Some steamwork devices have to see if he can figure it out. an instantaneous effect, for instance a crank-can- The DC is set at 10 + non being fired to spray an area with bullets; oth- Maintenance DC, and ers have sustained effects, such as the benefits of if the character successfully uses the skill he a suit of steamwork armour or a steamwork con- works out how to operate the device. This process struct being operational. Every time a steamwork takes 10 minutes of careful examination on the device such as a crank cannon is used, a new part of the character. Maintenance check needs to be made, while an item with a constant effect does not require new Example: An adventuring party deep in the bowels Maintenance checks every time it is involved in of an ancient fortress has discovered a steamwork an action. device in the pile of loot collected from some kobolds. The silvery box of metal, studded with glass tubes and Example: A character possesses a steamwork arcana pipes and inscribed in draconic, is actually an alcheme- version of gauntlets of strength. He only needs to chanical sniffer, but the adventurers don’t know that. warm up the gauntlet’s engine and then successfully The rogue sits down and examines it carefully for ten activate them once, after which they continually grant minutes. The player makes a Craft (Steamworks) their +2 bonus to Strength. He does not need to make a check for his rogue, and rolls 12 + his skill bonus of 7 for new Maintenance check every time he uses the a total of 19. The Maintenance DC for an alcheme- gauntlets to do something, e.g. hit someone or lift a chanical sniffer is 7, so the DC is 17. The rogue success- heavy object. fully works out how to get the sniffer to work and fires up the engine, setting to seeking out the tracks of the It is general practice with steamwork devices kobolds that escaped them earlier. to have the engines already fired up and the boil- er running when a character is in a situation Using Steamwork Devices where he might need to make use of his steam- powered items. This saves characters from such efore a character can activate a steamwork unfortunate situations as having to spend several device that he already knows how to oper- rounds in a battle warming up their weapons ate, he needs to fire up the engine. Firing up B before they can pitch in to aid their comrades. the engine takes a standard action as the character The price of being ever ready for events is that ignites the fuel in the firebox, speaks the arcane with the engines being on for longer more fuel is syllables needed to activate the arcane machinery, used up. or otherwise starts the system up. It is possible that a steamwork device might Firing up the engine gets the steam flowing have its engine shut down, possibly through hav- from the boiler (or whatever method the engine ing the firebox doused or by magical means. In in question employs to create the steam), quickly this case the engine must be fired back up and bringing the device to an operational status. It allowed to get back into operation before the takes three rounds for the boiler to heat up and the device can be used once more. steam to start flowing, except for in the case of alchemical mixer engines (see Engines). If a char- acter attempts to activate a steamwork item before the three rounds have passed then the sys-

page 17 SteamSteam && SteelSteel question. A natural roll of 1 on such a check is The ‘Machine’ Bonus Type always a failure. n the same way that many arcane spells grant There are a number of different situations in enhancement or deflection bonuses, holy which a Maintenance check must be made for a Iitems grant sacred bonuses and some power- device: ful magics grant inherent bonuses, steamwork devices often grant a machine bonus. For Activation: When a character activates a steam- instance, a suit of heavy piston-augmented steam- work device, having already warmed up the work armour grants a +6 machine bonus to engine, a Maintenance check is required. Strength, which stacks with enhancement bonus- es from spells and magic items, but does not stack Long-tterm Wear: Steamwork devices that are with the +2 machine bonus to Strength given to on for long periods of time need careful attention attacks made with a steamwork arm prosthetic. and maintenance due to the continual stresses of activity. For every 24 hours that a device is active for, it needs a suitable amount of maintenance Maintaining (which takes 5 minutes per size category of the Steamwork device, from 5 minutes for Fine to 45 for Colossal). If this is not done the Maintenance DC Devices of the machine increases by 1, which accrues for every day the machine is not maintained proper- ly. This can only be reset by giving the device a teamwork devices have an unfortunate full day of inactivity and triple the amount of tendency to jam up, blow a gasket, or maintenance time that is needed normally. Sotherwise go wrong. The fuels used by many types of steam engine produce residues and Battle-SStress: Although steamwork constructs smog that muck up the mechanisms of a steam- are immune to critical hits, it is none the less pos- work with oily grime and grit, and the more exot- sible that a particularly powerful or damaging ic forms of engine powered by magic or other strike might cause the machine to suffer a mal- eldritch energies can have arcane circuits frying function. Whenever a steamwork construct or and energy conduits breaking. The high pressures character wearing steamwork armour suffers a hit that occur within a steam engine from the gases on which a natural 20 was rolled, a Maintenance swirling around its system can cause leaks of hot check must be made. steam, or more catastrophic malfunctions… Of course, if given the correct maintenance Prosthetic Stress: and tending a steamwork device can be kept in Whenever a character with steamwork pros- tiptop shape and will run efficiently, rarely break- thetics undergoes a situation in which their pros- ing down or going wrong. If maintained badly or thetics undergo a taxing amount of use, a negligently, things have an even greater chance Maintenance check is needed. Whenever such a than normal of malfunctioning. character enters combat, a Maintenance check is Every steamwork device, from massive lum- needed for a randomly selected prosthetic that is bering constructs to steam-powered prosthetics, employed during battle, such as a fighter’s steam- has a Maintenance DC. This represents how hard work arm used to wield a weapon. When a char- it is to keep the device operational, and those acter uses a prosthetic as part of an action over a unskilled in maintenance and who understand long period of time which may fatigue them, for their steamwork equipment only poorly are instance a character with a steamwork leg run- unlikely to keep it working for long. A ning for a long period of time, a Maintenance Maintenance check is a Craft check is needed for the prosthetic in question. In (Steamworks) check against the these circumstances, a character with the Maintenance DC of the device in Endurance feat benefits from the +4 bonus to

page 18 a Guide to Fantasy Steamworks Maintenance checks in these situations in addi- in the device grinding to a halt in d3 rounds; re- tion to the normal situations it applies in. ignition devices in the Equipment section are designed to cope with this problem. Manually re- Massive Damage: Whenever a steamwork con- igniting a furnace is a standard action. struct, character wearing steamwork armour or 13-114: Blows a Gasket: A gasket blows, venting character with steamwork prosthetics takes mas- steam as per the Steam Vent result. The machine sive damage, a Maintenance check is needed. In itself suffers from an increase in Maintenance the case of a character with steamwork prosthet- DC of 3 and a -1 penalty on any attack or skill ics, a single prosthetic is randomly selected for the check made involving the device. Constructs and check. Although constructs are immune to the characters wearing steamwork armour suffer other effects of massive damage they are still sub- either a halving in their movement speed or a -5 ject to this Maintenance check. The DC for this penalty to attack rolls (50% chance of either check is increased by 10. result). 15: Pressure Build-UUp: A serious pressure The Maintenance roll represents the mainte- build-up begins somewhere in the machine, usual- nance, oiling and greasing and general care that ly with an ominous rumbling noise. In d6 rounds has been given to a device, and a failure indicates it results in a breakdown and a steam vent unless a that something has gone wrong. Roll a d20 and successful Craft (Steamworks) check is made consult the following table to discover the effects: against a DC of 5 + Maintenance Level is made to fix it quickly, one attempt allowed each round. Malfunction Table 16-118: Breakdown: The device simply stops working as something inside breaks or slides loose 1 - Slow Warm-uup: The device takes a while to or the boiler starts venting continually. start working properly, activating a round late. Constructs suffer a penalty to both Strength and 2-44 - Pressure Dip: A momentary loss of pres- Dexterity scores of -4. sure means the device stops working for one 19: Major Breakdown: The device breaks down round. If the item is just being activated, it just in impressive style, usually with a considerable activates a round late, as per the Slow Warm-up amount of mechanical grinding and expensive- result. A steamwork construct, or someone wear- sounding crunches. Fixing the device will take an ing steamwork armour of any kind, suffers a -2 hour rather than the usual ten minutes. penalty to Dexterity for one round instead. Constructs break down like anything else. 5-77 - Steam Vent: A spray of steam vents out of 20: Catastrophic Breakdown: As major break- the machinery in a billowing, scalding cloud. down, except potentially even more impressive. Anyone in contact with the device must make a The device breaks down. There is a 50% chance it Reflex save (DC 10) or suffer d4 damage from the sprays boiling steam over a ten foot radius area in hot steam. The machine itself suffers from a the process, inflicting 2d6 damage to all in the Pressure Dip. area unless they make a Reflex save (DC 15) 8-99 - Clunk: Something in the machinery (small-sized and smaller constructs only inflict makes an ominous clunk. The Maintenance DC 1d6 damage on those in contact with them). In of the device is increased by 2 until fixed. addition, different types of engine may have addi- 10 - Catch the Bouncing Cog: Part of the tional catastrophic effects; for example oil-burn- machinery simply comes springing free from the ing engines may have their fuel reserves simply innards of the device, usually a small and fiddly explode. cog. The Maintenance DC of the device is increased by 3 until fixed; and if the missing piece Note that constructs usually do not have is lost then the character will need to find or make their own Craft (Steamworks) skill, and a new replacement. thus use the skill bonus of the last 11-112 Smouldering Embers: If the device has a character to maintain them instead. conventional furnace then it goes out. This results For every day a construct then

page 19 SteamSteam && SteelSteel goes without any maintenance, the skill bonus to its Maintenance checks is reduced by one unless a Craft (Steamworks) check (DC 15) is passed. Most constructs are usu- ally given maintenance every few days. On the occasions that they are sill found active within ruins and dungeons, they are often of either superior quality manufacture, have powerful magic woven into them, or are being maintained by some other dungeon denizen or construct. The same guidelines apply to large steamwork devices such as pumps and arrays that can con- tinue functioning for long peri- ods of time which need Maintenance checks independ- ently of their use by characters.

Example: An iron juggernaut construct enters battle with a group of adventurers, requiring a Maintenance check. The skill bonus of the necromancer who created the juggernaut and keeps it carefully maintained is +10, and the DM rolls a 12 for a total of 22, easily beating the Maintenance DC of 9. Later in the battle the juggernaut takes mas- sive damage, and this time the DC is 19. The DM rolls a 3, and the jug- gernaut malfunctions, resulting in a roll of 9 on the After spending ten minutes attempting to fix Malfunction table and thus an increased chance that it, the character must make a Craft (Steamworks) the construct will suffer even more problems later on. check against a DC of the Maintenance value modified by any effects from the Malfunction Fixing Breakage and table. A success indicates that he has managed to fix it and a negative state or penalty is removed. Malfunctions Note that if a machine has suffered various differ- f a machine breaks down, or suffers a ent malfunctions and breakdowns the character Maintenance penalty or some other nega- must take ten minutes and make a separate check Itive state from one of the results on the for each one to try and fix it. Maintenance table, a character can attempt to fix it. This process takes ten minutes A character can take 10 or take 20 when fixing and requires mechanic’s tools (see breakages. Tools of the Trade, below).

page 20 a Guide to Fantasy Steamworks Breaking the attempt at sabotage was successful. A charac- Elves ter needs to be looking closely at the device, for instance while maintaining it. Once noticed, sab- Like gnomes, elves Steamworks & otage can be countered by fixing the device as have an affinity for Causing normal; however, the wilful damage caused by a nature that often sabotage attempt means that the period taken to makes them balk at Malfunctions fix it is increased to one hour rather than ten min- the idea of industri- s well as fixing such utes. alisation and the machines, it is of course ramifications of Aequally possible that a Example: A scout infiltrates an enemy army camp, large machines character might be in a position and comes to the prize of the invading force’s troops – devouring fossil where they wish to deliberately fuels in their fire- damage and sabotage steam- boxes. However, work devices. Whether a sabo- Creating when elves do make teur deep behind enemy lines, Steamwork use of steamworks carefully incapacitating the their creations are sleeping hulks of steamwork Devices often amazingly war constructs the night before well-crafted, aes- a battle, or a mechanic throwing an iron juggernaut, that has already spread terror and thetic and graceful a sabot into the grinding gears confusion on the battlefield and swung the balance in form rather than of an industrial steamwork firmly in its owners favour. The scout manages to lumbering junkmen hammer as a form of covert reach the juggernaut unseen in the gloom, his Move of rivets and black- protest at low wages – breaking Silently and Hide checks passed easily. He can’t risk ened iron. They and tampering with steam- staying there long and takes a furtive ten minutes to try also enjoy making works is often easier than keep- and covertly sabotage the device, rolling a 15 on his extensive use of ing them working. check, which with his skill bonus of +4 to Craft magic in their craft- Sabotage takes ten minutes (Steamworks) is just enough to beat the DC of 19. He ing, and generally and requires a Craft then slinks away back into the darkness. make use of magical (Steamworks) check against a When the wizardly engineer who created the jug- engines that do not DC of 5+ the Maintenance DC gernaut starts it up the next morning, he rolls a 4 on his burn any fuel. of the device. A success means that the next time the device is spot check, which with his Spot bonus of +2 fails to beat the DC of 7 (5+ the saboteur’s ranks in Craft Their dark kin, the used it will automatically cause (Steamworks)). Failing to notice that an act of sabo- drow, very rarely a roll on the Malfunction table. tage has been committed, he activates the construct, and make use of such A character attempting to sabo- he watches in horror as it staggers a few feet, hisses machines. They far tage a device without saboteur’s violently and breaks down. prefer the use of tools (see Tools of the Trade, magic over machin- below) suffers a –2 circum- character with ranks in the Craft ery, and rarely stance penalty. A character (Steamworks) skill can attempt to create bother themselves with at least 5 ranks in Disable steamwork devices in the same way he with attempting to Device gains a +2 synergy A could create other mundane items with the appro- understand scientif- bonus to sabotage attempts. priate craft skills. Crafting a steamwork device ic principles. They Sabotage can be spotted by requires access to a forge, as well as appropriate might however those with an eye for it. A spot tools for forming and shaping the metal parts of force captured check made against a DC of 10+ the item, unless the process is using materials slaves with engi- the saboteur’s ranks in Craft other than metal. neering knowledge (Steamworks) successfully In addition, due to the complexity to craft steamworks notices that a device has been of increasingly advanced steam- for them. tampered with, whether or not works and the scientific element

page 21 SteamSteam && SteelSteel involved in their creation, there are a minimum ing the unreliability. Any item other than scrolls number of ranks in the Craft (Steamworks) skill and potions can be made in this way. that a character must have to be able to attempt Such items are usually obviously built with certain devices at all. This reflects a character’s steam technology, such as gauntlets of ogre strength increasing levels of scientific acumen and techno- covered in heavy metal pistons. The steamwork logical understanding. A dwarven engineer with 5 versions of others have a more inventive appear- ranks in Craft (Steamworks) simply does not ance, such as a strange-looking pump device that have the scientific and mechanical training to be coughs out dust of appearance when activated. able to design and build a steamwork sentry (see Crooked wands with steamwork pistons and Tools of the Trade). His more experienced com- joints and tiny wire-wreathed and vent-studded panion with 9 ranks has done the necessary arcanomechanical rings are equally possible. research and investigation to understand how to To create such an item, the character must ful- construct the guardian machine. fil all the prerequisites needed to create a normal It is building the engine parts of steamworks version. In addition, he or she must possess ranks that is a slightly different matter to the rest. The in Craft (Steamworks) equal to the caster level categories of engine are conventional furnace, given in the item description. Steamwork magical alchemical, arcane, essence, necromantic and items crafted in this way cost only 80% of the nor- energy trap. A character needs the appropriate mal gold and experience, but become steamwork feat (see Feats, below) to have mastered the scien- items and thus must have their engines warmed tific or eldritch principles behind what makes the up to be activated, require Maintenance checks engine type work, and to be able to build an for various circumstances, and need to be fuelled. engine from that category. Creation of engines is The Maintenance DC of a steamwork magical detailed in the Engines of Steam section below, item created in this way is equal to the caster level along with the special effects that different engine given in the item description + 5. types have. Other than the effects of becoming a steam- For the purpose of calculating the creation DC work device, the magic item operates as normal. for Craft checks, steamwork devices count as However, any bonuses it grants, such as enhance- complex or superior items, meaning the DC is 20. ment bonuses to ability scores or deflection bonuses to armour class, are changed to be Creating Steamwork Arcana machine bonuses instead. The reduced cost of the item does not include ome of the steamwork devices presented in the cost of the engine. Since the cost of the this guide are magical items, implementing engine, and fuel consumption, is dependent on the arcane or divine power into their functions S size of the item in question, and not all magical and workings. These follow the usual rules for items have their size detailed, it is sometimes nec- magical item creation, requiring an appropriate essary for the DM to use his discretion in decid- feat and spells, as well as usually also having a ing on an appropriate size value. prerequisite of a certain number of ranks in Craft (Steamworks) on the part of the creator. Items that are both steamwork and magical still require the usual maintenance and fuelling as appropriate to the engine type. FFeatseats It is also possible for a character to make steamwork arcana versions of existing magical items taken from other sources. Using a cun- etailed here are a number of different ning blend of technology and magic, these feats related to the creation, use and sabo- items are less draining and less expensive Dtaging of steam technology. It is impor- to make, but also suffer all the short- tant to note that the engine creation feats here do falls of steamwork devices, includ- not all have to be made available in a fantasy set-

page 22 a Guide to Fantasy Steamworks ting. The DM may decide that the only steam- benefits from a +1 bonus to DC and caster level. If work engines in existence in his campaign are to the arcanomech energy is not used within one be alchemical engines made by mad gnomes or round of being acquired, it drains away. complex and rare arcane engines built by reclu- sive wizards. Alternatively it might be a steam- Eldritch Technologist [General] punk setting where the only form of engine avail- Wise in the ways of both magic and steam able is the conventional furnace, except for necro- technology, you can use supernatural powers to mantic engines built by sinister horrors that lurk meddle with nearby steamwork devices. on the edges of civilisation and the designs for Prerequisites: Craft (Steamworks) 8 ranks, such not being comprehensible to humankind. Spellcraft 8 ranks The DM should make engine feats available to Benefit: Once per day a character with this feat various cultures and societies at his discretion and can modify a single Maintenance check made as suits his aims for giving flavour and distinc- within 20 feet by 5, as either a bonus or a penalty tiveness to the campaign. to the roll.

Alchemechanic [Engine Creation] Essence Engineer [Engine Creation] You have mastered the alchemical sciences and Either through your religious training or your steamwork principles needed to construct an knowledge of the planes, you are able to harness engine driven by chemical energy. Inner or Outer planar energies to power mystic Prerequisites: Craft (Alchemy) 9 ranks, Craft steamwork engines. (Steamworks), Craft (Steamworks) 9 ranks Prerequisites: Able to cast 3rd level spells, Benefit: The Alchemechanic feat allows a Craft (Steamworks) 8 ranks, Knowledge character to build alchemical engines. (Religion) 8 ranks or Knowledge (The Planes) 8 ranks Arcanomech [Engine Creation] Benefit: The Essence Engineer feat allows a Your knowledge of both arcana and the sci- character to build essence engines. ences is such that you can meld the two, creating fantastic magic-powered steamworks. High Artificer [Engine Creation] Prerequisites: Able to cast 3rd level arcane You have mastered the complex and mystical spells, any Item Creation feat, Craft sciences needed to create energy trap engines. (Steamworks) 8 ranks, Knowledge (Arcana) 8 Prerequisites: Craft (Steamworks) 12 ranks, ranks Knowledge (Arcana, Physics, Chemistry or Benefit: The Arcanomech feat allows a charac- Religion) 12 ranks. ter to build arcane engines. Benefit: The High Artificer feat allows a char- acter to build energy trap engines. Arcanomech Channeller [General] You have learned how to tap into machinery as Industrialist [General] a conduit for your magical energies. Nearby You hail from an industrial city where the air steamwork devices, your power is increased. is thick with smog and grime and the noise of fac- Prerequisites: Able to cast 3rd level arcane tories endlessly toiling. Many of your people spells, Craft (Steamworks) 8 ranks learn an industrial trade, and the polluted air has Benefit: A character with this feat can draw toughened your lungs. energy from nearby machines to boost their spell- Prerequisites: This feat can only be taken at 1st casting capabilities as a standard action. They level. must select a steamwork device within 20 feet to Benefit: A character with this feat gains draw energy from, which suffers as if from the a +2 bonus to saves against gas and pressure dip malfunction for one round. In the fol- choking effects, and a +2 bonus to a lowing round, a single spell the character casts single Craft skill.

page 23 SteamSteam && SteelSteel MagMagic/Tic/Technechnoollogogyy AnimosityAnimosity It may be that a campaign features a stronger animosity between magic and science than merely a dislike of the other by the practitioners of each. Magic and technology can be made so entirely differ- ent that they are actually the opposite of each other, so incompatible that they actually interfere with each other.

In this case, an arcane spellcaster has a -2 penalty to any Craft (Steamworks) checks. An arcane caster of 10th level or above increases this to -4 and applies the same penalty to anyone else making Craft (Steamworks) checks for a device that the caster is in contact with, for instance when he is aboard a train - his magic is so strong that it actively disrupts the mechanisms and science. An arcane spellcaster of 20th level or over increases this penalty to -6.

Meanwhile, the following feats become available:

Tech-SSavvy [General] You're a capable user of technology and steamworks, and understand the basic scientific principles. Prerequisite: Craft (Steamworks) 6 ranks Benefit: You gain a +3 innate bonus to saving throws against arcane magic, and suffer a 10% increase to your chances of arcane spell failure, even in no armour.

Engineer [General] Your technological skills and understanding are quite significant. Prerequisite: Craft (Steamworks) 13 ranks, Tech-Savvy Benefit: As an innate ability, you can dispel magic as an extraordinary ability once per day, as a caster of your character level. You suffer a 25% increase to your chances of arcane spell failure, even in no armour.

Scientist [General] You are a true scientist and mechanic, fully steeped in the lore of machinery. Prerequisites: Craft (Steamworks) 18 ranks, Engineer Benefit: You gain Spell Resistance equal to 10+ your character level against arcane magic, even friendly arcane magic. You suffer a 35% increase to your chances of spell failure, even in no armour. Benefit: A character with the Inspired feat can Inspired [General] benefit from a flash of inspiration and ingenuity Either by natural genius or the influence of once per day, allowing them to take 20 on a skill some outside force such as the work of steam spir- check once per day without having to spend a its, you are inspired. Your mind is full of amazing longer period of time that would be needed to take ideas and fantastic designs for machines and the check normally. In addition, this is the prereq- steamworks, and you can see methods and solu- uisite for the Inspired Inventor prestige class, tions for any challenge put before you. which in some campaigns may be the only Prerequisites: Intelligence 13+. Depending on method of gaining access to engine creation feats. the campaign, the Inspired feat may only be avail- able through the work of outside influences, Master Mechanic [Engine Creation] such as being bestowed on clerics with the Your mechanical skills and scientific under- Invention domain or made available to a standing of steam technology allows you to build character due to the presence of steam conventional steam engines. spirits (see Beasts of Steel). Prerequisites: Craft (Steamworks) 7 ranks

page 24 a Guide to Fantasy Steamworks Benefit: The Master Mechanic feat allows a environs for operating – your patients are more character to build conventional furnace engines. likely to wake up with a successful graft and less likely to pick up an unpleasant disease from the Necromek [Engine Creation] wounding. Your mastery of the dark arts and your scien- Prerequisites: Heal 10 ranks tific knowledge allow you to create an unholy Benefit: A character with this feat gains a +2 fusion of both in the form of necromantic steam- bonus to skill checks to implant a prosthetic, and work engines. their patients benefit from a +4 bonus to Fortitude Prerequisites: Ability to cast saves against catching a disease from the graft. Halflings 3rd level arcane spells, Spell Super-HHeavy Armour Proficiency Focus (Necromancy), Craft [General] [Fighter] Lacking any real You have been trained in the use of super- scientific knack for (Steamworks) 8 ranks Benefit: The Necromek feat heavy forms of steamwork armour, and are able machinery, to pilot them competently. halflings tend not to allows a character to build necromantic engine types. Prerequisites: Craft (Steamworks) 4 ranks, invent steamworks Heavy Armour Proficiency. by themselves. Quick Fix [General] Benefit: A character with this feat can operate They will, however, super-heavy armour. quite happily make You can fix a breakdown or malfunction in a steam engine Normal: A character who is wearing armour use of such devices with which he is not proficient suffers its armour that others have in no time flat. Prerequisite: Skill Focus – check penalty on attack rolls and on all skill made. Steamwork checks that involve moving, including Ride. In devices often end Craft (Steamworks) Benefit: Fixing a steamwork the case of super-heavy armour, the armour check up in the hands of penalty to skill checks that involve moving is device takes 1/10th of its usual light-fingered doubled. halflings who have duration for a character with this feat. 'appropriated' them. Technophobe [General] In situations where You come from a society that hates and Saboteur [General] one or two organi- maligns technology, perhaps because of its effects Your knowledge of how to sations control the on the environment and nature, or for other rea- sabotage and damage machinery entire flow of sons. You fight with great ferocity against such and steamworks is such that steamworks, and metal abominations. even in battle you can pick out heavily restrict st their distribution, it the weak points on a hostile Prerequisites: This feat can only be taken at 1 may be halflings construct. level. who can acquire a Prerequisites: Base Attack Benefit: A character with this feat gains a +1 device for a charac- Bonus +3, Sneak Attack class bonus to attack and damage rolls against steam- ter outside the nor- ability, Craft (Steamworks) 4 work constructs and those with steamwork mal legal channels… ranks armour or prosthetics. Benefit: A character with this feat can make both sneak attacks and critical hits on steamwork constructs in melee combat. Normal: Constructs are immune to sneak attacks and critical hits.

Steam Surgeon [General] You’re a skilled healer and experienced sur- geon when it comes to implanting prosthetics and understand the need to keep a clean and hygienic

page 25 EnEngginineses ofof SStteameam

t the heart of every steamwork device is Size Engine Cost Multiplier an engine of some sort or another, the Fine x1 Amachinery that powers the entire item. Diminutive x2 There are all sorts of different types of engine Tiny x3 possible in a fantasy setting, from the convention- Small x4 al fuel-burning furnaces to the more fantastical Medium x5 variants such as the magic-eating dweomerburn- Large x6 ers and the sinister necromantic engines. The Huge x7 only thing they have in common is that they Gargantuan x8 transform water to steam through their processes Colossal x9 in order to make the machine operate. The type of engine that powers a steamwork device is often Some engines also have added costs in forms apparent through the item's appearance; arcane other than gold; for example an arcane source engines are scribed with runes and mystic pat- engine drains experience points from the creator, terns and crafted from odd materials, while a as the process of building it is similar to crafting necromantic device is disturbingly crafted and any other magical item. often inlaid with patterns in bone. Other types of The type of engine in a device does not affect engine not described here are also quite possible. its weight or size, since that is already included in the device's entry. Certain types of engine may Constructing an Engine affect the Maintenance DC of a device. o construct an engine requires the appro- priate feat, as well as a forge and tools in Example: A dwarven engineer is making a steam Tthe same manner as crafting other steam- sentinel to help guard his clan's mines from marauding work devices. Building the engine is effectively a orcs. He has the Master Mechanic feat and decides to sub-process of building an overall machine, and construct it with a coal burner engine, since his clan's can be done quite separately (and often is) to con- mines produce a lot of coal. Coal burner engines are structing the other parts of a device. The average simple and cheap, only costing 10gp per size category, so industry labourer or apprentice mechanic can for the Large construct it costs 60gp to build the engine. build the metal cogs, gears and struts needed to This minor cost pales in comparison to the 12,000gp put together most of a device. It needs the careful needed to craft the sentinel in the first place. skill of a talented engineer to assemble the com- plexities of the engine and connect it into the Example: A wizard wishes to craft a steamwork machinery, systems and controls of the item and arm for one of his fighter companions, who had theirs to ensure it works as it should. bitten off by a voracious troll. He possesses the The cost of an engine depends on the size of arcanomech feat, and decides to build an arcane source the device it is supposed to be powering, and thus engine so that his friend won't need to bother constant- engines for larger devices like constructs cost ly refuelling the prosthetic. A steamwork arm is a more. To find the cost of an engine, multiply Small item, and so it costs a total of 1,000gp and 40xp the cost supplied in the engine's entry by for the magical engine, on top of the 2,000gp cost of the for each increasing size category the arm itself. device it powers has. The table below lays out the price increase.

page 26 a Guide to Fantasy Steamworks Example: An evil necromancer plans to construct a dirigible, desiring the greater mobility it gives him and the opportunity to strike at his foes from far above. Possessing the necromek feat, he decides to power the steamwork machinery of the vehicle with vile corpse- burner engines. Since the dirigible he is making is a Huge construct, a corpseburner engine costs 350gp, only a small additional cost to the overall price of building a dirigible in the first place.

Note that except for where specified in indi- vidual engine entries, any type of steamwork device can be built with any type of engine. Fuelling an Engine ach engine entry also includes the cost to fuel a Medium-sized device for one day. ESome engines have special fuel require- ments that are noted in their details, while others do not require any fuel due to their nature. To find the fuel cost for a device that is larger than Medium size, simply double the fuel cost with each increasing size category. To find the fuel cost for a device that is smaller, halve the fuel cost with each diminishing size category. Conventional Furnace As mentioned above, it is important to note team engines with a conventional furnace that the list below is not necessarily a comprehen- rely on the heat generated by the combus- sive collection of every single engine type that Stion of some sort of fuel to power them. should be included in a single campaign. Rather, it Device design usually features an accessible fire- is intended to provide a broad spectrum of differ- box where the fuel combusts, as well as vents or ent possibilities that the DM can put to use, pick- smokestacks to allow the smoke and fumes creat- ing and choosing which engines he feels are ed by the process to escape. appropriate. Engines of this type are notorious for creating large amounts of pollution through burning fossil Size Fuel Cost Multiplier fuels. They also generate a lot of heat and work- Fine x1/16 ing in an environment full of heavy steamwork Diminutive x1/8 machinery powered by conventional furnaces can Tiny x¼ be hot and tiring. Small x½ Medium x1 Creating a conventional furnace engine Large x2 requires the Master Mechanic feat. Huge x4 Gargantuan x8 Coal Burner: This type of engine depends Colossal x16 on a feed of normal coal into its furnace to keep the fire burning and the boiler heat- ed. Burning coal creates large amounts of waste ash that needs to be disposed of, but it does tend to be a fairly

page 27 SteamSteam && SteelSteel cheap and plentiful fossil fuel that burns well. burners often have more complex engines to feed Coal is found in seams that run through rock and in the right amount of fuel into the furnace. need to be mined out, a process that can be done Burning oil creates thick, oily fumes and can leave without need to recourse to much technology and thick residues, and as a result oil burner engines sophistication. It is however not without its dan- need a lot of maintenance and cleaning to ensure gers, both short-term (collapses and underground they keep working. Despite this, oil burns effi- creatures) and long-term (damage to lungs and ciently and carrying fuel for an oil burner is con- throat through coal-dust), and as such it is not siderably less encumbering than carrying coal, uncommon to see slaves put to work in coal especially since the viscous liquid can be stored in mines. vials and flasks. Coal is also heavy and cumbersome to trans- In the case of a Catastrophic Breakdown, the port, as well as needing someone to either shovel fuel reservoirs of an oil burner engine explode. fuel direct into the firebox or to regularly top up a For every size category larger than Small of the large device's fuel hoppers. Using coal isn't very device, the radius of the explosion expands by 5ft. practical for very small devices due to the size of For Small or smaller devices the explosion only pieces of coal, and adventurers are generally affects someone handling it. Anyone in the area is unwilling to lug sacks of the fuel around with hit as if by alchemist's fire unless they make a them on their travels. Reflex save (DC 15) and may be set on fire. Note that on a successful save, someone handling the Oil Burner: Rather than having an open device only succeeds in taking half damage rather furnace into which fuel can be shovelled, oil than avoiding it entirely. The smouldering wreck-

Engine Cost Fuelling Cost per Day Conventional Furnace Coal Burner 10gp 5gp Crystalburner 30gp 15gp Oil Burner 15gp 8gp Alchemical Engine Alchemical Mixer 20gp 6gp Arcane Engine Arcane Source 250gp, 10xp None Dweomerburner 100gp * Energy Trap Engine Divine Source 250gp, 10xp None Solar Trap 250gp * Essence Engine Elemental Essence 250gp, 10xp None Spirit Essence 250gp, 10xp None Necromantic Engine** Blood Drinker 50gp * Corpseburner 50gp * Dragonsblood 50gp*** * Soulburner 75gp*** * Soul Drinker 100gp, 4xp *

*Indicates non-standard form of fuel. **Can benefit from cost reductions through the use of sacrifices ***Indicates additional creation costs

page 28 a Guide to Fantasy Steamworks age of the device remains hot and dangerous to wave of blue-white energy like the flash of a det- touch for quite some time. onation. This energy deals no physical damage Devices with oil burner engines suffer a -2 cir- but hits the mind and psyche of anyone nearby cumstance penalty to saving throws against fire like a hammer, dealing d6 temporary Wisdom damage (this is primarily relevant for constructs). damage to all within a radius of 5ft. per increasing An oil burner device that is reduced to 0 hit points size category of the device. by fire damage explodes as per a Catastrophic Breakdown. Alchemical Engine his type of engine does not rely on com- Crystalburner: Crystalburner engines bustion at all. Instead it uses chemical are an exotic form of conventional furnace reactions to create the heat needed to keep that does not burn any fossil fuel, but instead T the boiler running. Alchemical engines are usual- combusts specially treated crys- ly very complex and filled with delicate glass Goblins tals. These crystals are only components, and make strange sloshing noises found in growths that occur in Goblins like steam- when moved as the substances within swirl odd locations such as deep work devices, and around. Since the chemical processes create nox- underground and near active the noisier and ious fumes and gases, alchemical engines are volcanoes, but they only create more destructive often riddled with vents and exhausts to allow it a very thin smoke from their the better. Goblin all to escape, meaning they are usually accompa- furnaces and thus a minimum steamworks tend to nied by a pungent smell on the air. Those who of pollution and grime. They use either crude work around alchemical engines for too long tend also have exceptionally effi- conventional fuel to get headaches, while individuals who spend cient boilers. Since only a few burner engines, or years around them often develop coughs or respi- crystals, shards a foot in length, the more complex ratory problems, sometimes their brain also suf- are needed to power the engine devices crafted by fering from the chemicals. for quite a long time, it does not their priests and Creating an alchemical furnace requires the have the same kinds of prob- necromancers use Alchemechanic feat. necromantic lems of transporting fuel as coal burners suffer from. engines instead. If a Alchemical Mixer: Alchemical engines Crystalburners also have goblin culture gets have a number of benefits. When a vent is a strange and inexplicable hold of a steam- opened the various chemical agents instantly side effect, in that any sentient work device it is mix and create heat, and the reaction can be steamwork creation with a only a matter of switched off just as fast. Firing up an alchemical crystalburner engine benefits time before they engine does not result in the usual three rounds of from increased cognitive abili- figure out how to warm-up time, although it can still be affected by ties - the crystals have some make it themselves, the Slow Warm-up result on the Malfunction strange magical quality that and they can be table. Additionally, alchemical mixer engines are affects the delicate mechanisms very dangerous foes immune to the Smouldering Embers result on the for the machine consciousness when equipped with Malfunction table, as they lack a firebox or indeed of such devices. Steamwork steam technology as a fire. Although several different substances are constructs with crystalburner well as their own needed in the engine, the volume they are engines possess a +2 inherent natural cunning. required in is quite small because only a little is bonus to their Intelligence and used up in each reaction, meaning that the prob- Wisdom scores. lem of transporting fuel is almost negligible. In the case of a Catastrophic Breakdown the In the case of a Catastrophic Breakdown crystalburner's firebox explodes. As well as vent- an alchemical engine gouts gas and ing hot steam it quickly burns the rest of the crys- steam as chemical reactions go wild, tals in a lightning-fast reaction, pulsing out a spraying corrosive chemicals

page 29 SteamSteam && SteelSteel everywhere. For every size category larger than engine is expensive as well as demanding on the Small of the device, the radius of the explosion arcane creator. The personal steamwork creations expands by 5ft. For Small or smaller devices the of arcane spellcasters often feature arcane source explosion only affects someone handling it. engines, but the large-scale assembly of arcane Anyone in the area is hit for 1d10 acid damage steamworks is a rare occurrence. unless they make a Reflex save (DC 15). Note that Due to the magical nature of their engines, on a successful save, someone handling the device arcane sources do not have the same problems as only succeeds in taking half damage rather than more conventional ones of the firebox going out avoiding it entirely. If an alchemical mixer device or being doused, and are immune to such effects is reduced to below 0 hit points by acid damage (ignore the Smouldering Embers result on the then it explodes in the same manner as a Malfunction table). Equally they require no fuel, Catastrophic Breakdown. but like other steamwork devices they can suffer and degrade from being functional for too long at Arcane Engine a time and so are generally only activated when needed. rcane engines do not rely on a convention- Maintenance of an arcane source engine is eas- al furnace to heat up the boiler, instead ier for someone versed in arcane lore because the utilising more eldritch means to do so. A engine does not produce the same kinds of grime Unlike the practical mechanics and industrial and filth as some others. A character with at least appearance of more conventional engines, arcane 4 ranks in Knowledge (Arcana) gains a +2 syner- creations are easy to recognise. They often sport gy bonus to all Maintenance checks for an arcane mystic runes, crystal or glass tubes through which source engine. However, a character without any shimmering lights occasionally dance, and other Knowledge (Arcana) ranks at all may find the pieces of arcane paraphernalia. Arcane engines methods of keeping the device maintained nigh also often generate and use electrical energy from on incomprehensible as they won't understand the boiler to power the device in strange, pseudo- the inner workings of the engine, and hence suf- magical ways through meshes of copper wiring fer a -2 penalty to any Maintenance checks on a and specially sculpted magical foci. Peering into device powered by an arcane source. the innards of an arcane steamwork device reveals In the case of a Catastrophic Breakdown an the bizarre and weird structures within. arcane source engine cuts out and breaks down, Maintaining such engines often requires mystic often producing some impressive pyrotechnic rituals and the adjustment of strange valves and effects but without any additional special results. vents. Creating an arcane engine requires the Dweomerburner: This type of arcane Arcanomech feat. engine is rather cannibalistic in its nature, for it needs to devour other magic to keep its fires Arcane Source: An arcane source burning. Like a conventional engine, a dweomer- engine relies on some form of magic bound burner features an accessible firebox, which into the machine to transmute the water appears to be filled with dancing, ghostly flames into steam. This is usually done through the that give off no heat and do not actually burn sub- creation of a magical flame and heat, or by trans- stances placed within them, merely causing a muting the water directly into its gaseous state, light tingling sensation to the skin. However, but there are a myriad of other different arcane they do actually burn creatures that touch them in methods by which the same end result is the Ethereal plane like normal fire. When a mag- achieved. In any case, an arcane source engine ical item is placed in the fire, the flames burn with has the advantage that it is usually perma- ghostly enthusiasm as they set about devouring nent and does not require constant the spells imbued into the object within, burning fuelling to keep it running, although it away to power the steam engine. Eventually all equally the creation of such an

page 30 a Guide to Fantasy Steamworks that is left is the physical form of the magical some of the strongest sources of power and usual- item, all its enhancements stripped away. ly much less (normally up to twenty or thirty A medium-sized dweomerburner device miles). Outside the operational radius they sim- derives 1 day's fuel from every 250 gp of magic ply cease functioning and shut down. As a result, item that it burns, consumption changing as nor- divine source steamworks are usually used to mal for other sizes of engine. If an artifact is guard a stronghold or fortress at or nearby the placed in the engine the dweomerburner is fuelled source of power, rather than being designed for as if burning a normal magical item but does not greater travelling purposes. diminish the object in any way, no matter what Since the process within the engine does not the size of the device. Tales often abound of involve an actual fire to hear the boiler, but rather mighty behemoth constructs at whose mechanical strange processes that channel the received ener- hearts lie puissant artifacts eternally burning. gy into heat, divine source engines are unaffected Dweomerburners can also devour spells that by the Smouldering Embers malfunction. are cast directly at them (though this doesn't Steamwork constructs powered by a nearby apply to spells cast at a character handling a divine source often display an alarming grip on dweomerburner device). Dweomerburner devices group tactics and work together well through the have Spell Resistance 10, or in the case of con- link provided by the source, as a divine source structs grant Spell Resistance equal to 10 + the hit steamwork is aware of the exact position of any dice of the construct. Any spell nullified by the other steamwork powered by the source that is Spell Resistance gives the dweomerburner an within 60ft. Such constructs also gain a +1 bonus additional ten minutes of fuel per spell level to any Maintenance checks made for other devoured. devices incorporating the same engine type. In the case of a Catastrophic Malfunction, a A divine source engine is keyed to only a sin- dweomerburner explodes in a flash of white light, gle source. with the effect of an area dispel as per the spell In the case of a Catastrophic Breakdown, a centred on the steamwork device, at 10th caster divine source engine merely breaks down as nor- level. mal with no further special effects. Energy Trap Engine Solar Trap: Solar trap engines harness the power of the sun. They absorb solar energy to his type of engine derives its power by heat up their boilers, picking up the warmth collecting or tapping the energy emitted and light through arrays of collector panels and by some other source. In this way the T flat surfaces positioned to pick up as much of the source of power lies entirely outside the structure sun's rays as possible. The framework of solar of the steamwork construction itself, and possibly panels on some steamwork devices can be quite quite a considerable distance away. The two delicate. forms of energy trap engine presented here are A solar trap powers a steamwork device for 1 quite different and distinct from each other. hour for every hour of sunlight absorbed. Although clean in terms of pollutants and main- Divine Source: This type of energy trap tenance, solar trap engines have the obvious dis- engine is designed to pick up the energy advantage of being unable to process more power emitted by some nearby source of great during the night or when in the shade, and they power. This usually takes the form of some- rarely have enough power reserves to function for thing divine, whether it is an ancient and puissant long out of sunlight. Equally though, their source artifact or the place where a deity perished, or of fuel is essentially free. Since they do not even a still-living demigod. Steamwork engines have a firebox they are not affected by the designed to tap into the energy of the source can Smouldering Embers malfunction. only operate while within a certain radius of where it is located, up to one hundred miles for

page 31 SteamSteam && SteelSteel

In the case of a Catastrophic Breakdown mal- has to be done through some form of divination or function, solar trap engines merely break down summoning spell, for instance lesser or greater without any further special effects. planar binding. In the case of clerics in the service of a religion, they have the advantage that the Essence Engine deity of their faith will supply the link to that god's home plane. In the case of an essence engine ike arcane engines, an essence engine does powered in this way, a character who has not use conventional fuels to power steam- Knowledge (Religion) of 4 ranks or more gains a work devices. Instead it harnesses other- L +2 synergy bonus to Maintenance checks in rela- worldly energies, drawing them directly from the tion to that device. For those forced to barter with Inner or Outer planes. Both arcane and divine planar beings for power for an essence engine, spellcasters are able to tap into the planes in this depending on the size of the device the demands way, but essence engines generally remain the of the being can vary wildly. Incorporating a spir- provinces of religions and faiths. Due to the reli- it matrix (see Equipment) so that the being can gious nature of their creators, essence engines send a minion to inhabit it is a common request. thus often bear prayers, sacred texts and other Creating an essence engine requires the examples of religious panoply. Essence Engineer feat. All essence engines require that a deal has been made with some Inner or Outer planar Elemental Essence: This type of engine being to give the creator access to the draws energy from an Inner plane. Exactly spiritual or elemental energies of how it works depends on the element and the the appropriate planes. This usually creator. Elemental Fire devices are usually pow-

page 32 a Guide to Fantasy Steamworks ered by an ever-burning furnace that heats the Spirit Essence: A spirit essence engine water, while Water engines simply exploit the draws energy from an Outer Plane to power a nature of water and persuade it to take the form steamwork device. The exact manner in of steam. Air engines infuse the water with the which the energy is used to achieve this energy of clouds in the sky to make it transmute depends on the construction of the steamwork, into its gaseous form, while Earth engines are but the usual fashion is to channel the energy into usually very rare and often transforming the water into steam directly. Since Kobolds exploit the raw physical effort spirit essence engines are usually found in the Kobolds have a tal- of a servant elemental spirit service of a religion, they are normally crafted to ent for integrating within the device. reflect the dogma and portfolio of a particular steamworks with Elemental essence engines deity. traps, tunnelling do not need fuel and are also Spirit essence engines do not need fuel and are devices, and other immune to the Smouldering immune to the Smouldering Embers result on the nasty surprises for Embers result on the Malfunction table. Characters carrying steam- their enemies. They Malfunction table - even Fire work devices dedicated to a particular deity may have a love of fossil essence is immune since the find themselves targets of choice to Outsiders fuel-burning purity of the flame cannot be that are hostile to that deity. engines and oil in simply doused with water from In the case of a Catastrophic Breakdown, a general, and their a material plane. They also backlash of bright planar energy simply severs the technical capabili- gain a +2 inherent bonus to planar connection and obliterates the device's ties are not to be saves against effects of their engine entirely. underestimated. element; for example, a con- Inventive and struct powered by Fire essence Necromantic Engine gains a +2 bonus to its save ingenious, kobolds s any student of the necromantic arts is against a fireball spell. While sometimes even aware, death is a powerful tool, possessing elemental essence engines do lead the cutting energies that can be harnessed by those edge of science in not have problems with the A who are wise to it. Some have applied this path of grime and filth of burning fuel this field. thought to the creation of steamwork devices, cre- they do have to contend with ating engines that derive their power from death the powerful elemental forces roiling within and decay. Necromantic engines usually reflect them. Thus for characters who have no ranks in the tastes of their creators, tending towards goth- Knowledge (The Planes), or Knowledge ic design and horrific appearance, whether that is (Religion) in the case of engines powered by the a skeletal, bone-like frame or vicious spikes and deity of a religion, they suffer a -2 penalty to blades adorned with the remnants of enemies. Maintenance checks. Necromantic steamwork constructs often possess In the case of a Catastrophic Breakdown, an a malicious aura to them, eyes glowing with elemental essence engine temporarily collapses witchfire; those with furnace engines tend to have into a small elemental rift with a flash of energy. slender, sinister smokestacks and vents that puff While the engine is not destroyed (and indeed can out foul fumes. carry on functioning normally), a single elemen- Creating a necromantic engine requires the tal of the appropriate type forces its way through Necromek feat. before the rift closes. The elemental is hostile and attempts to destroy the engine as well as anyone Sacrifices: In the creation of any necro- nearby. The size of the elemental is random mantic engine, the creation costs can be although an elemental cannot emerge through a decreased by 10% by ritually sacrificing device that is smaller than it - so a Medium-sized sentient creatures. The blood and death device can only be breached by a Small or of a single sentient creature for every Medium-sized elemental, not larger ones. increasing size category of the

page 33 SteamSteam && SteelSteel steamwork device to be powered is integrated into reduced to 0 hit points by magic damage of any dark rituals that allow the necromancer to spend sort then it explodes in the same manner as a less of his own energy in the process. Both gold Catastrophic Breakdown. and experience costs are reduced through the use of sacrifices. Corpseburner: This form of necromantic Using sacrifices to empower a steamwork engine needs a large furnace, as it burns device in this way is an unambiguously evil act. corpses to provide heat for the boiler. Unlike a conventional furnace, it doesn't just derive energy Soulburner: This type of from the burning flesh, but also from the pain and has a firebox that seems full of ethereal black fear of death that still resides in the corpses. flames. These flames act in the same way as Although the burning corpses give off a foul real fire except that they inflict cold damage on stench and thick smog, it does mean that for war anyone foolish enough to stick a limb in the fire- machines, the battlefield box; like real fire, this coldfire can also set them becomes a source of fuel after Orcs alight. In addition, the flames also burn on the the fighting is over. It is not While the orc tribal Ethereal plane and will inflict damage on any unusual to see the dark-spined, structure is not very ethereal creature that passes through them. A hulking minions of some suited to the inven- soulburner uses souls as its fuel but can only burn necromancer prowling a tion and dissemina- them if they have been captured in gems, for killing field with a trail of tion of steam tech- instance through the use of the soul harvest spell thick smoke as they hunt for nology, and in gen- (See Spells). Once the engine has consumed a fresh fuel. Some particularly eral they are too soul, the holding gem crumbles to dust in the nasty constructs are fitted so warlike and uncere- coldfire, and an individual whose soul is eaten by that they can scoop up living bral a race to have a soulburner can only be returned to life through opponents and place them talent in that field, a wish or miracle spell. Soulburners give off a directly into their furnaces, there is the occa- thin, unpleasant smoke from their firebox. dealing 2d6 fire damage to the sional incidence of The creation of a soulburner has an additional unfortunate each round they tribal wisemen cost, in the form of one soul trapped in a gem for remain there. passing down the each increasing size category of the steamwork A Medium-size corpseburn- knowledge of creat- device to be powered. The souls are bound perma- er device consumes a single ing a few crude sys- nently into the machine until the engine is corpse to fuel it for one day. tems. Orcs do like destroyed, when they are freed. Corpseburners have the advan- big and noisy steam Coldfire burns merrily even when underwater tage of their fuel being effec- engines though, and or in airless environments, and so soulburners are tively free, but like other more eagerly acquire immune to the Smouldering Embers result on the conventional furnace engines, them off other soci- Malfunction table. they are vulnerable to their eties by barter or In the case of a Catastrophic Breakdown, the firebox going out or being plunder. Powerful firebox explodes in a flare of blue-white coldfire doused. Although it does not allies might give an accompanied by the sound of screaming spirits. seem viable for small steam- orc tribe steamwork For every size category larger than Small of the work devices to use corpse- devices to keep device, the radius of the explosion expands by 5ft. burner engines, it is quite pos- them loyal. For Small or smaller devices the explosion only sible for a necromancer to feed affects someone handling it. Anyone in the area is small body parts such as fingers into the furnace hit for 2d6 cold damage unless they make a Reflex of a construct such as a spider sentinel. save (DC 15). Note that on a successful save, In the case of a Catastrophic Malfunction, a someone handling the device only succeeds corpseburner breaks down in a billowing cloud of in taking half damage rather than avoid- foul smog, but with no further special effects. ing it entirely. If a soulburner is

page 34 a Guide to Fantasy Steamworks Dragonsblood: These vile necromantic needs to be acquired directly - which is normally engines exploit the highly magical nature of a very dangerous task. Some particularly unpleas- dragons, using necromantic sciences to ant necromancers may keep imprisoned and crip- extract energy from their sorcerous blood. pled dragons that they can siphon the blood from. Dragonsblood engines may appear similar to In the case of a Catastrophic Breakdown, a alchemical steamworks, featuring a nest of glass dragonsblood engine explodes in a detonation that tubes and alchemical devices buried amongst the rips it apart, sending pieces of glass scything machinery that distils and filters the blood to through the air around it like shrapnel. For every extract the magical energy from it. Moving drag- size category larger than Small of the device, the onsblood constructs are accompanied by the radius of the explosion expands by 5ft. For Small ghastly sight and sound of the crimson liquid or smaller devices the explosion only affects swirling around the glass pipes. someone handling it. Anyone in the area is hit for Even worse, the blood actu- 1d8 damage unless they make a Reflex save (DC Lizardfolk ally seems to enhance such 15). Note that on a successful save, someone han- Like gnolls, lizard- steamworks with fiendish dling the device only succeeds in taking half dam- folk rarely have energy and power drawn from age rather than avoiding it entirely. anything to do with the blood. Steamwork con- At the DM's discretion the blood of other high- steam technology. structs powered by dragons- ly magical creatures, for instance fey or medusae, They have a certain blood engines gain an inherent could be used to power a necromantic construct as affinity to nature, at +2 bonus to all ability scores, well. least to its aspects as well as the ability to cast of survival and bru- one single level 1 arcane spell Blood Drinker: Blood drinker engines are tality, and their 3 times per day (the spell is only ever used to power a device of destruction druids and priests decided on creation of the such as a weapon or construct, due to the way find the havoc that engine). Dragonsblood they acquire their fuel. A blood drinker relies on can be wreaked on engines are also unaffected by the blood of its victims. Unlike the carefully the environment by the Smouldering Embers refined alchemical and necromantic process of a steamwork device result on the Malfunction dragonsblood engine, a blood drinker feeds off belching fumes and table. both the crude blood and the pain of the injuries it waste to be quite Needless to say, dragons- inflicts. horrific. Although blood engines are hated by all A blood drinker device normally features individually they do dragonkind. It is not unknown vicious blades and hooks designed for ripping and not hate technolo- for evil dragons to create drag- tearing, etched blood channels in the weapons gy, lizardfolk often onsblood engines fuelled by causing drawn blood to flow back towards the find themselves their own blood and that of machine where it is collected and siphoned into opposed to the dragons they have slain, but the furnace. They possess a normal firebox aug- groups that do pos- such monsters are shunned mented with necromantic energies, the flames a sess steamworks. and reviled even by other evil deep crimson in hue. Despite the magic bound dragons. A dragon will go out into the furnace, blood drinkers can still be affect- of its way to destroy a dragonsblood steamwork ed by the Smouldering Embers malfunction and and kill its creator. can be doused. Creating a dragonsblood engine has an addi- Blood drinkers create a thin, acrid smoke as a tional cost. Half a pint of dragon's blood per result of the burning. A Medium-sized blood increasing size category is used up in the crafting drinker device must inflict 25 points of damage to process. For fuel, a pint of dragon's blood will living beings that have blood in order to keep a Medium-sized dragonsblood engine run- extract the fuel to keep it running for one ning for 1 day. There is no standard cost associat- day. ed with a pint of dragon's blood, and it usually In the case of a Catastrophic

page 35 SteamSteam && SteelSteel Breakdown, a blood drinker blasts out an invisible Anyone killed outright by a soul drinker surge of pain and agony as it breaks down and the engine's level drain can only be returned to life magical processes within go haywire. The blast through a wish or miracle. Anyone slain by more has a radius of 5 feet for every increasing size cat- conventional injuries inflicted by such a machine egory the steamwork device is, and anyone with- suffers no such restrictions. Since the process is in the area must make a Will save (DC 15) or suf- entirely necromantic and a soul drinker does not fer 3d6 subdual damage. have a firebox, a soul drinker is unaffected by the Smouldering Embers malfunction. However, due Soul Drinker: Like blood drinkers, to the bulkiness of the arcane apparatus that a soul soul drinker engines are only ever used to drinker engine employs, they cannot be used to power destructive steamworks. An attack power steamwork devices of smaller than by a soul drinker uses necromantic magic to Medium-sized. 2 levels of energy drain are needed snare pieces of the life force of anyone injured, to sustain a soul drinker device of Medium size bestowing a single negative level on them (the for one day. DC to remove it after 24 hours is 10). By draining In the case of a Catastrophic Breakdown, a soul life energy a soul drinker is able to power the dark drinker explodes in a pulsating gleam of sickly processes going on within it, and from the joints grey light, energy washing out of it that saps the and valves in the machinery small, ethereal wisps strength of those caught nearby. For every size of souls can be seen seeping out. category over Small, the radius of the explosion is increased by 5ft (thus having a minimum radius of 5ft. at Medium size due to the minimum size restriction of the engine). Anyone in the area suf- fers 2d6 temporary Strength damage if they fail a Will save (DC 18).

page 36 MatMateerialsrials anandd CrafCraftmanshiptmanship teamwork devices are usually crafted with The weight modifier indicates the modifier rivets and welding, ironshod conglomera- that should be applied to the base weight of a Stions of gears and pistons that hiss and device. The cost indicates the increase in cost of a clank. Industrial in appearance, constructed from steamwork device, calculated by a percentage heavy metal and slicked with oil and grease with- increase to the base price of the object, except in in their moving machineries, this level of techno- the case of adamantine and dragonscale plating. logical advancement and fabrication refinement is not the only possibility. Materials other than steel Adamantine: This rare and incredibly hard and iron can be employed to build constructs and metal can be used to build a steamwork device to engines, and more advanced cultures often hold create an amazingly resilient structure, as well as the secrets to building more efficient and reliable an obvious display of the wealth of the creator. devices. Equally, some more primitive and cruder Although it is expensive to acquire so much of the sources of steamworks are possible, with poorly metal, adamantine is sometimes used to create crafted assemblies of unrefined metal plates ham- steamwork war constructs, their armour very dif- mered together and gouting great vents of filth ficult to penetrate. A device created from from their engines. adamantine gains a +3 non-magical enhancement bonus to its AC. Special Materials Adamantine Plating: Although still expen- s well as the usual forms of iron and steel sive, adamantine plating is considerably less cost- used for the bulk of the parts of a steam- ly than creating an entire device from adaman- work device, plenty of other possibilities A tine, while still reaping some of the benefits of the are available, from elaborate and ornamental met- metal. Adamantine plating covers the armour of als to crude and primitive materials such as bone the device – usually constructs – with a layer of or coral. Note that many steamwork devices the metal that helps turn aside strikes and mis- might have decorations in the forms of precious siles. A device with adamantine plating gains a +1 metals or odd substances inlaid or plated onto non-magical enhancement bonus to AC. them, but the entries here represent the use of non-standard materials for the construction of the Bone: Sometimes used by necromancers to main part of the machinery (except in the case of construct their steamwork devices and constructs, adamantine plating). as well as by societies with an Metal Weight Modifier Cost advanced capacity for scientific Adamantine None +150% thought but lacking the metal Adamantine Plating +10% +2,000gp resources needed to built steel Bone -50% +0% devices, bone can be used for Copper None +50% parts, structure and framework. Coral -25% -10% Smaller bones are carefully Crystal +25% +150% chipped and shaped with Dragonscale Plating +10% +15,000gp tools and larger ones Gold +50% +100% bound or riveted Mithril -50% +150% together, creating Obsidian +50% +100% a somewhat

page 37 SteamSteam && SteelSteel rickety whole. Hollowed bones stoppered with crafters of crystal machines actually encourage natural sealant like resin provide pipes, and gen- and culture mineral growths deep in underground uine teeth can be used for the teeth of cogs. Bone caverns, carefully manipulated to be harvested steamworks are bound round with spells and later. Such devices are especially impressive when magics, and creating a device from bone requires their components have threads of brightly a spellcaster capable of casting spells of at least 3rd coloured mineral impurities running through level – even with this, bone is far less resilient them. The pieces of the crystal machinery are than iron or steel and also less reliable. Bone treated with powerful arcane and alchemical steamworks suffer a –2 penalty to their natural processes and then assembled to create the final armour and have their Maintenance DC device, granting it a +2 AC bonus and a +2 innate increased by 1. However, the rituals and magic bonus to saving throws against spells. that holds the thing together grants the device a +2 innate bonus to saves against spells. Dragonscale Plating: Although it is not possible to use dragon scales to build an entire Copper: Copper appears in some areas in a steam engine, they are highly valued for use as an natural, raw form which can be easily harvested additional layer of armour plating. Getting hold and shaped by primitive societies. When properly of such scales in the first place can be a difficult treated metal is used, it is possible to construct task, but they give an impressive appearance to copper steamworks. Such devices are also some- any construct or device as well as the practical times the result of the fancy or aesthetic tastes of virtues of using such materials. A steamwork someone rich. The beaten copper gives such a device with dragonscale plating benefits from device an impressive appearance, and the treated resistance 10 to fire, acid, cold or electricity metal is as tough as steel. Furthermore, the treat- depending on which type of dragon the scales ment grants the device Fire Resistance and Acid came from. Resistance 5. Gold: Any precious metal can be used as orna- Coral: Some undersea civilizations manage to mentation and elaboration on a steamwork build weird steamwork devices with exotic device, but only the most ostentatious, grand and engines, and may construct their items from coral wealthy craft entire items of gold. As it is very due to a lack of natural metals available. Equally, heavy, gold is less practical for smaller devices, those in coastal areas and near reefs may use the and in the case of constructs it may appear same material, as do some religions of sea deities impressive but normal gold is softer than steel, to show where their faith lies. Coral is lighter meaning that specially treated metal is needed than steel, and carefully selected specimens inter- instead. Gold steamwork devices benefit from woven with thick shells of deep sea creatures Fire Resistance 5 and Acid Resistance 5, as well as mean that it is still fairly tough, although the brit- granting a +1 morale bonus to Will saves to any tleness of the organic substance means that it is friendly characters within 15ft. still far from as resilient as metal, suffering a –1 natural armour penalty. The visual effect of Mithral: Another rare and expensive metal, multi-coloured and multi-textured corals and mithral is very light and hence excellent for craft- armouring shells put together to create a steam- ing smaller devices that need to be carried around. hissing construct is impressive. Items built from mithral weigh half their listed weight. Constructs built from it are lighter and Crystal: Some truly spectacular steamwork faster in their movements and reactions, benefit- devices are crafted from crystal. Sometimes ing from a +2 inherent bonus to their Dexterity the pieces are hand-crafted, chipped and value. formed from crystal pieces, while the more puissant or knowledgeable

page 38 a Guide to Fantasy Steamworks Obsidian: Rarely, steamwork constructs are ciently while magical engines work from basic build from crafted obsidian components, resulting and unsophisticated spells and rituals. Crude in massive, heavy and resilient devices. The stone steamworks don’t even approach the practical but armouring means that an obsidian device gains a brutal industrial appearance of more advanced +2 natural armour bonus, and obsidian constructs devices. They look like what they are – crude. benefit from an inherent +2 bonus to their Strength value. Poor: Poor technology is a bit more unreliable than standard steamworks, usually due to shoddy Quality of Construction & craftsmanship or cutting corners in the design, and thus also a bit cheaper. Technology rom the crudely riveted and muck-stained Standard: This is the standard level of steam- constructs of a goblin artificer to the beauti- work technology used in this guide, with no mod- Fful and masterfully crafted implements con- ifiers to maintenance or cost. Standard steam- structed by an elven artisan, the quality and work technology can be used on its own to repre- sophistication of different examples of steam- sent any and all steamworks in a campaign if a work technology is apparent as being widely vari- DM does not wish to bother using other levels of able. The levels of technology and workmanship advancement. This form of steamwork technolo- here can be used to represent both exceptional and gy is usually, though not always, practical and exceptionally bad examples of craftsmanship industrial in appearance. within a single culture, or to differentiate the advancement and skill of different cultures from Advanced: Advanced steam technology is more one another. reliable and better crafted, less likely to break The DC modifier indicates the adjustment down due to its more efficient and developed made to the Maintenance DC of any steamwork processes and mechanisms. Advanced steam- device that is made at that level of advancement. works also tend to be more aesthetically designed The cost modifier designates the adjustment to and less industrial in appearance. the price of such a device in a culture with stan- dard levels of steam technology. The shoddy High Steam-ppower: Highly sophisticated work of a goblin mechanic, less reliable and poor- machinery and far more reliable, this level of ly constructed, would be worth less to a human technology is usually the result of high steam- culture undergoing industrialization, while the power cultures rather than an exceptionally good sophisticated devices crafted by an advanced piece of craftsmanship on the part of an engineer elven society would be worth more. However, from a culture with standard steamwork advance- within the goblin or elf’s own culture, their ment. Since high steam-power cultures are often devices would be worth the standard amount. the empires of past eras and their devices found only in ruins and dangerous places, the cost of Level DC mod Cost Mod high steam-power items is often increased even Crude +2 -25% further than the base +100% modifier. Poor +1 -10% Standard +0 None Advanced -1 +50% High Steam-power -2 +100%

Crude: This is the most basic level of steam technology, consisting of metal crudely welded or hammered together, poorly connected machinery and pipes, and leaky boilers. Fuel burns ineffi-

page 39 TToooolsls ofof ththee TTradradee

his section details a wide selection of new gear, divided into three categories – equip- Equipment Tment, weapons and armour. Each part has number of items here are alchemical in a number of new items, including steamwork nature, and have the following DC’s for devices and related items such as special fuels and Athe purposes of creating them with the upgrades, as well as mundane items that while not Craft (Alchemy) skill. steamwork themselves are of the right kind of flavour for a campaign featuring steam technolo- Item DC gy elements. Dragon Spittle 20 Fogger chemicals 25 The items here are defined as being either Kobold’s Fire 25 steamwork items, magical items or mundane. Metalmist 20 Steamwork items have the [Steamwork] tag, and Re-igniter Cartridge 20 are operated in the manner laid out in previous Rust-Bile 25 sections of this guide. Each entry for a steamwork Saboteur’s Elixir 20 item includes the creation requirements to be able to build it, which include a minimum number of Aether Oil ranks in Craft (Steamworks) and possibly other This swirling, milky liquid is sometimes used skills as well. If a character does not meet these as a fuel in oil burner engines. A magical sub- prerequisites then he does not have the needed stance extracted from a type of ore called aether- knowledge to understand how to construct it and stone, found only in seams amidst the high reach- cannot craft one with his Craft skill. es of tall mountains, aether oil burns with a wispy smoke that smells strangely pleasant. However, it In the case of magical items, which have the has malign effects on those of a magical nature, as [Arcana] tag, the entry contains the usual prereq- well as those travelling the Ethereal plane. uisites and caster level for such an item. Some Anyone within 10ft of an engine burning aether magical items are also steamwork items. Note oil who can cast spells or who has supernatural that a number of steamwork items contain magi- abilities must make a Fortitude save each round cal pieces or parts or operate in a magical way, but (DC 16) or suffer 2d6 damage, feeling as if their not are not necessarily magical enough to deem minds are on fire. Any ethereal characters within them as needing an item creation feat to build. 20ft of such an engine sees the smoke as pulsing, white tendrils of mist that scald to the touch, and suffer 4d6 fire damage each round they remain within 20ft of the device. The exact causes for the formation of aetherstone on high mountains, and for its unpleasant effects on ethereal travellers and magical beings, are unknown. The entry in the equipment table represents enough aether oil to fuel a Medium-size device for one day.

page 40 a Guide to Fantasy Steamworks Name Size Weight Cost Maintenance DC Aether Oil Small 10lb 800gp - Alchemechanical Alarm Diminutive 1lb 50gp - Alchemechanical Brewery Large 80lb 12,000gp 11 Alchemechanical Sniffer Tiny 7lb 250gp 7 Alchemy Engine Small 30lb 500gp 7 Arcanomech Eye Tiny 8lb 3,000gp 10 Arcanomech Eye, All-Seeing Tiny 5lb 12,000gp 9 Arcanomech Familiar Varies Varies Special - Arcanomech Lamp Tiny 2lb 100gp 6 Blood Oil Small 10lb 500gp - Calculation Engine Small 30lb 600gp 7 Climbers Companion Small 20lb 400gp 6 Cloud Dust Small 20lb 150gp - Dragon Spittle Tiny 1lb 50gp - Enhanced Smokestack - - +500gp - Erudite Matrix Tiny 4lb +500gp - Farsight Lens Tiny ½lb 1,000gp - Filter Mask Tiny 3lb 300gp - Fire Coal Diminutive ½lb 50gp - Flowmetal Tiny 2lb 300gp - Fogger Small 15lb 600gp 8 Chemical Reserves Tiny 3lb 100gp - Alchemechanical Alarm amounts of chemicals quickly and to conduct very The alchemechanical alarm is an alchemical complex experiments. When used in this way an device designed to act as a ‘wake-up call’ to an alchemechanical brewery grants a +10 machine alchemechanical steamwork device if tripped. It is bonus to Craft (Alchemy) skill checks. a small device of metal and glass that holds reser- An alchemechanical brewery can also be set up voirs of the same chemicals used in an alchemical for the delicate processes of creating potions, its mixer engine, attached to a detection device such complex innards turned to the task of filtering, as pressure plates or integrated into a trap. When distillation and mixing exotic substances. An activated, the alarm pours the reserves of chemi- alchemechanical brewery used in this way greatly cals directly into the engine of the steamwork speeds up the production of potions, and a charac- object (usually a construct), powering it up imme- ter using it for such may create not one but two diately as the chemicals mix and heat the boiler. potions per day. The character still has to pay the The alarm itself is not a steamwork device and normal gold and experience costs for the potions needs to have its reservoirs refilled regularly. he creates. Creation: Craft (Alchemy) 15 ranks, Craft Alchemechanical Brewery (Steamworks) 12 ranks [Steamwork] A large steamwork device consisting of a tan- Alchemechanical Sniffer gle of pipes, vents, tubes and vats, an alcheme- [Steamwork] chanical brewery is capable of various different This steamwork device is a bulky foot-long purposes. It can be used in an actual brewery to box full of glass pipes and perforated alcheme- vastly improve the creation of alcoholic bever- chanical sensors along with reservoirs of ages, pumps and suchlike moving liquids around dozens of different chemicals. When within the system. Alchemechanical breweries fired up and activated, the sniffer are also often used by alchemists to create large picks up traces of substances in the

page 41 SteamSteam && SteelSteel Name Size Weight Cost Maintenance DC Granite Coal Diminutive ½lb 300gp - Kobold’s Fire Tiny 1lb 35gp - Living Oil Tiny 2lb. 18,000gp - Mechanic’s Assistant Small 12lb 600gp 7 Mechanic’s Lenses Tiny 1lb 80gp - Mechanic’s Tools Small 13lb 30gp - Mechanic’s Tools, Masterwork Small 10lb 180gp - Mechanical Lockpick Tiny 1lb 1,000gp Metal Mosquito Fine - 2,000gp 10 Metal Mosquito, Scrying Fine - 8,000gp 10 Metalmist Tiny 1lb 30gp - Meteorometer Small 18lb 2,500gp 11 Necromek Blood-Taster Tiny 2lb +1,000gp - Necromek Blood-Lock Medium 75lb 10,000gp 7 Necromek Skull Homunculus Tiny 10lb 3,000gp 7 Necromek Surgeon Medium 80lb 10,000gp 8 Poison, Pain Angel Tiny 1lb 300gp - Poison, Ironroot Tiny 1lb 3,500gp - Predator Matrix Tiny 4lb +2,000gp - Re-igniter Tiny 3lb +75gp - Re-igniter, Advanced Tiny 3lb +200gp - Re-ignition Cartridge Diminutive - 5gp - Retch Oil Small 10lb 400gp - Rolling Eye Diminutive ½lb 50gp 7 air with its chemical array and a clever character 10 ranks, Craft (Steamworks) 5 ranks can use it to pick up scents and trails in the air; as a result it’s also often nicknamed the ‘blood- Arcanomech Eye hound’. A character using an alchemical sniffer [Arcana, Steamwork] gains a +4 circumstance bonus to Survival checks An arcanomech eye is a steam-powered sur- that involve tracking. veillance system. Usually placed high on walls or Prerequisites: Craft (Alchemy) 10 ranks, Craft ceilings, arcanomech eyes can take many forms; a (Steamworks) 5 ranks golden, impassive face with eyes of glowing blue crystal and the machinery hidden within, a goth- Alchemy Engine [Steamwork] ic dragon or gargoyle head in scarlet- or black- An alchemy engine is a solid metal steamwork painted metal, or a complex array of cogs and device with an input board of metal keys and glass lenses in a gyroscopic cradle of steel. small vents, sprouting glass vials and tubes and Arcanomech eyes slowly swivel to gaze over the chemical indicators. Used by alchemists and sci- area they are assigned to guard; each is pro- entists for the purpose of distilling new com- grammed to recognise intruders, and possesses a pounds as well as identifying unknown sub- Spot skill modifier of +12. If an eye spots an stances, an alchemy engine can provide a fairly intruder it focuses its gaze on the target and acti- sophisticated breakdown analysis with its little vates a klaxon alarm that usually brings reinforce- engine and complex mesh of alchemical gear. ments running. An eye has 5 hit points, hardness An alchemy engine improves the bonus to 5 and AC 14. Craft (Alchemy) checks provided by an Despite the name, an arcanomech eye does not alchemist’s lab by an additional +2. need to have an arcane engine; the workings of Prerequisites: Craft (Alchemy) the device are highly magical though, and magic-

page 42 a Guide to Fantasy Steamworks Name Size Weight Cost Maintenance DC Rust-Bile Tiny 1lb 150gp - Saboteur’s Elixir Tiny 1lb 160gp - Saboteur’s Tools Small 5lb 40gp - Sacred Lock Medium 75lb 10,000gp 7 Scientist’s Assistant Small 30lb 600gp 7 Singing Smokestack - - +3,500gp - Spirit Matrix Tiny 5lb +5,000gp - Steamwork Clock Tiny 5lb 400gp 6 Steamwork Clock, Grand Small 15lb 1,800gp 8 Steamwork Drill Small 30lb 200gp 8 Steamwork Grapnel Small 9lb 300gp 8 Steamwork Hammer Medium 100lb 1,000gp 8 Steamwork Lock Medium 75lb 750gp 7 Steamwork Music-Organ Large 300lb 3,000gp 7 Steamwork Orrery Small 50lb 2,500gp 10 Steamwork Press Medium 140lb 1,800gp 10 Steamwork Sentry Small 40lb 800gp 8 Thaumometer Tiny 10lb 14,000gp 9 Volcano Crystals Tiny 1lb 2,000gp - War-Pack Matrix Tiny 4lb +1,500gp - Warrior Matrix Tiny 4lb +3,000gp - wielding intruders often attempt to temporarily not grant the usual special benefit of the creature. knock them out with targeted dispel spells. Instead their mechanical nature grants the wizard Caster Level: 10th Creation: Create Wondrous a +2 bonus on all Craft (Steamworks) and Item, scrying, Craft (Steamworks) 8 ranks Knowledge (Mathematics) skill checks. The process of constructing an arcanomech familiar Arcanomech Eye, All-Seeing costs 500gp and, as with normal familiars, if a [Arcana, Steamwork] familiar is destroyed another cannot be created This superior version of the normal for a year and a day. arcanomech eye also sees invisible creatures, pre- The familiar draws its power and strength venting thieves and intruders from cloaking their from its creator, and thus needs neither fuel nor presence with magical spells. It also has enhanced maintenance. components that need less maintenance. Arcanomech Lamp Caster Level: 12th Creation: Create Wondrous [Arcana, Steamwork] Item, see invisibility, scrying, Craft (Steamworks) Another magical steamwork device, an 15 ranks arcanomech lamp can appear in a variety of elab- orate and eldritch forms. Any form of engine can Arcanomech Familiar drive it; the internal workings of the lamp harness In a society where steam technology is avail- the steam power to create heatless magical light. able, some mechanically minded wizards and sor- The light can be any colour or even multi- cerers create their own arcanomech construct as a coloured, and usually performs strange but allur- familiar. To create the familiar, choose an animal ing patterns and movements within the glass from the list of familiars and apply the chamber of the device. Steamwork Creature template to it (see Beasts of th Steel). Arcanomech familiars are sentient and Caster Level: 6 Creation: Craft bound to their owner in exactly the same way and Wondrous Device, Craft with the same rules as normal familiars, but do (Steamworks) 5 ranks

page 43 SteamSteam && SteelSteel Blood Oil companion will bring him up short and keep him Blood oil is a slick liquid of crimson hue that is up, the small machine having an amazingly an excellent fuel for oil burner engines. It’s a rare strong grip to the rock. It grants a +2 machine occurrence to find blood oil; it seems that occa- bonus to Climb checks and prevents a character sionally rocks in volcanic areas just seem to from falling if they fail their Climb check by 5 or squeeze some out, forming little pools of what more. look like gore splashed around the fiery landscape, Creation: Craft (Steamworks) 9 ranks prompting claims that it is literally the blood of the world seeping from its wounds. More sinister- Cloud Dust ly, warriors sometimes report that on battlefields A thin, dusty powder made from crushing spe- strewn with carnage, blood oil can form where the cial forms of coal dug up from deep mines, cloud most blood of the fallen pools. Whatever its ori- dust can be burned as a fuel for a coal-burning gin, blood oil burns fiercely and with no smoke in engine. When combusted it pours out great clouds oil burner engines, giving off only a thin vapour of smoke that curl in the air around the engine, that helps keep the machinery slick and moving. hazing visibility in a 10ft radius. While not thick An engine burning blood oil has the DC for its enough to cause living creatures any problems Maintenance checks reduced by 3. The entry in with breathing, the cloud of smoke does help con- the equipment table represents enough blood oil ceal anyone in the cloud, granting ½ concealment to fuel a Medium-sized device for 1 day. and hence a 20% miss chance against those with- in the area. The haze dissipates within 5 rounds. Calculation Engine [Steamwork] Cloud dust is usually used to fuel military con- A calculation is a sizeable piece of machinery structs, giving them cover from heavy missile studded with vents and pipes, filled with complex weapons as they approach the enemy lines. The gears and devices. On one face, input and output entry in the equipment table represents enough keys allow for calculations to be put into the cloud dust to fuel a Medium-sized device for 1 machine and for answers to be given, as well as a day. slot for program cards to be inserted. These are pieces of card with perforations that gears within Dragon Spittle lock into and run the engine through a set calcu- Dragon spittle is a thick, viscous chemical lation process within the parameters keyed in. A extracted from the internal organs of fire breath- calculation engine allows for more advanced ing creatures through careful selection of the right mathematical computations, granting a character parts and deft chemical treatment. It consists of a +4 machine bonus to Knowledge (Mathematics) the kinds of non-flammable compounds that such checks as well as to related fields of study. creatures use to prevent their own breath weapon Creation: Craft (Steamworks) 10 ranks from blowing themselves to pieces, and when carefully applied to vulnerable parts of steam- Climbers Companion work devices it can help protect a machine from [Steamwork] the ravages of fire. Such heat tends to warp and This ingenious little invention was designed damage delicate parts quite easily and can originally for those wealthy gentry with a taste in oils and grease. A machine treated with dragon the pastime of climbing, but has spread to be used spittle gains a +2 bonus to saving throws against by mountain travellers and adventurers too. fire-based attacks; 1 dose of spittle keeps a Effectively a very small construct with its own Medium-size machine protected for a week before system of pitons and climbing gear, it can be a new coat needs to be added. In some places, attached to a rock surface and to a climber by noblemen and gentry keep farms of small fire- some rope, and will slowly climb its way breathing creatures, often stunted breeds of fire- up alongside the climber. If at any time spitting drakes and suchlike, for the manufacture the climber should slip and fall, the of dragon spittle.

page 44 a Guide to Fantasy Steamworks Enhanced Smokestack components, increasing their chance of failure by Many types of steamwork device are driven by 10%. furnace engines, systems which combust a fuel of some sort or another, and these devices can be fit- Fire Coal ted with an enhanced smokestack. Using slightly It is theorised by scientists that this rare form more advanced and refined processes, the device’s of coal is created only when normal coal is sub- performance is marginally improved by better jected to intense pressure and heat deep below the venting and cleaning out of exhaust fumes, smoke surface, suffusing it with inherent magic. It is and pressure. A device with an enhanced smoke- found occasionally in small samples within nor- stack allows for a re-roll on the Malfunction table mal coal seams that reach especially deep. When whenever the device malfunctions, although the brought to the surface by coal miners that have second result stands. drilled into a fire coal sample, it is usually Creation: Craft (Steamworks) 18 ranks snapped up quickly by spellcasters who can exploit its innate magic in their spells. If used as Erudite Matrix an additional material component for a spell with Comprising of a complex crystalline matrix the Fire descriptor, fire coal adds a +1 bonus to the embedded in a chunk of delicate steamwork caster level of the spell. Only the effects of a sin- machinery, this item can be installed into any gle piece can be gained in this way; using more steamwork construct. Encoded into the matrix is than one piece does not further increase the power a carefully programmed set of instructions that of the spell in any way. The entry in the equip- grants the steamwork a basic capability at per- ment table represents a single piece of the coal. forming some skill or other that needs more com- plex knowledge than the construct’s awareness Flowmetal possesses. An erudite matrix is keyed to one par- This enchanted substance is created in lumpy ticular skill, granting the construct 5 ranks in it. globules of solid metal, runes inscribed across the Creation: Craft (Steamworks) 12 ranks surface, and is used to repair battle-damaged con- Farsight Lens [Arcana] structs. When a lump is pressed against the sur- A small magical device, a farsight lens is a face of a construct near a damaged area and the piece of smoked glass usually mounted as a single command word is spoken, the metal takes on liq- goggle on a strap. It is needed for a character to be uid consistency as it adheres and spreads to seal able to use a rolling eye or to pick up the pictures and repair the damage, leaving a blemished patch from a scrying metal mosquito. In either case the as it solidifies once again. A piece of flowmetal lens has to be within 100ft of the sending device to heals 1d8+5 hit points when used on a construct. be able to receive the images. Caster Level: 3rd Creation: Create Wondrous Caster Level: 9th Creation: Create Wondrous Item, repair metal Item, prying eyes, Craft (Steamworks) 5 ranks Fogger [Steamwork] Filter Mask A complex array of tubes, pumps and machin- A cunningly crafted mask with glass lenses ery, a fogger is a steamwork device that mixes and filter pieces across the mouth, this device is alchemical compounds together to create billow- commonly used by those in either chemical man- ing clouds of fog in a very short space of time. ufacture to evade fumes or by desert dwellers to Each round that a fogger is active, it increases the protect their throats and eyes during sandstorms. concealment in a 20ft radius around it; in the 1st A filter mask grants a +2 machine bonus to saving round granting concealment with a 10% miss throws against blinding effects and a +4 machine chance, then in the 2nd round conceal- bonus to saving throws against choking or gas ment with a 20% miss chance, then in effects (note that this doesn’t help against cloud- rd kill). A filter mask also hampers spells with verbal the 3 round concealment with a

page 45 SteamSteam && SteelSteel 30% miss chance. After the third round it main- Living Oil [Arcana] tains this density of fog. Unfortunately the So-called ‘living’ oil is not actually alive, but intense action of the device means that it runs out takes its name from the alarmingly organic way it of chemical reserves within 6 rounds, after which seems to move about of its own accord like some the fog dissipates. Refilling a fogger with chemi- kind of shimmering, viscous ooze. Living oil is in cals takes a full round. Adventurers and their ilk fact made from the same kind of lubricant used in commonly use foggers to provide cover or diver- steamwork devices to keep all the parts moving sions. smoothly and with the minimum of friction, but Creation: Craft (Alchemy) 8 ranks, Craft is also filled with tiny arcanomech machines that (Steamworks) 10 ranks are almost smaller than the eye can see. When poured onto a steamwork device, the living oil Granite Coal acts like a janitor, pushing lubricant oil to where Another rare and magical form of coal found in it is needed, cleaning parts of the machine, and deep seams from time to time, the crystal-like generally making it run better. Any device with ‘granite’ coal takes its name from its incredible living oil on it has its Maintenance DC reduced hardness, as resilient as stone. The stuff is infused by 1, and in addition in the case of a roll on the with natural magic and is a real asset to any Malfunction table, a re-roll may be taken if arcane smith who crafts magical objects. If desired (the second roll is final though). The tech- burned in a forge, in which the metal parts of a nology for creating living oil is very highly magical item are being formed during the process advanced and usually only found in high steam- of magic item creation, the experience cost for the power cultures; sometimes samples can be found creator is reduced by 5% to 20%. Burning more in the ruins of such civilisations and it sells for than one piece of granite coal in the forge does not very high prices on the normal market. Living oil grant any further bonuses. The entry in the equip- doesn’t seem to need any sort of maintenance ment table represents a single piece of the coal. itself, and the principles behind creating the tiny machines in it are not understood by anyone other Kobold’s Fire than their high steam-power creators. The entry This substance is a volatile and viscous oil on the equipment table is for one vial of living oil. that, upon contact with air, explodes into flame. Caster Level: 17th Creation: Create Wondrous It’s the creation of kobold alchemists, a by-prod- Item, Arcanomech, High Artificer, Craft uct from the refinement processes they attempt to (Steamworks) 20 ranks, Knowledge (Mechanics) render crude forms of oil into more efficient fuels 18 ranks for their oil burning steam engines, and handily it also makes a useful incendiary weapon. The tar- Mechanic’s Assistant [Steamwork] like substance clings to skin and burns slowly, The ‘mechanic’s assistant’ is a popular steam- causing horrific wounds, and particularly vile work construct used by mechanics in both the cre- creatures love to use the stuff as an agonising ation and maintaining of steamwork devices. instrument of torture. Kobold’s Fire is usually Although the exact design varies (scarab and employed as a grenade-like weapon with a range steamwork insect designs are a favourite), increment of 10 feet, in much the same manner as mechanic’s assistants are usually small quadruped alchemist’s fire; a direct hit from a vial inflicts constructs which are effectively mobile toolboxes, d6+1 fire damage to the target, and 1 fire damage a hatch on their back opening up for the mechan- to anyone in the splash area. In the next two turns ic to put his tools inside. They’re possessed of a following a direct hit, the Fire deals an addition- rudimentary mechanical intelligence and can also al d6 fire damage to the target; the flames can help the mechanic in his work by tracking down be extinguished in the same manner as problems and clambering around the device to fit described under the Alchemist’s Fire parts as ordered. A mechanic with a steamwork entry in the PHB. assistant benefits from a +1 aid bonus to his Craft

page 46 a Guide to Fantasy Steamworks (Steamworks) check. A mechanic’s assistance has fuelling powers a metal mosquito then it can only 10 hit points, hardness 5, AC 15 and a movement contain enough fuel to operate for half an hour speed of 10ft, and is unable to attack. independently. While a metal mosquito does not Creation: Craft (Steamworks) 12 ranks possess an attack, nefarious users can potentially attach a poisoned spike or capsule to one to use as Mechanic’s Lenses an assassination instrument. Combined with the Mechanics and steamwork scientists often possibilities of intruding into privacy that these make use of these kinds of lenses, usually mount- tiny steamwork devices offer, metal mosquitoes ed as goggles on leather straps. The lenses allow are generally illegal in most civilised areas. for more detailed examination of close work, Mosquito constructs can follow commands quite granting a +2 circumstance bonus to Appraise ably and can relate back information through checks, as well as affording additional protection writing with tiny ink pens, although they are not to the eyes of the wearer with smoked or reflec- capable of much independent cognitive ability. tive glass, giving a further +2 bonus to saving Caster Level: 12th Creation: Create Wondrous throws against blinding effects. Item, scrying, Craft (Steamworks) 15 ranks

Mechanic’s Tools Metal Mosquito, Scrying [Arcana, Essential to anyone intending to craft steam- Steamwork] work devices, a set of mechanic’s tools includes This type of metal mosquito has been fitted hammers, crafting implements, tongs, and such- with an arcanomechanical scrying devices to act like. A character wishing to use the Craft as a tiny flying eye. To receive the image, a char- (Steamworks) skill needs a set of mechanic’s tools acter must have a prosthetic eye, farsight lens or as well as access to a forge or furnace and appro- arcanomech eye array (see Edifices of Might). priate raw materials. Masterwork mechanic’s Caster Level: 12th Creation: Create Wondrous tools can also be purchased, with the effect of giv- Item, scrying, Craft (Steamworks) 15 ranks ing a +2 circumstance bonus to the Craft (Steamworks) skill. Metalmist Metalmist is an alchemical substance that, Mechanical Lockpick when coated on the surface of metal, causes a [Steamwork] chemical reaction that has slight chameleonic A small steamwork device, the engine in a effects. The metalmist takes on a blotchy pattern, mechanical lockpick drives a complex array of copying the colours of the environment in a cam- toothed bits, tiny levers and springs. Useable with ouflage pattern. While this isn’t enough to make any conventional lock, the lockpick aids the user some metal juggernaut construct just fade into the with its tiny tools in picking the lock, granting a background, metalmist does make metal objects +4 machine bonus to Pick Locks checks. harder to pick out at a distance and can also be Creation: Craft (Steamworks) 10 ranks, Open coated onto normal metal armour as well. A char- Lock 12 ranks acter wearing mostly metal armour coated in metalmist, or a metal steamwork device such as a Metal Mosquito construct coated in metalmist, benefits from a –2 [Arcana, Steamwork] penalty to any Spot checks made to see them from A metal mosquito is one of the smallest steam- a distance of over 100 feet. Metalmist is sold in work constructs it is possible to create, appearing vials containing enough to coat a medium-sized as a small buzzing insect or beetle crafted from device suit of armour, and lasts for 8 hours once metal, glass and gears. They have 3 hit points, coated; unfortunately rain just washes it hardness 5, an AC of 19, and a flying speed of 30ft straight off within half an hour. (Perfect). Their ground speed is 5 ft per round. Due to their tiny size, if an engine that needs

page 47 SteamSteam && SteelSteel Meteorometer small blade snicks up out of it to slash along the [Arcana, Steamwork] palm and blood from the wound pours down a This rather bizarre-looking steamwork device rivulet and into the machinery of the lock. sprouts various aerials, sensors and tubes filled Necromantic sensors within are keyed to detect with air or chemical liquids, protruding from the the blood of up to ten unique individuals, and if central machine itself. The device combines the blood from the palm-plate is one of the steam technology and magic to pick up air pres- approved types then it activates the blood drinker sure, wind, and other more mystical energies that engine and the machinery in the door swings indicate what forces are affecting the weather, open. If the blood is found to be from an unautho- and can predict forthcoming conditions with very rised individual, the blade in the palm-plate slash- good accuracy. It has a 75% chance of successfully es out harder to try and impale the character’s predicting the weather conditions on any day hand (d6 damage unless a Reflex save of DC 20 is within the next week. Unfortunately its delicate made) and the blood drinker engine activates an parts mean that it needs careful maintenance to alarm instead. The creator is the only one able to prevent malfunctions, misreading and break- key the blood-lock to different blood. Blood-locks downs. are usually only found safeguarding the inner Caster Level: 13th Creation: Create Wondrous sanctum of a necromancer’s lair, but some gov- Item, control weather, Craft (Steamworks) 14 ernments and wealthy individuals also commis- ranks sion them if they have something to guard which only a few people are privy to. Necromek Blood-Taster Caster Level: 12th Creation: Create Wondrous [Steamwork] Item, Necromek, Craft (Steamworks) 12 ranks A blood-taster is a sinister piece of machinery that can be added to any necromantic steamwork Necromek Skull Homunculus construct. The construct is fitted with additional [Steamwork] olfactory senses; small vials of necromantic liq- A disturbing little necromantic construct, a uids attached to perforated are implanted into its skull homunculus is literally made from a human head, and whenever the tang of blood is picked up skull, the steamwork machinery buried in the by the receptors it causes a chemical reaction in brain cavity and crystal lenses in the eyes acting the liquids, alerting the construct. With a as visual sensors. The skull homunculus moves necromek blood-taster, a construct effectively by a set of spindly metal legs that sprout from gains the Scent feat but only with respect to track- underneath the skull, giving it the appearance of ing and sensing blood; thus it can pick up injured some macabre spider. Skull homunculi have speed and bleeding creatures but not the trail or trace of 20ft (climb 15ft), AC 16, hardness 5 and 6 hit uninjured characters or non-living objects. points, but do not have any form of attack. They Creation: Necromek, Craft (Alchemy) 8 are however remarkably clever, having ranks, Craft (Steamworks) 6 ranks Intelligence 16, and can also speak two languages. Small and sinister, they often act as spies and Necromek Blood-Lock assistants for necromancers. [Arcana, Steamwork] Creation: Necromek, Craft (Steamworks) 10 A very strange variant on a normal lock, a ranks necromek blood-lock is a steamwork device that takes up the lock, frame and space in the walls Necromek Surgeon around a door, filling it with necromantic [Arcana, Steamwork] machinery. Part of the lock includes what A particularly sinister-looking device, a appears to be a flat piece of glass with the necromek surgeon is a pod of steamwork machin- outline of a hand on it. When a charac- ery about 3ft high that sprouts an array of slender ter places their hand on the glass, a metal arms, ending in blades and drills, scissors

page 48 a Guide to Fantasy Steamworks and needles, with small crystal sensors gleaming from the surrounding tissues, building tumourous amidst the nest of surgical devices and engine growths of small mechanisms which spread and vents. It uses necromantic magic to perceive the grow like the roots of a plant, threading their way world around it, seeing a patient as ebbing and through the victims body and causing terrible flowing with life and death energies and using damage. Eventually the victim is killed by the this to be able to treat them with impressive skill. cancerous machinery, but the horror is even then There are always horror stories of necromek sur- not over; unless destroyed, the body rises in three geons going crazy while operating on a patient, as days as a free-willed undead, a ghoul with the well as tales of necromancers using them for tor- mechanised template (see Beasts of Steel). ture and not healing, but some governments Type: Injury DC 20 employ necromancers specifically to craft devices Initial Damage: 2d6 Con damage like this for them. A necromek surgeon can inde- Secondary Damage: 2d6 Con damage pendently attempt to heal a character, having a Heal skill bonus of +14. Predator Matrix Caster Level: 12th Creation: Create Wondrous A predator matrix is a crystalline structure that Item, Necromek, Craft (Steamworks) 10 ranks, has imprinted into it the qualities, instincts and Heal 10 ranks cunning of a predator from the wilds, and can be installed into a steamwork construct. Any con- Poison, Pain Angel struct with this matrix benefits from a +2 inher- Where the miracles of steamwork prosthetics ent bonus to Listen, Move Silently, Spot, Search can give people new limbs and new strength, so and Wilderness Lore checks, and to its the inventiveness of those seeking to bring people Intelligence score if it has one, and will always low can conjure up new opportunities and meth- attempt to attack from ambush if possible. ods. Pain angel poison is so named because of the Creation: Craft (Steamworks) 12 ranks effect it has on victims, inflicting intense and crippling agony as well as hallucinations of visita- Re-igniter tions by heavenly beings, but it is most notable Engines with conventional furnaces are vul- because it only works on those who have some nerable to their firebox being doused or the fires sort of steamwork prosthetic implanted in them. simply ebbing and going out, and a number of dif- It absorbs metals from the steamwork into the ferent types of re-ignition device have been blood, collecting it in nervous centres and eventu- designed to counter this problem. A re-igniter ally driving the victim to insanity and death. consists of a cartridge of highly flammable chem- Type: Ingested DC 17 (only affects those with ical that the device sprays over the contents of the steamwork prosthetics) furnace automatically of the fire goes out, and Initial Damage: 1d6 Wis then ignites with a spark. This is usually enough Secondary Damage: 1d6 Wis to re-light the firebox, but once the cartridge is expended it cannot be replaced until the engine is Poison, Ironroot shut down and the furnace turned off. Because of A ghastly poison, the invention of a notorious- this, a more advanced six-cartridge re-igniter is ly sadistic assassin cult devoted to a god of mur- also possible, which rotates the device round to der and pain, ironroot is a vile mixture of necro- the next cartridge after one is used. mantic magic and technology. Neither a naturally Creation: Craft (Alchemy) 7 ranks, Craft occurring poison, nor one that can even be mixed (Steamworks) 7 ranks from normal chemicals, but which requires twist- ed necromancy, ironroot poison sweeps through Retch Oil the victim’s bloodstream to coagulate in various Concocted from particularly toxic and organs around their body. Once there, it warps greasy oil, retch oil exudes a disgust- natural processes to instead accumulate metal ingly foul smell when burned, clog-

page 49 SteamSteam && SteelSteel ging the air with thick wafts of fumes that have glass vial and then hurled as a grenade-like mis- the effect which gives it its name, acridly biting sile weapon in the same manner as alchemist’s into lungs. Retch oil is sometimes used for war fire or acid. The entry on the equipment table is constructs, surrounding them with vile smog that for 1 vial of rust-bile. drives enemy troops back before its approach. Retch oil being burned in a steamwork engine Saboteur’s Elixir produces a cloud of 20ft radius around the device, A potent alchemical mix, ‘saboteur’s elixir’ is within which any living characters who are used to catastrophically disable alchemechanical breathing the open air must make a Will save steamwork devices. By pouring saboteur’s elixir (DC 22) or suffer a –2 morale penalty to all attack into an alchemechanical engine, the chemicals rolls, skills and checks. In addition, every round a within will combust explosively when the character is within the cloud he must make a machine is next activated, automatically causing a Fortitude save (DC 15) or suffer 1d6 subdual dam- Catastrophic Breakdown. Tampering with a age. The entry on the equipment table is for steamwork device with saboteur’s elixir can be enough retch oil to fuel a Medium-size construct detected in the same way as other forms of sabo- for 1 day. tage.

Rolling Eye [Steamwork] Saboteur’s Tools A rolling eye is a common piece of steamwork The tools of a skilled saboteur can sometimes equipment in the hands of scouts, rogues and be more delicate and precise than those used by a infiltrators. A small spherical machine about 3 mechanic to create steamwork devices in the first inches wide with small glass lenses studded across place. Pincers, drills, small amounts of explosive it, it is activated by depressing a button on one charge and suchlike make up a saboteurs tools, side with a thumb, and the user then rolls it along along with some hefty bludgeoning implements the ground, usually around corners to see what is for when a piece of machinery just needs to be there. By slipping a farsight lens over one eye, the bashed. A character attempting to sabotage a character can see as if from the rolling eye; hope- machine without saboteur’s tools suffers a –2 cir- fully having pitched it so that the glass lenses are cumstance penalty. looking in a useful direction. If the character has a prosthetic steamwork eye then the rolling eye Sacred Lock [Arcana, Steamwork] view can be patched directly through the pros- Like a blood-lock, a sacred lock is a machine thetic instead. A rolling eye is a one-use device; that incorporates the frame and lock of a door and due to the delicate but small parts within, if it powers its opening mechanism. A sacred lock pro- malfunctions it simply breaks and does not oper- vides either a palm-plate or an indented plate ate, without any other results. shaped to take a holy symbol of the appropriate Creation: Craft (Steamworks) 10 ranks faith. In the case of a sacred lock the plate is in fact a part of the essence engine that powers it, Rust-Bile and by placing a hand or holy symbol on the plate This watery liquid is an alchemical compound, it completes the circuit that allows the planar a distilled elixir designed to rust and corrode iron energy to flow into the mechanism and open the and steel at an alarming rate. When poured onto door. In the case of a holy symbol indent, all it these metals, rust-bile immediately begins eating requires is a holy symbol consecrated in the name into them, leaving long streaks of coppery rust of the appropriate deity to complete the flow of and melted patches of metal. The compound energy. In the case of a hand plate only someone attacks iron and steel for three rounds after who is a divine spellcaster of the appropriate deity which it becomes inert, inflicting d6 dam- can act to close the circuit and activate the age each round that is not reduced by machinery. hardness. It can be collected in a Caster Level: 12th Creation: Create Wondrous

page 50 a Guide to Fantasy Steamworks Item, Essence Engineer, Craft (Steamworks) 12 smokestack is active, all enemies within 5ft per ranks increasing size category suffer a –2 morale penal- ty to Will saves. Scientist’s Assistant [Steamwork] Creation: Craft (Steamworks) 15 ranks, There are plenty of different types of ‘scien- Perform (Any musical instrument) 8 ranks tist’s assistant,’ each specialised for one particular vein of science or line of theory. Appearing as Spirit Matrix [Arcana] steamwork machines studded with pipes, vents, A spirit matrix can be installed into a steam- readout gears, glass jars and other such technical work construct, and is a crystalline array that devices, these items are used to help a scientist in replaces any machine sentience with a guiding his research by analysing substances and materi- spiritual being instead. The spirit must have been als or processes and reactions taking place in the contacted via a spell such as lesser planar binding glass jars, and providing results and observations. and must have agreed to be bound into the matrix; A scientist’s assistant can be designed for one of it can be any type of spiritual being from the the following Knowledge skills: Physics, biology, demonic to the celestial. It is almost certain that chemistry, geology or arcana – the wizardly disci- any spirit bound in this way will demand some pline of arcana is included because to some scien- considerable recompense for its service – and a pit tists magic is simply a further natural science. fiend petitioned to take up residence in the matrix When used during practical research (rather than of a Behemoth is likely to make great demands simply reading tomes) in the appropriate field of indeed! Although it has to obey the commands of study, a scientist’s assistant grants a +4 machine the matrix’s creator the spirit will usually act in a bonus to the relevant skill check. manner appropriate to its alignment and nature, Creation: Craft (Steamworks) 10 ranks, and the construct has its alignment changed to Knowledge (Physics, Biology, Chemistry, that of the possessing spirit. A construct with a Geology or Arcana) 8 ranks spirit matrix is generally more creative and clever when obeying orders and solving problems, as Singing Smokestack well as actually being able to hold a conversation This upgrade for a steamwork construct equips if the design is fitted with speakers. It gains the it with an elaborately crafted smokestack perfo- Intelligence and Wisdom scores of the creature rated with tuned vents, sprouting additional that is bound into it – but becomes vulnerable to twisting sub-exhausts and dozens of minutely spells and effects that can banish outsiders, and if adjustable valves. When the construct is active, affected the spirit in the matrix is returned to its the exhaust gases rush through the vents and play home plane. the smokestack like a musical instrument, accom- Caster Level: 8th Creation: Craft Wondrous panied by the careful channelling of air through it Item, Craft (Steamworks) 10 ranks, Knowledge if the construct is on the move. Whether tuned to (The Planes) 6 ranks, must persuade a spirit to play eerily beautiful harmonies or jangling discor- take up residence dant screeches, a singing smokestack is an amaz- ing feat of engineering. Steamwork Clock [Steamwork] Steamwork clocks are usually found attached Tuning a singing smokestack to either be to other steam engines, siphoning off a small inspiring or fear-inspiring takes half an hour of amount of steam, but sometimes are created to adjusting the device. When a construct with an work independently. A steamwork clock is a nor- inspiring singing smokestack is active, all allies mal clockwork device, engineered to keep rela- within 5ft per increasing size category of the tively accurate time (within half an hour), device (for example, 25ft for a Medium-size con- except that it uses a small amount of struct) gain a +1 morale bonus to attack rolls. steamwork machinery to keep itself When a construct with a fear-inspiring singing wound and working.

page 51 SteamSteam && SteelSteel Creation: Craft (Clockworks) 6 ranks, Craft down at high speed and f7orce, useful for beating (Steamworks) 6 ranks or shaping metals, and the mechanism can be eas- ily modified to fit other tools or purposes. Steamwork Clock, Grand Steamwork hammers or variants thereof are used [Steamwork] in most heavy industry as part of a production Larger and more grand versions of steamwork line. clocks are possible, usually as heavily ornamented Creation: Craft (Steamworks) 8 ranks objects owned by the rich and wealthy as status symbols. These tend to keep more accurate time Steamwork Lock [Steamwork] as well, although they require more attentive A steamwork lock is a machine that incorpo- maintenance to ensure their smooth running. rates the frame and lock of a doorway. The door Creation: Craft (Clock works) 8 ranks, Craft is either opened by a button on the inner side of (Steamworks) 8 ranks the door, usually in combination with a grill to allow a guard to view and question anyone Steamwork Drill [Steamwork] wanting entry, or by a keypad. By typing in the A steamwork drill is a portable steam-powered right combination on the keypad, machinery on device about two or three feet long that ends in a the other side slides into place and activates the drill bit; steamwork drills can feature either rotat- engine. In either case, the door is then opened and ing mechanisms that bore into rock or hammering closed by the machinery of the lock. mechanisms that use pistons to punch the drill Creation: Craft (Steamworks) 9 ranks out repeatedly at high speed and force. Miners primarily use steamwork drills of this size after Steamwork Music-Organ larger steamwork drill devices have been [Steamwork] employed or to follow seams that are too small for A steamwork music-organ is a large instru- a larger drill to be useable. The workings of these ment crafted from metal and wood, a set of keys drills create a racket and tend to break down reg- and levers that control the output of a rack of very ularly. Use of one grants a +2 bonus to Craft large metal tubes, carefully formed to coax out (Mining) skill checks. musical noises. A steamwork engine keeps the Creation: Craft (Steamworks) 6 ranks flow of air coming through the pipes, without need for someone pumping the bellows or other Steamwork Grapnel such manual labour. A skilled player of an organ A small and compact device, this consists of a can produce incredibly impressive, loud music, grapnel with fold-down, spring-loaded claws, and and such organs are popular in temples and cathe- a steamwork launcher capable of hurling it over drals among other places. A character who plays a significant distances (limited of course by the steamwork organ an makes a successful Perform length of rope). The launcher has a range incre- check (DC 18) benefits from a +2 bonus to ment of 80ft, requiring a ranged attack roll to get Diplomacy and Intimidate rolls against any of the the grapnel on target. These devices are quiet listeners for up to an hour afterwards. Steamwork commonly used as integrated weapons in steam- music-organs are always masterwork and are very work armour and prosthetics. expensive due to the time and craftsmanship that Creation: Craft (Steamworks) 7 ranks goes into making each one. Creation: Craft (Steamworks) 12 ranks, Steamwork Hammer [Steamwork] Perform (Any) 12 ranks A steamwork hammer is a large and immobile steamwork machine, usually consisting of a Steamwork Orrery [Steamwork] piston-powered hammer driven by a steam A steamwork orrery is a complex and elaborate engine and employed in industrial device, which comes in two varieties: solar and processes. The hammer can impact planar. A solar orrery displays the movements of

page 52 a Guide to Fantasy Steamworks the sun and planetary bodies, steamwork devices weapon or ammunition integrated into it. mimicking their slowly shifting relationships to Creation: Craft (Steamworks) 9 ranks one another, while a planar orrery does the same in terms of planes and demiplanes. These devices Thaumometer are generally only found in the possession of sages [Arcana, Steamwork] and spellcasters. A solar orrery grants a +4 cir- A thaumometer is a complex device that cumstance bonus to any Knowledge (Astrology) merges magic with science, having the form of a or Knowledge (Astronomy) checks if used, while tangle of steamwork machinery sprouting multi- a planar orrery grants a +4 circumstance to any coloured and multifaceted lenses, bearing a myri- Knowledge (The Planes) checks it is used for. ad of small valves for adjustments, and studded Maintenance DC: 10 with copper wires and crystal tubes. Small Creation: Craft (Steamworks) 12 ranks, enough to be held with one hand and operated Knowledge (Astrology) or Knowledge (The with the other, a character using a thaumometer Planes) 6 ranks can swivel the correct lens round to position and look through it, able to perceive the waves and Steamwork Press [Steamwork] concentrations of magic in the area as per a detect This is a small steam-powered printing press, magic spell at will. A character with an active capable of imprinting large numbers of copies of thaumometer also gains a +2 circumstance check typeface per day. A revolutionary advancement to any Spellcraft checks. Finally, a thaumometer after the tiresome slowness of copying manu- can be set to diffuse resonant waves of magic scripts by hand, the development of a steamwork around the device, granting the bearer and anyone press like this brings with it amazing capabilities within 5ft a spell resistance value of 12. to disseminate written material through a popu- Caster Level: 7th Creation: Craft Wondrous lace. In many places the governments are suspi- Item, detect magic, dispel magic, Craft cious of quite so much freedom of speech being (Steamworks) 10 ranks available to everyone and may demand that steamwork presses be licensed. Volcano Crystals Creation: Craft (Steamworks) 9 ranks These rare forms of the crystalline substance used to power crystalburner engines are found Steamwork Sentry [Steamwork] only occasionally, and even then the fact their A steamwork sentry is a steamwork-automat- formations always lie very close to active volca- ed weapon usually mounted on a tripod and often noes mean they are exceptionally hard to get at. A used in tandem with an arcanomech eye. The sen- crystalburner using volcano crystals as its fuel try has a Spot skill modifier of +7, but if an benefits from a number of marvellous properties. arcanomech eye sees an intruder the sentry will It gains a +5 fuel bonus against fire-based and automatically detect them as well. Steamwork cold-based attacks, as well as becoming shrouded sentries can also be set up as part of a trap, usual- in a Fire Shield (Warm) that affects any attack- ly concealed in hidden compartments in walls, ers. These qualities mean that volcano crystals are floors or ceilings until triggered. The sentry is a usually only acquired in order to fuel war con- small construct with 25 hit points, a hardness of 5, structs. The entry in the equipment table is for AC 16 and an attack bonus of +5. They usually enough fuel to power a Medium-sized device for 1 employ a repeater crossbow that is automatically day. reloaded by the machinery, or firearms in a set- ting featuring gunpowder technology. Rarely, a War-pack Matrix steamwork sentry is fitted with chemical rockets A war-pack matrix can be incorporated (see Weapons of War below). The cost of a sentry into any steamwork construct, and is is for the steamwork structure and combat mech- keyed to up to 5 other matrices of the anisms, and does not include the cost for the same type. A construct with the

page 53 SteamSteam && SteelSteel war-pack matrix is aware at all times where the Warrior Matrix constructs with the other war-pack matrixes are A steamwork construct with this matrix and how much damage they have suffered. No installed possesses highly augmented tactical and member of a war-pack is flanked unless they all combat abilities, modelled on genuine combat are. styles and concepts. It gains two free feats, which Creation: Craft (Steamworks) 12 ranks must be chosen from the bonus feat list of the fighter class. Creation: Craft (Steamworks) 12 ranks, Knowledge (Tactics) 6 ranks WWeapoeaponsns ofof WWarar

non usually consists of a reservoir of ammunition n this section are presented a number of contained in a steamwork tank strapped to the entirely new types of weapons as well as operator’s back, attached by pipes and mecha- Isteamwork upgrades to pre-existing ones. nisms to a nozzle-gun that ejects the flames, acid Some of the weapons here are steamwork in or steam out over the victims. The ammunition nature, or designed for use by steamwork con- fuel tank has hardness 5, 5 hit points and an AC of structs or steamwork armour. Others are the 15 + the wearer’s Dexterity bonus, and if ruptured result of the progress of science in paralleling sprays the fuel everywhere. In the case of acid this fields, such as alchemy and in particular firearms. deals 6d6 acid damage to the unfortunate as well The firearms presented here are designed to as 3d6 points of acid splash damage to everyone reflect a general level of development at which within 5 ft unless they succeed at a Reflex save for they are beginning to come into more wide-scale half damage. In the case of a fire-thrower it cov- use but are not yet highly refined or advanced. ers the operator and anyone within 5 ft in volatile These guns can be used for a period in which chemicals; if the pilot light on the fire-thrower is flintlock, wheel-lock or breach-loading technolo- on or another flame is alight nearby the chemicals gy is utilised. Upgrade Cost Maintenance DC Chain-Tooth Blade +600gp 9 Alchemist’s Cannon Piston Fold-Up +75gp - [Steamwork] Possessed Weapon +2 market price modifier - An alchemist’s cannon is Silencer +1 market price modifier - an ingenious weapon that Steamwork Targeter +50gp 6 relies on a steam engine Steamwork Targeter, Arcanomech +1,000gp 9 to force out a danger- Steamwork Targeter, Necromek +3,000gp 9 ous substance at Warded Weapon +1 market price modifier 6 high pressure. Weapon Plug-In +75gp - Such a can-

page 54 a Guide to Fantasy Steamworks Name Cost Dmg Crit Range Size Weight Class Maint DC Alchemist’s Cannon 450gp 3d6 - - Medium 55lb Special 9 Fuel Tank 50gp Blade-thrower 200gp 1d10 19-20/x2 90ft Medium 9lb Martial 7 Blade-thrower, Wrist300gp 1d8 19-20/x2 30ft Tiny 4lb Martial 6 Blunderbuss 100gp 1d10 x3 40ft Medium 9lb Simple - Clockwork Torpedo 500gp Special- - Medium 75lb - - Rocket Device 500gp - - 40ft Medium 12lb Exotic - Rocket Rack 150gp - - 60ft Large 30lb Exotic - Chemical Rocket 60gp Special- - Small 8lb - - Sunblaze Rocket 60gp Special- - Small 8lb - - Crank Cannon 2,000gp 2d6 x3 50ft Large 80lb Simple 10 Drill 150gp 2d6 x4 - Large 90lb Simple 8 Musket 350gp 2d6 x3 80ft Medium 8lb Exotic - Pistol 200gp 2d6 x3 40ft Tiny 4lb Exotic - Pistol, Duelling 500gp 2d6 19-20/x3 50ft Small 5lb Exotic - Piston Fist 100gp 1d6 x3 - Tiny 3lb Simple 7 Piston Ram 300gp 2d6 x3 - Large 50lb Simple 7 Rifle 700gp 2d6 x3 110ft Medium 8lb Exotic - Torpedo of Homing 2,000gp Special - - Medium 75lb - 8 Wrecking Ball 100gp 2d6 19-20/x2 Large 80lb Simple - ignite, dealing the same amount but in fire dam- Alchemist’s Cannon Malfunction Table (d10): age. In the case of a steam-thrower the backpack 1-66 - Minor Malfunction: The weapon fails to merely contains water and the operator is soaked. fire this round for some reason or another, with Alchemist’s cannons are also often mounted no other effects. on steamwork constructs, which can carry such a 7 – Pilot Light Out: The pilot light goes out, weapon and its ammunition around easily. The and needs to be re-lit. This result only affects the Maintenance check of an alchemist’s cannon is firethrower variant. reduced by 1 on a steamwork construct which it is 8 - Gunked Up: The cannon’s workings are constructed as an integral part of since the thoroughly gunked up with oil, effluents and weapon is less vulnerable to damage. The fuel muck. The weapon will not fire until fixed. tank may or may not be exposed, depending on 9 - Nozzle Block: The nozzle is temporarily the kind of construct; it normally ends up pro- blocked up and the cannon sprays its ammunition truding from the automaton’s back. fuel out through the workings of the device onto An alchemist’s cannon shoots a 5 foot wide, 25 the operator instead of firing, who suffers damage foot long line of either acid, fire or scalding steam. as if they were hit by their weapon Acid-throwers and fire-throwers both deal 3d6 10 - Kaboom: The pressure is just too much and damage to everyone in the area, while steam- the weapon explodes, with the same effects as if throwers only inflict 2d6 damage; in all cases a the fuel tank had been ruptured. Reflex save (DC 14) results in a character only taking half damage. Any creature that is damaged A single tank of ammunition fuel provides for by a firethrower catches light and is on fire, as 8 uses of an alchemist’s cannon. Ammunition for with alchemist’s fire. a steam-thrower costs nothing, as it simply needs Alchemist’s cannons have their own unique water. Malfunction Table: Creation: Alchemy 5 ranks, Craft (Steamworks) 8 ranks

page 55 SteamSteam && SteelSteel Blade-thrower [Steamwork] Chain-tooth Blade [Steamwork] This weapon takes advantage of a steamwork A chain-tooth blade is a steamwork upgrade engine to hurl razor-edged projectiles at high that can be made to any weapon that inflicts velocity and with a fast reloading rate. Appearing slashing damage. The weapon is filled with similar to a crossbow in general shape, a blade- machinery – gears and cogs that drive a vicious, thrower uses machinery to drop the blade into the toothed chain of metal where the blade would firing groove and to draw the firing wire. When usually have its cutting edges. The engine is the trigger is pulled the blade is launched out and incorporated into the hilt of the weapon in most with a hiss of steam and clank of metal another designs, safely out of harms way. The buzzing projectile is slotted into place as the tension is noise of the machinery at work increases to a rewound. With the killing power of a heavy high-pitched scream or whine as the blade bites crossbow and a faster rate of fire, blade-throwers into tough materials, so weapons with this are nonetheless heavier and more cumbersome, as upgrade are sometimes nicknamed ‘screamers’ or well as less reliable and needing more mainte- ‘banshees.’ As well as finding use in weaponry, nance on the part of the wielder. Even so, in set- this upgrade can be found employed on the tools tings without firearms a blade-thrower might of non-military steamwork constructs doing tasks become a popular and powerful weapon. Like a such as logging and tree felling. A slashing repeating crossbow, a blade-thrower has a maga- weapon upgraded with a chain-tooth blade deals zine of 5 blades, and reloading a magazine is a par- an additional d4 damage whenever it strikes, but tial action. the wielder suffers from a –4 penalty to Move Creation: Craft (Steamworks) 6 ranks Silently checks made when wielding an active one. Blade-thrower, Wrist [Steamwork] Creation: Craft (Steamworks) 6 ranks A much smaller and more compact version of the blade-thrower, this weapon is designed to be Chemical Rocket strapped to a character’s wrist and used covertly. Also known as ‘dragon tongues’ and ‘fire- The tiny blade-thrower only has a magazine large works,’ chemical rockets are explosives that are enough to hold 3 blades. Wrist blade-throwers are hurled great distances by chemical combustion. generally restricted by law only to government Usually in the simple form of a 3-foot-long tube and royal agents, due to their potential use in the packed with the chemicals and capped with a hands of assassins. cone, chemical rockets are unreliable but destruc- Creation: Craft (Steamworks) 7 ranks tive and impressive weapons. A character can launch a chemical rocket from a rocket device but Blunderbuss suffers a –2 circumstance penalty to hit and rapid- A crude form of firearm, a blunderbuss is a ly becomes even more inaccurate over a distance; handgun with a flared barrel that is designed to be rockets benefit far more from the solid firing plat- able to fire lead shot, nails, stones, or any other forms that steamwork constructs and vehicles can bits of metal and debris to hand. The ammunition provide for them. A rack of rockets on a steam- is blasted out of the barrel by a powder charge, work construct or vehicle can be fired without the and while it peppers a large area with the shot it penalty that a character on foot suffers, and up to rapidly loses accuracy and power over a short five rockets can be fired in a single round (most range. Anyone caught within the first range launchers only have capacity for five anyway). increment takes an additional +2 damage from the Anyone hit directly by a chemical rocket suffers sheer weight of debris hitting them. Reloading a 3d6 damage and 2d6 fire damage; anyone within blunderbuss takes a full round action. 10ft also suffers 2d6 fire splash damage, a success- ful Reflex save (DC 15) halving the damage taken. On a natural attack roll of 1 with a chemical rock- et, the rocket has misfired and exploded on the

page 56 a Guide to Fantasy Steamworks launching rack, damaging the carrier as if directly together in a rotating metal framework that hit by the rocket instead. allows for a high rate of fire. It takes one round to warm up and start spinning properly, and in fol- Chemical rockets also make attractive patterns lowing rounds may be fired, the machinery in the sky when fired upwards, the effects best reloading each barrel before it swings round in seen at night. position to be fired again. Since the weapon reloads itself, crank cannons are simple to operate. Chemical rockets are alchemical in nature and Notoriously unreliable, these steamwork have the following DC for the purpose of creating weapons are nonetheless highly dangerous, able them with the Alchemy skill. to pepper an area with admittedly inaccurate fire. A crank cannon can either be fired as a normal Item DC ranged weapon or can be used to spray an area of Chemical Rocket 25 10ft by 10ft within one range increment with bul- Sunblaze Rocket 25 lets, hitting anyone in the area who fails a Reflex save (DC 18). Chemical Rocket, Sunblaze Creation: Craft (Steamworks) 12 ranks A variant form of chemical rocket, a sunblaze rocket carries volatile and highly flammable Drill [Steamwork] alchemical liquids in its head that splash every- Larger versions of the steamwork drill are where upon impact. Designed as an incendiary sometimes put to use as weapons on war con- device for attacking vulnerable targets like build- structs (and sometimes on non-military con- ings and dirigibles, a sunblaze rocket deals 5d6 fire structs that are pressed into a fight). A Large size damage to anything hit directly, and 3d6 fire mining drill inflicts 2d6 damage and threatens a splash damage to anyone within 5ft unless they critical on a 20, inflicting x4 damage on a success- make a successful Reflex save (DC 15) for half ful critical hit; seeing a sizeable drill bit chew damage. In all other ways sunblaze rockets are right through someone is not a pleasant sight. The identical to normal chemical rockets. damage can be scaled up appropriately for drills carried by larger constructs. Clockwork Torpedo Creation: Craft (Steamworks) 6 ranks Not actually a steamwork device, a clockwork torpedo is a metal cylinder powered by a wound Musket up clockwork engine that is used against ships and A musket is a handgun that fires a powerful seacraft. When launched into the water, the slug of metal; it is however not massively accu- clockwork engine starts to unwind, powering a rate over any great range, despite the impressive rotor that sends it cutting through the water in a flash and crack that it emits when fired. It also straight line (hopefully towards the target). The suffers from a slow rate of fire – reloading a mus- torpedo moves 90ft per round through water, and ket takes a full round action. upon impact detonates the explosive charge in its head, dealing 9d6 damage to any structure or vehi- Pistol cle such as a ship. Other targets, and anyone with- A smaller firearm, a pistol fires a slug of metal in 20ft of the explosion, suffers 4d6 damage, out but is only accurate over short ranges and rap- halved if they make a Reflex save (DC 15). After idly loses its force and speed. Reloading a pistol is 6 rounds of movement the clockwork engine runs a full-round action. out of and the torpedo sinks. Pistol, Duelling Crank Cannon [Steamwork] A larger and heavier version of the A complex melding of firearms and machin- normal pistol, a duelling pistol packs a ery, a crank cannon has a number of barrels held more powerful punch though like

page 57 SteamSteam && SteelSteel its lesser counterpart it is limited by short range. These superior pistols are usually used by officers, Firearms Variants royal or governmental officials and by gentry seeking to settle disputes of honour between them. Reloading a duelling pistol is a full-round action.

Piston Fist [Steamwork] This weapon is a heavy metal gauntlet worn on one hand, filled with steamwork mechanisms that drive powerful pistons. A character hit by a piston fist must make a Reflex save (DC 14) or be knocked prone by the powerful punch of the pis- tons’ impact, as well as taking damage. A piston You may feel that the rules for firearms pre- fist takes a full round before it can be used again sented here do not make them as powerful and as it resets itself, although the character wielding destructive a weapon as they should be. Two it can use it to make attacks as a normal gauntlet variants are presented here. in the meantime. Creation: Craft (Steamworks) 8 ranks When hit by the sizeable and forceful ammu- nition fired from a firearm a character can suf- Piston Fold-up fer quiet badly, the impact sending them stag- Based on the designs of pistons used in mobile gering and knocking the sense from them for a steamworks, this is an upgrade that can be pur- moment, if they even survive. Any character hit chased for a weapon that does piercing damage by a firearm must make a Fortitude save (DC like a spear or staff. The shaft of the weapon is 14) or be staggered for one round. made of metal segments that telescope down to ¼ the length for carrying purposes, and which can When combatants who have never encoun- be returned to full length and locked into that tered firearms before are fired upon by muskets, mode as a free action. rifles and suchlike, the terrible racket, flash of Creation: Craft (Steamworks) 3 ranks light and gouts of smoke can terrify, demoralise and confuse. Characters who are fired upon by Piston Ram [Steamwork] firearms must make a Will save (DC 20) or be This weapon consists of a steamwork engine shaken for the rest of the combat. However, that builds up pressure, releasing it when com- they do not need to take this test again. You manded to slam out a piston ram. It is usually may rule that primitive and exceptionally found mounted in the gauntlets on suits of super- superstitious species always suffer this Will heavy armour and steamwork constructs. A char- check when fired upon by firearms. acter hit by it must make a Reflex save (DC 16) or be knocked prone by the sheer impact of the pis- a piston ram can be scaled up appropriately for tons, as well as taking damage. A piston ram takes larger versions. a full round to reset itself and cannot be used Creation: Craft (Steamworks) 8 ranks again until it has done so, though the character with the piston ram can use the piston gauntlet to Possessed Weapon [Arcana] make other attacks. Piston rams are largely This magical enhancement can only be placed designed for military use in assailing fortifi- on ranged weapons with moving mechanical cations and buildings, and automatically parts, such as firearms and steamwork weapons. inflict a critical hit on any structure Some small spirit, usually a little daemonic enti- they are used against. The damage of ty, inhabits the actual innards of the weapon and is bound into it; carved images and faces on the

page 58 a Guide to Fantasy Steamworks weapon move and shift under its control. As a free action the wielder can whisper to the weapon Breach-Loaders a target, and against that target he gains an addi- lthough the rules here present firearms tional +1 to attack and damage rolls. If the charac- as the same whether they use flintlock, ter knows the genuine name of the target charac- Awheel-lock or breach-loading mecha- ter, the possessed weapon gives him a +2 bonus to nisms, breach-loaders are generally faster and attack and damage rolls, and the designated target more advanced. If you wish to represent breach- does not benefit from any cover or concealment loaders as being superior to other forms of bonuses. firearm, then as a variant rule, breach-loaders Caster Level: 9th Creation: Craft Magic Arms only take a standard action to reload, not a full and Armour, lesser planar binding, true strike round.

Silencer [Arcana, Steamwork] Steamwork Targeter, A weapon with this magical enhancement Arcanomech sports additional pieces of arcane machinery [Arcana, Steamwork] throughout it, small tubes and valves and crys- An arcanomech targeter incorporates magical talline pistons. Only ever found on noisy enhancements to the machinery of a normal tar- weapons such as firearms, the machinery acti- geter; the arcanomech technology adjusts the vates whenever the weapon is fired, momentarily weapon not just to take account of wind speed and generating a very small globe of silence as per the direction but also altering it to actually track a tar- spell that envelops the weapon with a faint shim- get more efficiently. The slight movement of a mer. This negates any noise created by the musket barrel or crossbow stock as tiny machines weapon, and is generally used only by those wish- whirr and shift it slightly to follow the path of an ing to make silent kills such as assassins and enemy can be unnerving, as if the weapon has its scouts. Unfortunately it does not suppress the own sentience. As well as the normal benefits of muzzle flash of firearms. a steamwork targeter, an arcanomech targeter also Caster Level: 5th Creation: Craft Magic Arms gives a +1 circumstance bonus to hit rolls. and Armour, silence, Craft (Steamworks) 6 ranks Caster Level: 5th Creation: Craft Magic Arms and Armour, true strike or divine favour, Craft Rifle (Steamworks) 6 ranks A more refined and advanced firearm than the musket, a rifle is more accurate at longer ranges Steamwork Targeter, Necromek and generally the preserve of only specific mili- [Arcana, Steamwork] tary units. Sharpshooters benefit far more from a A necromek targeter usually incorporates a rifle than they will from using a musket, able to small magical scope to a weapon as well as the aim with far more confidence. Reloading a rifle is usual steamwork targeting machinery. The necro- a full round action. mantic magic imbued into the device causes the targeter to automatically track living targets, giv- Steamwork Targeter [Steamwork] ing a +1 circumstance bonus to hit rolls against A steamwork targeter is an upgrade that can be such creatures. In addition, the scope picks up the added to any ranged weapon. It consists of a num- life-signs of anyone viewed through it, showing ber of small measurement devices and machines them up as a warm red figure and effectively that sense the wind speed and direction and auto- negating the penalties of attacking them in dark- matically compensate the weapon to take this into ness. account by adjusting machinery all around the th weapon. This reduces the attack penalty imposed Caster Level: 5 Creation: Craft by strong winds or worse weather hazards by 2. Magic Arms and Armour, deathwatch, Creation: Craft (Steamworks) 6 ranks Craft (Steamworks) 6 ranks

page 59 SteamSteam && SteelSteel Torpedo of Homing the five types of elemental damage in a surge [Arcana, Steamwork] of energy channelled out by the device. Physical A more advanced form of torpedo, a torpedo of damage deals 2d6, while elemental damage deals homing makes use of a complex steamwork engine 3d6 of the relevant type. attached to arcane sensors and devices that help it Caster Level: 5th Creation: Craft Magic Arms adjust its course to track a target. It is identical to and Armour, glyph of warding, Craft a clockwork torpedo, except that every round it (Steamworks) 6 ranks can make a turn of up to 30 degrees to track a tar- get (usually a ship). Weapon Plug-in Caster Level: 5th Creation: Craft Magic Arms A weapon plug-in is a weapon upgrade that and Armour, true strike, Craft (Steamworks) 12 links it to a suit of armour with an arcane array ranks (see Personal Protection) by a pipe or bundle of wires. Warded Weapon Creation: Craft (Steamworks) 4 ranks, [Arcana, Steamwork] Knowledge (Arcana) 5 ranks This magical enhancement to a weapon builds in a steamwork device into the handle or hilt of Wrecking Ball the weapon, with enchanted sensors detecting the Wrecking balls are often employed as weapons touch of anyone picking up the weapon. It is on larger steamwork constructs designed for bat- keyed to its owner, and anyone else who picks up tle, large and heavy weights often studded with the weapon and holds it for more than 5 seconds spines on the end of a thick, strong metal chain. activates the device. A warded weapon can be cre- They are effectively just very large flails, backed ated to deal physical damage through powered up by the machine strength of the construct and spikes or spines that slash out of the hilt to evis- the speed of its gears and pistons. The damage cerate a would-be thief’s hand, or to deal one of can be scaled up appropriately for larger versions of the weapon. PPeersorsonnalal PPrroottectiectioonn

his section presents the impressive tions sporting rivets and smoke spewing from results that incorporating steam tech- vents. Tnology into the crafting of armour can Steamwork armour is available in two forms. give. Steamwork armour can come in all sorts The first is augmented armour, a suit of normal of shapes and sizes, from highly refined and heavy armour that has undergone one of three polished suits of gleaming armour with levels of steamwork modification – light, medium impassive visors of dark crystal, to and heavy. The second is super-heavy armour, clanking and lumbering construc- which is presented as an entirely new category of

page 60 a Guide to Fantasy Steamworks armour. Below these are detailed the various Strength, but the armour check penalty inflicted upgrades and enhancements that can be made to is increased by 1 and the wearer suffers a –1 penal- steamwork armour. ty to Initiative. Maintenance DC: 8 Augmented Armour [Steamwork] Weight: Creation: Craft (Steamworks) 10 Augmented armour is a suit of heavy armour ranks Cost: +4,500gp that has been enhanced with the addition of an engine and smokestack built in to the back. It also Heavy Augmentation: This is the heaviest level integrates pistons to enhance the strength of the of steamwork augmentation, and armour that has wearer, making them stronger opponents in battle undergone this enhancement looks intimidating but also enabling them to actual- and impressive with its bulk and strength. A suit Sahuagin ly carry the added weight of the of this armour requires an engine of the normal Savage and brutal, machinery. Only heavy armour size to power it. It grants a +6 machine bonus to sahuagin do not can be augmented, since it has Strength, but also suffers a –2 penalty to seem likely to cre- the structure and support suit- Initiative, an increase in armour check penalties ate steam technolo- able. There are three levels of by -1, and a reduction in the maximum possible gy, primarily piston augmentation possible. Dexterity bonus to AC by 1 (minimum of +0). because they live However, due to the additional strength of the underwater. Light Augmentation: This is supporting pistons, a character wearing heavy However, it is not the least amount of alteration augmented armour does not have his Movement impossible for that can be integrated, slightly reduced by his armour. sahuagin to create boosting the wearer’s strength Maintenance DC: 9 steamwork systems with machine-enhanced move- Weight: Creation: Craft (Steamworks) 12 using arcane and ments. The steamworks are gen- ranks Cost: +8,500gp necromantic erally fairly small and not par- engines, crafting ticularly conspicuous from a Super-Heavy Armour [Steamwork] their devices from distance, and a suit requires Super-heavy forms of steamwork armour are coral and shell and only an engine of two sizes perhaps the ultimate in forms of personal protec- magic. Once they smaller to power it (e.g. a Tiny tion. Super-heavy armour is usually a fully- encounter steam- engine for Medium-size enclosed and free standing suit of heavily plated work technology it armour). The wearer of the and reinforced pistons and machinery, similar in often doesn't take armour benefits from a +2 its construction to a construct except that the very long before machine bonus to Strength. wearer acts as a pilot, and it responds to his move- they attempt to Maintenance DC: 7 ments with a clank and a hiss from its vents and employ it them- Weight: Creation: Craft pipes. Super-heavy armour designs are sometimes selves in some form (Steamworks) 8 ranks Cost: left unadorned, an imposing, looming industrial or another. +2,000gp bulk of noise and metal, but often they are built elaborately and ornately, especially since they are Medium Augmentation: This steamwork armour often only available to elite troops and warriors. features heavier augmentation with more promi- The Steel Knight prestige class allows a skilled nent pistons, machinery and engine unit. It also character to become an expert pilot of one of these increasingly limits smooth movement, though powerful devices. has a significantly greater pay-off in the form of Super-heavy armour is largely the province of the mechanical boost to strength it bestows. A government military and suchlike; on campaign suit of medium augmentation armour needs only a unit outfitted with super-heavy armour is an engine of one size smaller to power it (e.g. a usually accompanied by a sizeable Small engine for Medium-size armour). The entourage of engineers, mechanics and wearer benefits from a +4 machine bonus to maintenance crew to keep the suits

page 61 SteamSteam && SteelSteel running and to start them up. The armour is usu- attempts to fix malfunctions) and if the character ally stowed and transported by wagon in between is wielding a weapon with a weapon plug-in it battles. also relays weapon information up onto the array. With a ranged weapon plugged in, it brings addi- Super-heavy steamwork armour requires the tional targeting information up on the array and Super-Heavy Armour Proficiency feat to be able grants a +1 circumstance bonus to damage rolls. to operate correctly and within significant penal- With a melee weapon plugged in, the array calcu- ties. Wearing a suit of super-heavy armour gives lates incoming attacks and gives readouts to help the pilot a +8 machine bonus to Strength from the the user parry and dodge, granting a +1 Dodge machine-augmented systems, and the massively bonus to AC against melee attackers. thick and reinforced armour gives both a +10 Caster Level: 6th Creation: Craft Wondrous armour bonus to AC and damage reduction of 5/ Item, true strike, Craft (Steamworks) 8 ranks -. The armour has a maximum Dexterity bonus of +1, an armour check penalty of –8, and an arcane Blood Spines spell failure chance of 60% The wearer’s size is Blood spines are long, sharp, talon-like blades increased by one size due to the sheer bulk of the and spines that protrude from a suit of steamwork armour, with all the associated benefits and penal- armour. They have the same effect as armour ties. The armour does not reduce the wearer’s spikes but inflict d8 damage rather than d6, and Movement speed since it’s own mechanisms take blood channels mean that a blood drinker engine the excess weight. Super-heavy armour needs an will benefit from the damage dealt in this man- engine of the correct size to power a device of the ner. wearer’s increased size (so for a Medium-size character in a suit of this armour, the size of the Heat Buffer [Steamwork] suit itself is Large and needs an appropriately Some form of heat buffer is more or less essen- sized engine). tial in all steamwork armour to keep the operator Maintenance DC: 10 cool and protect him from the heat generated by Weight: Creation: Craft (Steamworks) 11 the engine on his back. However, more advanced ranks Cost: 40,000 gp forms utilising cooling pipes and heat sinks are also possible with the greater capacity of steam- Additional Augmentations work armour; this kind of heat buffering grants nce piston augmentation and an engine the wearer Fire Resistance 5. have been fitted, a number of other Creation: Craft (Steamworks) 6 ranks Oupgrades are also possible. These addi- tional devices siphon energy and steam off from Integrated Shield the main engine system that powers the armour, Many warriors carry a shield with them to bat- and so do not need their own independ- tle to ward off the strikes of the enemy, and some ent energy sources. Name Cost Arcane Array +1,500gp Arcane Array [Arcana] Blood Spines +100gp An arcane array is a simple magical Heat Buffer +350gp read-out added to a suit of steamwork Integrated Shield +50gp armour, usually relayed up onto the Powered Spikes +70gp inside of the helm or armour collar. It Sealed Environment +300gp details fuel levels remaining, a gener- Sealed Environment, Enhanced +700gp al readout of which mechanisms Smoked Lenses +50gp are running and which are bro- Speakers +60gp ken (adding a +1 circum- Static Generator +300gp stance bonus to any Weapons Gauntlet +75gp, + cost of weapon

page 62 a Guide to Fantasy Steamworks steamwork suits of armour integrate the shield Speakers [Steamworks] fully into the mechanised arm armour, ensuring Popular with units of city troops outfitted with that the wearer will not be disarmed of his protec- steamwork armour for broadcasting their voices tion. An integrated shield is not subject to disarm over the noise of crowds, as well as with military attempts. units who want to scare the living daylights out of Powered Spikes [Steamwork] their opponents, speakers are a common upgrade. A suit of steamwork armour can be fitted with A speaker unit is usually mounted into the helm steam-powered armour spikes. These spikes are or onto the shoulder, a grill that blasts out the not visible until activated, when they slash out of voice of the wearer at augmented volume. the armour with impaling force, dealing double Speakers may work through exploiting sonic damage on the first round of a grapple. physics, or through magical or complex scientific Creation: Craft (Steamworks) 6 ranks processes of amplification. Creation: Craft (Steamworks) 5 ranks Sealed Environment [Steamwork] It is possible to make a suit of steamwork Static Generator [Steamworks] armour into a closed environment, keeping the A static generator is a small device incorporat- occupant safe from gases and fumes for a period ed into a suit of steamwork armour that siphons of time, even the cloudkill spell. Armour with this off power from the main engine to slowly build upgrade has a ventilation system and air reserves up a static charge. This can be released in two installed, and once activated can keep the occu- ways, either to inflict an automatic hit of d6 elec- pant sealed off for up to half an hour before the trical damage on anyone grappling the character reserves expire and need to be refilled. or by adding +d6 electrical damage to an attack Creation: Craft (Steamworks) 8 ranks made with a metal melee weapon from a weapons gauntlet (see below). After use a static generator Sealed Environment, Enhanced takes 5 rounds to build up enough charge to be [Steamwork] used again. Not only is steamwork armour with a sealed Creation: Craft (Steamworks) 12 ranks environment a useful piece of equipment for a warrior, it also has uses for aquatic ventures. Weapons Gauntlet Heavily armoured diving suits see a great deal of A weapons gauntlet is a device that incorpo- use for making repairs to ships and oil rigs, under- rates a weapon of some sort into the back of a water exploration, and those who make a living steamwork gauntlet, usually evident through a from diving for shellfish, coral or other sub- bulge in the armour there. Crossbows and stances. The heavy armour is useful in an envi- firearms are popular additions, giving the wielder ronment where a land-dweller simply cannot a surprise ranged attack, though he needs to match the dexterity of a native of the seas. An reload the weapon by unhinging a plate on the enhanced sealed environment provides 6 hours of gauntlet and doing so manually. Piston rams are air reserves for a character to subsist on. also used by super-heavy armoured troops for Creation: Craft (Steamworks) 10 ranks assaulting fortifications and buildings, but most Smoked Lenses common is a punch dagger or fighting claw A simple modification to a suit of armour (counts as a dagger). Such a weapon can slide out installs smoked glass lenses into the helm to pro- of the gauntlet or be retracted back in as a free tect the operator’s eyes. Such lenses grant a +6 cir- action. cumstance bonus to any saves against effects that blind through bright light, but inflicts a –2 penal- ty to Spot checks since the glass makes it hard to pick out details at distances.

page 63 EdEdifificesices ofof MiMightght

team technology does more than just bring new devices and implements for scientists A Note on Architecture Sto further their craft with and adventurers culture undergoing industrialisation to use in rooting out more gold and challenges – it brought about by steam technology often changes the very landscape and cities of the lands Adisplays this state of affairs in its architec- it touches. This section describes the use of large- ture. The fabricated metal parts churned out by scale steamwork devices, along with the impact steamwork factories become greatly used by these kinds of devices have on the cities and lands builders and architects, causing metal to feature that they are a part of. Steamwork devices are prominently in buildings and facades, often in the used in industries, factories and mines, and can form of girders and struts. In cities where pollu- form massive structures that rise above the build- tion and fumes are at their worst, metal tends to ings around them, constructions of science and rust, corrode and stain, adding to the grime and magic melded together. Edifices of might are not decay. Glass might also find greater use in archi- just the dominating keeps of barons or the tower- tecture, with factories able to create it in much ing temples of the faithful. Grand steel factories larger amounts than was possible before. Mighty and arrays of security devices are as much the towers and structures of reinforced stone and iron symbols of power and the might of technological rise above the skyline of houses and factories, advancement as the fortifica- Name Size Cost Maintenance DC tions of a war- Arcanomech Eye Array Huge 5,000gp 10 lord. Arcanomech Lamp Array Huge 5,000gp 9 Arcanomech Suppresser Large +40,000gp 11 Arcanist’s Tower Colossal 150,000gp 10 Divine Amplifier Large 75,000gp 8 Dockyard Crane Large 2,000gp 8 Factory Huge 15,000gp 9 Homing Beacon Large 60,000gp 10 Library Huge 20,000gp 9 Lift/Elevator Large 1,500gp 8 Mine Borer Large 750gp 10 Necromek Crypt Factory Huge 25,000gp 12 Observatory Huge 75,000gp 8 Oil Rig Colossal 350,000gp - Printing Press Huge 4,500gp 10 Solar Array Huge 10,000gp 8 Spellcraft Engine Large 20,000gp 9 Steamwork Bridge Colossal 80,000gp 8 Steamwork Gate Huge 5,000gp 8 Steamwork Pump System Huge 2,000gp 9 Steamwork Sentry Array Huge 5,000gp 10 Steamwork Siege Weapon Varies +800gp 9 Weather Tower Colossal 100,000gp 12

page 64 a Guide to Fantasy Steamworks amongst them weird and exotic devices, rotating Arcanomech Lamp Array [Steamwork] masts and crystalline receptors that sprout from An arcanomech lamp array is a series of lamps arcane laboratories. Buildings incorporate steam- connected together by a central engine and moni- work equipment into them, locks and arcanomech tor, usually used to light the rooms of a castle or eyes keeping warehouses, factories, offices and mansion, or to shed light on the streets of a city even private property secure. Steamwork pump district. Normally it is cheaper to simply use a systems, elevators and gates also find common steamwork pump system to pump natural gas to use. Usually a single engine is used to operate a streetlights, but those who either do not have number of different devices within one building, access to resources or who simply prefer the mag- linked to them all by pipes or driveshafts with ical hue of the lamps use arcanomech lamp arrays. leather belts that thread through walls and under Elven cultures in particular prefer the use of floors. arcanomech lamps because of the pollution given off by more crude forms of fuel-burning lighting Arcanomech Eye Array [Steamwork] and due to the aesthetic superiority of the arcane Although by itself a useful security device, the lights. arcanomech eye can also be used in numbers as a The entry in the table above is for the central linked array to set up an excellent security net- engine hub of a lamp array, and does not include work. An arcanomech eye array links together all the cost of the lamps linked up to it. the eyes in an area – usually within a single build- Creation: Craft (Steamworks) 10 ranks ing or compound – with pipes and wires, connect- ing them up to a central engine hub that process- Arcanomech Suppresser es the information received from each device. [Arcana, Steamwork] Whenever an arcanomech eye that is part of an An arcanomech suppresser can be mounted as array detects an intruder, it alerts the entire secu- an additional device on an arcanist’s tower, a large rity system, bringing it into a higher level of alert- steamwork device consisting of a complex array ness. All arcanomech eyes on the array then gain of metal and glass. The suppresser emits powerful a +2 bonus to their Spot checks. If no further dis- waves of arcane energy designed to scramble turbances occur within an hour then the system spellcasting attempts within a radius of 1 mile, powers itself down again to conserve energy and tangling the weaving of power and magic in con- the bonus is lost. fusing ways. Any character attempting to cast In addition, the engine hub itself displays a arcane magic within 1 mile of an arcanomech sup- switchboard of all the eye locations in an array; presser must make a Concentration check (DC 16 arcane lights flicking on next to the location of an + spell level) or the spell fails and is lost. eye indicates to security staff that the eye has Characters within an arcanist’s tower that incor- recorded a disturbance or intruder there. porates an arcanomech suppresser are unaffected More enterprising governments that are wor- by it. In addition, a specially modified thaumome- ried about their capability to control their subjects ter can counter the magic-tangling effect of a sup- sometimes attempt to extend their eye arrays over presser and allow a character carrying an active entire towns and cities, eyes strategically placed one to be able to cast spells as normal. on street corners or particular buildings remind- This kind of device is usually used in a situa- ing the populace of their dominators as much as tion where magic is a licensed practice or where a any looming castle does. very powerful group of mages are jealous of their The entry in the table above reflects the central might and wish to keep spellcasters who are not engine hub of an array, and the cost does not of their brotherhood suppressed. Gaining an include that of the arcanomech eyes linked up to appropriate license or joining the mages it. organisation includes the character being Creation: Craft (Steamworks) 10 ranks given one of the specially modified thaumometers needed to cast spells

page 65 SteamSteam && SteelSteel unhampered. They also make useful defences for In addition, anyone within the tower who is a settlement, with enemy spellcasters being ham- the target of outside spells or magical effects ben- pered while friendly ones use thaumometers to efits from Spell Resistance 30, as does the tower cast without relent. itself. An arcanomech suppresser also bestows Spell A network of arcanist’s towers across a city Resistance 20 on the tower it is incorporated into. can make a powerful instrument of domination. Caster Level: 13th Creation: Craft Wondrous With suppressers keeping unlicensed spellcasting Item, dispel magic, spell turning, Craft down and spellcraft engines allowing for trouble- (Steamworks) 12 ranks makers to be instantly pinpointed, and with the Ogres & Arcanist’s Tower [Steamwork] powerful divination Ogre Magi Rising high above the surrounding roofs, an capabilities of a tower meaning the governing arcanist’s tower is a tall and imposing structure of Barbaric and not very forces can look anywhere metal and glass, smaller turrets sprouting off it at bright, ogres are unlikely at any time, a tower odd angles to thrust out arcane apparatus into the candidates for scientists makes a powerful bastion sky. These towers can appear as beautiful and and engineers, although for policing troops to graceful structures, carefully crafted and con- they are often chosen by rally forth from. structed in fantastic colours and design, or they evil wizards and arcanome- The Maintenance DC can be massively looming fortresses of iron and chanics to be powerfully given in the table above steel with funnels and chimneys pouring out augmented guards and ser- is only for the machinery thick smoke. Towers of this type are normally the vants. Ogre magi on the in the divination cham- property of powerful wizards or sorcerers but may other hand are much more ber. It is not possible to also be built by governments and kings who wish likely to see the possible break a whole tower with to provide facilities for their spellcasters to enact advantages of science, and one unlucky roll, except enhanced divinations. will eagerly go after steam- possibly with siege Within, the tower has many of the features of work items to learn more weapons. a normal fortified tower, with rooms and quarters of this new technology. An Creation: Craft and many floors. Usually large amounts are given ogre magi with an under- (Steamworks) 15 ranks, over to arcane steamwork machinery and devices, standing of steamworks is Knowledge (Arcana) 15 and in the upper floors the density of these struc- a dangerous foe indeed, ranks tures increases and becomes more complex. In the even if their common kin top chamber of the tower, a circle of engraved can barely use such devices Divine Amplifier marble set on a raised platform is surrounded by without breaking them. great thrumming engines that, when active, [Arcana, Steamwork] amplify divinations to a great extent. An arcane A divine amplifier is attuned to a particular spellcaster who casts any divination spell in the domain of the faith it was built by, consisting of a top chamber while the machinery is active has his complex machine that focuses its energy on an caster level increased by 2, and it also inflicts a -5 important object of faith, often a reliquary or machine penalty to Will saves for anyone target- powerful artifact. The object in question is always ed by such a spell, for instance the subject of a somehow related to the chosen domain of the scrying spell. To set up the machinery for use amplifier. The machinery picks up the divine takes two hours and it only functions for one cast- energy of the object and through a mixture of ing before it needs to be reset again. From outside mechanics, science and mysticism, amplifies it, it is visible that a tower is building up energy for broadcasting surges of power that bolster faithful a casting because the machines and masts at spellcasters nearby. Any divine spellcaster within the top of the tower begin to move and 1 mile of a divine amplifier benefits from a +1 cast- rotate with purposeful motion. er level bonus whenever they cast domain spells from the amplifier’s chosen domain. This stacks

page 66 a Guide to Fantasy Steamworks with any caster level bonus they may already constant flow of weapons, armour and equipment have from a domain. These amplifiers are usually to gear up armies and governments. situated in the towers of cathedrals or the bowels The statistics given here represent any large of mighty temples, and their use depends on the and heavy engine used in a factory. A process god in question. Some bolster domains of evil or may well require more than one such device. war to help oppress and control, while others bol- Creation: Craft (Steamworks) 9 ranks ster healing or protection domains to aid and defend their worshippers. Homing Beacon [Steamwork] Caster Level: 9th Creation: Craft Wondrous A homing beacon is designed to work in con- Item, divine favour, caster must have the appropri- cert with a set of homing compasses (see Beasts of ate domain, Craft (Steamworks) 12 ranks Steel), providing them with a reference point from which to extrapolate position and direction. A Dockyard Crane [Steamwork] homing beacon is a large machine that uses either Steamwork devices can be put to good use in arcane and mystical circuitry or obscure sciences dockyards, where engine-powered cranes make and magnetic stone to which appropriately the task of moving cargo from ship to shore a attuned homing compasses will always point. great deal easier. With a structure usually formed Homing beacons are usually housed in fortified of metal struts to support the ropes, gears and buildings, towers or observatories, generally the chains, this type of crane is capable of hauling up property of governments and used to provide to 1 ton of weight into the air. The engine is con- advanced navigational capabilities for their fleets tained in the base of the structure, hidden by of ships and dirigibles. metal cladding, and the mechanisms there can Creation: Craft (Steamworks) 15 ranks rotate the upper portion of the crane to face the needed direction. Library [Steamworks] Creation: Craft (Steamworks) 10 ranks Steamwork technology can even be imple- mented within libraries and archives to great Factory [Steamwork] effect. The body of texts and archived objects are The advent of steam technology tends to be stored in a space of large volume, usually a big accompanied by the springing up of industries warehouse or in the case of valuable contents in a and factories; their production methods revolu- fortified underground excavation. A system of tionised by steamwork devices. The steamwork gears and pulleys is rigged throughout the storage hammer described above in the Equipment sec- space, and attached to a large computational tion represents a smaller automated machine used steamwork machine. When a character wishing in such factories, and can be turned to all sorts of to remove a text or object from the archive inputs purposes; hammering, shaping and cutting metal his request into the machine, it sets the system items. More complex machinery is also needed in into action, pulleys whirling and cogs turning to some capacities, from metal rolling mills to larg- send a small container off into the storage area, er-scale hammers, huge forges and furnaces and retrieving the requested item from the shelves mechanised systems of cauldrons containing (sometimes by a small construct that sits in the molten metal. Inside such a factory is thus a hot container) and bringing it back again. Fast and and busy place to be, mechanics and workers scur- organised, this system also means that security rying around and the growl of heavy machinery measures can be put into place on particularly all around. Once the machinery in a factory has important or dangerous items like magical or been modified to suit a particular production pur- prophetic tomes, requiring specific authorisation pose, be that metal swords or armour, alchemical to retrieve. It also allows librarians to gener- liquids or construct parts, the crafting time need- ally monitor what items in the catalogue ed to create such an object is quartered, as well as are being accessed, when, and by being automated. Production lines can pour off a whom.

page 67 SteamSteam && SteelSteel Characters utilising the steamwork retrieval snarling of machinery once they discover just system to find an item do not need to make a how much effort is saved by setting machines to Maintenance check, only the librarians who start do the task for them. it up and keep it running. A mine borer is a large drilling machine, usual- Creation: Craft (Steamworks) 9 ranks ly mounted on tracks or wheels and capable of self-locomotion. Modifications on the basic Lifts & Elevators [Steamwork] design of these devices results in the creation of These are widely used in all sorts of applica- vehicles capable of tunnelling through the earth tions – though due to the unreliability of machin- and stone with a pilot at the helm (see Beasts of ery there is always a ladder or stairs too. From the Steel). metal cage used to lower workers down a mine Creation: Craft (Steamworks) 8 ranks shaft, to simple two-floor lifts for moving goods around the levels of a warehouse, they make mov- Necromek Crypt Factory [Steamwork] ing people and objects up and down distances a Crypt factories are the sinister result of exper- much easier task. In either case, some people are imentation into melding the might of the undead unwilling to use elevators, finding the idea that with the strength of machinery, and are usually they depend on a clanking, hissing piece of metal forbidding and ominous in appearance, sprouting to keep them from crashing to the ground just too twisted vents and spikes. A character capable of nerve-wracking a concept. casting spells that create any form of undead can These lifts generally come in two kinds; those make use of a crypt factory while doing so, and used in mines and suchlike depending on a system the automated necromantic processes of the facto- of gears, ropes and pulleys that the steam engine ry mean that any undead created in this way auto- drives, and more heavily mechanised elevators matically gains the mechanised template. In usually found in buildings. Mineshaft lifts tend to regions where necromancers hold both consider- be slower but are simpler to make, especially con- able power and the knowledge of blending steam sidering the vertical distance that it may need to science with magic, these factories are common travel. Both kinds are normally built to hold 4-8 sights, adding ‘enhanced’ minions to the rotting people though may be larger or smaller as design ranks of the wizards armies. needs warrant. Creation: Craft (Steamworks) 15 ranks, The entry in the table above is for a mecha- Knowledge (Arcana) 14 ranks nised lift; a mineshaft lift costs 500gp and has a Maintenance DC of 9. Observatory [Steamwork] Creation: Craft (Steamworks) 10 ranks This structure is usually in the form of a roughly hemispherical building of metal and Mine Borer [Steamwork] stone, capable of rotating to follow the movement Mines have always been dangerous work for of the heavens and with retracting plates that miners and so the added problems of working open out to allow the telescopic devices within to around heavy machinery are more than counter- peer up to the skies. Steamwork engines power balanced by the incredible increase in production the machinery that moves the observatory and that steamwork devices provide. Hand-held the telescopes. A character conducting astrologi- steamwork drills like the entry in the Equipment cal study gains a +2 circumstance bonus to section chew through rock at a far faster rate than Knowledge (Astrology) checks if they make use the slow chip of a pickaxe, while even larger ver- of an observatory. sions can rip through worthless stone to seek out Creation: Craft (Steamworks) 15 ranks the seams of wealth that the miners are really hunting. Even down in the depths of dwar- ven mines the ringing of pickaxes on stone is quickly replaced by the

page 68 a Guide to Fantasy Steamworks Oilrig As well as governments, particularly science- The oilrig is, to most fantasy settings, an focused faiths, especially in situations where it is entirely innovative structure. Cranes, gate-open- scientist-priests who are responsible for the cre- ing mechanisms and constructs can all be built ation of steamwork devices, may maintain an oil- with magic and simple technology even if it is rig. In these cases the towering metal structures often not as efficient or powerful as steamwork are as much cathedrals as industrial buildings, science, but an oilrig is simply not a structure fonts of the fuel which drives their divinely needed unless there is a demand for oil. inspired machines. Oil can come from many sources, whether it is Most oilrigs include at least one steamwork pools hidden beneath the ocean floor or great crane for loading and unloading containers of oil welling pits formed in a volcanic valley where a and supplies. If aerial vehicles have been devel- mighty wyrmlord died. Oilrigs are large metal oped or the culture has any developed links with structures designed to get at that oil. The struc- aerial creatures, a landing platform for visitors ture is based around one or several great siphons from the air will also be supplied. Most sea-born that plunge down to the source of the fuel they are oilrigs are also outfitted with several steamwork trying to extract, which in the case of sea oilrigs suits of armour, fitted with enhanced sealed envi- can be a considerable distance indeed, and using ronments to allow mechanics to venture under- drills and pumps they bring oil up to the surface. water. A tower spouting flame is a sign of an oilrig in the Cost: 350,000 gp distance, a controlled burning of natural gas to keep it from exploding and wrecking the struc- ture. Building an oilrig is an expensive and difficult venture, and it is usually governments that have the power and wealth, as well as the need, to cre- ate them. Building one at sea is especially difficult Printing Press [Steamworks] due to unpredictable weather and unpredictable While a single steamwork press is a huge step reactions of sea denizens. More than one expedi- onwards from the slow and laborious process of tion of engineers has been wiped out by a tribe of hand-copying books, a burgeoning printing com- sea elves or sahuagin that took offence at metal pany can put the monetary gains it reaps to good shafts slamming down through their territory, use in expanding and improving its capacities. A and even more dangerous beasts such as kraken large-scale printing press can reduce the time also take a dim view of oil rigs. made to create a single print run of a book or tract This is to say nothing of the threat posed by even further, or possibly print more than one other nations and power groups. An oil rig is a thing at a time. Developing societies tend to great source of power and wealth because it quickly acquire a hunger for literature of any ensures a relatively constant flow of fuel. Since kind, so those in the printing business can become even inland oilrigs tend to be in outlandish or iso- very rich very quickly. lated places due to the strange nature of condi- Creation: Craft (Steamworks) 11 ranks tions creating the fuel in locations other than the sea bed, most are crewed with a military or mer- Solar Array [Steamwork] cenary presence, including spellcasters if possible. A solar array consists of a mass of solar panels The pay is good for any crew of an oilrig since the and light absorbers, usually mounted all over the conditions are usually dangerous as well as having side of a tower or building. The panels are the prospect of being isolated at sea for months – mounted on small steamwork pistons and and the wages of any spellcaster who can control adjusters, and during the day, with the the weather or waves, or communicate with sea occasional hiss of steam and whirr of creatures, is even higher. gears, they move to follow the sun

page 69 SteamSteam && SteelSteel in order to best pick up its rays. Used in conjunc- Create Wondrous Item, detect magic, Craft tion with a solar trap engine, they absorb far more (Steamworks) 12 ranks efficiently and generate more energy than the normal set-up of panels. A device powered by a Steamwork Bridge [Steamwork] solar array gains 1 ½ hours of fuel from every With the power of steam technology, a new hour of sunlight absorbed. The array needs a and revolutionary type of bridge can be construct- Maintenance check to start it up or keep it run- ed. Rather than suffering the limitations of more ning but its own energy consumption is negligible static stone, metal or wooden structures, a bridge and it doesn’t need a separate engine to drive it. can be built to span busy stretches of river, not Creation: Craft (Steamworks) 12 ranks just because of the improved construction tech- niques of an industrialising society but because it Spellcraft Engine [Arcana, Steamwork] can be engineered to move for passing river traf- A spellcraft engine is mounted as an addition- fic. The exact manner in which the bridge oper- al device on an arcanist’s tower, a nest of pipes ates varies; a central section might lift directly up and bubbling glass containers interlaced with cop- on steel ropes, cogs and pulleys, or the bridge per wire and jagged chunks of crystal. Such an might be split in the middle as the two sides are engine is finely attuned to the status of magic pulled up to form a triangular shape when they within 1 mile, able to sense the disturbance of an are at their apex. Either way, larger water craft are arcane spell like the ripples of water across a pond thus able to pass under the bridge, where before when a stone is dropped in. Whenever a character the static structure of a bridge would have limited casts an arcane spell within the detection radius of only smaller craft to be able to pass further up or the spellcraft engine, it emits a warning sound down. and with a steamwork compass indicates the Creation: Craft (Steamworks) 15 ranks direction of the incident from the tower. A series of different glass beakers are lined up next to the Steamwork Gate [Steamwork] compass, each one indicating one of the schools of Many large structures such as castles, temples magic, and when an incident is detected the and suchlike feature large and heavy gates. beaker that corresponds to the school of magic of Although these can be opened and closed by hand the spell casts fills with swirling steam. Spellcraft this tends to be slow because of their sheer size engines are often tailored to respond only to spe- and weight, and of course also demands a fair bit cific schools of magic, since in some places certain of effort on the part of the gatekeeper. Steamwork of the schools are illegal, usually those of engines rigged up to open the gates are both a Enchantment and Necromancy. boon to the tired gatekeeper and a significant sta- A character that is aware of the presence of a tus symbol on the part of the owner, displaying spellcraft engine nearby can try and avoid detec- his wealth and might. Like steamwork locks, tion by making a Concentration check (DC steamwork gates incorporate a full locking mech- 25+spell level) while spellcasting. A success anism easily up to the standards of fortified posi- means he masks the spell from the engine by tions. The nature of the gates is obviously dis- damping down its magical signal. played on the hinges and frame of the structure, While a single spellcraft engine can only indi- which are covered in the metal cladding that con- cate the direction of the location in which the ceals the mechanisms beneath. The main body of spellcasting occurred, two or three spellcraft the engine and controls are situated on the inside engines in different locations can be used to trian- of the walls and well out of harms way. When the gulate the exact co-ordinates of the location. If operator opens the gates, the huge weight of the combined with teleportation spells this can gates swings open slowly enough to allow anyone make a rapid response to unsanctioned to get out of the way, accompanied by the hiss of spellcasting a viable possibility. steam and the grinding noise of cogs. They are Caster Level: 9th Creation: particularly popular amongst those wishing to

page 70 a Guide to Fantasy Steamworks impress and intimidate their guests. these metal beasts need to be maintained regular- Creation: Craft (Steamworks) 8 ranks ly. Creation: Craft (Steamworks) 9 ranks Steamwork Pump System [Steamwork] A steamwork pump is a large and noisy piece Steamwork Sentry Array [Steamwork] of engineering attached to a network of pipes and A steamwork sentry array is another method valves. These pumps can serve a variety of differ- of linking up smaller devices to a central engine to ent purposes. Most obvious is to pump water create a larger network, and can be combined with around, which despite its simplicity in concept is an arcanomech eye array to give a readout of what a very useful capability. Industries demand large sentries and eyes are active and in what locations. amounts of water in their processes and a steam- Like with an arcanomech eye array, all sentries work pump can provide a factory with all the benefit from a +2 bonus to Spot checks for an hour water it needs by running pipes down to a river or after any individual sentry is set off. The switch- seafront. Pumps are also used on steam-powered board for a steamwork sentry array also displays ships to pump water out, as well as being the ammunition remaining in each sentry. employed in marshy and coastal areas for drain- As with an eye array, the entry in the table ing land free of water. Were a pump system to be reflects the central engine hub of the array. The extended throughout a city, with regular pump cost does not include that of the sentries linked up stations keeping the pressure up, it could provide to it. the amazing amenity of fresh running water to Creation: Craft (Steamworks) 10 ranks the ordinary citizens, pushing back the limits of city growth by leaps and bounds with such a mar- Steamwork Siege Weapon [Steamwork] vel. Harness the great amount of heat generated Large and powerful siege weapons such as bal- by the factories and plants of a dozen industries lista can be mounted in a steamwork cradle, a working day and night in a city and even hot mechanical array that aids the crew by making it water becomes available. Pump systems can also turn far faster and by semi-automating the be employed as rudimentary sewage systems, tak- process of reloading it. These steamwork weapon ing the waste from alchemical and arcane labora- hardpoints are often placed on heavily defended tories and industrial factories – and usually just fortifications that have need of the additional fire- dumping it in a river or the sea. It is advisable to power. A siege weapon mounted in one of these be wary of venturing into the water near the efflu- cradles can turn without impediment through a ent pipes of an alchemechanic’s or wizard’s work- full 360 degrees, and can turn as far as the opera- place. tor wishes in a single round. In addition, the load- As well as urban uses, steamwork pumps have ing period is halved in duration. Any sizeable their applications in agriculture. Here, water is weapon can be mounted in one of these. even more useful, and such a pump in place on a well or by a river can have a farmer’s irrigation Weather Tower [Steamwork] system running with fresh water; equally, when A massive structure that reaches high into the rains and floods threaten to erode crops away, a air, a weather tower sprouts whirling gyroscopic pump can be used to mitigate the damage. machines and delicate crystal vanes, weather bal- The statistics given here are for a Huge pump loons and lightning conductors. Huge globes of but smaller, more portable ones could also be metal that crackle with energy rotate around the employed, as could much bigger ones designed to top of the tower on a metal framework, arcane supply entire areas of a city with running water. energy playing and dancing over the surface of They usually appear as a number of large metal the machinery. Within, arcane machinery tanks linked together by a nest of piping and pres- growls and thrums in laboratories where sure valves; pressure readouts are standard, and the various sensors, detectors and

page 71 SteamSteam && SteelSteel devices provide readouts on the weather condi- tions, predicting potential changes on a much larger scale than a meteorometer. An active weather tower can predict weather up to a weak in advance with a 90% chance of accuracy; for every additional week ahead a forecast is made the chance of accuracy reduces by 20%. Most impres- sive however is the function of the machinery at the top of the tower, effectively a huge amplifica- tion device for weather-altering magics. A spell- caster who casts control weather while in the upper chamber of an active weather tower has the radius of the spell increased by 1 mile and the duration Dragons doubled. The mighty race of drag- Additionally, the lightning conductors on a ons has little to do with weather tower automatically reduce all electricity steam technology in gener- damage dealt to the structures to . al. Immensely powerful, Weather towers find many uses. Often placed they often see little use in within cities to aid in keeping the weather it for themselves, and view clement and withstanding the worst weather, the expansion of industri- especially that brought about by hostile will, they alising nations into their are also used by some less pleasant individuals to territory as evidence that it keep a constant pall of fog or bad weather over the is time to put the lesser surrounding area. They are also often attached to species back in their place. seabourne oilrigs to help protect the structure On the other hand, canny from the hazardous weather of the oceans. dragons often make use of Creation: Craft (Steamworks) 16 ranks, steamwork devices for Knowledge (Arcana) 15 ranks, Knowledge their minions and servants, (Meteorology) 15 ranks and it may well be possible to convince them of the potential of steam technol- ogy if shown how it can be used for their own comfort and power.

page 72 PPrrosthostheeticstics MMeellddiningg ManMan withwith MachinMachinee

his section deals with steam powered Steamwork prosthetics – sometimes called mechanical prosthetics, replacements for rivet surgery, bionics or machine medicine – is Tlimbs and lost body parts crafted through another option, by which a character has their clever artifice and scientific principles. Normally damaged or missing body part replaced by a new when a character suffers a grievous injury that mechanical form. While most people are attached shatters their body, or they lose a limb through enough to their own body that the idea of having accident or battle, they have two options. The to have a steamwork replacement will never be first is to seek out a cleric for healing, and hope superior to just having their old limb back, the that there is one powerful enough to cast regener- enhanced strength and toughness afforded by a ate. However, such a cleric isn’t always on hand, steamwork prosthetic can be superior to the old and in some settings with greater restrictions on flesh and blood. Prosthetics often end up as a healing a character has to take the second option, symbol of being a grizzled veteran, one who has which is to live with the injuries they suffered. seen many battles, and people generally find those who bear prosthetic parts quite intimidating. Of course, if it were as simple as prosthetics being superior to the original body parts then they might be more popular, perhaps even characters voluntarily undergoing surgery to have a perfect- ly fine arm replaced with a metal claw-limb. However, like with all steamwork devices, pros- thetics may need fuelling depending on the engine type used, and need maintenance to keep them running. No warrior would want his sword- arm to simply seize up (or worse) in the middle of a fight. Those who end up with prosthetics usual- ly spend a lot of time and effort on the parts of them that are now mechanical and endeavour to become skilled in steamwork sciences. For some that are especially heavily modified, the penalty for failure in this field is death. Getting a Prosthetic f a character loses a limb or suffers crippling body damage they may wish to seek out a sur- Igery that can fit a prosthetic. Assuming they can afford the cost, and find someone capable of giving the treatment, they then undergo an operation where the surgeon attempts to fix the prosthetic to them. This is usually the easy part.

page 73 SteamSteam && SteelSteel To successfully graft a steamwork prosthetic Condition Mod to a patient, a surgeon must make a Heal check Surgeon has 6 or more ranks in Heal +2 (DC 12). Failure means the operation itself is sim- Surgeon has 15 or more ranks in Heal +2 ply a failure. This is not a problem because more Character is involved in combat with monsters operations can be attempted, but it does delay the within 24 hours -2 whole process. Monsters have a disease-causing attack -4 Most surgeons use some sort of anaesthetic Character has cure disease cast on them +8 where possible. Specialised versions of the sleep Character spends time in squalid conditions spell, strange and exotic concoctions of drugs, and (slums, poor area, etc). -2 other even odder possibilities are employed. In Character has been within 5ft of another diseased some cases a character might be the involuntary character within 24 hours -2 subject of an operation, perhaps a captive about to Technology level is crude or poor -2 be mechanised as an experiment; gruesomely, Prosthetic technology level is advanced +2 such experimenters often use variants of the hold Technology level is high steam-power +4 person spell, leaving the captive fully conscious for the operation but simply unable to struggle. Some There is always a danger of infections or blood surgeons who simply don’t have access to any poisoning for characters with prosthetics and they anaesthetics at all do the same, figuring that tend to be slightly more vulnerable to diseases. A either the patient can be in pain and struggling or character with any prosthetics suffers a –1 penalty in pain and still. The possibility of having to go to to saving throws against disease. a surgeon in a setting without any advanced form of anaesthetic is enough to put off most from the idea of ever undergoing such madness as to have Prosthetics a limb voluntarily removed for a superior pros- escribed here is a list of different pros- thetic replacement. thetic parts that can be surgically grafted Once a prosthetic is grafted it will operate as to a character. Some are more advanced intended, but the character must make D than others and as such a culture might not have Maintenance checks and refuel it as appropriate. access to all of them, more likely just the cruder In addition for the first d3 days after grafting a forms with more advanced prosthetics being cre- character suffers a –2 check to attack rolls and ated only by individual master craftsmen and skill checks made using the prosthetic, as they are found as relics of ancient civilisations. not acclimatised to it and tend to misjudge and act The category assigned in the Size entry is for a clumsily. Unfortunately what many fantasy set- character of Medium size. Characters of larger or tings share with the real medieval period is poor smaller size have to be fitted with prosthetics sanitation and living conditions, and a newly scaled accordingly, which may mean they need a applied prosthetic is a prime source of infection, if larger or smaller engine to power them. some form hasn’t already been contracted in the dirty operating theatre of a prosthetic surgery. Bronze Hand [Steamwork] The character must make a Fortitude check (DC This form of prosthetic is designed in the fash- 10) after 24 hours or contract a random disease ion of a metal hand, pistons and gears replicating immediately. The check is modified by the factors the manner in which real fingers move. The on the following table: machinery within is easily accessible via a plate on the palm of the hand that swings open to allow refuelling of the tiny engine within. A bronze hand replicates a real hand with no bonuses or penalties; the machinery is well-crafted and deli- cate enough that its mimicry of real hand move- ments and reactions is excellent but the machin-

page 74 a Guide to Fantasy Steamworks Name Size Cost Maintenance DC fight simply have the stump Bronze Hand Tiny 1,000gp 8 fitted with a weapon such as a Iron Chest Small 3,000gp 7 sword or hook, an iron claw is Iron Claw Tiny 750gp 7 a superior weapon since it Iron Jaw Tiny 200gp - returns to the character some Iron Jaw, Steamwork Tiny 700gp 6 use of their hand as well as a Iron Throat Tiny 400gp 7 weapon. An iron claw can be Iron Throat, Superior Tiny 1,000gp 6 used as a simple weapon, deal- Iron Vital Tiny 800gp 6 ing d6 damage with a threat Omnimaw Small 12,000gp 6 range of 19-20/x2, and attacks Piston-Strength Small 2,500gp 8 made with it benefit from a +2 Rust Blood Diminutive 100gp - Strength bonus. If used to Steamwork Arm Small 2,000gp 7 crush an object in the claw, Steamwork Heart Tiny 5,000gp 5 the Strength bonus increases Steamwork Leg Small 1,000gp 7 to +4 (this benefit is not Steamwork Wing Medium 4,000gp 8 gained in combat, only against Steel Blood Tiny 50,000gp - inanimate objects). Any skill Steal Ear Diminutive 2,000gp 7 checks made involving an Steel Eye Diminutive 3,000gp 7 iron claw suffer a –1 penalty. Steel Nose Diminutive 6,000gp 8 Creation: Craft Treads Medium 12,000gp 7 (Steamworks) 9 ranks Treads, Spider-walk Medium 17,000gp 8 ery lacks in the crude strength that some prosthet- Iron Jaw ics have. This prosthetic replaces the character’s jaw Creation: Craft (Steamworks) 12 ranks with one crafted from iron, designed for those suffering grievous wounds to the jaw in battle or Iron Chest [Steamwork] industrial accident. The usual design is a hefty This prosthetic replaces a large section of the metal jaw riveted to the remnants of the charac- character’s chest with metal plates and pieces, ter’s lower face, often crafted to have intimidating forming an artificial lung for those whose own steel teeth jutting up from it. Despite the name, breathing organs are severely damaged. A charac- versions of this prosthetic can also be crafted for ter with an iron chest gains a +1 bonus to their creatures with more exotic mouthparts such as natural armour from all the machinery. If the iron beaks. An iron jaw of any form does not need an chest ever ceases functioning, back-up machinery engine to power it. A character with an iron jaw kicks in to keep some semblance of air reaching may designate one of his unarmed attacks per the character’s system, but he suffers a –4 penalty round to be made with a bite that deals normal to all attacks, saves and checks and becoming damage and not subdual damage. A character fatigued very easily if they undergo any strenuous with an iron jaw that already has a natural bite activity. If the back-up machinery fails as well, attack gains a +1 damage bonus on that attack. the character will begin to suffocate, eventually dying unless the machine is activated again. Iron Jaw, Steamwork [Steamwork] Creation: Craft (Steamworks) 12 ranks This steamwork prosthetic is a powerful iron jaw fitted with piston augmentation and a very Iron Claw [Steamwork] small engine to power it. A character with a Unlike a bronze hand, an iron claw is not a steamwork jaw gains the same benefits as carefully crafted mimicry of a real hand. Instead from a normal iron jaw, except that when it is a heavy and powerful mechanised claw. the engine is fired up the jaw can be While some who lose their hand but still need to used to make bite attacks with an

page 75 SteamSteam && SteelSteel additional +4 machine bonus to Strength. ranks, Craft (Steamworks) 9 ranks Creation: Craft (Steamworks) 6 ranks Omnimaw [Arcana, Steamwork] Iron Throat [Steamwork] An omnimaw is a magical prosthetic, a careful- This prosthetic looks like a collar of metal ly enchanted set of complex metal pumps and around the characters throat, studded with pieces rune-encrusted chambers that replace the sub- of machinery and vents. It is designed for a char- ject’s original stomach and digestive tract. A char- acter whose throat has been damaged, usually acter with an omnimaw can derive sustenance after having been savaged by some creature, and from eating anything, from meat to grass to sand- whose breathing and speaking capabilities stone, the arcane industry of the prosthetic draw- impaired. Just by having a steamwork throat ing nutrition forth from any consumed sub- implanted a character with a ruined throat can stances. It also automatically neutralises any breath without problems, even when the throat is ingested poisons that pass through it. inactive. When the steamwork prosthetic is acti- Caster Level: 11th Creation: Create Wondrous vated they can speak without problems, although Item, neutralise poison, Craft (Steamworks) 15 the quality of their voice depends on the quality ranks of the iron throat. The crude mechanisms are not particularly accurate in mimicking the characters Piston-Strength [Steamwork] voice, and when he speaks he can sound more like Rather than being a prosthetic replacement for the metal voice of a construct or the grinding an entire body part, piston-strength is one of the noise of gears, a sinister, deep and mechanised few steamwork augmentations that a character voice. A character with an iron throat suffers a 5% might consider having grafted on voluntarily. It chance of spell failure for spells with a verbal involves incorporating pistons and machinery component due to this impediment. into the arms, shoulders or both of a character, Creation: Craft (Steamworks) 8 ranks and unfortunately the bulk of the machinery involved means that it cannot be discreetly buried Iron Throat, Superior [Steamwork] beneath the skin. Instead much of it protrudes Crafted with much finer mechanisms than a from the flesh and muscle, steel pistons and joints normal iron throat, a superior iron throat recre- erupting from the surface, and is often quite ates the speakers original voice quite accurately, unsightly. Those who need the extra muscle with only a metallic reverberation or occasional power, usually heavy labourers who also want a hiss of steam. A character with a superior iron bit of intimidating strength and mercenaries, are throat does not suffer the 5% spell failure chance. sometimes willing to undergo this treatment to Creation: Craft (Steamworks) 12 ranks get an extra edge in battle. Some powerful beings also have their minions enhanced with piston- Iron Vital [Steamwork] strength. A character with this augmentation ben- This prosthetic replaces a vital organ like a efits from a +2 machine bonus to Strength and a liver or kidney, using a mix of steamwork science +1 bonus to their natural armour. and alchemy to keep the character alive and func- Creation: Craft (Steamworks) 10 ranks, Heal 8 tioning. Usually accessible via a metal hatch for ranks fuelling and maintenance, if an iron vital fails the character suffers a –2 penalty to attacks, saves and Rust Blood skill checks as their body begins to go wrong, and A crude form of manufactured blood, a primi- they have 1 day to fix it or get a replacement. If tive mimicry of steel blood, this substance appears they do not do so then they take d6 like liquid, coppery rust, lumps coagulating and Constitution damage every day until they flowing apart. It consists of small, simple either die or get a fixed or replaced vital. machines suspended in a medium that can be Creation: Craft (Alchemy) 9 injected into patients to give their immune sys-

page 76 a Guide to Fantasy Steamworks tem a small boost. A character who has an injec- one, an aesthetic design made to help cushion the tion of rust blood gains a +4 machine bonus to any psychological impact of having to rely on a steam- saving throws against diseases during a period of work device to stay alive. A metal hatch on the 48 hours as the machines patrol their body and chest of the character allows access for refuelling attack invading infections and maintenance, and suchlike. After the 48 although those who can hours has passed the natural Diseases possibly afford it try to processes of the system s well as being subject to the com- buy a steamwork heart flush the rust blood out mon diseases that affect everyone, with an engine type that harmlessly. Acharacters with prosthetics also doesn’t need refuelling. A Creation: Craft become potential targets for more specific steamwork heart is gener- (Steamworks) 16 ranks infections. ally only implanted under urgent need, when a char- Steamwork Arm Blood-metal Fever acter’s heart is rapidly fail- [Steamwork] Hearsay and rumour cloud the origins ing due to injury or dis- A relatively common of this horrific disease. Some say that it is ease, and the operation is form of prosthetic, a steam- the result of an experimentation in creat- exceptionally risky (+8 to work arm is designed to ing mechanised creatures that went horri- the DC of a prosthetic replace a limb lost through bly wrong and escaped the confines of a implant operation when industrial accident, battle or laboratory, while others claim it is a implanting a steamwork infection. A steamwork arm divine punishment from the gods to make heart). A character with a either replaces from the those who embrace technology repent steamwork heart is shoulder or the elbow, both their sins. What is known is that it only immune to any attacks versions being identical in infects people with steamwork prosthetics, that work by causing a effects. The prosthetic is as the disease affecting both the flesh of the heart attack, whether mag- articulate and dextrous as character and the metal of their replace- ical or not, for instance the the original limb, as well as ment limbs. The exact point where one phantasmal killer spell. Of possessing of superior starts and the other ends begins to blur, course, if a steamwork strength, but if it runs out of metal rusting with blood-coloured stains heart malfunctions and fuel or malfunctions then and flowing through the blood of the vic- breaks the character is in the character cannot use it tim as their flesh starts to absorb the bion- serious trouble. at all. Any attack rolls and ic device. Before long the overload of Creation: Craft skill checks made with the metal flowing into the system of the char- (Steamworks) 15 ranks steamwork arm, for acter usually proves fatal. Even those who instance an unarmed attack survive may be left with irreparably dam- Steamwork Leg or a weapon it is gripping, aged prosthetics that have been re-crafted [Steamwork] gain a +2 bonus to Strength. by their own flesh into horrifically organic Like a steamwork arm, Creation: Craft patterns. this type of prosthetic is (Steamworks) 8 ranks Infection: Contact relatively common, main- DC: 17 ly amongst industrial Steamwork Heart Incubation: 1 day workers and soldiers. It [Steamwork] Damage: 1d4 Con returns mobility to a char- One of the most drastic acter whose leg is lost or prosthetic alterations a character can get, a steam- mangled, although if it runs out of fuel or locks work heart is a fist-sized steamwork pump made up then the character can only hobble at half up of gears, moulded metal and pipes that link their normal movement speed. An into the blood stream. Often the main pump unarmed attack delivered with a kick chamber of the heart is shaped to look like a real of a steamwork leg benefits from a

page 77 SteamSteam && SteelSteel +2 Strength bonus, and a character with this pros- the liquid metal pouring out of their nose where it thetic gains a +2 machine bonus to Balance can be recollected. A character loses the bonuses checks. to saves the moment steel blood leaves their sys- Creation: Craft (Steamworks) 8 ranks tem, but the ability score bonuses persist for a week before they fade. Steamwork Wing [Steamwork] The entry given in the table above is for one This type of prosthetic is only found amongst vial of steel blood. races of an aerial nature that have wings and a Creation: Craft (Steamworks) 20 ranks knack for the sciences. It cannot be implanted onto a character that did not originally have Steel Ear [Steamwork] wings since their muscle and bone structure are This prosthetic device replaces lost or damaged entirely wrong for its use. Constructed from ears as well as the organs just within that sense metal struts, gears and pistons along with leath- sound. Used to cure deafness caused by damage to ery canvas or feathers or some other material as an ear, this prosthetic is unusual in that it is some- appropriate to the species, steamwork wings times voluntarily implanted by thieves and return the capability of flight to a character that rogues who want to improve their sense of hear- has had its wings damaged or destroyed, although ing – especially by those who already have an ear it does not give any additional bonuses. If a pair lobe mangled or lost through a fight or punish- of steamwork wings malfunction while the char- ment. A character with a steel ear benefits from a acter is in the air they can still use the wings to +2 machine bonus to Listen checks due to the glide clumsily down to the ground, except in the complex machinery within the device. case of a Catastrophic Malfunction. Creation: Craft (Steamworks) 15 ranks Creation: Craft (Steamworks) 15 ranks Steel Eye [Steamwork] Steel Blood A complex and delicate device, a steel eye is a Steel blood is a silvery substance that looks like prosthetic replacement for a real eye. Either the liquid metal. In fact it consists of hundreds of tiny entire socket of the eye is filled with a block of machines just smaller than the eye can make out. machinery that mounts a lens through which the Much like living oil and living steel, steel blood is character can see, or a more refined device shaped an example of very highly advanced technology like an eye is fitted back in, surgically reattached usually only created by high steam-power cul- so that the muscles around the eye can move it as tures, and can sometimes be found in small vials if it were a genuine one. Both devices grant sight in the ruins of past empires. It does not follow the back to a character that has lost an eye. A charac- normal rules for steamwork prosthetics, and the ter with a steamwork eye can use the device to machines seem self-maintaining and self-fuelling, magnify their vision in and out as well as granti- possibly siphoning energy out blood. ng greater clarity and focus, and they gain a +2 If injected into the blood stream of a character, machine bonus to Search and Spot checks. A steel blood bolsters their immune system, the tiny character using a rolling eye device can patch the machines spreading through the body to protect vision of the rolling eye straight into a steel eye. and enhance. A character with steel blood gains a Creation: Craft (Steamworks) 12 ranks +4 bonus to all saving throws against poison and disease. After having steel blood in their system Steel Nose [Steamwork] for a week a character benefits from a +2 bonus to A less common prosthetic, a steel nose replaces their Strength, Dexterity and Constitution abili- a lost or damaged nose as well as filling the nasal ty scores as the blood works to improve their cavity with alchemechanical machinery. Cruder physique, reactions and resilience. By con- versions are little more than unseemly blocks of centrating mentally a character can metal but with superior technology a more flush steel blood out of their system, refined and aesthetically crafted steel nose is pos-

page 78 a Guide to Fantasy Steamworks sible. A steel nose is full of complex alchemical This section details a number of upgrades pos- devices that grant the character a highly refined sible to prosthetics. sense of smell, giving them the Scent ability when the nose is active. Alchemist’s Breath [Steamwork] Creation: Craft (Alchemy) 12 ranks, Craft An upgrade that can be made to an iron chest (Steamworks) 9 ranks or throat, alchemist’s breath uses alchemical sub- stances and filters to allow the character to breath Treads [steamwork] in environments such as toxic gases or even A drastic modification, this prosthetic replaces underwater. Note that this doesn’t protect against the entire lower body of a character, rooting their the cloudkill spell like a sealed environment does. abdomen into a metal machine and engine A character with alchemist’s breath can activate it mounted on treads driven by dozens of small as a standard action, and can breath in such envi- wheels. Somewhat like a mechanised wheelchair ronments for up to half an hour, after which the except that the character is actually grafted into alchemical reserves run out and need to be topped the machinery, characters on treads move at a up. base speed of 20ft, the tracks granting them fairly Creation: Craft (Alchemy) 8 ranks, Craft good mobility over uneven terrain even consider- (Steamworks) 5 ranks ing their limited state. A character with treads gains a +3 bonus to their natural armour. Back-up Arcane Vision [Arcana, Steamwork] life support systems built into the throne grant A magical upgrade that can be made to a steel the character a +2 bonus to Fortitude saves. eye, arcane vision fills the prosthetic with arcane Creation: Craft (Steamworks) 12 ranks machinery and mystic circuitry. It allows the character to see as of by detect magic and see invis- Treads, Spider-Walk [Steamwork] ibility, each once per day. Like the treads prosthetic, this device replaces Caster Level: 6th the lower half of a character with a steamwork Creation: Craft Wondrous Item, detect magic, throne mounted atop eight long, metal legs driven see invisibility, Craft (Steamworks) 9 ranks by pistons and gears. The character can move at a base speed of 30ft rather than 20ft, and obstacles Arm Spikes [Steamwork] such as stairs no longer hamper their movement This upgrade incorporates a row of vicious for the slender legs are remarkably agile and dex- bladed spikes concealed in a steamwork arm. trous. Like treads, a spider-walk system grants a When activated the spikes flick out and can be +3 bonus to natural armour and a +2 bonus to used in combat so that the damage caused by Fortitude saves. unarmed attacks is normal damage, not subdual. Creation: Craft (Steamworks) 15 ranks Creation: Craft (Steamworks) 5 ranks

Prosthetic Upgrades Augmented Strength [Steamwork] Name Cost By heavily augmenting the engine and pistons Alchemist’s Breath +500gp on a steamwork prosthetic, this upgrade increases Arcane Vision +2,000gp any machine Strength bonus granted in any form Arm Spikes +20gp by the device by an additional +2. Augmented Strength +4,000gp Creation: Craft (Steamworks) 12 ranks Blood-Feeder Engine +250gp Crystal Iris +1,000gp Blood-feeder Engine [Steamwork] Injection System +500gp This upgrade can be used with any Name Cost steamwork prosthetic that has a blood Integrated Weapon +150gp drinker engine. What the upgrade Poison Sensor +500gp does is to siphon off blood straight

page 79 SteamSteam && SteelSteel out of the character’s blood stream to feed the simply be stored there and wielded as separate engine. While an efficient way to power the weapons when activated. Integrated weapons are device, a blood-feeder weakens the character from often used as assassination devices, in particular blood loss, inflicting a –1 penalty to attack rolls, the use of hand crossbows or shuriken that are skill checks and saves. A character can negate fired from a steamwork arm and dosed with poi- these penalties for one hour by voluntarily suffer- son. They are also handy aids when a character ing 2d6 subdual damage. would otherwise be facing enemies while Creation: Craft (Steamworks) 9 ranks unarmed. The cost of the integrated weapon upgrade Crystal Iris [Steamwork] does not include the cost of any weapons them- This upgrade can be made to a steel eye. selves. Careful augmentation of the prosthetic’s light Creation: Craft (Steamworks) 8 ranks sensitivity by amplification lenses of crystal and tiny pieces of glass grant a character with a crys- Poison Sensor [Steamwork] tal iris low-light vision. This upgrade can be added to iron vitals and Creation: Craft (Steamworks) 8 ranks steamwork hearts. The device contains alchemi- cal sensors that pick up on increasing levels of Injection System [Steamwork] toxins and poisons in the bloodstream, alerting An upgrade that can be attached to any steam- the character and attempting to counteract them. work device, an injection system incorporates a A poison sensor grants a +2 bonus to saving small medical device. It consists of a glass cham- throws against poison. ber and some machinery designed to inject the Creation: Craft (Alchemy) 9 ranks, Craft contents of the chamber into the character’s blood (Steamworks) 6 ranks stream directly; this can be done as a free action. Special troops or guard creatures fitted with com- Steamwork Prosthetics in a bat drugs usually use it, but some alchemist mages are now developing ‘blood potions’ that can be World with Magical Healing injected directly into the blood with the normal he prosthetic devices here can, to an effect of the potion, rather than having to drink it. extent, be rendered irrelevant in a fantasy A character can make a ‘blood potion’ by altering Tworld where the capability to cast healing the usual methods of brewing potions; the cost is spells is easily available and divine spellcasters are increased by 25%, and blood potions can only be common. If every time a commoner gets a scratch injected, having no effect if drunk normally. there’s a cleric on hand to heal him, then obvious- Creation: Craft (Steamworks) 8 ranks, Heal 8 ly few people will ever need or want a steamwork ranks prosthetic. Presented here are a number of brief ideas Integrated Weapon [Steamwork] about how a setting can be modified to make the This upgrade integrates a concealed weapon use of prosthetic devices more common. Some of into a prosthetic. It is a free action to retract or these suggestions might result in a more gritty reveal an integrated melee weapon, while ranged style of game-play when a party of adventurers weapons can be fired from the prosthetic without cannot simply rely on a healer to get them back up needing to reveal them. The size of the weapon is to full strength after every battle, while others limited by the size of the prosthetic, although have less of an impact on the way that the game stripped-down crossbow or firearm devices can is played. be fitted into a Small steamwork arm but require an additional full round action to The PC’s Are Special: Although in the core reload. Melee weapons can either be rules there are no real rules for damage to specific attached to the prosthetic, or can locations that might result in the need for a pros-

page 80 a Guide to Fantasy Steamworks thetic, it can be assumed that in most pitched bat- High-llevel Healing: All healing spells could be tles the mass of casualties will include some who increased in level. This might be limited to some have lost an arm, leg, or other replaceable body religions, or all of them, with divine forms of part. Equally, the industrial labourers in a heavy healing simply being rare and hard to cast. Most machinery factory might occasionally fall foul of people have to turn to more conventional forms of accidents where they have a limb crippled or man- healing. gled in the workings of some device. Player char- acters can continue to fight and battle in the same No Healing: With this option, there is no heal- ways they always have done, with healing easily ing available, or it is incredibly rare. Entire reli- on hand from divine healers and the replenishing gions and faiths simply do not have access to any of hit points not hampered by more critical forms healing spells. Perhaps a druidic hermit living of damage. In the world around them there will be deep in a forest might know the secrets for a few NPC’s who have need of steamwork prosthetics curative spells, but for the bulk of the characters from the injuries they suffer, but player charac- in such a setting, reality is harsh and unforgiving ters only suffer hit point damage from attacks as and injuries easily crippling. Steamwork augmen- normal (except in exceptional circumstances). tations would be far more common in a situation where there is no form of regenerative spell at all. The Cost of Healing: If costs for healing spells are rigorously imposed, many of the common Limited Healing: It may be that there are some populace may not be able to afford curative or sorts of damage that healing spells simply cannot regenerative spells. Unable to get divine healing deal with. It might be as mundane as flesh burned they have to turn to physicians and doctors for by fire being beyond such divine healing, or it their wounds, and to steam surgeons for the more might be that the tainted attacks of demonic crea- crippling injuries. tures inflict injuries that cannot be restored by the power of faith – demon hunters might bear many scars and prosthetics from their battles.

Hit Locations: A system using hit locations for critical hits could be implemented, with a chance that critical hits can cause more permanent and crippling forms of damage, even severing limbs.

page 81 BeastsBeasts ofof SStteeeell CoConstructsnstructs

his section lays out rules for the beasts of steel that steam technology makes possi- Alchemist’s Hound Tble, from the small dangerous spider sen- Medium-Size Construct [Steamwork] tinels to the colossal behemoths, from armoured Hit Dice: 2d10+20 (31 hp) trains to steamwork dirigibles cruising high in the Initiative: +1 (+1 Dex) skies. Driven by the coursing heat of steam in Speed: 30ft. their boilers, and armed with the crushing AC: 15 (+1 Dex, +4 natural), touch 11, flat-footed strength of metal and machinery, these constructs 14 and vehicles can revolutionise travel, warfare, and Attacks: Slam +3; or alchemist’s cannon the general lifestyle of those around them. Damage: 1d6+2; or by cannon type Space/Reach: 5ft./ 5ft. Special Attacks: Alchemist’s cannon Constructs Special Qualities: Construct, Hardness 5, teamwork constructs tend to be rather noisy Maintenance, Scent, Volatile beasts, their joints and pistons hissing with Saves: Fort +0 Ref +1 Will +2 Sthe built-up pressure of the steam flowing Abilities: Str 14 Dex 12 Con - Int - Wis 14 Cha 1 through their mechanical body and armour plat- Feats: Scent* ing clamouring with every movement. They also Climate/Terrain: Any tend to not be too bright, being driven by machine Organisation: Solitary or pack (2-5) intelligence that stems from carefully crafted sen- Challenge Rating: 3 tience systems, sometimes made from crystalline Treasure: None structures and other times made from amazingly Alignment: Neutral complex arrays of tiny gears. As such, most Advancement: 3-4 HD (Medium); 5-6 HD steamwork constructs have no Intelligence score, (Large) although in some cases constructs do possess a more advanced degree of sentience programming. The ‘alchemist’s hound’ is a veritable walking alchemy kit, a steamwork construct packed with In general, constructs do not possess skills or as many bubbling glass flasks of chemicals as feats. However, the specialist programming and gears and pistons. It gets its name from its constructing of some types of steamwork con- quadrupedal, hunched appearance and from the struct imbues them with the innate capability to fact that creators with artistic pretensions often perform certain tasks and feats, and they can also craft alchemist’s hounds to look like great wolves be upgraded with matrixes that endow them with or guard dogs made of metal, wood and glass. such abilities. Normally powered by an alchemechanical engine, hounds are employed as guard constructs. As with other steamwork devices, the steam- The myriad of alchemical devices mimics an work constructs here require maintenance, an advanced sense of smell as well as powering the engine and fuelling. These constructs are signi- construct’s main weapon, an alchemical cannon, fied with the Steamwork subtype. the barrel of which juts out of the hound’s gaping maw. Alchemist’s hounds can understand and obey orders in one language. They cannot speak,

page 82 a Guide to Fantasy Steamworks though they can make mechanical growls and snarls. Automaton, Steamwork Small Automaton Combat: Hounds are hardly the brightest of Small Construct [Steamwork] creatures. Their combat programming means Hit Dice: 1d10+10 (16 hp) they usually attempt to hose down as many Initiative: +1 (+1 Dex) attackers as possible with their alchemical cannon Speed: 20ft. until the intruders either flee or die. If a hound is AC: 17 (+1 Dex, +5 natural, +1 size), touch 12, flat- badly damaged it may try and retreat to its owner footed 16 for repairs, depending on its instructions. Attacks: Slam +0 Alchemist’s Cannon (Ex): All hounds have an Damage: Slam d4 alchemist’s cannon of some variety built into Space/Reach: 5ft./5ft. them. The fuel reserves for the weapon are also Special Attacks: None stored inside the hound’s body and cannot be tar- Special Qualities: Construct, Hardness 5, geted separately unless the hound is rolled over to Maintenance reveal its underbelly, a difficult task with any Saves: Fort +0 Ref +1 Will +0 still-functional construct. Since alchemist’s can- Abilities: Str 10 Dex 12 Con – Int – Wis 10 Cha 1 nons do not need an attack roll to hit the area they attack, hounds can easily do a great deal of dam- Medium-Sized Automaton age to closely packed opponents. Medium-Sized Construct [Steamwork] Construct: An alchemist’s hound is a construct Hit Dice: 2d10+20 (31 hp) and has the relevant traits and immunities com- Initiative: +0 mon to that type. Speed: 30ft. Hardness: The metal and machinery parts of an AC: 17 (+7 natural), touch 10, flat-footed 17 alchemist’s hound grant it hardness 5. Attacks: Slam +3 Maintenance: An alchemist’s hound has a Damage: Slam 1d6+3 Maintenance DC of 10. Space/Reach: 5ft./5ft. Scent: The incredibly complex alchemical Special Attacks: None devices within a hound allow it to pick up the Special Qualities: Construct, Hardness 5, barest traces of a scent on the air with alarming Maintenance ease. An alchemist’s hound automatically gains Saves: Fort +0 Ref +0 Will +0 the Scent feat. Abilities: Str 15 Dex 10 Con – Int – Wis 10 Cha 1 Volatile: With their bubbling concoction of alchemical innards and the ammunition fuel for Climate/Terrain: Any an alchemist’s cannon, hounds are potentially Organisation: Labourer (1 plus owner) or work walking explosives. Whenever a hound is struck gang (2-6 + foreman) in melee combat, there is a 5% chance it detonates Challenge Rating: Small ½; Medium 1; Large 3; as if for the Kaboom! Result on an acid thrower. Huge 6; Gargantuan 9; Colossal 12 When destroyed, the chemical buffers and mech- Treasure: None anisms keeping the alchemy in check stop work- Alignment: Neutral ing, and the hound explodes as per the Kaboom! result in d3 rounds. The only warning that this is Steamwork automatons – or automata – are about to happen are thin, wispy plumes of acrid constructs created to provide mechanised labour, smoke rising from the wreckage with increasing and they come in a number of shapes and sizes. vigour. Small and especially larger automata might move by four or more legs, or tracks, but Constructing an Alchemist’s Hound: automatons are generally bipedal and Creation: Alchemy 9 ranks, Craft roughly humanoid in shape, broad (Steamworks) 9 ranks Cost: 5,000gp metal shoulders hinting at the

page 83 SteamSteam && SteelSteel Large Automaton Gargantuan Automaton Large Construct [Steamwork] Gargantuan Construct [Steamwork] Hit Dice: 4d10+30 (52 hp) Hit Dice: 16d10+60 (148 hp) Initiative: +0 Initiative: -1 (-1 Dex) Speed: 30ft. Speed: 40ft. AC: 19 (+11 natural, -1 size), touch 9, flat-footed 19 AC: 22 (-1 Dex, +17 natural, -4 size), touch 5, flat- Attacks: Slam +7 footed 22 Damage: Slam 1d8+7 Attacks: Slam +18/+13/+8 Space/Reach: 10ft./10ft. Damage: Slam 2d8+15 Special Attacks: None Space/Reach: 20ft./15ft. Special Qualities: Construct, Hardness 5, Special Attacks: Trample Maintenance Special Qualities: Construct, Hardness 10, Saves: Fort +1 Ref +1 Will +1 Maintenance Abilities: Str 20 Dex 10 Con – Int – Wis 10 Cha 1 Saves: Fort +5 Ref +4 Will +5 Abilities: Str 30 Dex 8 Con – Int – Wis 10 Cha 1 Huge Automaton Huge Construct [Steamwork] Colossal Automaton Hit Dice: 8d10+40 (84 hp) Colossal Construct [Steamwork] Initiative: -1 (-1 Dex) Hit Dice: 32d10+80 (252 hp) Speed: 40ft. Initiative: -2 (-2 Dex) AC: 22 (-1 Dex, +15 natural, -2 size), touch 7, flat- Speed: 50ft. footed 22 AC: 22 (-2 Dex, + 22 natural, -8 size), touch 0, flat- Attacks: Slam +11/+6 footed 22 Damage: Slam 2d6+10 Attacks: Slam +28/+23/+18/+13 Space/Reach: 15ft./10 ft. Damage: Slam 4d6+18 Special Attacks: None Space/Reach: 30ft./15ft. Special Qualities: Construct, Hardness 5, Special Attacks: Trample Maintenance Special Qualities: Construct, Hardness 10, Saves: Fort +2 Ref +1 Will +2 Maintenance Abilities: Str 25 Dex 9 Con – Int – Wis 10 Cha 1 Saves: Fort +10 Ref +8 Will +10 Abilities: Str 35 Dex 7 Con – Int – Wis 10 Cha 1 massive strength within and engine vents, grills for canals and moats, and other such heavy-duty and smokestacks revealing the source of motive tasks. power. Automatons can understand a single language Small automatons are normally employed for and respond to commands from authorised opera- tasks in spaces that are cramped and confined for tors, and can handle moderately complex tasks. their operators to get to. Medium-, large- and They might be able to make a mechanical noise to huge-sized automata generally perform heavy signify they have received and understand an labour jobs where their superior strength is best order, depending on their construction. employed, moving goods around farms, docks and factories, and hauling raw materials around Combat: These automatons are not designed construction sites. The really massive specifically for combat. While they can be outfit- automatons are used to haul huge stone ted with weaponry they lack the heavy armour blocks for the building of castles and and tactical programming of combat steamworks. fortresses, digging huge trenches Normal automatons outfitted for construction

page 84 a Guide to Fantasy Steamworks and labour will use their brute strength if pressed even titans and dragons, the pinnacle of steam- into combat. work construction. Generally bipedal, standing Trample (Ex): Gargantuan and Colossal tall on massive, tower-like armoured legs, behe- automatons can make trample attacks to simply moths can have any conceivable appearance. walk over smaller opponents, dealing 2d8+15 and From the gold and crimson plated titanic knight 4d6+18 damage respectively. The Reflex save for of a human empire, smokestacks alone taller than half damage is DC 28 (Gargantuan) or DC 38 a house and laden with feudal banners, to the (Colossal). slender and graceful form of an elven masterpiece, Construct: All automatons are constructs and arcanomech engines driving its elegant move- have the relevant traits and immunities common ment, to the huge, hunched form of a necro- to that type. mancer’s finest hour, spines and hooks covering it Hardness: Since automatons are mostly made with the corpses of slain enemies and baleful up of metal plates, pipes and gears, they benefit engines coughing out choking black smoke; what from a hardness value. behemoths have in common is their massive size Maintenance: Automatons have the following and their capability to level armies and raze Maintenance DC’s: Small & Medium 7; Large fortresses. A battle between two behemoths is an and Huge 8; Gargantuan 10; Colossal 12. impressive sight indeed. Behemoths are effectively massive automatons Constructing a Steamwork Automaton: built for battle, and are not particularly clever. Creation: Craft (Steamworks) 9 ranks Cost: They need the guidance of a tactical expert Small 1,000gp, Medium 2,500gp, Large 4,500gp, amongst their crew for them to be optimally Huge 9,000gp, Gargantuan 18,000gp, Colossal effective. 32,000gp Combat: Since most conventional troops, even Behemoth powerful heroes, are simply no threat, behemoths tend to just wade through enemy armies to seek Colossal Construct [Steamwork] out and destroy genuine dangers – massive beasts Hit Dice: 100d10+80 (630hp) like dragons, siege engines, and other behemoths. Initiative: +0 They usually spearhead a larger force, smashing Speed: 80ft. fortifications down to allow ground troops to AC: 52 (+50 natural, -8 size), touch 2, flat-footed 52 assault. Attacks: 2 Slams +112/+107/+102/+97 Trail of Destruction: Behemoths move over bat- Damage: 4d6+45 tlefields with little care for fighting the tiny crea- Space/Reach: 70ft./ 40ft. tures swarming around their feet, simply crush- Special Attacks: Trail of Devastation ing them instead. Behemoths are not obstructed Special Qualities: Challenge Rating, Construct, in any way from moving over areas occupied by Crew, Earth-shaker, Hardness 15, Huge or smaller creatures; anyone they move Maintenance, Monolithic, Spell Resistance over in this way must make a Reflex save (DC 16) 25 to avoid the massive, pulverising feet and evade it Saves: Fort +33 Ref +33 Will +33 safely, or else take 4d6+45 damage. Abilities: Str 100 Dex 10 Con – Int – Wis 10 Cha 1 Challenge Rating: Behemoths simply cannot be Climate/Terrain: Any fought in conventional terms by parties of adven- Organisation: Solitary or Apocalypse (2-3) turers due to their Monolithic ability (see below), Challenge Rating: Special* and so no Challenge Rating is provided. Treasure: None Construct: Behemoths are constructs and have the relevant traits and immunities. Quite possibly the largest beast to walk the Crew: Behemoths need constant earth, even if it is a beast of steel and gears and fuelling, maintenance and obser- not of flesh and blood, a behemoth towers over vance from a team of expert

page 85 SteamSteam && SteelSteel

mechanics of the appropriate type – for instance moment’s notice. Many behemoths are also fitted arcanomech behemoths usually boast a number of with additional weapons to the fists, claws, rams wizards amongst their crew. As well as mechan- or wrecking balls they use for pummelling each ics they need a commander and command staff to other and buildings, and crew are needed to man help guide the behemoth around the battlefield or these devices which usually include siege ballistae even take direct control in some circumstances and chemical rocket racks. (more difficult if a behemoth has a spirit matrix Earth-shaker: As a behemoth moves, the ground with a wilful being bound to it). There is usually shakes from its immense machine bulk. Anyone a garrison of guards in case enemies attempt to within 100 ft. of a moving behemoth suffers a –2 storm the construct. If no magical alternatives are circumstance penalty on all skill checks unless available a behemoth needs semaphore crew to they make a Concentration check (DC 18). use flags for communication with generals and Hardness: The immensely heavy armour plat- troops outside the behemoth. Crews usually num- ing, reinforcements and fortification that covers a ber up to a dozen mechanics, half a dozen com- behemoth’s hide grants it hardness 15. mand crew and two dozen guards, all capable of Maintenance: Behemoths have a Maintenance moving around the construct by the myriad of DC of 12. In addition to other causes of tunnels, ladders and internal spaces. Some behe- Maintenance checks, every round a behemoth is moths have their legs modified to become active, one randomly selected mechanic must huge troop-carrying compartments, effec- make a Maintenance check; behemoths are tively turning a behemoth into a mobile immense beasts filled with potential to go wrong. fortress that can spill elite shock A Maintenance check must also be made whenev- troops into the battle around it at a er a behemoth is hit by another behemoth’s slam

page 86 a Guide to Fantasy Steamworks attack. Since they are so massive, a failed handful of times before the enemy wised up and Maintenance check does not result in a roll on the started using magical defences to fend off teleport Malfunction table, but instead the machine suf- spells) might be able to get the drop on the crew. fers a –1 penalty to attack rolls, accruing these as Constructing a Behemoth: The cost of building Malfunction checks are failed. a behemoth is huge, and no price is given here Monolithic: Behemoths are simply too massive because it is not as simple as tallying up an to be even vaguely threatened by anything small- amount of gold and handing it over. Real experts er than their knee-joint mechanisms. A mighty and masters of the craft must be drafted in to hero with a sword that can slice through steel like build a construct so huge and with so much butter cannot even reach higher than the metal weight that needs to be supported and moved by impact sole on a behemoth’s foot, and a weapon as steam power. Getting the parts is not easy, even if tiny as a sword just does negligible damage. A the builders know what they want, especially wizard’s fireball melts a small patch of armour since there may be rare or exotic components plating but doesn’t noticeably affect the steel needed (especially in those behemoths powered beast. by non-conventional methods like arcane sources Only Huge and larger-sized creatures can or necromancy). This is the kind of process that damage a behemoth; anything of smaller size sim- can take a kingdom years to accomplish. Of ply does a pathetically irrelevant amount of dam- course, sometimes behemoths are recovered more age, even if it’s a high-level hero with a vorpal or less intact from ancient ruins, the relics of axe. The only way for smaller creatures to dam- ancient civilisations of vast power, though even age or destroy a behemoth is to storm it, get then working out how to power and drive them is onboard and wreck vital mechanisms from the a dangerous task with dormant defence systems inside. on board. This is an adventure in itself. A behemoth is such a concentration of resources and power that Eviscerator they are without exception immensely heavily Medium-Size Construct [Steamwork] guarded. Elite troops guard the lower levels of a Hit Dice: 4d10+20 (42 hp) behemoth, ready to fight back enemy troopers and Initiative: +7 (+3 Dex, +4 Improved Initiative) cut grapnel ropes, and more reside up on the Speed: 30ft. shoulders and armoured carapace to fend off fly- AC: 23 (+3 Dex, +10 natural), touch 13, flat-footed ing assaults and man weapons. Military spellcast- 20 ers are often stationed on behemoths, usually in Attacks: 2 armblades +7 armoured platforms at the knee joints, to lend Damage: Armblade d8+4 their firepower to the battle. Entire regiments of Space/Reach: 5ft./5ft. soldiers might be waiting for adventurers if they Special Attacks: Razor-edged blades breached the heavily armoured foot entrances. Special Qualities: Bodyguard, Combat The command crew is also likely to be tough, pos- Calculations, Construct, Evasion, Hardness sibly including high-level and experienced charac- 5, Maintenance ters positioned to defend the construct’s brain- Saves: Fort +1 Ref +4 Will +3 machinery. Add to this arcanomech eye arrays Abilities: Str 18 Dex 16 Con – Int 14 Wis 14 Cha1 and steamwork sentries, as well as traps liberally Skills: Tumble +8* scattered throughout the bulk of the behemoth in Feats: Deflect Arrows, Improved Initiative* the form of steam and pressure blasts, crushing Climate/Terrain: Any traps and spring-loaded spikes, and fighting Organisation: Solitary or bodyguard (2-4) through the cramped confines of a construct is a Challenge Rating: 4 difficult prospect. On the other hand, a party Treasure: None which gains access to a behemoth stealthily or by Alignment: Neutral unconventional means (such as teleportation, Advancement: 5-8 HD (Medium), though that’s a trick that would only work a 9-12 HD (Large)

page 87 SteamSteam && SteelSteel Also known as ‘steamwork blade-masters’, Constructing an Eviscerator: eviscerators are the mechanical masters of melee. Creation: Craft (Steamworks) 12 ranks, Humanoid constructs with impassive faceplates Knowledge (Mathematics) 7 ranks Cost: 8,000gp and elegant smokestacks, their most striking fea- tures are the jagged blades that jut downwards Living Steel from the wrists in place of hands. Built to take Medium-Size Construct advantage of the capability of machinery to make Hit Dice: 6d10+20 (53 hp) lightning-fast calculations, eviscerators see how Initiative: +8 (+4 Dex, +4 Improved Initiative) to parry every strike and evade every missile Speed: 30ft. within a fraction of a second. These elite fighting AC: 20 (+4 Dex, +6 natural), touch 14, flat-footed machines are usually created to act as fearsome 16 and intimidating bodyguards for powerful wiz- Attacks: Slam ++7 ards and merchants. Damage: Slam 1d6+6 & tendrils Eviscerators cannot speak but they can under- Space/Reach: 5ft./5ft. stand up to three different languages, and can Special Attacks: Tendrils interpret and carry out commands intelligently Special Qualities: Construct, Fast Healing 3, and diligently. Immunities, Liquid Form, Machine Combat: Eviscerators are clever and athletic Command, Spell-like Abilities, Spell combatants, using terrain to their advantage and Resistance 15 closing as fast as possible to bring their superior Saves: Fort + 2 Ref +6 Will +4 melee skills to bear. Abilities: Str 18 Dex 18 Con – Int 18 Wis 14 Cha Razor-edge blades: The armblades of an eviscer- 14 ator threaten a critical on a 19-20. Skills: Craft (Steamworks) +13* Bodyguard: At the beginning of any round, an Climate/Terrain: Any eviscerator in base contact with another character Organisation: Solitary can designate that as its target for this ability. Challenge Rating: 8 Instead of using its Deflect Arrows feat and com- Treasure: Standard bat calculations ability for itself, it instead makes Alignment: Usually Neutral them for attacks made against the character it is Advancement: 7-12 HD (Medium) 13-18 HD guarding. An eviscerator that is acting as a body- (Large) guard in this way cannot use Deflect Arrows or combat calculations to protect itself. The mysterious constructs called ‘living steel’’ Combat Calculations: Any melee attack made seem to be the survivors of some past civilisation against an eviscerator is evaded or parried if it of awesome power and scientific progress. Living makes a successful Reflex save (DC 10 + character steel usually appears as a slim, roughly humanoid level of attacker) figure of rippling, shimmering metal that moves Construct: Eviscerators are constructs and have as if it were liquid; the face featureless. No one the relevant traits and immunities. knows whether this is their true form or whether Evasion: An eviscerator has the evasion ability they mimic the forms of the races they encounter st of a 1 level rogue. to put them at ease – or unnerve them. In fact liv- Hardness: Eviscerators gain hardness 5 from ing steel is made up of hundreds of absolutely tiny the fact that they are primarily made up of metal. machines, a collective being formed from minute Maintenance: An eviscerator’s Maintenance components that flow round one another like DC is 10. water. Racial Bonuses: Eviscerators gain the The exact agenda of living steel never seems Deflect Arrows and Improved Initiative certain. They are definitely highly intelligent, and feats, as well as a +5 bonus to Tumble many sages believe they are still tirelessly work- checks. ing on orders given by their now long-dead mas-

page 88 a Guide to Fantasy Steamworks ters, wandering the world to gather knowledge or steel can slip under a doorway or drain away guard certain places. Certain powerful artefacts down a drainpipe. By spreading itself incredibly hidden in the ruins of ancient fortresses are thinly over a wide area a sample can make itself known to power detachments of divine source effectively invisible, only successful Spot checks engine steamworks that guard them still, individ- (DC 15) noticing the faint sheen of the tiny ual examples of living steel are sometimes found machines that make up living steel. directing and overseeing these groups of ancient Machine Command: Living steel can command but still operational – and still dangerous – con- any steamwork device that was created by its structs. These examples lend credence to the civilisation from a range of 50ft. Even machines belief that living steel is some sort of overseer that have been salvaged from ruins and heavily construct that has split itself into dozens of small- modified by later owners will revert to the orders er versions to keep the machines of the broken of living steel. Even though they are no longer empire running. part of the overseer mechanism, rogue living steel Perhaps inevitably considering their intelli- samples also possess this capability. gence, rogue samples of living steel seem to have Racial Bonuses: Living steel gains a +9 racial arisen, following their own plans and directives. bonus to Craft (Steamworks). Some seem to be ‘malfunctioning’ and are the Spell-like Abilities: 7/day – Magic Missile, Repair machine equivalent of , but others are chill- Metal; 1/day – dimension door, lightning bolt, rusting ingly focused and aware and do not mind killing grasp. These abilities are cast as if by a 6th level beings made of flesh to accomplish their aims. sorcerer (DC 12 + spell level). Living steel seems capable of understanding any language, but they never seem to communi- cate to living beings. Iron Juggernaut Huge Construct [Steamwork] Combat: Examples of living steel that are still Hit Dice: 12d10+40 (106 hp) part of the overseer machine prefer to avoid com- Initiative: -1 (-1 Dex) bat if possible to keep themselves undamaged, Speed: 40ft. instead sending subservient constructs to battle AC: 25 (-1 Dex, +18 natural, -2 size), touch 7, flat- for them. Rogue living steel on the other hand can footed 25 display a great relish for battle. When in combat, Attacks: 2 slams +18/+13; or melee weapon living steel tends to use its machine command +18/+13; or ranged weapon +8/+3 and spell-like abilities to fight from out of melee Damage: Slam 2d6+9; or by weapon range. It makes intelligent use of its fast healing, Space/Reach: 15ft./10ft. retreating for a few rounds to regain strength as it Special Attacks: Roar, Terrifying Charge sees fit before launching another attack. Special Qualities: Construct, Hardness 5, Tendrils: When living steel hits with its slam Maintenance attack, it extends tendrils of tiny machines whip- Saves: Fort +4 Ref +3 Will +5 ping into the opponent, attempting to scramble Abilities: Str 28 Dex 8 Con – Int – Wis 12 Cha 1 their innards. A character struck by living steel Climate/Terrain: Any must make a Fortitude save (DC 15) or suffer an Organisation: Solitary or Detachment (2-6) additional 4d6 damage. Challenge Rating: 8 Construct: Living steel is a construct and has Treasure: None the relevant traits and abilities. Alignment: Neutral Immunities: Living Steel is immune to slashing Advancement: 13-24 HD (Huge), 25-36 HD attacks, fire damage and cold damage. (Gargantuan) Liquid Form: A sample of living steel can reform itself into just about any shape imaginable Iron juggernauts are large and dan- as a free action. Humanoid shape is only the base- gerous constructs designed specifi- line, and by reshaping itself, a sample of living cally for battle. Its structure is

page 89 SteamSteam && SteelSteel roughly humanoid in shape, with two ironclad, is not something most people want to be in front blocky legs holding up the bulky armoured body of; most engineers who make juggernauts are that houses the engine and most of the machin- aware of this and fashion the warrior constructs ery. Large exhaust vents and smokestacks let the to be as intimidating as possible. Anyone that is powerful engine work at optimum efficiency. The charged by an iron juggernaut must make a Will head is usually crafted to look like the helm of an save (DC 19) or be shaken for the rest of the com- armoured knight, mythical beast, or just left as a bat. crude sensory grill with small eye lenses, slung Construct: An iron juggernaut is a construct forwards from the main torso by a thick neck of and has the relevant traits and immunities. armoured pistons. Slung under the head are lamp Hardness: Since an iron juggernaut is mostly units that can illuminate the area ahead of the composed of metal plates, gears and pipes, it ben- construct with stingingly bright light, giving the efits from hardness 5. feeling of anyone standing in the way that there’s Maintenance: An iron juggernaut has a an oncoming train, what with the oily smell and Maintenance DC of 10. growling engine. While a juggernaut can pummel an opponent into oblivion with its arms and Constructing an Iron Juggernaut: stamp on them with its feet, each arm usually Creation: Craft (Steamworks) 11 ranks Cost: bears a piece of weaponry tailor made for destruc- 20,000gp tion. A juggernaut can attack with both weapons in a round or make slam attacks; common Iron Shroud weapons are alchemist’s cannons, chemical rocket Large Undead racks, wrecking balls or huge cleaving axes, and if Hit Dice: 7d12 (49 hp) firearms are available then mechanised arrays of Initiative: -1 (-1 Dex) those. Worryingly, iron juggernauts are usually Speed: 30ft. built to be as psychotically aggressive against hos- AC: 23 (-1 Dex, +15 natural, -1 size), touch 8, flat- tiles as possible, their controlling mechanisms footed 23 being refined to result in something that most Attacks: 2 slams +9 people would consider a wild animal raging with Damage: Slam 1d8+6 bloodlust, trapped in a metal shell. Space/Reach: 10ft./10ft. Special Attacks: Fist of Entropy, Soul Scream, Combat: Iron juggernauts utilise brute Spells strength or firepower to obliterate their oppo- Special Qualities: Aura of Rust, Hardness 5, nents; however, unlike non-military automata Servitors, Undead they can employ tactics if in a group. Usually a Saves: Fort + 4 Ref +1 Will +10 juggernaut just fights until either it or its oppo- Abilities: Str 22 Dex 8 Con – Int 16 Wis 16 Cha nent are destroyed. Juggernauts prefer to use their 18 ranged weapons for short-ranged mayhem before Skills: Concentration +10, Craft (Steamworks) charging into battle. +13, Knowledge (Arcana) +13, Listen +13, Roar: Those who see a juggernaut in battle who Spellcraft +13, Spot +13 do not understand technology often think the Feats: Great Fortitude, Iron Will, Necromek, construct is some sort of incarnate of rage, for the Spell Focus (Necromancy), Toughness engine of the metal beast snarls and roars deafen- Climate/Terrain: Any subterranean ingly, giving voice to the machine’s destructive Organisation: Solitary (1 iron shroud + servitors) nature and mechanical rage. Anyone in melee or mausoleum (2-12 + servitors) combat with a juggernaut suffers a –1 morale Challenge Rating: 7 penalty to attack rolls. Treasure: Standard Terrifying Charge: A juggernaut pil- Alignment: Usually Neutral Evil ing at full speed forwards, ground Advancement: 8-14 HD (Large), 15-21 HD(Huge) shaking and metal engine roaring,

page 90 a Guide to Fantasy Steamworks An iron shroud is a disturbing variant of the device within 50ft of an iron shroud is increased undead mummy. The remains of a nobleman by 2. from some lost civilisation who was embalmed Hardness: Clad in a shroud of metal over their not in wrappings and preservatives but in iron, internal machinery, iron shrouds benefit from rivets and machinery, an iron shroud is common- hardness 5. ly found in ancient ruins or mausoleums. They Servitors: An iron shroud is usually accompa- appear as some sort of large, ceremonial statue nied by 14 HD of undead servitors that are bound cast from metal – now rusted and pitted with to its service – servants who were embalmed and decay – crafted with a death mask and holding buried alive with their master when he died. symbols of prosperity and power. However, far Undead: An iron shroud is undead and has all from being a statue an iron shroud can move with the traits and immunities of that type. alarming speed and has enough strength to smash a man’s skull with ease, not to mention its other Manservant nefarious powers. Some iron shrouds have naught Medium-Size Construct [Steamwork] but shattered mentalities, guarding the tombs and Hit Dice: 2d10+20 (31 hp) mausoleums that are their final resting-places, Initiative: +0 while others plan and plot to build armies of Speed: 30ft. undead to re-establish the ancient kingdom they AC: 15 (+5 natural armour), touch 10, flat-footed came from. 15 Attacks: Slam +3 Combat: An iron shroud lets its minions servi- Damage: Slam 1d4+3 tors move forwards and do the brunt of the fight- Space/Reach: 5ft./5ft. ing while it supports from behind with spells, Special Attacks: None moving into melee if it looks like it is needed to Special Qualities: Construct, Hardness 5, tip the balance. An iron shroud will attempt to Maintenance, Programmed Skills flee if outmatched, but will plot deviously to try Saves: Fort +0 Ref + Will +2 and get revenge. Abilities: Str 14 Dex 10 Con – Int 16 Wis 14 Cha Fist of Entropy: A punch from an iron shroud is 1 like being hit with a piston ram, painful enough; Skills: * but worse still, the necromantic energies concen- Climate/Terrain: Any trated in the shroud act with powerful forces of Organisation: Servant (1 + master) or Secretariat entropy, causing advanced decay almost immedi- (2-12 + master) ately. Wounds inflicted by an iron shroud can Challenge Rating: ½ only be healed by magic. Treasure: None Soul Scream: Once per day an iron shroud can Alignment: Neutral emit a ferocious scream of entropic energy that Advancement: 3-4 HD (Medium), 5-6 HD bites to the very soul of those who hear it. The (Large) soul scream affects everyone within 30ft of the shroud, inflicting a –3 penalty to attack rolls, skill A manservant is a steamwork construct craft- checks and saves for one hour unless they make a ed to look as close to the humanoid race that made Will save (DC 14). it as possible, its steel or bronze chassis usually Spells: An iron shroud has the spellcasting abil- formed to make it look like the attire of a clerk or th th ities of either a 5 level necromancer or a 5 accountant. Designed to be a mechanical secretary level cleric (with domains chosen from Death, for the wealthy businessman or merchant, a Knowledge, and Magic). manservant is something of a display of Aura of Rust: Iron shrouds possess an entropic wealth and sophistication as well as a aura that causes machinery to rust, corrode and computational device. degrade. The Maintenance DC of any steamwork

page 91 SteamSteam && SteelSteel A manservant can speak and understand all the creature’s statistics and special abilities Common, as well as possibly others if pro- except as noted here. grammed to do so. When it does speak, it is always in a servile manner. AC: The creature gains a +4 bonus to its natu- ral armour. Combat: A manservant is not designed for Attacks: The creature retains all its attacks and combat. On the other hand, it doesn’t do well to gains a slam attack if it didn’t already have one, underestimate one, because its punch is like an which deals damage according to size. iron bar and its metal chassis can take hits as well Special Qualities: A mechanised creature as any armour. Some paranoid merchants fit their retains all the special qualities of the base creature manservants with warrior matrixes and in-built and gains the additional qualities described below. weapons to create inconspicuous bodyguards. Fortification: A mechanised creature has a 50% Construct: A manservant is a construct and has chance of ignoring the additional damage inflict- the relevant traits and immunities. ed by a critical hit. Hardness: Due to its metal structure a manser- Hardness: Due to the mechanical parts of its vant has hardness 5. body a mechanised creature gains hardness 5. Maintenance: A manservant has a Maintenance Maintenance and Fuelling: The mechanical parts DC of 8 of a mechanised creature may need fuelling if Programmed Skills: Upon creation a manservant powered by certain engine types. It gains a is programmed with up to any three different Maintenance DC of 6, as if it were a steamwork skills, and has 6 ranks in those skills. If Speak construct. Language is chosen as a skill it gains the ability to Ability Scores: A mechanised creature gains a speak 3 more languages. +4 bonus to Strength. Challenge Rating: As base creature +1. Constructing a Manservant: Creation: Craft (Steamworks) 10 ranks, Scorpion Sentinel Diplomacy 5 ranks Cost: 3,500gp Large Construct [Steamwork] Hit Dice: 14d10+30 (113 hp) Mechanised Creature Initiative: +1 (+1 Dex) A mechanised creature is an experiment in Speed: 40ft, climb 30ft. melding machine and flesh beyond the use of a AC: 28 (+1 Dex, +18 natural, -1 size), touch 10, handful of minor prosthetics. About half of a flat-footed 27 mechanised creature now consists of machinery Attacks: 2 pincers +19/+14, stinger +14 and prosthetic parts, creating a nightmarish Damage: Pincer 1d8+10, stinger 2d6+5 + poison appearance. Created to act as guards and servants, Space/Reach: 10ft./ 10ft. mechanised creatures tend to be monstrous Special Attacks: Barbed bolts, improved grab, humanoids and animals since no one else is likely lightning mandibles, poison reservoir to submit themselves to the treatment; the Special Qualities: Construct, hardness 5, mainte- process of mechanisation is horrific and painful, nance, Spell Resistance 18 and many subjects break and go insane. A mecha- Saves: Fort +4 Ref +5 Will +7 nised animal that escapes a laboratory and runs Abilities: Str 30 Dex 12 Con – Int – Wis 14 Cha 1 wild through a city is dangerous indeed. Even Climate/Terrain: Any those that undergo the process and remain mostly Organisation: Solitary or Pair sane tend to be somewhat mentally unstable. Challenge Rating: 13 Treasure: None ‘Mechanised creature’ is a template Alignment: Neutral that can be added to any creature. Its Advancement: 15-28 HD (Large), 29-42 HD type remains the same, and it uses (Huge)

page 92 a Guide to Fantasy Steamworks A scorpion sentinel, sometimes erroneously called a war golem (for it is not a golem at all) is an incredibly dangerous design of steamwork construct; heavily armoured, fast, and packed with weaponry. It appears as a large scorpion con- structed from rippling plates of steel, bronze, or some other metal, with two powerful pincers and a viciously barbed stinger than bristles with hooks and blades. An array of smoked glass eyes peer out from its armour-plated head, below which mechanical mandibles constantly whirr and move in frenzied manner. Scorpion sentinels can be found either as guardians of ruins and tombs built with long-lost technologies along with other types of sentinel, or as the guardian creations of advanced form of static charge generator. It takes mechanically minded spellcasters. 3 rounds for a sentinel to build up enough charge A scorpion sentinel can understand one lan- to attack, the crackling of electricity becoming guage, usually Common, though it cannot itself more and more evident in the construct’s maw. speak. Once charged up, it can unleash the energy as a lightning bolt cast by a 5th level sorcerer (DC 13), or Combat: Scorpion sentinels are built for battle, alternatively discharge it throughout its metal their compact structure capable of suffering a shell, inflicting 2d6 electrical damage to anyone in great deal of damage without a noticeable lessen- base contact unless they make a Reflex save (DC ing in efficiency. They attempt to close rapidly, 15). Anyone grappled by the scorpion is automati- using their barbed bolt and lightning mandible cally hit. abilities before attempting to rip apart anyone Poison Reservoir: A scorpion sentinel’s stinger they can get their pincers on in melee. holds a reservoir of poison that is injected to any Barbed Bolts: A scorpion sentinel can unleash creature hit by the stinger attack, enough for 3 the barbs in its tail in a spray of metal bolts, doses. Once used up it needs to be either manual- inflicting 2d6 damage on everyone in a cone of ly refilled, or the sentinel can top up the level of range 25ft. unless they make a Reflex save (DC poison by feeding on noxious substances like mer- 16) to avoid it. It takes 5 rounds for the sentinel to cury or other raw chemicals to manufacture a reload the barbs. crude poison of some sort. Improved Grab: A scorpion sentinel that hits Construct: A scorpion sentinel is a construct with a pincer attack may use this ability. Any and has all the traits and immunities of that type. character grappled is hit with the stinger automat- Hardness: Due to being mostly made of metal, ically each round that they remain grappled. a scorpion sentinel has hardness 5. Lightning Mandibles: The delicate and arcane Maintenance: A scorpion sentinel has a machinery of the sentinel’s mandibles is in fact an Maintenance DC of 9.

Constructing a Scorpion Sentinel: Creation: Craft (Steamworks) 15 ranks Cost: 35,000gp

page 93 SteamSteam && SteelSteel struction a siege sentinel has hardness 5. Siege Sentinel Maintenance: A siege sentinel has a Large Construct [Steamwork] Maintenance DC of 8. Hit Dice: 10d10+30 (85 hp) Initiative: +0 Constructing a Siege Sentinel: Speed: 30ft. Creation: Craft (Siege Weapons) 7 ranks, AC: 20 (+11 natural, -1 size), touch 9, flat-footed Craft (Steamworks) 10 ranks Cost: 12,000gp 20 Attacks: Slam + 11/+6; or ballista +7 Damage: Slam 1d8+ 7; or ballista 4d6 Slaughterer Space/Reach: 10ft./10ft. Large Construct [Construct] Special Attacks: Siege weapon Hit Dice: 9d10+30 (81 hp) Special Qualities: Construct, Hardness 5, Initiative: +4 (+4 Dex) Maintenance Speed: 40ft. Saves: Fort Ref Will AC: 28 (+4 Dex, +15 natural, -1 size), touch 13, Abilities: Str 20 Dex 10 Con – Int – Wis 14 Cha 1 flat-footed 24 Climate/Terrain: Any Attacks: 4 claws + Organisation: Solitary or garrison (2-4) Damage: Claw d8+ Challenge Rating: 5 Space/Reach: 10ft./10ft. Treasure: None Special Attacks: Poison, slicing blades, spell Alignment: Neutral resistance 15, tear to pieces, terror gaze Advancement: 11-20 HD (Large), 21-30 HD Special Qualities: Aura of fear, construct, hard- (Huge) ness 5, maintenance Saves: Fort Ref Will A siege sentinel is effectively a walking siege Abilities: Str 24 Dex 18 Con – Int 14 Wis 14 Cha weapon. Two or four mechanised legs support the 14 weapon, usually a ballista though other siege Climate/Terrain: Any devices are also possible. The pistons and rein- Organisation: Solitary or Pack (2-4) forcements allow the siege sentinel to be able to Challenge Rating: 9 fire even weapons with sizeable recoil. Siege sen- Treasure: None tinels are usually to be found guarding a fortifica- Alignment: Neutral tion or aiding in the siege of one. Advancement: 10-18 HD(Large), 19-27HD(Huge) A siege sentinel understands a single language, usually the Common tongue or the language of its A slaughterer is a terror weapon, a fearsome creator. construct that tears its foes apart in horrific man- ners. Sinuous and serpentine, a slaughterer’s body Combat: Siege sentinels usually fire their siege is supported by four slender metal legs, while four weapons from a great distance, but can turn them more limbs sprouting from its shoulders end in against closer attackers as well. If an attacker slicing bladed claws. The head is featureless reaches melee the sentinel will try and batter except for two eyes that burn with blue balefire, them to death by ramming them with its bulk. while the vents that cough out exhaust fumes Siege Weapon: A siege sentinel is a fully auto- only add to the evil aura of the construct. In order mated walking siege engine, and reloads its siege to enhance their already sinister appearance, cre- weapon through mechanisms that take a partial ators often bedeck slaughterers with spines and action to do so. trophies, and paint them red or black. Construct: A siege sentinel is a construct A slaughterer understands up to three lan- and has all the traits and immunities of guages, usually Common, Abyssal and Infernal. that type. It cannot speak, though it can hiss and rattle omi- Hardness: Due to its metal con- nously.

page 94 a Guide to Fantasy Steamworks Combat: A slaughterer prefers to attack from ambush though it will quite eagerly wade into Spider Sentinel combat anyway. It pitches straight into the Small Construct [Steamwork] fiercest melee, hacking apart enemies until either Hit Dice: 1d10+10 (16hp) it or they are dead, unless it has been ordered to Initiative: +2 (+2 Dex) retreat if outmatched. Speed: 30ft, climb 20ft. Poison: The magically treated claws of the AC: 17 (+2 Dex, +4 natural, +1 size), touch 13, slaughterer exude a foul poison that causes flat-footed 15 intense agony in those it afflicts. The primary and Attacks: 2 Forelegs +0 secondary damage for slaughterer poison is d3 Damage: Foreleg d4 + poison strength (DC 12). Space/Reach: 5ft./5ft. Slicing Blades: The butchering claws of a Special Attacks: Poison slaughterer threaten a critical on a roll of 19-20. Special Qualities: Construct, Hardness 5, Tear to Pieces: Few survive a slaughterer Maintenance assault. If a slaughterer reduces a character to Saves: Fort +0 Ref +2 Will +1 below 0 hit points with an attack it may make an Abilities: Str 10 Dex 14 Con – Int – Wis 12 Cha 1 attack of opportunity on the fallen character Climate/Terrain: Any immediately. Organisation: Solitary or Pack (2-12) Terror Gaze: The slaughterer possesses a gaze Challenge Rating: 1 attack with a range of 30ft. If the target fails a Treasure: None Will save (DC 16) they become panicked. Alignment: Neutral Aura of Fear: A slaughterer emits a magical Advancement: 2 HD (Small), 3 HD (Medium- aura that strikes fear into anyone nearby, even Size) those on the same side as the construct. When a slaughterer’s engine is active, anyone within 30ft. A spider sentinel is a small steamwork con- suffers a –2 penalty to all Will saves. struct that appears like a metal spider, with Construct: A slaughterer is a construct and has spindly legs and a mechanical central body shield- the traits and immunities of that type. ed with armour plating. Useful due to their small Hardness: Due to its metal construction a size, spider sentinels are found acting as guard slaughterer has hardness 5. constructs for those who can afford them. Those Maintenance: A slaughterer has a Maintenance created by ancient civilisations still prowl the DC of 9. ruins of their masters lands, often with other sen- tinel constructs. Constructing a Slaughterer: A spider sentinel can understand a single lan- Creation: Craft Magic Arms and Armour, fear, guage, usually that of its creator. Craft (Steamworks) 13 ranks Cost: 15,000gp, 600xp Combat: The two forelegs of a spider sentinel are elongated and sharpened, more like blades than limbs. A spider sentinel will simply move into melee and attempt to stab the opponent to death with these forelegs. They usually rove in packs, scuttling forwards in numbers over floor, wall and ceiling to overwhelm enemies. Poison: The forelegs each contain a small reser- voir of poison, enough for 1 dose in each. Once the poison has been used it needs to be refilled manually. Some ancient ruins that sentinels still guard seem to have working machines that refill

page 95 SteamSteam && SteelSteel the spiders’ poison for them. and mechanically growling. Construct: A spider sentinel is a construct and has the relevant traits and immunities of that Combat: Not truly intelligent, a steel sentinel’s type. combat programming is nonetheless excellent and Hardness: Due to its metal structure a spider their group tactics are good. This combines with sentinel has hardness 5. their fearlessness to make them excellent shock Maintenance: A spider sentinel has a troops and guards. Maintenance DC of 6. Construct: A steel sentinel is a construct and has the traits and immunities of that type. Constructing a Spider Sentinel: Hardness: Due to its metal structure a steel sen- Creation: Craft (Steamworks) 8 ranks Cost: tinel has hardness 5. 2,000gp Maintenance: A steel sentinel’s Maintenance DC is 8. Steel Sentinel See Invisible: A steel sentinel can see invisible creatures and objects as a constant ability. Large Construct [Steamwork] Warrior Construct: Steel sentinels gain the Hit Dice: 7d10+30 (69 hp) Cleave and Power Attack feats for free. Initiative: +1 (+1 Dex) Speed: 30ft. Constructing a Steam Sentinel: AC: 22 (+1 Dex, +12 natural, -1 size), touch 10, Creation: Craft (Steamworks) 10 ranks Cost: flat-footed 21 12,000gp Attacks: 2 slams +12; or weapon +12 Damage: Slam d8+7; or by weapon Space/Reach: 10ft./ 10ft. Stalker Special Attacks: None Medium-Sized Construct [Steamwork] Special Qualities: Construct, Hardness 5, Hit Dice: 4d10+20 (42 hp) Maintenance, See Invisible, Warrior Initiative: +9 (+5 Dex, +4 Improved Initiative) Construct Speed: 40ft. Saves: Fort +2 Ref +3 Will +3 AC: 21 (+5 Dex, +6 natural), touch 15, flat-footed Abilities: Str 24 Dex 12 Con – Int – Wis 12 Cha 1 16 Feats: Cleave, Power Attack* Attacks: 2 claws + 6; or weapon +6 Climate/Terrain: Any Damage: Claw d4+3; or by weapon Organisation: Solitary or squad (2-8) Space/Reach: 5ft./5ft. Challenge Rating: 5 Special Attacks: Poison Treasure: None Special Qualities: Assassin construct, construct, Alignment: Neutral hardness 5, maintenance, sneak attack Advancement: 8-14 HD (Large) 15-21HD (Huge) +2d6, spell-like abilities Saves: Fort +1 Ref +6 Will +3 A steel sentinel is a basic form of warrior-con- Abilities: Str 16 Dex 20 Con – Int 14 Wis 18 Cha struct, a hulking, armour-plated humanoid often 14 crafted to resemble a knight or similar type of sol- Skills: Hide +12, Listen +11, Move Silently +12, dier. Broad-shouldered and with strong arms, Spot +11* steel sentinels can pummel opponents with their Feats: Improved Initiative, Dodge* fists but are usually equipped with large weapons Climate/Terrain: Any to attack with instead, in which case they are Organisation: Solitary also given a large steel shield. Challenge Rating: 5 A steel sentinel can understand one Treasure: None language but cannot speak, although it Alignment: Neutral is capable of making metallic roars Advancement: 5-8HD(Medium), 9-12 HD(Large)

page 96 a Guide to Fantasy Steamworks People usually associate steamwork constructs with the loud clanking, hissing and growling of Steam Wurm their engines and mechanical limbs, which is why Huge Construct [Steamwork] steamwork stalkers take them by total surprise. Hit Dice: 13d10+40 (112hp) Engineered with stealth in mind, these magical Initiative: -1 (-1 Dex) constructs make barely a sound as they move, and Speed: 40ft. are employed as deadly assassins with the AC: 27 (-1 Dex, +20 natural, -2 size), touch 7, strength of steel. Usually clad in cloaks and robes flat-footed 27 to disguise themselves, steamwork stalkers are Attacks: 2 claws +18/13, bite +13 tall and slender humanoid constructs, their faces a Damage: Claw 2d4+11, bite 2d8+6 myriad of lenses and sensors and their delicate Space/Reach: 15ft./10ft. arms ending in cruel claws, though they often use Special Attacks: Improved grab, steam blast a variety of other weapons as well. Their speed of Special Qualities: Arcane senses, construct, movement is terrifying to behold, and usually the devour metal, fire resistance 20, hardness 5, last thing a victim sees. jewel eyes, maintenance Saves: Fort +4 Ref +3 Will +4 Combat: Steamwork stalkers usually attack Abilities: Str 32 Dex 9 Con – Int – Wis 10 Cha 17 from ambush; if they are not doing so it means Climate/Terrain: Any their mission has been compromised and their Organisation: Solitary presence revealed already. When hunting a target Challenge Rating: 13 they use their spell-like abilities and skills to get Treasure: None close before delivering the killing blow. Alignment: Neutral Poison: Stalkers usually use poison on their Advancement: 13-24 HD (Huge), 25-36 HD weapons or claws, and obviously have no fear of (Gargantuan) the danger of poisoning themselves. Assassin Construct: Due to their programming, Also known as ‘dragon engines,’ these huge stalkers gain the Dodge and Improved Initiative constructs are crafted to appear like massive metal feats for free, as well as 7 ranks in Hide, Listen, dragons, fangs made from glittering crystal and Move Silently and Spot. great wings of sheet steel. In fact the wings are Construct: Stalkers are constructs and have the merely for show, since they lack the strength to traits and immunities of that type. get the huge machine off of the ground. Hissing Hardness: Due to their metal structure, stalkers and venting steam with every movement, a steam have hardness 5. wurm is a fearsome sight, usually used to guard Maintenance: A steamwork stalker has a important treasures or items since their intimi- Maintenance DC of 11. dating appearance and reputation tends to keep Sneak Attack: A stalker has the sneak attack thieves away. A steam wurm has five polished gems – a ruby, ability of a 3rd level rogue. emerald, sapphire, diamond and topaz – set across Spell-Like Abilities: 3/day – invisibility; 2/day – its head in place of any eyes, each one imbued dimension door, glitterdust. These are cast as if by a with powerful magic that the construct can call th 7 level sorcerer (DC 12 + spell level) upon to aid it in defending its charge. Not only that, but the wurm can devour metals to heal Constructing a Stalker: itself, the powerful processes going on within its Creation: Craft Magic Arms and Armour, mechanical gut using the material to repair dam- dimension door, glitterdust, invisibility, Craft age. (Steamworks) 15 ranks Cost: 12,000gp, 480xp A steam wurm can understand com- mands in one language.

page 97 SteamSteam && SteelSteel Combat: Steam wurms attack any unautho- level sorcerer. rised creatures attempting to get to whatever they Emerald: The emerald bestows the ability are guarding, usually opening up with their breath to constantly see invisible upon the steam wurm. weapon before thundering into melee. They fight Sapphire: The sapphire bestows the ghost touch without particular sophistication but their sheer weapon enhancement on the physical attacks of brutal strength makes them an enemy to fear. the steam wurm. Improved Grab: A steam wurm that hits with a Topaz: Once per day, the steam wurm may use bite attack can use this ability. A creature grap- the power of the topaz to use haste as a spell-like pled is automatically hit by the bite attack in each ability, cast as if by a 13th level sorcerer. subsequent round it remains grappled. Maintenance: A steam wurm has a Maintenance Steam Blast: A steam wurm has a breath DC of 10. weapon, a cone of superheated steam 60ft. long. The steam deals 5d6 damage to everyone in it Constructing a Steam Wurm: unless they make a Reflex save for half damage Creation: Craft Magic Arms and Armour, (DC 16). A steam wurm can use this ability every detect magic, fire shield, haste, prismatic spray, repair 4 rounds. metal, see invisible, Craft (Steamworks) 16 ranks Arcane Senses: A steam wurm has blindsight in Cost: 25,000gp, 1,000xp a radius of 60ft. Construct: A steam wurm is a construct and has the traits and immunities of that type. Devour Metal: By consuming 50lbs of metal of any kind, a process that takes 1 round for the steam wurm to do, it regains 1d8+5 hit points. After a combat, steam wurms are known for devouring all the metal equip- ment of their former adversaries. Hardness: Due to its metal structure a steam wurm has hard- ness 5. Jewel Eyes: Each of the five gems set across a steam wurm’s head grants it a special ability. They also act like normal eyes for the construct. Diamond: Once per day, the steam wurm may use the power of the diamond to use prismatic spray as a spell-like ability, cast as if by a 13th level sorcerer (DC 20). Ruby: Once per day the steam wurm may use the power of the ruby to use fire shield (either the warm or cold version) as a spell-like ability, cast as if by a 13th

page 98 a Guide to Fantasy Steamworks if faced with particularly technologically regres- Steam Spirit sive individuals who try and stop the advance of Medium-Size Construct technology and destroy steamwork devices. They Hit Dice: 5d10+20 (48 hp) make the most of their aerial manoeuvrability and Initiative: +0 spell-like abilities. They flee if they are likely to Speed: 30ft, fly 50ft. (Good) be destroyed. AC: 18 (+8 natural), touch 10, flat-footed 18 Spell-Like Abilities: At will – heat metal, magic Attacks: 2 slams +7 missile, telekinesis; 3/day – hold person; 1/day – ani- Damage: Slam d6+4 mate objects, planeshift. These are cast as if by a 5th Space/Reach: 5ft./5ft. level sorcerer (DC 12 + spell level). Special Attacks: Spell-like Abilities Construct: Steam spirits are constructs and Special Qualities: Construct, Inspire have the traits and immunities of that type. Steamworks, Hardness 5 Inspire Steamworks: The presence of a steam Saves: Fort +1 Ref +1 Will +4 spirit has an effect reaching out to a radius of 1 Abilities: Str 18 Dex 10 Con – Int 18 Wis 16 Cha mile. All Craft (Steamworks) checks in the area 15 gain a +4 competence bonus, and the Maintenance Climate/Terrain: Any DC for steamwork devices is reduced by 1 for the Organisation: Solitary or party (2-4) duration of the steam spirit being within 1 mile. Challenge Rating: 5 In addition, any character within the area that Treasure: Standard gains a new feat due may choose the Inspired feat. Alignment: Always Lawful Neutral Hardness: Due to its metal structure a steam Advancement: 6-10 HD (Medium), 11-15 HD spirit has hardness 5. (Large)

Steam spirits are strange beings from the Steamwork Creature Outer Planes, creatures of law that represent the As well as the various other steamwork con- inventiveness and inspiration that advances tech- structs described in this guide, engineers also nology to the stage of steam. It is theorised that a often model their creations on creatures they have deity of technology creates them since they are seen or heard about, either because its form and definitely some form of steamwork construct, powers suit their needs or because they simply though their engines never need fuelling and they admire or respect the creature in question. Using never break down. When they visit the material this template it is quick and easy to create all sorts plane the purpose of their journey is never entire- of steamworks, from huge and fierce iron wolf ly clear until they disappear; soon afterwards constructs that breath super-heated steam (winter some inventor or mechanic has a breakthrough wolves as the base creature), to hulking and realisation about science or machinery. strong but crude automatons (ogre as the base Steam spirits have a variety of appearances, creature), and a myriad of other possibilities. This usually an only vaguely humanoid-shaped figure is also the template used to create steamwork of metal struts and pistons with a firebox engine familiars. that burns with magical light. Their goggle-like eyes peer around them with constant curiosity ‘Steamwork Creature’ is a template that can be and they have a tendency to go and poke and fid- applied to any base creature apart from constructs dle with things they do not recognise to see what – with fantastical and bizarre sciences just about it does. All steam spirits have marvellous wing any type of being can be replicated in metal and contraptions; arrays of metal struts and frames, steam. The creature’s type changes to wires, and tough canvas material. Construct, and it gains the [Steamwork] subtype. Combat: In general steam spirits try and avoid Hit Dice: Changes to d10’s. The combat, though groups have been known to attack creature loses any modifiers to hit

page 99 SteamSteam && SteelSteel points from its Constitution score. Creating a Steamwork Creature: Speed: Remains the same as the base creature. Creation: Craft (Steamworks) 10 ranks Cost: Armour Class: The creature gains a +8 bonus 1,000gp x base CR, + 1,000gp per hit die of the base to natural armour. creature Attacks: The creature retains the attacks of the base creature, gaining a slam attack if it doesn’t Steamwork Lich already have one. Many people fear death and wish they could Special Attacks: The creature retains the spe- extend their lives beyond their natural life span; cial attacks of the base creature. for powerful necromancers this is not in the Elemental Attacks: Any form of elemental dam- realms of wishful thinking but a very real option, age, for instance in the form of a fire breath infusing themselves with negative energy in the attack, should be changed to deal fire damage. In unspeakably evil ritual of becoming a lich, an the case of alchemical steamwork creatures it undead being. In lands where steam power is well should be changed to deal fire or acid damage, and known and science a discipline in which spellcast- in the case of necromantic engines it should be ers often dabble, some necromancers see the changed to either fire or cold damage. advantage in harnessing the strength and power Poison: If the creature dealt poison damage then of steam engines to make themselves truly tran- it now relies on a poison reservoir which 1 dose of scend mortal beings and even other undead. poison per size category of the creature, after A steamwork lich is a clattering, hissing con- which it must be refilled. struct about a foot taller than the norm for its Special Qualities: The creature retains all the race, an imposing figure of metal that is usually special qualities of the base creature and gains the clad in the finery of the trappings it wore in life. following. The machinery is crafted to make the lich look Construct: As a construct, the steamwork crea- like as skeletal as possible, the head a grinning ture gains the traits and immunities of the iron skull with its eye-sockets filled by gleaming Construct creature type. sapphire lenses. Most of its torso is full with the Hardness: A steamwork creature gains hard- machinery that drives it, vents and smokestacks ness 5, but loses any damage reduction it may rising out of the lich’s back like stunted wings, have had. and it is in the skull itself that the necromantic Maintenance: A steamwork creature has a phylactery is secured from harm. Maintenance DC of 9 if it has 6 or less Hit Dice, a DC of 10 if it has 7-14 Hit Dice, and a DC of 11 Creating a Steamwork Lich: “Steamwork Lich” if it has more than 14 Hit Dice. is a template that can be added to any humanoid Ability Scores: A steamwork creature gains a creature, provided it has the Necromek feat and +8 bonus to Strength and a –2 penalty to can create the required phylactery (see The Dexterity. Its Charisma score drops to 1 and it has Phylactery below). The creature’s type changes to no Constitution or Intelligence score. Undead. It uses all the character’s statistics and Skills: A construct does not have skills, special abilities except as noted here. although it does benefit from any bonuses to skills Hit Dice: The character’s hit dice changes to that the base creature possesses. d12 Feats: A construct does not have feats although Armour Class: The character gains a +10 natu- it does benefit from any bonus feats the base crea- ral armour bonus. This replaces any natural ture possesses. armour bonus the character may have had before- Challenge Rating: 9 or fewer Hit Dice, CR of hand. base creature +2; 10 or more Hit Dice, CR of Attacks: The character retains all of its attacks base creature +1. and characters without natural weapons gain a Alignment: A steamwork creature’s touch attack that deals 1d8+5 points of negative alignment is changed to Neutral. energy. Creatures with natural weapons can use

page 100 a Guide to Fantasy Steamworks their natural attacks or use the touch attack, as Holy Devices they prefer. ealots, templars, and other steamwork devices creat- Spells: The steamwork lich can cast any spells ed specifically by a particular religion or faith tend that it could while it was alive. Zto have a particular appearance depending on the Special Qualities: The character retains all of domains with which they are associated. Below are some suggestions for how a construct or machine with an affini- its special qualities and gains the following: ty to a particular domain might appear: Hardness: A steamwork lich has hardness 5. Air: Often slender and graceful, these machines tend to Steamwork Lich: Immune to mind-influencing be brightly polished and plated with silver and copper, as effects and to poison, sleep, paralysis, stunning, well as being decorated with silk banners, elaborate engrav- disease, and any effect that requires a Fortitude ings and tinkling wind chimes. Animal: These machines are often covered with totems save unless the effect also works on objects or is and animal charms, from wolf pelts and tails to the hides of harmless. They are not subject to critical hits, beers or bulls, and the skulls of such powerful beasts as nonlethal damage, ability damage, ability drain, well. They are often also decorated with crude sigils and energy drain or the effects of massive damage. runes. The steamwork lich requires a steam engine and Chaos: Put together with little care for solidity or relia- bility, these are often constructed from many different appropriate fuelling although the necromantic materials put together to form one machine. Their appear- energy flowing through it sustains the structure ance is cluttered and random. and means it does not require Maintenance Death: Usually made from blackened metal, these are checks. generally decorated with skulls, totems of bones and dark Turn Resistance: The lich gains +4 turn resist- runes promising death and destruction. They are also often driven by necromantic engines. ance. Destruction: Powerfully built and studded with blades Undead: A steamwork lich is undead and has and spikes, these devices are generally highly destructive in the traits and immunities of that creature type. nature and built to cause damage. Abilities: A steamwork lich gains a +8 bonus to Earth: Often crafted to appear rocky and textured like Strength, and a +2 bonus to Intelligence, Wisdom stone, in hues of gray and brown, these machines are also often decorated with gems and precious stones. They tend and Charisma. As an undead creature it has no to be of solid, hefty construction, built to last. Constitution score Evil: Generally menacing in appearance, these Skills: A steamwork lich gain a +8 racial bonus machines often sprout long spikes and blades and are cov- to Craft (Steamworks), Listen, Search, Sense ered in sinister inscriptions and prayers. Motive and Spot checks. Otherwise same as the Fire: These machines are often brightly burnished, and plated with bronze and copper. They often bear red, orange character. and yellow-hued decorations and emblems upon them. Feats: Same as the character Good: Often brightly polished and crafted in attractive Challenge Rating: Same as the character +2. hues, these machines tend to bear carefully written inscrip- tions and prayers on them. Lich Characters: The process of becoming a Healing: These machines tend to bear emblems of sol- ace and comfort on them, crafted to appear impressive and steamwork lich is a long and difficult one and can confidence-inspiring defenders and aids. only be undertaken by a character’s own free will. Knowledge: Such machines are often very well-crafted, The lich retains all class abilities it had in life. using expert techniques and suchlike, and are sometimes The Phylactery: Like normal liches, a steam- decorated with parchment prayers and paper litanies. work lich needs a phylactery. This follows the Law: Angular, precise and defined, these machines are structured and constructed to emphasise order, organisa- same rules as the normal liches phylactery (p.217, tion, and reliability. Monster Manual). The phylactery of a steamwork Luck: These machines are often heavily inscribed and lich is often stored in the metal skull of its body, decorated with little charms and prayers for luck and good since often people fighting a steamwork lich do fortune, especially where it relates to the reliable function- not realise the true nature of the machine ing of the device. Magic: These machines tend to appear highly ornate they are fighting and do not bother to and arcane, riddled with magical parts and devices and search deeply into its mechanisms for often powered by arcane engines. Runes, eldritch sigils and the phylactery. arcane rituals are often inscribed over them.

page 101 SteamSteam && SteelSteel Zealot Holy Devices Large Construct [Steamwork] Plant: Machines of this domain tend to appear roughly Hit Dice: 8d10+30 (74hp) normal except for natural, green hues, except that they Initiative: +0 sprout winding plant tendrils and leaves from their innards Speed: 30ft. which wrap around the structure and cloak it in vegetation. Protection: Heavily emphasising defence rather than AC: 20 (+11 natural, -1 size), touch 9, flat-footed offence, these devices are often built with heavy armour 20 plating, rousing inscriptions of famous protectors and rein- Attacks: 2 slams +12/+7; or weapon +12/+7 forced structures. Damage: Slam 1d8+7; or by weapon Strength: Strong machinery and sturdy build tend to Space/Reach: 10ft./10ft. mark out these machines, which emphasises power and mechanical force. Special Attacks: Domain abilities Sun: Brightly burnished and polished, often plated with Special Qualities: Construct, hardness 5, mainte- gold, copper or bronze, these machines generally bear sun nance, spell resistance 14 symbols and insignia, and are built to be impressive and Saves: Fort +2 Ref +2 Will +4 awe-inspiring. Abilities: Str 24 Dex 10 Con – Int – Wis 14 Cha 1 Travel: Generally these machines are crafted to be durable and reliable, generally decorated with fortune Climate/Terrain: Any emblems and totems for aiding far travel. Organisation: Solitary, squad (2-12) or crusade Trickery: Cunningly crafted to be swift and quiet, these (6-36) machines are generally crafted in subdued hues and pat- Challenge Rating: 6 (7 for templars) terns, engraved with prayers and rituals of stealth and Treasure: None trickery. War: Built for war, these machines sport blades, spikes Alignment: Neutral and other such weapons, and are solidly built to withstand Advancement: 9-16 HD(Large), 17-24 HD(Huge) battle damage and assault. Water: Crafted with smooth, flowing forms, these A zealot is a large warrior construct created as machines are often made from blued steel or plated with a steamwork servant for a religion. The exact silver, and decorated with shells and coral. Inscribed with flowing prayers and runes, they are sometimes armoured appearance depends on the nature of the faith, but with scales of armour like the fish of the sea. zealots generally share a humanoid shape, head 3 from that domain once per day. More powerful slung forwards from the broad metal shoulders zealots called templars are sometimes created, and powerful arms usually bearing an integrated which can cast spells from levels 1 to 6 each once shield and a large weapon. What differentiates a per day. While zealots generally are outfitted zealot from normal constructs is that it has been with conventional engines a religion often goes to enhanced by divine magic to be a channel for the the expense of fitting templars with essence energy of faith. th A zealot can understand one language, usually engines. The spells are cast as if by an 8 level the Common tongue, as well as an additional lan- cleric (DC 12 + spell level). guage used by its religion such as Aquan, Abyssal Construct: Zealots are constructs and have the or Celestial. traits and immunities of that creature type. Combat: Zealots are essentially melee fighters Hardness: Due to their metal structure, zealots although they might be equipped with alchemist’s have hardness 5. cannons or suchlike. They attempt to close to Maintenance: A zealot has a Maintenance DC melee rapidly, making use of their domain abili- of 9, while a templar has a Maintenance DC of 11. ties to enhance themselves or allies and to weak- en the enemy. Zealots fight to the death or until Constructing a Zealot: called off by a cleric. Creation: Craft Magic Arms and Armour, Domain Abilities: When a zealot is con- divine favour, Craft (Steamworks) 9 ranks (14 structed it is keyed to the energy of one ranks for a templar), creator must have the same of its deity’s domains. A zealot may domain as the zealot he creates is attuned to Cost: cast each of the spells of levels 1 to 14,000gp (16,000gp for a templar)

page 102 BeastsBeasts ofof SStteeeell VVeehicleshicles

team power is applicable to more ideas than only found in exotic aircraft such as dragonfly just the construction of construct-servants copters, aiding the pilots to scan ground and air Sdesigned to fight, labour or calculate. The while moving at high speed. A pilot in a vehicle more common use of this technology is to build with an advanced sensor array benefits from hav- vehicles for the transportation and protection of ing darkvision up to 150 feet and gaining a +4 the creators and their kind, though these machine bonus to Spot checks. machines are as much beasts of steel as the con- struct-servant designs. Arcane Warding The entries in this section are considered as A vehicle with this upgrade benefits from lim- constructs although in general they are not built ited protection against hostile spells, gaining Spell to be able to independently fight and have no Resistance 10. A vehicle with arcane warding usu- form of guiding consciousness, however basic and ally appears to have been heavily encrusted with mechanical. The general purpose of these vehicles spell runes, sigils and suchlike, and may have is travel, though some can be designed for warfare written prayers or powerful runic scripts stuck to as well. As steamwork devices, they require it in various places. IT may also be constructed fuelling and maintenance as normal. from slightly unusual materials in places, featur- The first part of this section consists of a mas- ing crystal conductors or blued steel surfaces. ter list of upgrades available for steamwork vehi- cles, followed by the individual entries for specif- Arcane Warding, Heavy ic vehicle types accompanied by lists of the A vehicle with this upgrade benefits from upgrades available to those particular devices. more potent magical protections, gaining Spell Resistance 15. Vehicle Upgrades Arcane Warding, Unyielding The most powerful form of arcane warding, +1 Extra AC this upgrade gives a vehicle Spell Resistance 20. A vehicle with this upgrade has its AC increased by one. A vehicle can have this upgrade Arcanomech Lights multiple times, with the limit to which its AC can This upgrade is designed for use on sub- be increased being indicated in its entry. mersibles that intend to travel deep beneath the surface of the ocean, delving down into murky +1 Extra Hit Die trenches and far waters. The vehicle has arcane A vehicle with this upgrade has its number of lights able to penetrate the gloom out to 60 feet hit dice increased by 1. A vehicle can have this around the submersible. upgrade multiple times, with the limit to which its total Hit Dice can be increased being indicated Drop Cords in its entry. Military dirigibles that are to be used to carry troops often have this upgrade. By using har- Advanced Sensor Array nesses and drop cords that can be dangled This upgrade installs the vehicle with an down beneath the bulk of the vehicle, advanced array of arcane sensors and distant per- troops can disembark from a maxi- ception devices. It is highly advanced and usually mum height of 120 feet in one

page 103 SteamSteam && SteelSteel round. This allows for rapid deployment of war- mersibles. The weapon deals 4d6 damage on a riors from the air, right into battle or strategic successful hit, with an attack bonus as a construct locations such as defensive positions during a of the submersible’s hit dice. siege. Improved Air Supplies Elemental Machinery This upgrade doubles the air supplies of a sub- This upgrade adds a powerful arcane machine mersible. to a sea-going vehicle, whether a ship or sub- mersible. When activated, the whirring cogs and Improved Manoeuvrability emitters build up a powerful elemental charge, Through improved design and machinery, a and after 3 rounds it summons up a Large water flying vehicle with this upgrade has its flight cat- elemental within 60 feet. The elemental is under egory improved by one factor. the control of the machinery, and remains for 20 rounds before lapsing back into normal water Light Armouring again. Elemental machinery can be used once per This upgrade gives a vehicle hardness 5. day. Luxury Interior Fireproof Although of little practical value, this upgrade Vehicles such as dirigibles that are carried aloft allows for travel in style, usually found in royal or by flammable gases can be vulnerable to flames luxury dirigibles and steam trains. and fire-based attacks. This upgrade represents either the treating of component materials with Plating, Crystal non-flammable chemicals, or the use on non- This magical enhancement allows the pilot of flammable gases instead. A dirigible with the fire- a craft with crystal plating to cast mirror image once proof upgrade loses its Fire Vulnerability. per day as a 6th level caster, targeting the craft itself with the spell. Heavy Armouring This upgrade gives a vehicle hardness 10. Plating, Emerald This magical enhancement allows the pilot of Heavy Fortification a craft with emerald plating to cast invisibility once A steam train with this upgrade has its cover per day as a 6th level caster, targeting the craft bonus for defenders doubled to a +8 AC bonus itself with the spell. and +4 Reflex bonus, providing excellent protec- tion for them. Plating, Ruby This magical enhancement allows the pilot of Homing Compass a craft with ruby plating to cast fireball once per A homing compass is a piece of delicate navi- th gational equipment attuned to a specific homing day as a 6 level caster, emitting the fireball from beacon (See Edifices of Might). The compass the front of the craft. always indicates the direction of the homing bea- con relative to the vehicle. Prismatic Cladding This magical cladding covers the craft with iri- Hull-Breaker descent armour, granting it Fire Resistance and This upgrade gives a submersible a weapon Electricity Resistance 15. with which to attack sea craft. Usually a set of blades along its top used to make attack runs against a ship’s hull, a hull-breaker A powerful type of magical device used in tun- is normally used by military sub- neller vehicles, a quake engine consists of dynamos and circuits attuned to the elemental energy of the

page 104 a Guide to Fantasy Steamworks stone and earth. Once per day it can be used to halved in duration. Any sizeable weapon can be emit a blast of elemental energy with the effects mounted in one of these. of an earthquake spell cast as a caster of 15th level. The cost of adding a steamwork siege weapon These engines are generally only fitted to vehicles hardpoint does not include the cost of the siege to be used during underground sieges or to breach weapon itself. the walls of a castle or fortification. Storm Engine Rock-Melt Installed in vehicles that cruise high in the A tunneller with this upgrade uses arcane skies, storm engines sift magical and elemental machinery rather than a drill to tunnel through energies from the winds and clouds to charge up rock, pushing through it as if it was liquid in the thaumic dynamoes with energy, into which spell- manner of a xorn. This doubles the tunnelling casters can then tap. A spellcaster aboard a craft speed of the vehicle. with a storm engine benefits from a machine bonus of +1 to caster level for any spells of the Air or Sealed Environment Electricity subtypes and any Air domain spells A vehicle with this upgrade has internal air that they cast. systems and supplies and can be completely sealed off for up to eight hours, providing immu- Subterranean Sonar nity for those within from airborne attacks such This upgrade installs a simple form of sonar as gases and some diseases. into a tunneller, giving the pilot blindsight up to 60ft through the rock around the craft. Shocking Hull Using steamwork machinery and energy Transport Capacity siphoned off from the main engine, this upgrade This upgrade grants a tunneller additional installs dynamos that store up electrical energy. transportation capacity, allowing it to carry up to This energy can be released up to 3 times per day five others as well as the pilot. This is generally into the hull surface, inflicting a blast of 2d6 elec- used in tunnellers that are to be used for travelling tricity damage to anything in contact with the purposes as for those designed to carry shock hull. It is generally used by sea-going craft to troops during surprise assaults. ward off oceanic creatures, one blast usually being enough to scare them off. War Banners This upgrade drapes huge war banners and Sonar inspirational symbols from a dirigible, turning it This upgrade installs into a submersible or ship into an emblem of might and a reservoir of a simple form of sonar powered by the steamwork resolve for warriors far below. Any friendly char- engines, giving the pilot blindsight up to 150ft in acters that can see a dirigible with war banners the waters around the craft. gain a +1 morale bonus to Will saves.

Steamwork Siege Weapon Weathersight Some vehicles are large enough to mount large This upgrade installs a piece of meteoromantic and powerful siege weapons such as ballista in a machinery into the vehicle that monitors local steamwork cradle, a mechanical array that aids weather conditions and estimates future changes. the crew by making it turn far faster and by semi- It can predict the weather up to a week in advance automating the process of reloading it. A siege with 80% accuracy, benefiting from being situat- weapon mounted in one of these cradles can turn ed so high in the atmosphere in a dirigible. If without impediment through a full 360 degrees, a sudden weather change is impending in and can turn as far as the operator wishes in a sin- the next 3 hours it emits a warning gle round. In addition, the loading period is klaxon, and it does the same if

page 105 SteamSteam && SteelSteel weather conditions are about to change due to Sample Copter - Skyrunner Scout magical spells or effects. This simple flyer designed from a light wood and steel framework contains a mesh of gears Copter [Steamwork] powered by a steamwork engine that rotate the blades above the craft to give it lift. Designed A copter is a flying steamwork vehicle that purely as a non-combat scout for the Skyrunner propels itself by the action of rotary blades. mercenaries, the outer cladding has been carefully Usually relatively small when compared to the refined and shaped to give it the best possible aer- mass of some of the larger aerial dirigibles, a ial manoeuvrability to enable it to evade hostile copter is created from a light framework of metal craft. and wood that holds together a complex array of Copter with Improved Manoeuvrability - gears and machinery that turns the rotors, driven 7,000gp by a steamwork engine. With the engine doing the work of getting the copter up in the air, the pilot merely has to fly the thing without crashing. Copter, Dragonfly [Steamwork] Copters are fragile and not particularly well The dragonfly design of flying craft is differ- designed for purposes of warfare, and are usually ent to a normal copter in that rotary blades do not employed instead for scouting or exploration. drive it. Instead, two long and delicate wings pro- They do have the advantage of being very fast trude from either side of the chassis of the device, and agile in the skies, and this is put to good use which beat at an incredible speed to get it off the when trying to escape from airborne crews. A ground and to send it winging through the air. copter’s frame does not have the strength neces- Dragonfly copters are usually crafted to appear sary to mount particularly heavy weaponry beautiful and aesthetically pleasing with crystal though it is common for the pilot to carry a loaded and glass parts and their amazing aerial manoeu- crossbow or firearm by his side. Since he needs at vrability is impressive to watch, as they weave least one hand for the controls, usually in the dazzling paths across the sky. Dragonfly copters form of an array of sticks and dials, a shortbow or tend to heavily incorporate magic, and lovers of longbow is not really a viable choice. both art and the arcane such as elves are very fond A copter has the following base statistics: of crafting and flying these aircraft. A dragonfly copter has the following base sta- Copter tistics: Medium-Size Construct Hit Dice: 6d10+20 (53hp) Copter, Dragonfly Speed: Fly 70ft (Average) Medium-size Construct AC: 14 (+4 natural) Hit Dice: 6d10+20 (53hp) Special Qualities: Maintenance DC 8 Speed: Fly 80ft (Good) Creation: Craft (Steamworks) 14 ranks AC: 14 (+4 natural) Cost: 6,000gp Special Qualities: Maintenance DC 9 Creation: Craft (Steamworks) 15 ranks, It can be upgraded with the following: Knowledge (Arcana) 10 ranks Cost: 8,000gp +1 Extra Hit Die - To a maximum of 10d10. +250gp +1 Extra AC - To a maximum of +6 natural It can be upgraded with the following: armour. +150gp +1 Extra Hit Die - To a maximum of 9d10. +250gp Arcane Warding +1,000gp +1 Extra AC - To a maximum of +6 natural Improved Manoeuvrability - Increasing the armour. +150gp flight category to Good. +1,000gp Advanced Sensor Array +2,500gp Light Armouring +1,000gp Arcane Warding +1,000gp Arcane Warding, Heavy +2,000gp

page 106 a Guide to Fantasy Steamworks Improved Manoeuvrability - Increasing the flight have influences if, for instance, an area is known category to Perfect. +1,000gp to be the home to an irritable dragon or flock of Light Armouring +1,000gp harpies). Dirigibles are used primarily for explo- Plating, Crystal +5,000gp ration, for transporting the rich and wealthy in Plating, Emerald +5,000gp style (what more of a status symbol could a king Plating, Ruby +5,000gp display than his own personal ride to the heav- ens?) and for military purposes. War dirigibles Sample Dragonfly Copter are impressive sights, especially when bedecked Elven Cloudhawk with the panoply of a faction, with rolling ban- This elegant, slender craft is of elven design, ners and emblems fluttering in the breeze around driven by the rapid beat of humming emerald it. They also tend to be the focus for truly awe- wings to patrol the skies over elven territories. inspiring battles, as aerial creatures arc around Although it has little actual armour, a host of them and wizards hurl spells to and from them. magical enhancements make a cloudhawk a for- As much as it is a symbol of power, a dirigible midable aerial opponent. crashing to the ground all aflame is an equally Copter with +1 extra hit die, +1 extra AC, powerful symbol for the other side… Improved Manoeuvrability, Arcane Warding, A dirigible has the following base statistics: Crystal Plating and Emerald Wings - 20,400gp Dirigible Dirigible [Steamwork] Huge Construct Hit Dice: 18d10+40 (139 hp) One of the more exotic uses for a steam engine Speed: Fly 50ft (Poor) is to power a dirigible, an aircraft held aloft high AC: 23 (+15 natural, -2 size) in the skies by captured gas. Many people think Special Qualities: Fire Vulnerability, Hardness 5, that a single large balloon holds aloft an airship, Maintenance DC 9 but this is not the case. Literally hundreds of Creation: Craft (Steamworks) 9 ranks small cells, each filled with either heated air or Cost: 22,000 gp gases that are lighter than air, are packed together Fire Vulnerability: A dirigible that rises aloft on to keep the craft up. This means that even if one, the buoyancy of flammable gases is extremely or even several, cells are damaged there will still vulnerable to fire and fire-based attacks. All fire be plenty of lift. For further protection, larger attacks deal double damage to a dirigible. dirigibles may have light armour plating over the entire structure. Among the cells run various lad- It can be upgraded with the following: ders and walkways to allow people to check them +1 Extra Hit Die - To a maximum of 32d10. At 22 for problems and pressure levels. The view from hit dice the size increases to Gargantuan, the very top is often quite impressive. while at 30 hit dice the size increases to Below the cells hangs the carriage of the dirigi- Colossal. +500gp ble, which can vary from an enclosed and heavily +1 Extra AC - To a maximum of +24 natural. armoured gun-ship to little more than a large bas- +250gp ket. The steamwork machinery gives the whole Arcane Warding +2,000gp thing the motive power to cruise through the Arcane Warding, Heavy +5,000gp skies by large turbines or other stranger forms of Arcane Warding, Unyielding +10,000gp locomotion. Drop Cords +1,000gp Needless to say a dirigible is an impressive Fireproof +2,000gp sight to see moving across the sky. Although it is Heavy Armouring +4,000gp not very suitable for moving goods and raw mate- Homing Compass +1,000gp rials in the same way that a train can, it is only Luxury Interior +5,000gp bad weather that limits where a dirigible travels Prismatic Cladding +10,000gp (although a sense of self-preservation may also

page 107 SteamSteam && SteelSteel Steamwork Siege Weapon +100gp Dirigible, Personal Storm Engine +2,000gp Medium-size Construct War Banners +1,500gp Hit Dice: 4d10+20 (42hp) Weathersight +7,500gp Speed: Fly 60ft (Average) AC: 13 (+3 natural) Sample Dirigible Special Qualities: Maintenance DC 6 Hurdellian War Eagle Creation: Craft (Steamworks) 10 ranks Designed purely for military purposes by a Cost: 3,000gp human empire, the War Eagle is a resplendent sight high in the skies, a gleaming, armour-plated It can be upgraded with the following: guncraft from which the imperial banners drape down and flutter in the winds. Capable of drop- +1 Extra Hit Die - To a maximum of 6d10.+250gp ping a squad of elite shock troops into the thick of +1 Extra AC - To a maximum of +5 natural battle, the War Eagle is an expensive but power- armour. +150gp ful war machine. Arcane Warding +750gp Dirigible with +6 extra hit dice, +5 extra AC, 4 Improved Manoeuvrability - Increases the flight steamwork siege weapons, heavy armouring, category to Good. +750gp improved arcane warding, fireproof, war banners and drop cords - 40,150gp Sample Personal Dirigible Pirate Scout Dirigible, Personal [Steamwork] This simple construction, a rickety framework of metal and wood that is borne aloft by a patch- A personal dirigible is usually little more than work leather balloon to which the scout is har- a set of straps and harnesses that keep the pilot nessed, is used by pirates to hunt out potential tar- attached to a small inflated balloon and steam- gets, pinpointing vulnerable craft for the pirate work engine that carries him high into the sky ship. Constructed to make sure that a lucky hit on and takes him where he wants to go. The balloon the balloon will not bring the scout down, it’s fair- is easy to construct from animal hide and the ly cheap to maintain and fuel. When a merchant engine means that the pilot is not completely at ship’s crew sees one of these on the horizon, they the mercy of the weather, though wise pilots carry know the hunt is on. a meteorometer on them anyway. He does need to Personal Dirigible with +2 extra hit dice - make sure he carries enough fuel with him to get 3,500gp himself safely back home again though. Personal dirigibles are generally built as scout- ing devices. Seacraft use them to scout for pirates Steam Train [Steamwork] to avoid, while pirates use them to locate potential In a land where steam technology is common, prey. Oilrigs and ports also make use of them for steam trains wind their way across the landscape policing the waves around them. A balloon scout between settlements. Steam trains are a signifi- rarely takes part in an actual conflict due to the cant step forwards because they offer a means for fragility of his mode of transport, although when people, raw materials and goods to be moved from armed with rifles or crossbows they can make place to place with a speed that far outdoes the quite effective snipers, picking out enemies from crawl of a caravan. They bring to the bulk of the the midst of a combat. They are extremely vul- populace the opportunities for travel that have nerable to assault by aerial melee attackers. only been practical for those in possession of A personal dirigible has the following base magic transportation beforehand. The advantage statistics: of a steam train is that it doesn’t need complex piloting mechanisms, since with the guidance of rails its entire power can be devoted to hauling great weights; the downside of course being that it

page 108 a Guide to Fantasy Steamworks is limited to travelling only where the train lines Carriages: A train consists of the engine wagon go. with a number of additional carriages behind; a While many trains are simply used for the single engine can pull up to 12 carriages. Carriages haulage of goods or people through non-haz- may be open or closed to the air. If a steam train ardous environs, heavily armoured trains are also is attacked the occupants can gain cover while fir- possible in dangerous regions where train lines ing back; many armoured trains have this specifi- are subject to attacks by enemy forces, bandits cally in mind and have firing ports and arrowslits. and particularly dangerous fauna. Defenders in a steam train gain a normal cover Steam trains have the base statistics given bonus. An armoured train also often has addition- below: al weapons and a garrison of guards on board, which may include one or more spellcasters. Steam Train Engine Wagon Huge Construct It can be upgraded with the following: Hit Dice: 16d10+40 (128hp) Speed: 60ft (confined only to tracks) +1 Extra Hit Die - To a maximum of 28d10. AC: 22 (+14 natural, -2 size) +250gp Special Qualities: Bull Rush, Carriages, Hardness +1 Extra AC - To a maximum of +25 natural 5, Maintenance DC 8 armour. +100gp Creation: Craft (Steamworks) 7 ranks Arcane Warding +1,000gp Cost: 5,000gp +1,000gp per carriage. Arcane Warding, Heavy +3,000gp Bull Rush: A train can only follow the path of Arcane Warding, Unyielding +7,000gp its track, and if something is on the rails then the Luxury Interior +5,000gp train will collide with it. Anything of Large size Heavy Armouring +2,000gp or smaller takes 5d6+10 damage if hit by a train Heavy Fortification +1,000gp and is knocked to one side. Anything larger might Steamwork Siege Weapon +100gp derail the train. It still takes 5d6+10 damage from the impact, but an opposed check must be made as Sample Steam Train if the train bullrushed the creature. The train has Shadow Wood route freight train a base bonus to this roll of +10, +2 for every car- The train tracks that run past the outskirts of riage. If the train succeeds it knocks the creature Shadow Wood to get to the deep mines where out of the way, but if it fails the impact actually coal and ore is extracted are known to be a danger- knocks the train off its tracks and derails it. ous place, the dark inhabitants often raiding forth. Example: An ancient green dragon has decided to Trains passing that way are built to be able to show its displeasure at the swathe of its woodlands that withstand such an assault and crewed with gar- have been cut down to lay out a new train line and set risons of paid mercenaries. Heavy armouring up a new station for an outlying settlement. Having means that their assailants overcome few of the levelled the station and killed the staff, it lies down to freight trains. wait on the tracks for the next incoming train. At 3 Steam train with +6 extra hit dice, +6 natural o’clock the train steams round a corner, not seeing the armour, 2 steamwork siege weapons, heavy waiting dragon till the last moment due to the trees armouring, heavy fortification and 12 carriages - blocking vision, and as the engine screeches against the 22,300gp suddenly applied brakes it slams into the beast. The impact inflict s24 damage to the dragon, and the three- Tracks carriage train gets a roll of 9 for its bull rush, for a One of the main logistics in creating a train result of 25 (9+10 Strength bonus +6 carriage bonus). network is laying down rails. Since the track The dragon gets a roll of 13, for a result of (13+10 needs to be as flat as possible, railway Strength bonus +4 size bonus), and stands firm, derail- lines need to make use of viaducts and ing the train. tunnels to go over valleys and

page 109 SteamSteam && SteelSteel through mountains. If the technology to build repelling denizens of the deep with impunity. these structures does not exist, a railway line will An ironclad is a very large seacraft, varying in be limited in where it can go. In addition, other design depending on the builders, but usually factors can limit a line; elves and treants might about as big as a galleon and sometimes larger. An not appreciate a noisy and polluting steam train ironclad carries a much larger payload of weapon- running close to their forest, or a dragon might ry and is much harder to destroy than a galleon, take offence at the presumption of a human settle- and is not as subject to inclement weather and sea ment in building a line close to its lair. conditions. Cost: 500gp per mile of track. An ironclad has the following base statistics:

Steam Ship [Steamwork] Ironclad Colossal Construct Steam engines herald a major revolution in the Hit Dice: 25d10+80 (218hp) nature by which land-dwelling creatures travel Speed: 60ft the ocean waves and build their navies. No longer AC: 25 (+22 natural, -8 size) is a ship hamstrung by the weather; no longer Special Qualities: Maintenance DC 9, hardness 10 does it rely on the direction or strength of the Creation: Craft (Ship-building) 12 ranks, Craft wind. With a steam engine, a ship has a reliable (Steamworks) 15 ranks source of motive power whatever the weather Cost: 40,000gp conditions might be. Those who ply their trade on the seas can travel great distances faster as well as It can be upgraded with the following: being less at the mercy of bad conditions, and the seasons in which they can sail are lengthened. +1 Extra Hit Die - To a maximum of 40d10.+250gp Those who build ships too suddenly have many +1 Extra AC - To a maximum of +28 natural more options opening up. armour. +150gp Equipping a ship with a steam engine merely Arcane Warding +1,000gp costs the expense of the engine type and fuel. The Arcane Warding, Heavy +3,000gp fuel-less engines such as arcane source designs are Arcane Warding, Unyielding +7,000gp highly prized by admirals who want the extra Elemental Machinery +5,000gp reliability and the additional weight in weapons Homing Compass +1,000gp and troops that can replace the fuel that would Luxury Interior +5,000gp have to be carried with the ship. Ingenious necro- Shocking Hull +5,000gp mancers build huge arks that use nets to haul in Steamwork Siege Weapon +100gp fish and other sea animals, and then feed the dead creatures straight into the corpseburner engines of Sample Ironclad - “Fearless” the ship. The “Fearless” is a huge warship, the pride of a A steam ship’s engines have a Maintenance nation’s navy. Built to withstand both magical DC of 9. and mundane attacks, it can absorb an immense Cost: Base price of ship + engines. amount of firepower, although it lacks steam technology to augment it’s own offensive capabil- Steam Ship, Ironclad [Steamwork] ities. Without need for sails and with a powerful Ironclad with +3 extra AC, +3 extra hit dice, engine, shipyards can begin to create craft that are and unyielding arcane warding - 48,200gp far more heavily armed and armoured than before. Ironclads, mighty battleships with hulls of reinforced armour, become the new dominating force in naval warfare, able to withstand fusillades of hostile fire and spells, and even capable of

page 110 a Guide to Fantasy Steamworks Steam Wagon [Steamwork] Submersible [Steamwork] While steam trains are confined to tracks, There are few who are willing to put their lives there is a great variety of possible designs for in the hands of a shell of metal and a tank of oxy- steam-powered land vehicles that are more free gen to keep them alive in the depths of the ocean, roaming, from civilian horseless carriages to but there are always some – the scientists, the heavily armoured war wagons. These designs of adventurers and the plain curious – who will. vehicle can be created for all sorts of different pur- Steamwork submersibles are risky ventures, far poses, although they suffer their own limitations, riskier than a sealed environment suit of steam- btoh in the complexity of the mechanisms for work armour simply because more things can go directing the wagon, and that they remain rela- wrong. A submersible can take many forms, from tively confined to only suitable terrain. aesthetically crafted like some mechanical, A steam wagon has the following base statis- armour-plated fish to a simple spherical or oblong tics: shape. Driven by a steamwork engine and supplied Steam Wagon with an enclosed environment that can supply up Large Construct to eight medium-sized characters with air for up Hit Dice: 10d10+30 (85hp) to two days, a submersible is built to withstand Speed: 50ft deep-sea pressures and curious sea denizens. Of AC: 16 (+7 natural, -1 size) course, not all submersibles are designed for div- Special Qualities: Maintenance DC 10 ing far below the waves, and some are created Creation: Craft (Steamworks) 12 ranks with the express purpose of lurking just below the Cost: 4,000gp surface to ambush and attack other sea craft, whether it is in the role of a military strike or sim- It can be upgraded with the following: ple banditry. These craft are often equipped with +1 Extra Hit Die - To a maximum of 15d10.+250gp devices designed to hole and sink a ship and the +1 Extra AC - To a maximum of +15 natural crew is made up of tough shock troops. armour. +100gp A submersible has the following base statistics: Arcane Warding +1,000gp Arcane Warding, Heavy +3,000gp Submersible Heavy Armouring +3,000gp Huge Construct Light Armouring +1,000gp Hit Dice: 15d10+40 (128hp) Luxury Interior +1,000gp Speed: Swim 60ft Steamwork Siege Weapon +100gp AC: 25(+17 natural, -2 size) Special Qualities: Hardness 10, Maintenance Sample Steam Wagon DC 9 Dr. Almacroft’s Amazing Creation: Craft (Steamworks) 12 ranks Horseless Carriage Cost: 20,000 gp Invented by an innovative gentlemen with an eye for commercial possibilities, the horseless car- It can be upgraded with the following: riage has the appearance of a normal horse-drawn carriage, with the steam engine underneath the +1 Extra Hit Die - To a maximum of 20d10.+400gp driver’s seat and the controls on a panel in front +1 Extra AC - To a maximum of +22 natural of him. The passengers interior of the carriage is armour, +200gp lavishly upholstered - the horseless carriage is Arcane Warding +2,000gp designed as a mode of travel for the aristocratic Arcane Warding, Heavy +5,000gp and wealthy, not for the poor and unwashed Arcanomech Lights +1,000gp masses, after all. Elemental Machinery +5,000gp Steam Wagon with Luxury Interior - 5,000gp Hull-BBreaker +2,000gp

page 111 SteamSteam && SteelSteel Improved Air Supplies +5,000gp Tunneller Shocking Hull +3,000gp Large Construct Sonar +5,000gp Hit Dice: 8d10+30 (74 hp) Speed: Tunnel 30ft Sample Submersible - Iron Shark AC: 19 (+10 natural, -1 size) Built in the form of some vicious deep-sea Special Qualities: Hardness 5, Maintenance DC 9 predator, the iron shark model of submersible is Creation: Craft (Steamworks) 9 ranks crafted from dozens of overlapping steel plates, Cost: 4,000 gp holding within a safely sealed crew compartment. The heavily armoured submersible is designed for It can be upgraded with the following: military purposes and the attacking of waterborne vessels, using a vicious array of jaggedly sharp +1 Extra Hit Die - To a maximum of 12d10.+250gp blades along its top that can do severe damage to +1 Extra AC - To a maximum of +14 natural the hull of any craft it moves under. The iron armour. +125gp shark is not designed for deep-sea forays. Arcane Warding +1,000gp Submersible with +5 hit dice, +5 natural Arcane Warding, Heavy +2,500gp armour, shocking hull and hull-bbreaker - 28,000gp Heavy Armouring +2,500gp Quake Engine +25,000gp Tunneller [Steamwork] Rock-MMelt +2,500gp Subterranean Sonar +2,000gp A tunneller, or mole drill, is very similar to a Transport Capacity +1,000gp large industrial mining drill, except that it is designed for travel rather than tearing ore from Sample Tunneller - Kobold Rockripper rock and has a pilot. The pilot sits behind the This crude tunneller is crafted by kobold arti- drilling mechanisms in a protected framework. sans and mechanics, a massive drill behind which As the drill tears up the rock ahead of it, it push- the framework of the vehicle itself clings on, the es the rubble around behind it, and tracks on the steamwork engine coughing out unpleasant drills base and sides pull it along. Mole drills are smoke. The tunneller is used for both digging out often used to get saboteurs into place to attack for- new living spaces and mine tunnels for a kobold tifications, or to dig tunnels to breach subter- underground settlement, but is also turned to mil- ranean locations. itary uses when needed, an excellent tool for cre- The base statistics for a tunneller are given ating traps, ambushes and new tunnels when the below: enemy least expects it. Tunneller with +4 extra hit dice and +2 extra AC - 5,250gp

page 112 PPrrestiestigege ClClassesasses

escribed in this section are a small num- Balloonists are capable warriors, though they ber of prestige classes designed to go hand prefer to keep their distance from foes, especially Din hand with the concepts presented in those of the airborne variety. They are most often this guide, and to add flavour and opportunities found on the edges of society, in amongst merce- for the player characters in a campaign which fea- naries, pirate bands and frontier towns, and other tures steam technology. Two of the classes, the hostile climes where their scouting skills are Balloonist and Steel Knight, focus on the use of a invaluable. While fighters and rogues are the particular piece of steamwork equipment. The most common class to take the balloonist prestige Mechanist focuses on steamwork prosthetics as class, rangers concerned with scouting wild areas well as the philosophical idea of the superiority of and who want to be up in the sky with the crea- metal over flesh. Meanwhile the Inspired tures of the air also take this class. Inventor and Metalworker work to spread the knowledge of steamworks and technology far and Hit Die: d8 wide. Prerequisites: Balloonist Craft (Steamworks): 7 ranks Feats: Point Blank Shot, Precise Shot, profi- he balloonist is a sky warrior, a marksman ciency with at least one martial or exotic ranged who takes to the air with the buzzing of weapon. steamwork engines driving his personal T Special: The character must be the pilot of a dirigible. Agilely manoeuvring his craft through personal dirigible, and must have at least 6 the air, the balloonist seeks to fight from a dis- months experience as such. tance, making the most of his skill with ranged weapons and the flight of the dirigible. Eagle-eyed Class Skills: Balance, Climb, Concentration, and with keen senses, he hunts like an eagle from Craft (Any), Craft (Steamworks), Jump, Listen, above, acutely aware of the winds and skies Profession (Any), Spot, Survival and Use Rope. around him. He needs to be, for a balloonist’s Skill Points per Level: 6+Int modifier weakness is the very thing that gives him his advantages - his dirigible, vulnerable to hostile Class Abilities: assault. Weapons and Armour Proficiencies: A balloonist The balloonist can fill all sorts of military gains no new weapons or armour proficiencies. roles, most often as a scout for a military force. Combat Manoeuvre: Due to the stability of the Pirates might have a balloonist to locate their harness and support, a personal dirigible provides prey, and mercenaries pay well for an outrunner the balloonist with a good firing platform to who can fly and report back with information. attack from, even while the device soars through Balloonists also work more directly in combat by the air. A balloonist flying with his dirigible can aiding from above, sniping and picking out move as far as the base movement of the vehicle important targets from above the chaos of melee. in a round where he takes a full attack action Balloonists also work as guards for mountain with a ranged weapon. passes and dangerous roads, moving back and Weather Sense: A balloonist gets to forth above them to check for any disturbances or know the feel of air currents on his signs of danger. face, and what signifies a change

page 113 SteamSteam && SteelSteel Ballonist Level Progression Level BAB Fort Ref Will Special 1 +1 +2 +0 +0 Combat Manoeuvre, Weather Sense 2 +2 +3 +0 +0 Defensive Manoeuvre 3 +3 +3 +1 +1 Aerial Manoeuvre 4 +4 +4 +1 +1 Crack Shot 5 +5 +4 +1 +1 Evade in the weather. A balloonist can predict the daily that challenge assumptions and cause break- weather up to four hours ahead with a 90% chance throughs in technology. of accuracy. The inspired inventor may have gained his Defensive Manoeuvre: At 2nd level the balloon- knack for ideas from a supernatural cause such as ist may add his Wisdom bonus to both his AC the efforts of a steam spirit, or he may simply be and his dirigible’s AC while in flight. a natural genius who sees the world in a different way to others. An inspired inventor is often tal- Aerial Manoeuvre: At 3rd level the balloonist’s ented in more than just mechanics or science, able flight manoeuvrability while flying a personal to turn his hand to arts, literature or other fields dirigible is improved by one factor (e.g. Average as well, always overflowing with ideas. He may to Good). well publish numerous texts illustrating his for- th Crack Shot: At 4 level the balloonist becomes ward-thinking theories and designs of machines, a crack shot at firing from a fast-moving personal although just how this will be taken by society at dirigible, and can ignore cover bonuses to AC of large is no set outcome. Those who see technolo- ground targets when firing. gy is evil might persecute inspired inventors, or Evade: At 5th level the balloonist becomes an they might be embraced by wealthy patrons who expert at dodging ranged attacks and destructive see the character’s potential. blasts aimed at his aircraft, and gains the evasion Inspired inventors are often experts or wiz- ability of the rogue class. The ability applies to ards, those with the natural knack and talent for both him and his dirigible, and only works when invention and ideas, but through the workings of the balloonist is aerial in a personal dirigible. the mysterious steam spirits just about anyone can end up with their mind brimming with inno- Inspired Inventor vative designs for vehicles and engines, and they may well not be particularly sure why one day he inspired inventor has a mind full of they just feel the urge to start scribbling down the ideas and concepts, fantastical designs for concepts filling their head. Even adventurers can Tmachines and innovative ways of apply- end up as inspired inventors, though it is usually ing old theories. It’s often so full that he has to adventurers who end up most benefiting from the scrawl down his ideas in sketchbooks and tomes creations of inventors. to try and record them all, in shorthand and pic- tures that most others find hard to decipher but Hit Die: d4 which he intuitively understands. For the inspired inventor the world is simply full of pos- Prerequisites: To qualify to become an inspired sibilities that have yet to be explored, and he’s inventor, a character must meet the following eager to do just that. In a world without steam- prerequisites. works, the inspired inventor may be the genius Craft (Any): 8 ranks who creates them in the first place. In a world Feats: Inspired where steamworks are already established, Knowledge (Any): 8 ranks the inspired inventor leads the cutting edge of science, pushing the bound- Class Skills: An inspired inventor’s class skills aries and coming up with new ideas are Concentration, Craft (Any), Craft

page 114 a Guide to Fantasy Steamworks Inspired Inventor Level Progression Level BAB Fort Ref Will Special Spellcasting 1 +0 +0 +0 +2 Bonus Feat, Inspiration 2 +1 +0 +0 +3 Personal Shorthand +1 Spellcaster Level 3 +1 +1 +1 +3 Amazing Visions +1 Spellcaster Level 4 +2 +1 +1 +4 Bonus Feat 5 +2 +1 +1 +4 +1 Spellcaster Level 6 +3 +2 +2 +5 Dismantle +1 Spellcaster Level 7 +3 +2 +2 +5 Bonus Feat 8 +4 +2 +2 +6 +1 Spellcaster Level 9 +4 +3 +3 +6 +1 Spellcaster Level 10 +5 +3 +3 +7 Finest Creation +1 Spellcaster Level

(Steamworks), Decipher Script, Disable Device, to any skill check. This can also be used when tak- Knowledge (Any), Open Lock, Profession (Any), ing 10 or taking 20 with a skill. and Spellcraft. Personal Shorthand: At 2nd level the inspired Skill Points per Level: 6+ Int modifier inventor develops a personal style of shorthand writing. Any text written in the shorthand (usu- Class Abilities: The following are class abili- ally designs, theories and development notes) ties of the Inspired Inventor. cannot be understood by anyone else except by a Weapons and Armour Proficiencies: An inspired Decipher Script check (DC 30). Personal short- inventor gains no new weapons or armour profi- hand keeps the ideas and sciences that the inven- ciencies, although this does not stop him from tor wants secret kept that way – when writing constructing weapons or armour. something for others to understand he of course Spells per Day: When a new inspired inventor uses normal text. level is gained that grants the character a new Amazing Visions: The brilliant and ingenious spellcaster level, the character gains new spells designs and theories of the inventor attract the per day as if he had also gained a level in a spell- attention of a patron at 3rd level. The patron will casting class she belonged to before adding the contact the character and provide funds for him to prestige class. He does not, however, gain any develop and create new devices, but on the condi- other benefit a character of that class would have tion that all such designs are developed for the gained (improved chance of turning undead, extra patron and it is he who controls the release of the metamagic feats, etc.) except for an increased information. effective level of spellcasting. If a character had th more than one spellcasting class before becoming Dismantle: At 6 level, the inspired inventor is an inspired inventor, he must decide to which so well-versed in the construction of devices, and class he adds the new level for purposes of deter- so familiar with the concepts and theories used in mining spells per day. putting together structures, that he can apply these principles to dismantling them as well. Bonus Feat: At 1st, 4th and 7th level, an inspired Constructs do not benefit to immunity from crit- inventor gains a bonus feat that he meets the pre- ical hits inflicted by an inspired inventor, and he requisites for from the following list: gains a +2 bonus to any sabotage checks. Alchemechanic, Arcanomech, Essence Engineer, th Exotic Weapon Proficiency, High Artificer, Finest Creation: At 10 level an inspired inven- Master Mechanic, Necromek, Quick Fix, Skill tor can construct his finest creation, a one-of-a- Focus (Any), Steam Surgeon. kind device or construct. A piece of equip- Inspiration: Once per day per inspired inventor ment created with this ability is automat- class level, the character may benefit from a flash ically masterwork, and has its master- of inspiration and ingenuity, gaining a +4 bonus work benefit increased by 1 as well

page 115 SteamSteam && SteelSteel Mechanist Level Progression Level BAB Fort Ref Will Special 1 +0 +2 +0 +0 Machine Affinity, Prosthetic 2 +1 +3 +0 +0 +1 Armour Plating 3 +2 +3 +1 +1 Prosthetic, Face of Steel 4 +3 +4 +1 +1 Light Fortification 5 +3 +4 +1 +1 +2 Armour Plating 6 +4 +5 +2 +2 Prosthetic 7 +5 +5 +2 +2 Mechanical System 8 +6 +6 +2 +2 +3 Armour Plating 9 +6 +6 +3 +3 Medium Fortification 10 +7 +7 +3 +3 Mechanical Enlightenment as any Maintenance DC reduced by 1. A construct of existence through the purity of the mechanical. gains a +1 competence bonus to attack rolls and Mechanists may exist as an extreme sect of a checks and a +1 bonus to AC. With the agreement deity with a portfolio including steamworks, of the DM, an inspired inventor could instead machinery, and the mechanical, dedicated to a invent an entirely new piece of machinery that is vision of a future where even men are brought up not detailed in this guide. An inventor can only to new heights of existence by the progress of have a single finest creation at any one time, but machinery. They may be a philosophical sect that can create a new device if the first once is has sprung from the ranks of mechanics, or from destroyed or damaged beyond repair. groups of people who have had a prosthetic part and come to the conclusion that it is superior to Mechanist the flesh that it replaced. Lone mechanists also occur, individuals who for their own personal rea- or most people a steamwork prosthetic is sons have chosen to follow the path of melding something they wish they never need; few man with machine. Fare eager to lose parts of their body to have them replaced by a mimicry in metal and gears, Hit Die: d12 even if the prosthetic is superior to the old flesh and blood. Some are less adverse to prosthetics, Requirements: To qualify to become a mecha- seeing their practicality in certain lines of work, nist, a character must fulfil the following criteria. but even so they are not quick to have part of their Craft (Steamworks): 4 ranks body carved off and a steel prosthetic substituted. Feats: Great Fortitude Yet a mechanist is not eager and quick to embrace Fortitude Save: +3 the process of replacing flesh with metal, but Special: The character must have at least 2 pros- indeed pursues it as a goal of enlightenment. thetics. At least one must have been voluntarily The mechanist sees flesh and muscle, skin and implanted even if there was no actual need for the bone, as more of an impediment than something prosthetic. to be too attached too, merely one stage in several towards a final enlightenment. To him, machines Class Skills: The mechanist’s class skills are are superior to organic matter, and demonstrably Climb, Concentration, Craft (Any), Craft so, since metal never tires and possesses a (Steamworks), Disable Device, Intimidate, Jump, strength beyond that of a mortal man. A mecha- Listen, Profession (Any) and Spot. nist may see his path as one of harnessing the Skill Points at Each Level: 4+ Int modifier. power of machinery for his own personal ends, or he may see it as a way by which Class Abilities: The following are class abili- he can achieve a higher state, reaching ties of the mechanist prestige class. for divinity and true understanding Weapon and Armour Proficiency: A mechanist

page 116 a Guide to Fantasy Steamworks MetalWorker Level Progression Level BAB Fort Ref Will Special Spellcasting 1 +0 +2 +0 +2 Aura of Metal, Master Craftsman 2 +1 +3 +0 +3 Heat Metal, Smite Construct +1 Level 3 +2 +3 +1 +3 Command Construct +1 Level 4 +3 +4 +1 +4 Mastery of Slicing Steel +1 +1 Level 5 +3 +4 +1 +4 Aura of Metal 6 +4 +5 +2 +5 Mastery of Shielding Steel +1 +1 Level 7 +5 +5 +2 +5 Aura of Metal +1 Level 8 +6 +6 +2 +6 Mastery of Slicing Steel +2 +1 Level 9 +6 +6 +3 +6 Warp Metal 10 +7 +7 +3 +7 Mastery of Shielding Steel +2 +1 Level gains proficiency in all simple weapons. es grant him a +2 insight bonus to Intelligence, as Machine Affinity: Due to his affinity for well as granting damage reduction 3/ - and machinery, a mechanist gains a +2 bonus to Craft increasing his natural armour bonus from armour (Steamworks) and Disable Device checks. plating to +4. Prosthetic: The mechanist undergoes a slow but steady process of altering his body with machines. Metalworker At levels 1, 3 and 6 a mechanist can have a new he metalworker is a divine spellcaster with prosthetic implanted into him, with no chance of power over metal and machines, a priest contracting a disease or infection. who preaches of the mechanical and the Armour Plating: As well as prosthetics, mecha- T manufactured. A master of forging and crafting, nists implant smaller devices and machines into the metalworker sees the souls of men as being them, as well as attaching more practical armour akin to the metal he shapes with his hammer in plating. This results in a mechanist gaining a nat- the furnace, and he seeks to bring the words and ural armour bonus at level 2, which increases at wisdom of his deity to those around him. levels 5 and 8. A metalworker walks amongst the factories Face of Steel: From level 3 onwards, the mecha- and industries, spreading the word to those who nist’s appearance has been changed so much that labour at forge and furnace. Teaching both his he gains a bonus to Intimidate checks equal to his faith and his skills at crafting to his flock and mechanist level. bringing his divine gifts to aid those injured in the Light Fortification: At level 4, a mechanist has sparking, hammering halls of industry, the metal- been so changed by his augmentations that he worker can play an important part in the commu- begins to pick up some of the traits of a real con- nity of labourers and manual workers. He is often struct. Any critical hit made against a mechanist the first voice to demand better work and pay for has a 25% chance of hitting a metal part or pros- the manual labourers and mechanics when they thetic and allowing the character to ignore the are repressed by the upper classes, and the first to additional damage caused by the critical. advocate new technologies and methods. Mechanical System: At level 7 a mechanist gains Metalworkers often form an important part of damage reduction 3 to subdual damage only, as the religious structure that worships a deity of well as gaining an additional +2 bonus to his metal, forges, machines and hard work. They Fortitude save. may represent the members of the priesthood Medium Fortification: At level 9 the chance of a who go out to spread the word amongst the mechanist being able to ignore the additional workers while other clerics administrate the damage from a critical hit is increased to 50% higher levels of the organisation, or met- Mechanical Enlightenment: At level 10 a mecha- alworkers may be amongst the most nist is so augmented and modified that over half powerful and influential individu- of his body is now mechanical. His machine sens-

page 117 SteamSteam && SteelSteel als within a faith. They can be found searching ties of the metalworker. far and wide to discover new machines and spread Weapon and Armour Proficiency: A metalworker the knowledge of such devices as far as possible, is proficient with all simple weapons, light, medi- or might be heavily involved in conflicts with um and heavy armour, and shields. those who would seek to destroy and crush tech- Spells per Day: When a new metalworker level nology and science. is gained that grants the character a new spellcast- er level, the character gains new spells per day as Hit Die: d8 if she had also gained a level in a spellcasting class he belonged to before adding the prestige class. Prerequisites: To qualify to become a metal- He does not, however, gain any other benefit a worker, a character must meet the following pre- character of that class would have gained requisites. (improved chance of turning undead, extra meta- Craft: 6 ranks in a Craft skill that involves magic feats, etc.) except for an increased effective metal level of spellcasting. If a character had more than Knowledge (Religion): 5 ranks one spellcasting class before becoming a metal- Spells: Must be able to cast divine spells of at worker, he must decide to which class he adds the least 3rd level. new level for purposes of determining spells per Special: Must have crafted at least one metal day. item. Aura of Metal: Anyone within 30ft of a metal- worker gains a +1 bonus to any Maintenance Class Skills: The metalworkers class skills are checks. At 5th level the aura also bestows the +1 Concentration, Craft (Any), Craft bonus to hit of mastery of slicing steel to any allies (Steamworks), Heal, Knowledge (Religion), within the area. At 7th level it also bestows the +1 Profession (Any) and Spellcraft. bonus to AC of mastery of shielding steel to any Skill Points at Each Level: 4+ Int modifier allies within the area. The bonuses to hit and AC do not increase with the mastery of slicing steel and Class Abilities: The following are class abili- mastery of shielding steel abilities at 8th and 10th

page 118 a Guide to Fantasy Steamworks Steel Knight Level Progression Level BAB Fort Ref Will Special 1 +1 +2 +0 +0 Armour Familiarity, Thunderous Charge 2 +2 +3 +0 +0 Armoured Grace 3 +3 +3 +1 +1 Avoid Malfunction 4 +4 +4 +1 +1 Crushing Charge 5 +5 +4 +1 +1 Extra Edge level. Master Craftsman: A metalworker gains a Steel Knight bonus to any Craft check to create a metal object uper-heavy armour is bulky, slow and equal to his metalworker class level. requires extensive training for anyone hop- Heat Metal: A metalworker can cast heat metal Sing to operate it, but in return it grants as a spell-like ability once per day for every level strength far beyond that of the muscle and bone in the metalworker prestige class he has. of a normal man and protects the pilot with Smite Construct: Once per day a metalworker incredibly thick armour from outside assault. The can make a smite attack against a construct, very best of those who pilot this devastating form adding his charisma bonus (if any) to the attack of armour become familiar with their armour and roll and his metalworker class level to the damage learn its strengths and weaknesses, in time wear- roll. ing it almost like a second skin. These veterans of super-heavy armour, toughened and experienced Command Construct: A 3rd level metalworker warriors of great skill and competence, are known gains the ability to rebuke and command con- as steel knights, those who ride across the lands in structs as an evil cleric rebukes and commands suits of steel and steam. undead. The character uses his metalworker level Intimately familiar with his suit of armour, a only for this ability, not any cleric levels he may steel knight learns to recognise the warning signs already possess. of an impending malfunction and how to avoid it; Mastery of Slicing Steel: The metalworker’s he learns how to move with the suit more natural- mastery over metals hones the edge of his ly, rather than fighting to push the augmented weapons and makes them light and graceful in his lump of steel around the battlefield. A steel hands, granting a +1 bonus to hit with metal knight can push his suit to its very maximum, th th weapons at 4 level. This increases at 8 level to getting the vital edge he needs out of it. A warrior a +2 bonus. who uses super-heavy armour but leaves it to a Mastery of Shielding Steel: At 6th level the met- team of mechanics to keep it maintained and run- alworker’s mastery over metals reinforces any ning will never achieve the skills of a steel knight, metal armour he wears, reinforcing it and making even if he is an excellent fighter; a steel knight minute adjustments. It bestows a +1 bonus to the can delve into the workings of his armour and get AC of any metal armour he wears, and at 10th it working again from the most devastating of level this bonus increases to +2 AC. damage. th A steel knight may well be a member of a Warp Metal: At 9 level the metalworker can knightly order or military organisation who cast warp metal as a spell-like ability 1/day. deploy super-heavy armour on the battlefield and train their members in its use, representing the very best and most experienced kind of pilot that these groups can put on the battlefield. Whether a noble or religious knight, or a grizzled veteran mercenary, a steel knight knows how to get the very best out of the suit he pilots. A

page 119 SteamSteam && SteelSteel steel knight might also be a roving individual who Armour Familiarity: A steel knight is familiar has somehow got his hands on a suit of super- with the idiosyncrasies and individual qualities of heavy armour, perhaps from ancient ruins or the his armour, often performing small modifications ingenuity of an inspired inventor, who follows to it to fine-tune the performance slightly. He their own personal agenda through the means of gains a bonus to all Craft (Steamworks) checks their almost unstoppable steamwork gear. with his super-heavy armour equal to his Steel Knight class level. Hit Die: d10 Thunderous Charge: A steel knight learns how to perform an intimidating charge, bearing down Prerequisites: To qualify to become a steel on a foe in a fearsome thunder of steel. Anyone knight, a character must meet the following pre- charged by the steel knight while he wears super- requisites. heavy armour must make a Will save (DC 10 + Base Attack Bonus: +5 Steel Knight level + Str modifier) or be shaken (as Craft (Steamworks): 4 ranks the morale effect) for the rest of the combat. A Feats: Power Attack, Cleave, Skill Focus – steel knight equipped with speakers on his armour Craft (Steamworks), Super-Heavy Armour can add +1 to the DC of the save. Proficiency Armoured Grace: At 2nd level a steel knight is Special: Must possess a suit of super-heavy no longer subject to the –2 penalty to Initiative armour. checks the super-heavy armour imposes. Avoid Malfunction: At 3rd level a steel knight Class Skills: The steel knight’s class skills are can re-roll a roll on the Malfunction table 1/day Climb, Craft (Any), Craft (Steamworks), for his armour, but the second result stands. Intimidate, Jump, and Profession (Any). th Skill Points per Level: 2+Int modifier Crushing Charge: At 4 level the steel knight learns how to use the weight of his armour in a Class Abilities: The following are class abili- charge, adding a +4 bonus to his Strength score ties of the steel knight. when he charges in super-heavy armour. Weapon and Armour Proficiency: A steel knight Extra Edge: At 5th level a steel knight learns gains no weapon or armour proficiencies. how to get an extra edge from his armour, reduc- ing the skill check penalties of the armour by 4 and increasing the maximum Dexterity modifier by 1.

page 120 SpeSpellslls

his section details a number of new spells This spell brings a steamwork device under the designed around the steamwork system control of the caster. A steamwork affected by Tpresented in this guide. this spell will only respond to the command and activation of the caster, no-one else, and he can Awaken Machine command and activate it with his voice only. A Transmutation construct or vehicle dominated in this way will Level: Invention 9, Sor/Wiz 9 not attack the caster and will obey his commands, Components: V, S, XP even if it is to attack the original owner. A con- Range: Touch struct with a spirit matrix is still dominated, and Target: Machine touched the spirit within loses control of its steamwork Duration: Instantaneous body unless the caster allows it any control. The Saving Throw: Will negates effects of this spell are permanent. Spell Resistance: Yes Material Component: A chunk of crystal wrapped in copper wire, costing 50gp. This spell awakens the target machine to true sentience. To succeed, the caster must make a Genius Will save (DC 10 + target’s HD or in the case of Transmutation non-constructs or non-vehicles 10 + Maintenance Level: Invention 7 DC). The awakened machine is friendly towards Components: V, S the caster, though the caster has no special empa- Range: Personal thy or connection with it. The machine gains 3d6 Target: Self Intelligence, +2d6 Charisma and +2 HD if it has Duration: 1 hour/level hit dice. It can speak 1 language + 1 language per Saving Throw: None Intelligence ability score bonus it possesses. Spell Resistance: Yes (Harmless) Machines are usually awoken in this manner to serve as superior war constructs that are more This spell fills the character’s brain with surg- capable of fighting with tactics and strategy, as ing, inspirational flows of genius, propelling the well as vehicles that are brought to sentience for intellect to new heights and bringing amazing various purposes. clarity of perception. The character gains a +10 XP Cost: 750xp enhancement bonus to Craft (Steamworks), Knowledge (Mathematics), Sense Motive, Spot Dominate Steamwork and Search checks as well as a +6 enhancement Transmutation bonus to Initiative and Intelligence. He gains a Level: Steamwork 9 +10 enhancement bonus to any other skill checks Components: V, S, M that involve solving a puzzle, riddle or other com- Range: Close (25ft. +5ft./2 levels) plex problem. The character can automatically Target: 1 steamwork device, vehicle or con- solve such a problem if he wishes, but the spell struct ends immediately. Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes

page 121 SteamSteam && SteelSteel Machine Savant Meld Divination Transmutation Level: Invention 3, Sor/Wiz 3 Level: Clr 4 Components: V, S Components: V, S, F Range: Personal Range: Personal Target: Self Target: Self Duration: 10 minutes/level Duration: 10 minutes/level Saving Throw: None Saving Throw: None Spell Resistance: Yes (Harmless) Spell Resistance: Yes (Harmless)

When a character casts this spell, they become This spell allows the caster to make metal able to see into the very heart of a machine, their plates adhere and meld with their skin, literally magical vision stripping away the outer layers of bonding armour to them, and is a common spell gears and metal to be able to observe the innards amongst the priesthood of mechanist sects. The at work. They see any machine as if it were a metal plates are the material focus of the spell, blueprint, able to percieve how the parts integrate, and grant a +5 armour bonus and damage reduc- how they interact - and where they are weakest. tion 5/magic. Due to the nature of the metal actu- This spell gives a character the ability to make ally merging with the caster’s skin, no armour critical hits against any machines, even if they are check penalties or suchlike are inflicted by the normally immune to critical hits. The caster also temporary armour. After the duration of the spell gains a +5 circumstance bonus to any Craft has expired, the armour plates simply drop off. (Steamworks) checks made in the period. Material Focus: Four plates of metal, crafted by the caster. Magic Cog Transmutation Repair Metal Level: Clr 1, Steamwork 1 Transmutation Components: V, S, M Level: Clr 2, Sor/Wiz 2 Range: Touch Components: V, S Target: 1 steamwork device Range: Touch Duration: 1 hour/level Target: One construct or metal object Saving Throw: None Duration: Instantaneous Spell Resistance: Yes (Harmless) Saving Throw: None Spell Resistance: Yes (Harmless) This minor incantation helps keep a machine running properly, discouraging malfunctions and This spell repairs the damage done to a metal keeping parts moving slightly more efficiently. object or construct, sealing up rents and bending The Maintenance DC of a machine that this spell steel back into place, and healing 1d8+5 points of is cast on is lowered by 1 of the duration. damage. Material Component: A small metal cog. Rust Transmutation Level: Druid 2, Sor/Wiz 3 Components: S, M Range: Close (25 ft. + 5ft/level) Target: 1 steamwork device Duration: 1 hour/level Saving Throw: Will negates Spell Resistance: Yes

page 122 a Guide to Fantasy Steamworks This spell is designed to sabotage steamwork A gem must be of at least 100 gp in value to be devices, rusting metal parts and weakening joints useable in this spell. for its duration. The Maintenance DC of any device that has rust cast upon it is increased by Timeless Engine 1d6+1 for the spell’s duration, and constructs and Transmutation vehicles suffer 2d8 damage. Level: Clr 7, Sor/Wiz 7 Material Component: A small vial containing Components: V, S, XP some rust. Range: Touch Target: 1 steamwork device Rust Vampire Duration: Permanent Necromancy Saving Throw: None Level: Sor/Wiz 3 Spell Resistance: Yes (Harmless) Components: V, S, M Range: Touch This spell uses powerful magic to slow down Target: 1 steamwork device the normal processes of degrading in a steamwork Duration: Instantaneous device, meaning that maintenance is needed far Saving Throw: Will negates less often. The affected device does not suffer any Spell Resistance: Yes penalties for long-term wear, nor does it need Maintenance checks every day if it is constantly With this spell, the caster makes a touch attack running, instead needing a check every year. In against a machine, infusing its structure with addition, the device does not need to make a check entropic energy. If the subject fails a Will save, it for every day it goes without maintenance to see suffers d6 damage/caster level (maximum 20d6) if the skill bonus to its Maintenance checks is as the spell corrodes metal and twists plates, and reduced by one, instead needing such a check for suffers an immediate roll on the malfunction every year it goes without maintenance. table. The caster is healed for an equal amount as XP Component: 100xp the damage inflicted as the spell siphons off ener- gy from the machine. Warp Metal Material Component: A rusted nail. Transmutation Level: Drd 3, Sor/Wiz 4 Soul Harvest Components: V, S Necromancy [Evil] Casting Time: 1 action Level: Clr 4, Sor/Wiz 4 Range: Close (25ft. +5ft./2 levels) Components: V, S Target: 1 lb. of metal/level, all within a 20ft. Range: Self radius Area: 30ft. radius Duration: Instantaneous Duration: Instantaneous Saving Throw: Will negates (object) Spell Resistance: Yes (object) This necromantic spell sends a pulse of dark power racing away from the caster that snares any As warp wood, but this spell affects metal souls lingering nearby. The soul of any corpse in instead. the area that was killed within the last hour is cap- tured in an soul gem that the caster is carrying; if the caster does not have enough gems then addi- tional souls escape. In addition any such soul affected can use the Will save it had when alive to try and escape the spell. This spell is used to acquire souls to power soulburner engines.

page 123 AppeAppennddixix

n this appendix are presented the summaries such steam engines that are powered by conven- of two of the possible campaigns presented in tional oil or coal burners are the most common Ithe first part of this guide. These summaries sight. Wizards do occasionally craft more com- are designed to show from a rules point of view plex designs that blend magic with machine but how to integrate these concepts into a campaign these are expensive and rare. As such, the only world. two engine creation feats available are the Arcanomech and Master Mechanic feats. The Empire of Hurdell Materials & Craftsmanship: In terms of mate- rials, the empire of Hurdell makes use primarily PC Races: The primary available PC races in of rion and steel, with more exotic metals being this setting are humans, who make up the pri- rare. The exception to this is the Imperial Guard, mary population of Hurdell, dwarves, with whom the constructs of which are made from specially they have an alliance, and lizardfolk, who in this treated gold. These constructs, however, are setting have a talent for mechanical things and designed more for show than for battle. The make up a significant portion of the underclass Hurdellian level of craftsmanship is average, but forming in the empire. Lizardfolk especially rep- has only just advanced from poor in recent years. resent the oppressed lower clases most vociferous- As such, many devices and constructs of poor ly and are known for leading strikes and industri- quality are still in circulation. al action. Equipment: Any piece of steamwork equip- Classes with Craft (Steamworks) skill: There ment that is of Maintenance DC 8 or less, and is is no particular link between steam technology not arcana, is probably not that hard to obtain in and either arcane or divine practitioners of magic Hurdell, and may even be a regular sight. Arcana in Hurdell. The science that they use is by and and devices of a higher DC are less common, with large just technological, and it is primarily the any piece of arcana needing to be crafted specifi- domain of specialist mechanics with the Expert cally to order by a wizard. Only light or medium class. However, wizards do make up a proportion augmented steamwork armour is available at the of the more learned part of society, and as such, moment, though the progress of science may they have access to the Craft (Steamworks) skill make the cosntruction of heavier forms possible as a class skill. Fighters also have access to it, before too long. because the armed forces of the empire make Edifices of Might: The more mundane struc- extensive use of steamwork equipment and vehi- tures are common throughout the empire, but cles, and as such, most of those who are trained those that bledn magic with science are either rare for battle become familiar with such devices. or unheard of. There are plans to build a magnifi- Finally, rogues are often familiar with at least the cent weather tower in the empire's largest port, basics of steam technology as it aids them in deal- but this is a task of which the Imperial mechanic ing with steamwork traps and in sabotaging mages have yet to master the science for. machinery. Lizardfolk from the province of Prosthetics: Only the simplest of prosthetics Qakul get Craft (Steamworks) as a craft skill as are available, and even then it is difficult to find a a racial bonus. surgeon with more than 5 ranks in Heal to apply Engines: As mentioned, Hurdell bases the device. In general, no prosthetic that requires the foundations of its steam technolo- more than 8 ranks in Craft (Steamworks) is avail- gy on conventional methods, and as able.

page 124 a Guide to Fantasy Steamworks Constructs & Vehicles: If there is one area in rare and fabulously expensive. The best way for which Hurdell excels, it is here. Their prowess in adventurers to gain items of their own is to inves- building heavily armoured ironclads and intimi- tigate the dangerous ruins of the dwarven cities. dating airships is unmatched, and has reached the Edifices of Might: The ruins of many of these point where private companies with crews of structures can be found in the ruins of the workers recruited from the Imperial dockyards dwarflands, but most are damaged beyond repair are being set up, to provide services to wealthy and recognition. The ones that are still active are gentlemen and aristocrats who want their own generally not fully understood anyway. luxury dirigible or suchlike. Manservant and Prosthetics: As with equipment, prosthetics automaton constructs are common, especially in are possible though very, very rare, even in terms the industrial areas of the cities, while the various of the objects found in ruins. The eastern elves forms of sentinel construct are being constructed occasionally barter one away though. on a limited scale to further bolster the flesh and Constructs & Vehicles: The eastern elves are blood troops of the Empire. rumoured to have entire armies of constructs, and Prestige Classes: Inspired Inventors exist in many still prowl the dwarven ruins. Of these lat- this setting, rising above the norm of the mechan- ter examples, the most common types are ics and artisans around them. Metalworkers wan- automatons and sentinels of various forms, appar- der the factories and slums of the lower classes, ently still powered by some mysterious source of being so successful in rabble-rousing that the energy. Samples of living steel are also known to Imperial authorities are considering suppressing lair amongst the ancient ruins, and anywhere that the lizardfolks church of the Gearlord. one is found is a dangerous place indeed. There are no intact examples of steamwork vehicles Empires of Past and Present from the ruins, though the blueprints for such a device would fetch an exorbitant price indeed. PC Races: All the standard races are available, Prestige Classes: Only the Inspired Inventor is with the exception of the dwarves. The only trace available, and even these are rare. Nonetheless, of that race that still exists is the ruins of their their capability to actually construct steamwork past empire. devices means that they are highly erspected and Classes with Craft (Steamworks) skill: No their services in great demand. class has access to the Craft (Steamworks) skill, only as a cross-class skill, with the exception of the Inspired Inventor prestige class. Steamworks are just not well-enough understood in this area of the world. And the decadent elves in the east are not willing to train anyone in such scientific arts. Engines: No form of engine creation feat is available, except to Inspired Inventors. Materials & Craftsmanship: Any item taken from the ruins of the dwarven empire, or pur- chased from the eastern elves, is of either advanced or high steam power in terms of the quality of its manufacture. The exception to this is that sometimes Inspired Inventors are success- Christopher Allen would like to offer ful in constructing their own steamwork devices thanks to Oliver Geddes, Maldur, Horacio, based on studying the ancient steam engines of Arwink, Kaiyosama, Crothian, Sniktch, my the dwarves, but in this case the work is usually old Planescape group (you'll recognise some crude or at its best of poor quality. Equipment: Potentially any piece of steam- Arcanatum stuff) and my Acrozatarim group work equipment is available, though incredibly (you'll know it when it hits you)

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Use of Contributor Credits: You may not market or advertise the Material" means copyrighted material including derivative works and trans- Open Game Content using the name of any Contributor unless You have lations (including into other computer languages), potation, modification, written permission from the Contributor to do so. correction, addition, extension, upgrade, improvement, compilation, abridg- 12. Inability to Comply: If it is impossible for You to comply with any ment or other form in which an existing work may be recast, transformed or of the terms of this License with respect to some or all of the Open Game adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broad- Content due to statute, judicial order, or governmental regulation then You cast, publicly display, transmit or otherwise distribute; (d)"Open Game may not Use any Open Game Material so affected. Content" means the game mechanic and includes the methods, procedures, 13. Termination: This License will terminate automatically if You fail processes and routines to the extent such content does not embody the to comply with all terms herein and fail to cure such breach within 30 days Product Identity and is an enhancement over the prior art and any addition- of becoming aware of the breach. All sublicenses shall survive the termina- al content clearly identified as Open Game Content by the Contributor, and tion of this License. means any work covered by this License, including translations and deriva- 14. Reformation: If any provision of this License is held to be unenforce- tive works under copyright law, but specifically excludes Product Identity. able, such provision shall be reformed only to the extent necessary to make (e) "Product Identity" means product and product line names, logos and it enforceable. identifying marks including trade dress; artifacts; creatures characters; sto- 15. COPYRIGHT NOTICE ries, storylines, plots, thematic elements, dialogue, incidents, language, art- Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. work, symbols, designs, depictions, likenesses, formats, poses, concepts, System Reference Document Copyright 2000, Wizards of the Coast, themes and graphic, photographic and other visual or audio representations; Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. names and descriptions of characters, spells, enchantments, personalities, Cordell, based on original material by E. Gary Gygax and Dave Arneson. teams, personas, likenesses and special abilities; places, locations, environ- Modern System Reference Document, copyright 2002, Wizards of the ments, creatures, equipment, magical or supernatural abilities or effects, Coast, Inc.; Authors Bill Slavicek, Jeff Grub, Rich Redman, Charles Ryan, logos, symbols, or graphic designs; and any other trademark or registered based on material by Jonathan Tweet, Monte Cook, Skip WIlliams, Richard trademark clearly identified as Product identity by the owner of the Product Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Identity, and which specifically excludes the Open Game Content; (f) Wiker. "Trademark" means the logos, names, mark, sign, motto, designs that are Steam & Steel Copyright 2004 E.N.Publishing used by a Contributor to identify itself or its products or the associated prod- END OF LICENSE ucts contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, This edition of Steam & Steel is published under version 1.0a of the translate and otherwise create Derivative Material of Open Game Content. Open Game License, version 5.0 of the d20 System Trademark License (h) "You" or "Your" means the licensee in terms of this agreement. and version 4.0 of the d20 System Trademark Guide, by permission 2. The License: This License applies to any Open Game Content that from Wizards of the Coast. contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Designation of Product Identity: the following items are hereby des- Game Content that you Use. No terms may be added to or subtracted from ignated as product identity in accordiance with section 1 (e) of the open this License except as described by the License itself. No other terms or con- game license, version 1.0a: all proper names of persons and deities, all ditions may be applied to any Open Game Content distributed using this Ambient Inc., Natural 20 Press and E.N.Publishing trademarks, logos License. and identifying marks and trade dress, including all product and product 3.Offer and Acceptance: By Using the Open Game Content You indi- line names including but not limited to the E.N.Publishing Logo, Steam cate Your acceptance of the terms of this License. & Steel; any and all stories, storylines, plots, characters, thematic ele- 4. Grant and Consideration: In consideration for agreeing to use this ments, fiction and dialogue; all artwork, symbols, designs, depictions, License, the Contributors grant You a perpetual, worldwide, royalty-free, illustrations, maps and cartography, likenesses, poses, logos, graphic non-exclusive license with the exact terms of this License to Use, the Open designs except such elements that already appear in the d20 system Game Content. reference document and are already Open Game Content by virtue of 5.Representation of Authority to Contribute: If You are contributing appearing there. The above product identity is not Open Game Content. original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights Designation of Open Game Content: All text not covered by the to grant the rights conveyed by this License. above declaration of Product Identity above is released as Open Game 6.Notice of License Copyright: You must update the COPYRIGHT Content except for the sample campaign settings provided on pages 13, NOTICE portion of this License to include the exact text of the COPY- 14 and 15 and in the Appendix. RIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copy- All contents of this publication, regardless of designation, are copy- right holder's name to the COPYRIGHT NOTICE of any original Open righted year 2004, E.N.Publishing, all rights reserved. Reproduction or Game Content you Distribute. use without the written permission of the publisher is expressly forbid- 7. Use of Product Identity: You agree not to Use any Product Identity, den except for the purpose of review or in accordance with the Open including as an indication as to compatibility, except as expressly licensed in Game License. another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability The mention of or reference to any company or product in this with any Trademark or Registered Trademark in conjunction with a work product is not a challenge to the trademark or copyright concerned. containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered “d20 system” and the “d20 system logo” are trademarks owned by Trademark. The use of any Product Identity in Open Game Content does Wizards of the Coast and are used according to the terms of the d20 not constitute a challenge to the ownership of that Product Identity. The System License version 5.0. A copy of this license can be found at owner of any Product Identity used in Open Game Content shall retain www.wizards.com/d20 all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You “Dungeons & Dragons” and “Wizards of the Coast” are registered must clearly indicate which portions of the work that you are trademarks of Wizards of the Coast, and are used with permission. distributing are Open Game Content. 9. Updating the License: Wizards or its designated Copyright 2004, E.N.Publishing Agents may publish updated versions of this License.

page 126 But Wait! There’s More!

Don’t forget to check out the rest of the E.N.Publishing product catalog. From There’s More! ancient necromancers, and wild magic to 90’s b-movie adventures and superheroes, That’s right. The author of Steam the award-winning d20 product line at and Steel, Christopher Allen, has another E.N.Publishing brings you the best in elec- book on the way. Keep your eyes out for tronic products. The Biothaumaturgical Handbook, to be published by Enkwell Press in 2004. Drop by E.N.World (www.enworld.org) for more information on E.N.Publishing releases and product lines, as well as sup- port for existing products. You can even get a chance to add your name to our grow- ing collection of e-books.

The message boards at E.N.World are always a friendly place to learn more about the d20 system in general, your favourite RPGs, and E.N.Publishing releases.

But Wait!Really likeThere the steamwork is reality STILL of Steam and More! Steel? E.N.Publishing is proud to announce that Ronin Arts will be releasing supplemental prod- ucts that are fully compatable with Steam & Steel this year. Look out for ClockWork Prosthetics and other steamworks products through Ronin Arts in 2004. E.N.Publishing Your community e-publisher www.enworld.org/enpublishing

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