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S team and S teel

a g uide t o fant asy steamworks

by Christopher Allen

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S team and S teel
by Christopher Allen
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
Copter 106
Materials and Craftmanship 37
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
Introducti on

magine a world where the magic of fantasy ogy into it to create a world like that described

I and the power of science is thrown together to


create and exciting new mixture of the
eldritch and the mechanical. Industrializing cities
above - one made exciting from the opportunities
to be had from the power and possibilities of
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 S team Technolog y
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 Fant asy 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.

This guide is aimed to allow a Dungeon


T exploring a number of the ideas and
themes behind the use of steam technolo-
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

S basis. Any piece of steam-powered technol-


ogy is based around a boiler engine, which
heats up the water within its system to boiling
simply cool down, the steam all recondensing
back into water, and as a result steam power
demands a constant stream of fuel being fed in.
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
Steam & Steel
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 build 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
introduce into a setting?
F static in their levels of cultural and techno-
logical advancement. Ancient cities and
nations change little over hundreds of years, with
hen considering how much steam great monolithic institutions like religions, guilds,

W power and technology to introduce


into a fantasy setting, it really all
comes down to how much do you want to intro-
and royal lines of descent keeping a lock on soci-
eties. There is little active progress in the develop-
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
static and locked as this, and a DM can add steam-
works to a pre-existing fantasy campaign to give
more of a feel that it is alive and slowly changing.
A of a technological rut by some outside
influence. Steam spirits (see Beasts of
Steel, below), perhaps working for some
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

S to be developed. Inventors, alchemists and


scholars discover how to build simple steam
engines, using them for a number of purposes on
steam technology, or it could be in the form of a
brutal, ravaging invasion. In the aftermath the
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
progression of science, and is often accompanied
by discoveries in other fields such as gunpowder
and chemistry.
A ting and introducing steamwork technolo-
gy to it, it is quite possible to instead build
a new setting in which steamworks are already an
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

I the setting discovers steam power, but it does


not spread and is not taken up by other cul-
tures. The sorcerers of a tyrannical nation might
societies and cultures present so as to provide a
contrast with the less technologically progressive
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
Steam & Steel
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 S team water the possibility of washing themselves in
Technolog ies relatively clean water regularly and easily, and a
culture might begin to put more emphasis on the
importance of individual cleanliness and hygiene.
Running water around a city and an increase in
Society hygiene opens the doors for massive population
epending on how much steam technology

D you introduce, the societies of the fantasy


setting can potentially be affected to a
significant degree - this is especially true if you
growth and creates a draw to cities,
bringing in people and further
preparing the way for industriali-
sation. Hospitals and other med-
Humans
Humans are a
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 - metal 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

P
religions, spellcasters and guilds that are likely to
change that can potentially keep hold of power. The gap between the working
arise 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
Steam & Steel
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 source 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
eating into the lungs of those working their lives
away in factories and steelworks. Such a society
would also demand massive amounts of fuels and
I the capability to field
clanking, smog-belching
automata on the battlefield
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
Dwarves uations with greater flexibility.
A nation can transport its troops
complex arcane engines rather than conventional
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

I in magic either its closest ally or its most


vehement opponent. Steam technology can
easily be made into either the antithesis of the
This could be due simply to some intangible law
of science and magic, creating a world where
technology and the eldritch are strictly
separated.
magical arts, a discipline firmly rooted in the sci-
entific and the logical, or most people might just

page 9
Steam & Steel
its purpose to spread the knowledge of such won-
Religion drous technology; but then again it might choose
ith such a potentially important

W
instead to keep such knowledge closely guarded so
change as the invention of steam tech- that only its own initiates might benefit from it.
nology, 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
The Gearlord
steam technology like any other institution,
building zealot constructs and employing steam-
work devices to supply their cathedrals with run-
ning water and mechanised defences. They might
he Gearlord is a powerful deity of
simply remain neutral on the matter, caring little
for it one way or the other. If it was the result of
a god's influence that introduced steamworks in
the first place (as per the outside intervention
T machines, inventions and metalcraft,
worshipped by mechanics and black-
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
Gnomes Other Sciences chemical mixers which brew heated reactions to
warm water into steam.
n a setting where steam tech-

I
Despite their 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- already 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
ntroducing steam technology to just a limited
the air and water
to be befouled
with fumes and
effluent.
push back the limits to which they
can exploit their machines.
Furthermore, construction and
architecture can be revolutionised
I number of races or societies in a setting can
help give them greater flavour and individ-
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
Steam & Steel
while the nature-loving elves revile machines and
depend upon their gaia-given magic instead. S team
Perhaps kobolds are the best artificers of steam-
works for underground mining or trap making,
Power
unsurpassed by any. The science of steam tech- S tyles
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
for an adventurer to stand a chance of purchasing
one of their mechanical wares. A single human
H which steam technology can be present-
ed in a campaign, exploring different
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 construct 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
machinery, elves could be the finest steam
mechanics, but their aesthetic styles and highly
T society undergoing the process of industri-
alisation, and all the problems that it can
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
anyway, giving them a feared reputation amongst
The Victorians
he Victorian period in the real world is
the common people. A steamwork construct
could well be a rare sight, but not an unknown
one.
A DM may simply wish to restrict steam tech-
T one of rich pickings for inspiration
with a steam technology setting. The
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.

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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-
turers going forth into distant and uncharted
lands as the reaches of empire spread forth would
meet even stranger and more exotic beasts than
T to its pinnacle of achievement. Steam
technology becomes almost flawless,
advanced to amazingly complex levels capable
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
Steam & Steel
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

T scale - the scale of huge empires push-


ing the possibilities of steam technolo-
gy to the limit. Massive armies march into battle,
key locations much more viable. Both are cosmopolitan
societies, dozens of smaller nations absorbed into them,
from elves to dwarves to humans to goblins. One even
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
Creating & Using
S teamworks
he presence of steamworks in a campaign heavy with steam technology, the DM may

T can open up a whole lot more options and


opportunities for characters. They have
the chance to be a part of the scientific and
decide that this skill is available as a Craft skill to
all classes. Steam technology in such a setting is
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

C steam technology is the Craft


(Steamworks) skill. This new skill is used
to represent a character’s understanding and
then it could be limited only to the clerics of that
faith.
In cases where steam technology is exception-
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
competence in handling more advanced steam-
work devices, and even makes it possible to build
T edge of science, the purpose of a steam-
work device is usually fairly obvious from
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 ogre 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

B device that he already knows how to oper-


ate, he needs to fire up the engine. Firing up
the engine takes a standard action as the character
unfortunate situations as having to spend several
rounds in a battle warming up their weapons
before they can pitch in to aid their comrades.
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
Steam & Steel
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

I
There are a number of different situations in
enhancement or deflection bonuses, holy which a Maintenance check must be made for a
items 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
Maint aining (which takes 5 minutes per size category of the
S teamwork 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

S
full day of inactivity and triple the amount of
tendency to jam up, blow a gasket, or maintenance time that is needed normally.
otherwise go wrong. The fuels used by
many types of steam engine produce residues and Battle-S
Stress: 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-U Up: 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-u up: 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
Steam & Steel
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

I Maintenance penalty or some other nega-


tive state from one of the results on the
Maintenance table, a character can attempt
must take ten minutes and make a separate check
for each one to try and fix it.

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
the attempt at sabotage was successful. A charac-
Breaking
Elves ter needs to be looking closely at the device, for
Like gnomes, elves Steamworks & instance while maintaining it. Once noticed, sab-
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
makes them balk at Malfunctions sabotage attempt means that the period taken to
s well as fixing such fix it is increased to one hour rather than ten min-

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

page 21
Steam & Steel
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

S this guide are magical items, implementing


arcane or divine power into their functions
and workings. These follow the usual rules for
the cost of the engine. Since the cost of the
engine, and fuel consumption, is dependent on the
size of the item in question, and not all magical
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.
Feats
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
items are less draining and less expensive
to make, but also suffer all the short-
D feats related to the creation, use and sabo-
taging of steam technology. It is impor-
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
Steam & Steel
Mag ic/Technolog y Animosity
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 3 rd level arcane spells, Spell Super-H Heavy Armour Proficiency
[General] [Fighter]
Lacking any real Focus (Necromancy), Craft
(Steamworks) 8 ranks You have been trained in the use of super-
scientific knack for heavy forms of steamwork armour, and are able
machinery, Benefit: The Necromek feat
allows a character to build to pilot them competently.
halflings tend not to Prerequisites: Craft (Steamworks) 4 ranks,
invent steamworks necromantic engine types.
Heavy Armour Proficiency.
by themselves. Benefit: A character with this feat can operate
They will, however, Quick Fix [General]
You can fix a breakdown or super-heavy armour.
quite happily make Normal: A character who is wearing armour
use of such devices malfunction in a steam engine
in no time flat. with which he is not proficient suffers its armour
that others have check penalty on attack rolls and on all skill
made. Steamwork Prerequisite: Skill Focus –
Craft (Steamworks) checks that involve moving, including Ride. In
devices often end the case of super-heavy armour, the armour check
up in the hands of Benefit: Fixing a steamwork
penalty to skill checks that involve moving is
light-fingered device takes 1/10th of its usual
doubled.
halflings who have duration for a character with
'appropriated' them. this feat.
Technophobe [General]
In situations where You come from a society that hates and
one or two organi- Saboteur [General]
maligns technology, perhaps because of its effects
sations control the Your knowledge of how to
on the environment and nature, or for other rea-
entire flow of sabotage and damage machinery
sons. You fight with great ferocity against such
steamworks, and and steamworks is such that
metal abominations.
heavily restrict even in battle you can pick out
their distribution, itthe weak points on a hostile Prerequisites: This feat can only be taken at 1st
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
Eng ines of S team
t the heart of every steamwork device is Size Engine Cost Multiplier

A an engine of some sort or another, the


machinery that powers the entire item.
There are all sorts of different types of engine
Fine
Diminutive
Tiny
x1
x2
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-

T priate feat, as well as a forge and tools in


the same manner as crafting other steam-
work devices. Building the engine is effectively a
Example: A dwarven engineer is making a steam
sentinel to help guard his clan's mines from marauding
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

E fuel a Medium-sized device for one day.


Some 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
team engines with a conventional furnace

S
As mentioned above, it is important to note
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 tion 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
Steam & Steel
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
are an exotic form of conventional furnace
that does not burn any fossil fuel, but instead
combusts specially treated crys-
T bustion at all. Instead it uses chemical
reactions to create the heat needed to keep
the boiler running. Alchemical engines are usual-
Goblins tals. These crystals are only ly very complex and filled with delicate glass
components, and make strange sloshing noises
Goblins like steam- found in growths that occur in when moved as the substances within swirl
work devices, and odd locations such as deep around. Since the chemical processes create nox-
the noisier and underground and near active
ious fumes and gases, alchemical engines are
more destructive volcanoes, but they only create often riddled with vents and exhausts to allow it
the better. Goblin a very thin smoke from their all to escape, meaning they are usually accompa-
steamworks tend to furnaces and thus a minimum nied by a pungent smell on the air. Those who
use either crude of pollution and grime. They
work around alchemical engines for too long tend
conventional fuel also have exceptionally effi- to get headaches, while individuals who spend
burner engines, or cient boilers. Since only a few years around them often develop coughs or respi-
the more complex crystals, shards a foot in length, ratory problems, sometimes their brain also suf-
devices crafted by are needed to power the engine fering from the chemicals.
their priests and for quite a long time, it does not Creating an alchemical furnace requires the
necromancers use have the same kinds of prob- Alchemechanic feat.
necromantic lems of transporting fuel as coal
engines instead. If a burners suffer from. Alchemical Mixer: Alchemical engines
goblin culture gets Crystalburners also have
have a number of benefits. When a vent is
hold of a steam- a strange and inexplicable opened the various chemical agents instantly
work device it is side effect, in that any sentient mix and create heat, and the reaction can be
only a matter of steamwork creation with a switched off just as fast. Firing up an alchemical
time before they crystalburner engine benefits engine does not result in the usual three rounds of
figure out how to from increased cognitive abili- warm-up time, although it can still be affected by
make it themselves, ties - the crystals have some the Slow Warm-up result on the Malfunction
and they can be strange magical quality that
table. Additionally, alchemical mixer engines are
very dangerous foes affects the delicate mechanisms immune to the Smouldering Embers result on the
when equipped with for the machine consciousness Malfunction table, as they lack a firebox or indeed
steam technology as of such devices. Steamwork a fire. Although several different substances are
well as their own constructs with crystalburner needed in the engine, the volume they are
natural cunning. engines possess a +2 inherent 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
Steam & Steel
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-

A al furnace to heat up the boiler, instead


utilising more eldritch means to do so.
Unlike the practical mechanics and industrial
Maintenance of an arcane source engine is eas-
ier for someone versed in arcane lore because the
engine does not produce the same kinds of grime
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

T collecting or tapping the energy emitted


by some other source. In this way the
source of power lies entirely outside the structure
heat up their boilers, picking up the warmth
and light through arrays of collector panels and
flat surfaces positioned to pick up as much of the
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
Steam & Steel

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

L not use conventional fuels to power steam-


work devices. Instead it harnesses other-
worldly energies, drawing them directly from the
powered in this way, a character who has
Knowledge (Religion) of 4 ranks or more gains a
+2 synergy bonus to Maintenance checks in rela-
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
ingenious, kobolds gains a +2 bonus to its save s any student of the necromantic arts is
sometimes even
lead the cutting
against a fireball spell. While
elemental essence engines do
edge of science in not have problems with the
this field. grime and filth of burning fuel
A aware, death is a powerful tool, possessing
energies that can be harnessed by those
who are wise to it. Some have applied this path of
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
Steam & Steel
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 dark engine 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
Steam & Steel
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
Materials and
Craftmanship
teamwork devices are usually crafted with The weight modifier indicates the modifier

S rivets and welding, ironshod conglomera-


tions of gears and pistons that hiss and
clank. Industrial in appearance, constructed from
that should be applied to the base weight of a
device. The cost indicates the increase in cost of a
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

A used for the bulk of the parts of a steam-


work device, plenty of other possibilities
are available, from elaborate and ornamental met-
sive, adamantine plating is considerably less cost-
ly than creating an entire device from adaman-
tine, while still reaping some of the benefits of the
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
Steam & Steel
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-

F constructs of a goblin artificer to the beauti-


ful and masterfully crafted implements con-
structed by an elven artisan, the quality and
work technology used in this guide, with no mod-
ifiers to maintenance or cost. Standard steam-
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
Tools of the Trade
his section details a wide selection of new

T gear, divided into three categories – equip- Equipment


number of items here are alchemical in

A
ment, weapons and armour. Each part has
a number of new items, including steamwork nature, and have the following DC’s for
devices and related items such as special fuels and the 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
Steam & Steel
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
Steel). Arcanomech familiars are sentient and Caster Level: 6th 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
Steam & Steel
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 ignite
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-
kill). A filter mask also hampers spells with verbal the 3rd round concealment with a

page 45
Steam & Steel
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

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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

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Steam & Steel
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

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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-

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Steam & Steel
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

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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.

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Steam & Steel
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 vision
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

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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

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Steam & Steel
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

Weapons
of War
non usually consists of a reservoir of ammunition
n this section are presented a number of contained in a steamwork tank strapped to the

I entirely new types of weapons as well as operator’s back, attached by pipes and mecha-
steamwork 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-

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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

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Steam & Steel
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

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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 torque 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

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Steam & Steel
Firearms Variants
its lesser counterpart it is limited by short range.
These superior pistols are usually used by officers,
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

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a Guide to Fantasy Steamworks
Breach-Loaders
weapon move and shift under its control. As a
free action the wielder can whisper to the weapon
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-
ter knows the genuine name of the target charac-
ter, the possessed weapon gives him a +2 bonus to
A as the same whether they use flintlock,
wheel-lock or breach-loading mecha-
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
weapon. This reduces the attack penalty imposed Caster Level: 5th 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

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Steam & Steel
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.

Personal
Protecti on
his section presents the impressive tions sporting rivets and smoke spewing from

T results that incorporating steam tech-


nology into the crafting of armour can
give. Steamwork armour can come in all sorts
vents.
Steamwork armour is available in two forms.
The first is augmented armour, a suit of normal
heavy armour that has undergone one of three
of shapes and sizes, from highly refined and
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
Steam & Steel
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.

O have been fitted, a number of other


upgrades are also possible. These addi-
tional devices siphon energy and steam off from
Creation: Craft (Steamworks) 6 ranks

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

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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.

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Edifices of Mi ght
team technology does more than just bring

S new devices and implements for scientists A Note on Architecture


culture undergoing industrialisation

A
to further their craft with and adventurers
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 displays 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

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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

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Steam & Steel
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-
makers to be instantly
(Steamworks) 12 ranks
pinpointed, and with the Ogres &
Arcanist’s Tower [Steamwork] powerful divination Ogre Magi
Rising high above the surrounding roofs, an capabilities of a tower
arcanist’s tower is a tall and imposing structure of meaning the governing
Barbaric and not very
metal and glass, smaller turrets sprouting off it at forces can look anywhere
bright, ogres are unlikely
odd angles to thrust out arcane apparatus into the at any time, a tower
candidates for scientists
sky. These towers can appear as beautiful and makes a powerful bastion
and engineers, although
graceful structures, carefully crafted and con- for policing troops to
they are often chosen by
structed in fantastic colours and design, or they rally forth from.
evil wizards and arcanome-
can be massively looming fortresses of iron and The Maintenance DC
chanics to be powerfully
steel with funnels and chimneys pouring out given in the table above
augmented guards and ser-
thick smoke. Towers of this type are normally the is only for the machinery
vants. Ogre magi on the
property of powerful wizards or sorcerers but may in the divination cham-
other hand are much more
also be built by governments and kings who wish ber. It is not possible to
likely to see the possible
to provide facilities for their spellcasters to enact break a whole tower with
advantages of science, and
enhanced divinations. one unlucky roll, except
will eagerly go after steam-
Within, the tower has many of the features of possibly with siege
work items to learn more
a normal fortified tower, with rooms and quarters weapons.
of this new technology. An
and many floors. Usually large amounts are given Creation: Craft
ogre magi with an under-
over to arcane steamwork machinery and devices, (Steamworks) 15 ranks,
standing of steamworks is
and in the upper floors the density of these struc- Knowledge (Arcana) 15
a dangerous foe indeed,
tures increases and becomes more complex. In the ranks
even if their common kin
top chamber of the tower, a circle of engraved can barely use such devices
marble set on a raised platform is surrounded by Divine Amplifier
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

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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.

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Steam & Steel
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

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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

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Steam & Steel
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

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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

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Steam & Steel
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 zero.
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
Prosthetics
M el ding Man with Machine
his section deals with steam powered Steamwork prosthetics – sometimes called

T mechanical prosthetics, replacements for


limbs and lost body parts crafted through
clever artifice and scientific principles. Normally
rivet surgery, bionics or machine medicine – is
another option, by which a character has their
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

I body damage they may wish to seek out a sur-


gery 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.

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Steam & Steel
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.
Once a prosthetic is grafted it will operate as
intended, but the character must make
Maintenance checks and refuel it as appropriate.
D thetic parts that can be surgically grafted
to a character. Some are more advanced
than others and as such a culture might not have
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-

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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

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Steam & Steel
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-

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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,

Diseases
and suchlike. After the 48 although those who can
hours has passed the natural 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
harmlessly.
Creation:
A mon diseases that affect everyone, with an engine type that
characters with prosthetics also doesn’t need refuelling. A
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
Steam & Steel
+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-

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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

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Steam & Steel
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
he prosthetic devices here can, to an

T
injected directly into the blood with the normal
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 world 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-

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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
Beasts of S teel
Constructs
his section lays out rules for the beasts of

T steel that steam technology makes possi-


ble, from the small dangerous spider sen-
tinels to the colossal behemoths, from armoured
Alchemist’s Hound
Medium-Size Construct [Steamwork]
Hit Dice: 2d10+20 (31 hp)
Initiative: +1 (+1 Dex)
trains to steamwork dirigibles cruising high in the
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

S beasts, their joints and pistons hissing with


the built-up pressure of the steam flowing
through their mechanical body and armour plat-
Maintenance, Scent, Volatile
Saves: Fort +0 Ref +1 Will +2
Abilities: Str 14 Dex 12 Con - Int - Wis 14 Cha 1
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,

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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
Steam & Steel
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

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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
Steam & Steel

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

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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)

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Steam & Steel
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
of a 1st 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-

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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 insane, 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

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Steam & Steel
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,

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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
ities of either a 5th level necromancer or a 5th 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

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Steam & Steel
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)

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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

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Steam & Steel
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.

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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

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Steam & Steel
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)

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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
7th 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.

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Steam & Steel
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

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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

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Steam & Steel
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

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a Guide to Fantasy Steamworks
Holy Devices their natural attacks or use the touch attack, as
they prefer.
ealots, templars, and other steamwork devices creat- Spells: The steamwork lich can cast any spells
Z ed specifically by a particular religion or faith tend
to have a particular appearance depending on the
domains with which they are associated. Below are some
that it could while it was alive.
Special Qualities: The character retains all of
its special qualities and gains the following:
suggestions for how a construct or machine with an affini-
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.

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Steam & Steel
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.
A zealot can understand one language, usually engines. The spells are cast as if by an 8th 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
Beasts of S teel
Vehicles
team power is applicable to more ideas than only found in exotic aircraft such as dragonfly

S just the construction of construct-servants


designed to fight, labour or calculate. The
more common use of this technology is to build
copters, aiding the pilots to scan ground and air
while moving at high speed. A pilot in a vehicle
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

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Steam & Steel
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-
gational equipment attuned to a specific homing day as a 6th 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 Quake Engine
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

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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
Steam & Steel
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

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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

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Steam & Steel
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

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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
Steam & Steel
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

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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-B
Breaker +2,000gp

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Steam & Steel
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
Presti ge Cl asses
escribed in this section are a small num- Balloonists are capable warriors, though they

D ber of prestige classes designed to go hand


in hand with the concepts presented in
this guide, and to add flavour and opportunities
prefer to keep their distance from foes, especially
those of the airborne variety. They are most often
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

T who takes to the air with the buzzing of


steamwork engines driving his personal
dirigible. Agilely manoeuvring his craft through
ciency with at least one martial or exotic ranged
weapon.
Special: The character must be the pilot of a
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
Steam & Steel
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-
Crack Shot: At 4th 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

T ideas and concepts, fantastical designs for


machines and innovative ways of apply-
ing old theories. It’s often so full that he has to
they just feel the urge to start scribbling down the
concepts filling their head. Even adventurers can
end up as inspired inventors, though it is usually
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

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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
more than one spellcasting class before becoming Dismantle: At 6th 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,
Exotic Weapon Proficiency, High Artificer, Finest Creation: At 10th 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
Steam & Steel
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

F something they wish they never need; few


are eager to lose parts of their body to have
them replaced by a mimicry in metal and gears,
sons have chosen to follow the path of melding
man with machine.

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

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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
contracting a disease or infection.
Armour Plating: As well as prosthetics, mecha-
nists implant smaller devices and machines into
T power over metal and machines, a priest
who preaches of the mechanical and the
manufactured. A master of forging and crafting,
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
Steam & Steel
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

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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
uper-heavy armour is bulky, slow and

S
bonus to any Craft check to create a metal object
equal to his metalworker class level. requires extensive training for anyone hop-
Heat Metal: A metalworker can cast heat metal ing 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,
weapons at 4th level. This increases at 8th 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.
A steel knight may well be a member of a
Warp Metal: At 9th 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
Steam & Steel
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).
Skill Points per Level: 2+Int modifier Crushing Charge: At 4th 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
Spells
his section details a number of new spells This spell brings a steamwork device under the

T designed around the steamwork system


presented in this guide.
control of the caster. A steamwork affected by
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
Steam & Steel
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

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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
Appendix
n this appendix are presented the summaries such steam engines that are powered by conven-

I of two of the possible campaigns presented in


the first part of this guide. These summaries
are designed to show from a rules point of view
tional oil or coal burners are the most common
sight. Wizards do occasionally craft more com-
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.

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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)

page 125
Steam & Steel
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(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
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ditions may be applied to any Open Game Content distributed using this Ambient Inc., Natural 20 Press and E.N.Publishing trademarks, logos
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cate Your acceptance of the terms of this License. & Steel; any and all stories, storylines, plots, characters, thematic ele-
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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
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another, independent Agreement with the owner of each element of that
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with any Trademark or Registered Trademark in conjunction with a work product is not a challenge to the trademark or copyright concerned.
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independent Agreement with the owner of such Trademark or Registered “d20 system” and the “d20 system logo” are trademarks owned by
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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.
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9. Updating the License: Wizards or its designated Copyright 2004, E.N.Publishing
Agents may publish updated versions of this License.

page 126
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