T O P I C R E V I E W |
Gellion |
Posted - 26 Jun 2004 : 08:43:12 What is fantasy technology you ask? Well, I am sure most of you are famaliar with Lantan. Fantasy technology most often seems to run off of steam and clockworks. Things that may work for fantasy technology may also be possible be immpossible(did that make any sense?) in the real world. Or just never thought of or implemented.
Well, my question is. What is your opinion of this type of technology in FR? |
30 L A T E S T R E P L I E S (Newest First) |
The Sage |
Posted - 24 Jul 2004 : 04:44:17 I'm currently in the process of writing up an entire adventure review for this campaign, Gellion.
Since it's PS related, I'll likely post it over at Worlds. Look for it there soon...
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Gellion |
Posted - 24 Jul 2004 : 02:38:24 So, now how did it go Sage? |
The Sage |
Posted - 19 Jul 2004 : 02:48:39 quote: Originally posted by Gellion
So, how did it go Sage?
Unfortunately, the game didn't go ahead . Both the Lady K. and I had some other pressing and immediate concerns to attend to, so I called the session of.
It's been re-scheduled for Wednesday night. I'll let you know more then .
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Karesch |
Posted - 19 Jul 2004 : 00:20:15 Well, that's definitely an interesting class. I'm not entirely sure I would use it as a PC class, but an NPC much more likely, The higher level things I find a little too unlikely (things like the mechanical time travel, I just can't see that happening without some sort of magical assistance) however, the lower to mid level mechanical creations I rather like, and could definitely find use for them in my campaign. Anyhow, in general I like the concept and it may very well find use in my campaign in the future. thanks.
K |
Gellion |
Posted - 18 Jul 2004 : 01:01:35 So, how did it go Sage? |
Gellion |
Posted - 15 Jul 2004 : 09:41:11 quote: Originally posted by The Sage
Not as yet, Gellion.
Although, an NPC using this Gizmist class will be making an apperance in my Sigil campaign on Saturday. I am hoping to have him run a small trading/tinker workshop (along with a tinker gnome and a rogue modron) somewhere in the Hive. I've modified the next part of the party's adventure so that they will have to visit him in order to proceed on the next part of their quest. It's my intention to make him a recurring character. I'll let you know more after the actual game session.
Cool, well I hope it goes well. I myself am running a game on Friday. |
The Sage |
Posted - 14 Jul 2004 : 12:41:27 Not as yet, Gellion.
Although, an NPC using this Gizmist class will be making an apperance in my Sigil campaign on Saturday. I am hoping to have him run a small trading/tinker workshop (along with a tinker gnome and a rogue modron) somewhere in the Hive. I've modified the next part of the party's adventure so that they will have to visit him in order to proceed on the next part of their quest. It's my intention to make him a recurring character. I'll let you know more after the actual game session.
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Gellion |
Posted - 13 Jul 2004 : 00:07:51 There is also an Inventor base class over at the WOTC forums made by Dave1001. All you have to do is go to the classes forum and run a search for it. It should come up.
EDIT: Hey Sage, did you find any use for the Gizmist yet? |
Gellion |
Posted - 04 Jul 2004 : 21:11:18 quote: Originally posted by Alaundo
Well met
quote: Originally posted by The Sage
...and you call yourself a Moderator...
Hang your head in shame...
Aye, and don't ye forget it
Finally I have corrected the scroll. 'tis not formatted as it should be, but it is better than it was. Apologies for the inconvenience.
Thanks Alaundo, now it is much easier to read and does not stretch the page out. |
Alaundo |
Posted - 04 Jul 2004 : 11:17:20 Well met
quote: Originally posted by The Sage
...and you call yourself a Moderator...
Hang your head in shame...
Aye, and don't ye forget it
Finally I have corrected the scroll. 'tis not formatted as it should be, but it is better than it was. Apologies for the inconvenience.
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Arivia |
Posted - 03 Jul 2004 : 15:11:48 quote: Originally posted by The Sage
...and you call yourself a Moderator...
Hang your head in shame...
He just got married! Give the man a break!
EDIT: Whoever fixes the horizontal scroll, see if copying the text out to Notepad and back again fixes it-it occasionally does. |
The Sage |
Posted - 03 Jul 2004 : 15:05:32 ...and you call yourself a Moderator...
Hang your head in shame...
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Alaundo |
Posted - 03 Jul 2004 : 11:13:26 quote: Originally posted by Bookwyrm
I can't figure out why that happened. Perhaps when Alaundo gets here, he can put the matter to right. Or at least put those famous dwarven craftsmen of his on the task.
Well met
GACK! I'll have to get onto this a little later on, i'm baffled as to why this has happened and need more time to fathom it out. The writing appears to be in order. Hmmmmmmm Apologies for the inconvenience in the meantime. |
The Sage |
Posted - 03 Jul 2004 : 09:54:48 There's some fascinating items here Gellion. I'll likely need more time to read through it all completely though in order to judge it's overall usefulness in my FR campaigns.
I'm almost afraid to ask whether you have any extra material like this?
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Bookwyrm |
Posted - 03 Jul 2004 : 09:49:53 I can't figure out why that happened. Perhaps when Alaundo gets here, he can put the matter to right. Or at least put those famous dwarven craftsmen of his on the task. |
Gellion |
Posted - 03 Jul 2004 : 07:01:57 yeesh that stretched out the page. Does anyone know of a way to fix that? |
Gellion |
Posted - 03 Jul 2004 : 06:59:13 This class made by Wheggi the Prodog is pretty much a dead on for what I define as Fantasy Technology.
The Gizmist
Gizmists are inventors of the fantastic, using their warped mechanical know-how to create strange machines. At low level the machines are simple: boots with springs at the bottom that allow their wearer to jump farther, or a small clockwork mouse that can perform simple commands. On the other hand, a high level gizmist can build airships, steam-driven horrors and even machines that can travel through time.
Gizmists learn to build their wondrous machines by studying blueprints, and most get to the point where they are able to design their own. Most gizmists are very protective of these prints and are unwilling to part with their secrets.
Adventures: Most gizmists who adventure do so that they can get the funds to create their inventions. It also often gives them a chance to “field test” things they have already created.
Characteristics: Having the ability to disarm traps without the baggage of being a rogue often makes gizmists very attractive to adventuring parties. While their combat skills are modest, the combat potential of their creations cannot be overlooked. Also, the wide variety of effects their machines can create makes them very versatile additions to any group.
Alignment: Gizmists may be of any alignment. Good gizmists see their creations as ways to help humanity and improve quality of life. Evil gizmists are the archetypical mad scientists who hope to rule or destroy with the assistance of their diabolical creations.
Religion: Gizmists can worship any deity they wish, and often don’t worship any at all.
Background: All gizmists start their careers either as an apprentice to a Master Inventor or in a university devoted to the sciences. Being relatively few in number, most gizmists have at least heard of one another, and refer to each other as their “esteemed colleagues”. However, gizmists are also paranoids by nature, convinced that others will steal their most valuable plans at the first opportunity. A gizmist will never discuss his inventions with any gizmists other than his apprentice, for fear of it being stolen.
“A fraternity of madmen,” is how one wizard referred to gizmists, and he wasn’t too far off the mark.
Races: Humans and gnomes are natural gizmists: their inquisitive and ambitious natures draw them to the class. Half elves make good gizmists as well. Halfling gizmists are fond of creating things that make domestic life more comfortable. Dwarves on a whole lack the imagination to make good gizmists, and those that do take up the class tend towards more utilitarian inventions. On the opposite side of the coin, elven gizmists tend to emphasize form over function. Generally speaking, half-orcs don’t have the patience to be good gizmists: frustration will usually have them smashing their project to bits long before they ever create a strong prototype.
Other Classes: Those that travel with the gizmist often look upon him with a mixture of fascination and fear. Wizards traditionally don’t get along well with gizmists, whom they feel are replacing “the pure art of magic” with cheap bells and whistles.
Game Rule Information Gizmists have the following game statistics.
Abilities: Intelligence determines the chance of success a gizmist has in building a gizmo from a blueprint, as well as the ability to operate the gizmo safely and successfully. Dexterity will help a gizmist’s armor class. Alignment: Any Hit Die: 1d6
Class Skills The gizmist’s class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Decipher Script (Int) *, Disable Device (Int), Knowledge (science and engineering) (Int), Open Lock (Dex), Operate Gizmo (Int), Profession (Wis), Use Rope (Dex).
(*this only applies to blueprints)
Skill Points at 1st Level: (2 + Int modifier) X 4 Skill Points at Each Additional Level: 2 + Int modifier
Class Features All of the following are class features of the gizmist. Weapon and Armor Proficiency: Gizmists are proficient with simple weapons: while not warriors by trade, their paranoid natures drive them to arm themselves against possible thieves. They are proficient with light armor (which they often wear to guard against workshop “mishaps”) but not shields, since gizmists tend to use both hands to practice their trade.
Gizmos: Gizmists build machines called gizmos that do amazing things. They get the designs for these machines from blueprints they either draft themselves or obtain by other means. Once a gizmist has the plans, then she can begin to build the device. It cost 100 gp to build a 1st level gizmo, and this price doubles with each level increase (200 gp at 2nd level, 400 gp at 3rd level, 800 gp at 4th level, etc.). A 1st level gizmo takes a week to build, and this time grows by one additional week per Device Level. To successfully build a gizmo, the gizmist must roll a Build Gizmo check. The Difficulty Class for the check is listed in the device description. A failed check means that the character exhausted the money and time needed to build the device but was unable to create it: back to the drawing board. If the check fails by more than 4, an accident occurs and the gizmists takes 1d6 hit points damage per gizmo level.
Gizmists gain the ability to create more extraordinary gizmos as they go up in levels, at the rate of 1 Device Level for every other class level. In other words, 3rd level gizmists can create 2nd level devices, 5th level gizmists can build 3rd level devices, 7th level characters can build 4th level devices, and so on. A gizmist may try to create devices above their ability, but it is risky. For every Device Level above the gizmists ability, the character receives a -4 penalty to their Build Gizmo check.
To use a gizmo, a character must make an Operate Gizmo check. The DC for each device is listed in its description. It should be noted that the more that a device is used the greater the chances are that it will not function (usually the Operate Gizmo DC increases by 1 per use), or be destroyed altogether. If the Operate Gizmo check is not met the device does not perform. If the check is missed by 4 the device is broken, and if missed by 6 or more an accident occurs. Usually this means 1d6 hit points damage per gizmo level, but some devices cause special situations. Refer to each gizmo’s description for details.
Unless otherwise stated, operating a gizmo is a standard action. Mechanical Traps: A gizmist automatically has the ability to build mechanical traps, and applies his Build Gizmo score when checks are required. See the Dungeon Master’s Guide for cost and time required to build mechanical traps.
Repair Gizmo: A gizmist may try to field repair a device that has broken but has not caused an accident. To do so, the gizmist must have a set of gizmist’s tools, and roll a Build Gizmo check as if she were building the device for the first time. If successful, the device will be operational again and the DC dropped by 1d6 points (information that the dungeon master secretly keeps track of). This can only be done once per device. Example: a fog machine has an Operate Gizmo DC of 18 when it breaks. Gadget, the gizmist to whom it belongs, decides to do a field repair on it. He rolls a Build Gizmo check, and easily beats the device’s DC of 11. The machine works again, and the DM’s roll determines that the machine’s new Operate Gizmo DC is 15 (he rolled a 3 on a 1d6).
Draft Blueprints: Starting at 9th level, a gizmist may take the Draft Blueprints feat. This allows the character to design gizmos of his own. It costs 3X as much to draw the plans as it does to build the gizmo (which is spent on research, materials and prototypes) and takes twice the amount of time. Characters cannot draw blueprints for a gizmo that is more powerful than they are allowed to create. The dungeon master will determine if the gizmo is level appropriate.
Code:
The Gizmist
Level BAB Fort Ref Will
1 +0 +0 +0 +2
2 +1 +0 +0 +3
3 +2 +1 +1 +3
4 +3 +1 +1 +4
5 +3 +1 +1 +4
6 +4 +2 +2 +5
7 +5 +2 +2 +5
8 +6/+1 +2 +2 +6
9 +6/+1 +3 +3 +6
10 +7/+2 +3 +3 +7
11 +8/+3 +3 +3 +7
12 +9/+4 +4 +4 +8
13 +9/+4 +4 +4 +8
14 +10/+5 +4 +4 +9
15 +11/+6/+1 +5 +5 +9
16 +12/+7/+2 +5 +5 +10
17 +12/+7/+2 +5 +5 +10
18 +13/+8/+3 +6 +6 +11
19 +14/+9/+4 +6 +6 +11
20 +15/+10/+5 +6 +6 +12
Gizmist Skills:
Operate Gizmo (Int) Use this skill to safely and successfully operate a Gizmo. Check: Your DM makes the Operate Gizmo check so that you don’t know if you have encountered a mishap. Unless stated otherwise in the gizmo description, it is a standard action to operate a gizmo. Retry: Yes, though each try constitutes a use which may increase the DC. Refer to the gizmo description for DC progressions.
Build Gizmo (Int; Trained Only; Gizmist Only) Use this skill when attempting to build a gizmo from a set of blueprints. Check: The Build Gizmo check is made after the appropriate money and time has been invested. If the Build Gizmo DC is met (listed with each individual Gizmo) then the build was successful; if missed, the gizmist has spend that money and time with nothing to show.
Retry: Yes. With each retry the gizmist must reinvest the required money and time.
Gizmist Feats:
Gizmo Lock You can build your gizmos so that the untrained can’t use them. Prerequisites: Gizmist level 3+ Benefit: With a few small modifications in the design, the gizmist is able to create a device that is useable only by those who have ranks in the Operate Gizmo skill. It cost the gizmist an extra 50 gp during the build of the gizmo to add this element.
Special: A successful Disable Device check (DC 15) will deactivate the Gizmo Lock.
Fast Build You are able to put together gizmos very quickly. Benefit: You are able to build gizmos at a rate of four days per level, as compared to one week per level. This feat can NOT be applied to drafting blueprints.
Draft Blueprints You are able to design your own unique gizmos. Prerequisites: Gizmist level 9+ Benefit: See Character Description
Safety Minded You are particularly careful while building your gizmos, and always wear the appropriate safety gear. Benefit: If a Build Gizmo check is failed, the gizmist will take no damage.
Complex Blueprints Your Blueprints are impossible for anyone to understand but you. Prerequisites: Draft Blueprints Benefit: Your plans are very difficult unless deciphered (DC 25), and anyone else trying to build a gizmo from them will suffer a -6 to the Build Gizmo check.
Booby Trap You design a flaw into your blueprints that, if not discovered, will cause the gizmo to break. Prerequisites: Draft Blueprints Benefit: If someone other than you attempts to build a gizmo from your blueprint, they will need to roll an opposed Build Gizmo check (theirs against yours). If they fail, the Operate Gizmo DC will be increased by 20.
Gizmos: Pocket Portcullis Device Level: 2 Build Gizmo DC: 12 Operate Gizmo DC: 10 + 1 per use Mishap Damage: 2d6 Weight: 4 lbs.
Item Description A deceivingly simple-looking device, the Pocket Portcullis appears to be a square 6” by 6” by 1.5” of tightly layered metal strips. Placed in the middle of this “package” is an activator with a knob, a switch and a keyhole. To operate, the timer is set (anywhere between 1 combat round and 1 hour) and the Pocket Portcullis is placed in a corridor. Upon activation, the device unfolds and expands, forming into a gate that mounts itself into the walls of the corridor. It is functional in a corridor up to 15’ square, and has all the statistics of an iron portcullis (hardness: 10; hit points: 60; break DC: 25). The device is deactivated by a keyed lock (which enjoys a DC of 25) which, when operated, will cause the Pocket Portcullis to its original shape. Obviously, if the Pocket Portcullis is successfully broken it will no longer function.
Lumpett’s Life Locator Device Level: 3 Build Gizmo DC: 17 Operate Gizmo: 14 + 1 every 2 uses Mishap Damage: 3d6 Weight: 10 lbs.
Item Description This complex device consists of a 14” sq. box, covered with an array of dials, knobs, lights and buzzers. A 6” round glass lens dominates the top of this box, and next to this screen extends an antenna with a small “propeller” on top of it. When activated, the Locator makes a rather loud ticking sound.
When in use, Lumpett’s Life Locator is able to detect living things within a 200’ radius. These appear as simple blips on the screen lens. From this the gizmist is able to tell how far away, the direction (north, south, etc), and the quantity of living things. It cannot determine what kind of living being it is, its size, or its elevation as compared to the gizmist. However, it will track the movement of all living things in its range during the duration of its use (5 minutes). It should also be noted that Lumpett’s Life Locator will not detect ethereal creatures, but it will detect invisible beings.
Special Notes If the gizmist fails his Operate Gizmo check but does NOT incur a mishap, the locator will give false information as follows (d6):
1.) Detects 1d4 extra living things 2.) Detects 1d4 fewer living things 3.) Places living things 45 degrees clockwise from actual location 4.) Places living things 45 degrees counter-clockwise from actual location 5.) Places living things 90 degrees from actual location 6.) Roll twice more. Results will stack.
Transmorphing Booth Device Level: 4 Build Gizmo DC: 20 Operate Gizmo DC: 18 +1 per use Mishap Damage: See Below Weight: 800 lbs.
Item Description This 10’ metal sphere has a hatch that allows access. Inside is a mass of coils, metal plates, tubes filled with strange liquids and hoses. Outside is a control panel. It will accommodate a single medium sized or smaller creature.
The device cannot be activated from within the booth; however, the gizmist can set the controls on a 1 minute delay, allowing him time to enter the booth before it activates. When successful, it will transform the creature inside into another creature as per the spell Polymorph Other. The operator must be familiar with the form that the victim, uh, recipient will assume. This transformation is permanent, but can be reversed with another use of the Transmorphing Booth. The whole process takes 1 minute.
Special Notes Oh man. If the Transmorphing Booth suffers a mishap, not only is it destroyed, but it will also change the user into a creature of the DM’s choosing. Needless to say, the best defense the player of a gizmist has against such an unpleasant fate is to keep his DM well stocked up on Doritos and Red Bull (or in the case of Wheggi, bratwursts and Newcastle Brown Ale).
Flameless Lamp Device Level: 1 Build Gizmo DC: 10 Operate Gizmo DC: 4 + 1 per use Mishap Damage: 1d3 Weight: 2 lb.
Item Description This item looks like a 6” glass ball, surrounded by a cage and containing a wide array of coils and plates, and with a looped metal handle at its top. When activated, it glows with a hard white light that illuminates a 40-foot radius. This light produces no heat. Each use lasts for five days, though it can be shut down before this point.
“Looks great in front of the shop, too!” - Whizzbang the Constructor
Deep Snorkel Device Level: 1 Build Gizmo DC: 10 Operate Gizmo DC: 8 + 2 per use Mishap Damage: See Below Weight: 1 lb.
Item Description The deep snorkel consists of a face mask that straps around the head. Attached to this is a 30’ hose with a floater at its end. When used, this device provides air to the wearer under water or other liquids that provide buoyancy. Every hour of constant use is considered a use, and a new Build Gizmo check must be made. Unfortunately there has never been a very stable design for the Deep Snorkel, and they tend to break easily, and at the most inopportune times . . .
Special Notes If a mishap is rolled before the character enters the water, the Deep Snorkel will take in water once the character reaches his desired depth underwater. Unless the character can get to another air source in time, he will begin to drown. If the check is being made while the character is underwater, ANY failed Operate Gizmo check will result in the Deep Snorkel no longer providing air, either because it is being used improperly or because it’s broken.
In loving memory of Vernal Pearlpoacher, who died when his ale jug got lodged in his deep snorkel’s air tube. True, it was an unwise decision . . . but he died happy!
Spring-loaded boots Device Level: 2 Build Gizmo DC: 13 Operate Gizmo DC: Automatic with Jump check Mishap Damage: 1d6 Weight: 2 lb.
Item Description These look like a heavy, sturdy pair of boots with very thick, metal soles. When you push forward onto your toes to kick off for a jump, the catch is released, and the heavy springs push you and the metal plate at the bottom of the hollow 'soles' upwards, thus adding to your jumping ability. Adds +2 to any Jump roll. Might break once in a coon's age.
“And it discreetly increases your height!” - Fizzka M. Boo, inventor
Telescoping Spear Device Level: 2 Build Gizmo DC: 14 Operate Gizmo DC: 1 + 1 per five uses Mishap Damage: Whatever the guy you were going to stick the spear into does to you. Weight: 5 lb.
Item Description
This item looks like a metal short spear, but by operating the gizmo, you can telescope it out into a long spear to give yourself reach. If the enemy closes in on you, you can pull the spear back quickly by simply turning the haft, and it telescopes back into a short spear. After a lot of use, however, the mechanism might break, which causes the inside portion that has the spear head to fall out of the 'case' portion. You can use the front as a Short Spear.
“Actually, I made this to put on a mop, but a friend of mine said she'd rather I put a spear head on it.” - Tadaaah, mechanical genius in the professorate of his own mind.
Stilt Boots Device Level: 1 Build Gizmo DC: 8 Operate Gizmo (Actually uses Balance skill) DC: 16 - 1 for every five consecutive uses, minimum 10. Mishap Damage: 1d2 (Unless you trip and fall off a cliff, then it's Fall Damage.) Weight: 4 lb.
Item Description These are simply a pair of boots with five foot metal soles on them. Great for quite literally standing out in a crowd. Could be theoretically useful in a variety of situations.
Not-so-discreetly increases height. Great for standing up to those tall people.” - Fizzka M. Boo, inventor
Smoke Machine Device Level: 3 Build Gizmo DC: 14 Operate Gizmo DC: 15 + 1 for every four uses. Mishap Damage: 1d6 Weight: 2 lb.
Item Description This item resembles a box that’s missing two sides, with a large nozzle on the top, and many complicated looking bottles, whirlies, and ‘thingers’ inside. To use this is a full round action, you must place the device on the ground, put in the correct fluids and solids, then fire the machine up; once it gets going, with a loud put-put-put- put-put noise, it puts out a 30 foot circle of smoke, that grows by ten feet/round, operates for ten rounds. Looses 20 feet of smoke when machine has stopped. Strong wings (21 MPH+) will blow the smoke downwind in a cone that expands at the same ten feet/round. The smoke diffuses at 80ft, making it 50% instead of Total Concealment, and at 100 feet disperses entirely.
“Great for bards, acrobats, and those who just need to make an exit, stage right..” - Wizzbuzz the Performer
Jack-in-the-Box Weapon Device Level: 7 Build Gizmo DC: 28 Operate Gizmo DC: 3 Mishap Damage: 20d4 Weight: 1 lb.
Item Description This devious, evil device looks just like a child’s Jack in the Box, and it’s operation is equally simple; simply turn the crank. After twenty seconds of music playing, the box explodes in a 20d4 20-foot firebomb that sets on fire anything flammable.
“They taunt me from the streets, they throw rocks and fruit at my shop, when I yell at them, their parents threaten me with bodily harm. But I’ll show them! I’ll show them all!! MUAA-HAA-HAAA-HAAA- HAAAA!” - Filibert the Lunatic
Watch Device Level: 3 Build Gizmo DC: 16 Operate Gizmo DC: 10 Mishap Damage: 1d2 Weight: 2 lb.
Item Description This is a simple mechanical clock that needs to be wound up once per week. If you wind it too fast, you’ll bust the mechanism, too slowly, and it will uncoil and spring out.
“It’s fast, cheap, and a lot better than a water clock! In this amazing enhancement to commerce, everyone can know exactly what time it is!” - Cal the Clockworker
Hover Boots Device Level: 19 Build Gizmo DC: 25 Operate Gizmo DC: 20 Mishap Damage: 1d8 plus any applicable fall damage Weight: 2 lb.
Item Description These are a pair of shiny, metal boots, with lots of bright yellow bits and bobs on the sides, and big yellow circles on the soles and heels. They allow you fly at twice your normal land rate if Medium, your land rate if Large, half your land rate if higher, and thrice your normal land rate if Small. They can hover, and you must make an Operate Gizmo check any time you attempt to do something like changing directions, elevation, or land. Failure means you do a lead zeppelin, failure by four means they explode.
“Wheee! Look at me, I’m flying, I’m FLYING!!” - Zippy of Velocity
Cyclone Flail
Device Level:2 Build Gizmo DC: 12 Operate Gizmo: 6 + 2 per use Mishap Damage: See Below Weight: 10 lbs.
Item Description The cyclone flail is made up of a shielded handle that completely covers the user’s hand and forearm. Three 2’ chains hang from this, each ending in a wickedly spiked ball. When activated, the three chains spin around with considerable force for three rounds, making for a formidable weapon. When properly used, this weapon gets 3 attacks per round as if it were a light flail swung by someone with 18 strength (attack +4, Dam1d8+4/crit X2). If the wielder has greater than 18 strength, it will not apply to the attack or damage bonus of the cyclone flail. This weapon does not require a martial weapon proficiency to wield. Unlike a standard light flail, the cyclone flail does not get a bonus on its opposed attack roll when attempting to disarm, and it is incapable of making trip attacks. A use lasts for three rounds, and the spinning cannot be terminated earlier.
Special Notes If a mishap occurs, the cyclone flail will make three attacks against the wielder. If the weapon is not manned while it’s activated (say, the wielder attempts to release the weapon while its still spinning) there is a 20% chance that it will make 1d3 attacks against the wielder. Fumbles may also attract attacks against the wielder of the cyclone flail, at the dungeon master’s discretion.
Much like a real cyclone, you can never tell when it’s gonna turn on ya!
Multi-Function Hat Device Level: 8 Build Gizmo DC: 18 Operate Gizmo DC: 14 Mishap Damage: 6d4 Weight: 2 lb.
Gizmo Description This amazing, multi-function hat is a superb gizmo. What looks like a gentleman’s tophat is actually a hat with a lot of coils of wire wound around and inside it. When you put in a battery tube device, for one minute (ten rounds,) you get a +14 to AC against metal projectiles (arrows, darts, throwing knives, muskets, even bullets,) and +1 against melee attacks with a metal weapon. If you’re wearing the gloves that usually come with them (If you have the materials, you can make these at the same time as the M-F hat with a +1 to build DC,) you can grab someone, and deal them electricity damage! (Xd6, where X = number of rounds’ charge left in hat.) If they’re wearing metal armor, it gets even better, because you increase the die used depending on how heavy their armor is.
Light Metal (Chain Shirt,) Xd8, Medium Metal, Xd10, Heavy Metal, X*2D8
“Any brute can swing a sword, but it takes a person with honor to grab an opponent and leave him alive. On the other hand, it takes a genius to grab someone and kill them by doing so.”
- Fitzkarl the Volt
Clockwork Creatures Device Level: Creature CR+1 Build Gizmo DC: Creature CR +4 Operate Gizmo DC: Creature CR Mishap Damage: Variable Weight: Variable
Gizmo Description At last, your own personal army! Tired of those flesh-and-bone brutes falling down dead? Annoyed by the cost of dragging them to the cleric? Well, here you are, the Clockwork Creature. From a clockwork mouse, to a Clockwork Griffin, a gizmist can build it all!
Clockwork creature is the same as the base creature, however it has no Supernatural Abilities, Spell-Like Abilities, or spells. You can duplicate sentient creatures. (You can build fire breath, as the exception to the rule.) No Clockwork creature is capable of flight. They can bear a rider. They cannot swim, unless specifically made to do so.
“Well now. Everyone else has their horses and their griffins and their spider eaters! But nobody has a riding dog for poor Farl! Well, I showed them! Now I’m the head of the charge, on my CLOCKWORK DRAGON!! YEEE-HAAAAAW!”
- Farl the Gnome
Details on Clockwork Creatures: Levels 1-3: Mechanical critters are capable of doing basic functions such as carrying, pick stuff up, moving objects, and following simple commands.
Levels 4-6: Mechanical critters are able to perform basic attack functions such as trample, kicks, punches, and body blocks. In addition they are able to bear more weight and withstand more physical strain. Levels 7-9: Mechanical critters now are able to perform complex attacks such as bite/slash combos, mechanical breath weapons, and on- board weaponry such as retractable blades. Levels 10-15: Mechanical critters are now able to perform much in the same way as natural creatures of the same type. The only modification is that the mechanical critters will be slightly slower than the original due to their size and bulk. Levels 15+: Mechanical critters are not restricted in any form or function. While this may allow for some gigantic mechanical terror, it also increases the chances of it being faulty in production.
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Base Rules for Clockwork Creatures
Creation: Clockwork creatures are restricted in function based upon the rules above. To create a clockwork creature, the Gizmist must make a successful Use Gizmo check for each function that they wish to incorporate into their creation.
Basic functions incur no penalty while specialized mechanisms (such as artificial breath weapons) are made with a -5 penalty.
Size also plays an integral part in the critters creation. For each size category beyond that of the Gizmist's own size, the difficulty is raised by 3. For example a Human attempting to make a Tiny device will incur a +6 to the DC of the Gizmo Check.
The base DC for creating Clockwork critters is 15 +5 per level category listed above.
Special Additions for Clockwork Critters
Drone: The creature is programed with a simple task and can be order to start or stop that task at any time. These tasks involve cleaning, cutting firewood, carrying objects, etc. There is no DC increase for applying the basic worker function to a Clockwork critter.
Single Basic Attack: These attacks involve a single attack motion such as swinging a sword side to side, or punching. Applying this attribute incurs no penalty. This ability may be stacked to perform additional simple attacks but may not be combined to form complex attack.
Complex Attack Patterns: The critter is able to perform more complex attack functions such as bite/slash combos common with most animals. This skill may be stacked to grant the clockwork creature additional attacks per round, but each incurs a -10 penalty to the Use Gizmo check to create the critter.
Natural Attack Patterns: The critter is able to attack as a natural animal and can even react as if a thinking organism. For each attack pattern that the critter is given, there is a -10 penalty to the Use Gizmo check at creation. (If the character makes a generic four legged beast and they want both wolf-like attack patterns and Cat- like attack patterns.)
Fantastic Construct: There is no limit to the immagination that can be used for this specialized type. The limit is no death-attacks. Anything else goes. The penalty for this special attribute is -20 on the Use Gizmo check at creation.
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Clockwork Mouse Cleaning Drone Creation DC: 15 Function: the clockwork mouse is made to clean and remove dirt from the floor of an enclosed room. The creature reacts to walls and obstructing objects but is often unable to react to moving objects around it. It is ill advised to leave a door open when using the Clockwork mouse for it could easily wander off.
Brain in a Jar Device Level: 10 Build Gizmo DC: 25+Level of Brain (Class Levels, Racial Levels, ECLevels, et cetera.) Operate Gizmo DC: 10+Level of Brain (one time check.) Mishap Damage: Death to the brain. Weight: 4 lb.
Gizmo Description The Brain in a Jar is a cute and emergency method of preserving your fallen comrades. If they’re dead, but have only been so for less than ten minutes, you can quickly remove their brain (DC 26 HEAL action, one minute,) and put it in the jar. Start the jar up, and if you did it right, they’re alive – sort of. They can talk through the jar’s amazing speak-device system, and hear, but that’s it. The real use of the Brain in a Jar is to rush the brain to the cleric who can do a LOT of healing to restore the dead person. (Same money as a Resurrection attempt, cannot fail, no XP loss. Jar is destroyed in process.) Jar costs about 8,000 GP to make.
“Damnit you guys. Why do you have to keep dying, hey? It’s a real drag to have to pry your skulls open.” - Jee the Squeamish.
Time Machine Device Level: 20 Build Gizmo DC: 40 Operate Gizmo DC: 25 Mishap Damage: Total Annihilation, 100 mile radius. (think Chernobyl + Nagasaki.) Alternatively, transport that 100 mile radius to a randomly selected Plane, (Roll for it,) and substitute that Plane’s environment for what was in the area. This could be good if you get a heavenly Plane. This could be very bad indeed if you get The Abyss.
Weight: 350 lb.
Gizmo Description Tamping with is something even the Gods don’t undertake lightly, which makes it primarily the realm of foolish mortals who’s lives are so short they don’t have to care about the consequences. This wagon- sized device can transport anything that can fit inside it, plus itself, to any point in the past or future. Location stays the same. If failed by less than six (20 – 24,) then take the target time, and doll D2, then D100. D2 means forward on a 1, backward on a two (this is from the target time, not the current time,) and D100 is how much you missed by.
“I’m going to save her. I don’t care what you say, I don’t care what you do! None of you could bring her back! But I’ll prevent her from dying! And DAMN THE CONSEQUENCES!!!! EPOCHA, FULL SPEED GO!!!!” - Jayel the Lovestruck
Music Box Device Level: 1+ intended device Perform skill Build Gizmo DC: 9+ intended device Perform skill Operate Gizmo DC: 2+ intended device Perform skill Mishap Damage: None Weight: 4 lb.
Gizmo Description The Music Box is a nifty little gadget that can duplicate Bardic Music effects – such as Inspire Courage. Setting it to do what you want (Setting it for the intended effect, targeting, et cetera,) is a Full Round action. It also has a 50% chance of failing to have the intended effect, even if it’s working properly, because it’s artificial.
“Ooooooh. This is beautiful. I want ten dozen!” - Queen Isabella XVI of Joran
Jarl's Portable Goo Bomber Device Level: 4 Build Gizmo DC: 16 Operate Gizmo DC: 12 Mishap Damage: Attack User Weight: 8 lbs.
Gizmo Description The portable goo bomber is a cannon like device used to fling liquids and gels at ranged targets. The user slides the device over their forearm and loads the cannon shaped device from the front of the barrel. The mechanisms inside are pressurized springs which will fling the ammunition at high rates of speed. The Goo Flinger is accurate for about 20 yards. It deals damage based upon what is loaded into it. The ammunition can be anything from a small crock of honey to a vial of corrosive acid. Failed use of this device results in the Goo Flinger exploding in a shower of parts. The ammunition then has a chance of striking the user.
"Originally I just wanted something to put Jelly on my toast from across the room..." -Jarl the Mad
Fire Resistant Gear Device Level: 2 Build Gizmo DC: 16 Operate Gizmo DC: None, being that this is armor. Mishap Damage: Presumably, fire damage? Weight: Variable
Gizmo Description This innovation takes a suit of Padded Armor or a suit of Hide Armor, and soaks it in various compounds and chemicals which make it very resistant to being caught on fire. Both sets ignore four points of fire damage, and neither can be caught on fire in anything but extreme situations.
Padded Fire Resistant 95 GP +1 +8 0 5% 30 ft. 20 ft. 20 lb. Hide Fire Resistant 205 GP +3 +4 -3 20% 20 ft. 15 ft. 35 lb.
“Hot, hot, hot!.” - Arson the Pyrobug
Glider Device Level: 1 Build Gizmo DC: 10 Operate Gizmo DC: (Actually uses Piloting: Unpowered) 14 –1 for every five consecutive checks, minimum 10 Mishap Damage: If you fall, or go into a death-dive, kiss your ass goodbye when it’s the last thing that goes through your mind. Weight: 10 lb.
Gizmo Description The glider is the simplest form of airborne flight that those without wings can achieve. To use it is dirt simple; you run off a high ledge and jump into the cradle. Steer it by shifting your body weight, brake by dipping the nose up, or by slipping out of the body cradle (you’re still attached by lines,) and letting your body catch wind. You are constantly losing altitutde, at a ratio of five feet down for every ninety you travel. You can only gain altitude by circling over an area with a heavy thermal updraft. (Usually these can be found over reflective surfaces on sunny days, such as the ocean, or in areas of geothermic activity, or of unnatural heat. Over a blacksmith quarter in a city would easily qualify.
Use common sense, GMs, when determining what may or may not be brought on a glider. I’d say it could carry about 200 lbs, and DO NOT FORGET TO INCLUDE THE CHARACTER’S INTRINSIC WEIGHT. Also remember that things that aren’t aerodynamic will literally be a big drag.
"Wheeeeeeeeeee! I’m flying, I’m FLYING!” - Unknown inventor of the Glider
Hot-Air Balloon/Hydrogen Balloon Device Level: 2 Build Gizmo DC: 16 Operate Gizmo DC: Piloting: Balloons Mishap Damage: Airborne leads the way, but the Airborne Infantry also have PARACHUTES, if you get my meaning. Weight: 300 lb.
Gizmo Description Ahhhh. Classic. The famous Balloon. A Hot Air Balloon has a small mechanical or magical burner to heat the air in the balloon, a Hydrogen Balloon contains hydrogen in compressed form in big tanks. To go up, you either heat the air more, or you put in more hydrogen. Warning: DM’s, if you have a player so retarded as to think “What happens if I heat the hydrogen?” Let them. The resulting 200d20 fireball that erupts over their heads should be incentive to take a high school chemistry course. To go down, either pull on the cord that opens the flap at the top to let hot air/hydrogen out, (it closes when you let go,) and to go in the direction of your choice, you change altitude to find an air stream that’s going your way. (Roll Piloting: Balloons as a skill to change direction and find a wind stream going in the desired directions if you don’t feel like generating a complex wind/altitude system.
“I use soldiers in these, very high up, to spot enemy troops.” - Lord Argo the Tinkerer
Parachute Device Level: 2 Build Gizmo DC: 10 Operate Gizmo DC: 2 (Single-use) Mishap Damage: SPLAT Weight: 10 lb.
Gizmo Description Airborne leads the way! And with this device, your Adventuring party can bypass that annoying mountain pass that’s just fulla monsters, and drop straight into the citadel courtyard. Getting out is a bit more difficult, but a Teleport Circle should do just fine.
Remember this caveat: You can’t steer it, and winds can blow you off course. Otherwise, if you were going fairly quickly, you’ll go at the a quarter the speed and the direction of the aircraft you jumped from. In all cases, unless you blunder over a thermal, you go down at a rate of ten feet/round. It can only carry 250 pounds.
“Soldiers with padded armor, helmets and repeating rifles, and parachutes, are an absolutely diabolical way of getting the job done.” - Lord Argo the Tinkerer
Dirigible Device Level: 4 Build Gizmo DC: - This is an application of mass labor/mass manufacture. But the important bits (Read: engines,) would be a DC18 each to construct. It also takes a DC15 check by the Gizmist to outfit the cockpit to fly it. Operate Gizmo DC: Piloting: Airships Mishap Damage: Flying is dangerous. That’s all I’m sayin.’ Weight: - lb.
Gizmo Description Ahhh, the Dirigible. The Poor Man’s Airship. Ranging in size from tiny craft for a small team to zip about in, to massive Hindenburg sized ships, the construction of a Dirigible in any configuration is generally more an expenditure of capital on resources and labor than it is any one feat of technological wizardry on the part of the Gizmist. A Balloonship (to distinguish between a Dirigible and a true Airship,) of any size may be made with this skill; the limiting factors are firstly: how much money can you lay your hands on, and secondly: The bigger the ship, the tougher to pilot. DMs, if I were to start into every conceivable situation you could find with your players running around in the Hindenburg, I’d have to write a Netbook, so just use your common sense, and remember; of any size, dirigibles are slow, lumbering behemoths. They can turn while not moving by applying alternate engine, and can emergency turn by doing so in flight, but usually you steer with the rudders. And also remember the lesson of the Hindenburg well; Hydrogen is not a good element to bet your safety in lighter than air-powered flight on.
Some fun facts: The Hindenburg, from nose-cone docking pylon to the tip of her conical tail, was only 78eet shorter than R.M.S. Titanic, about as wide, and actually taller than Titanic. She still holds the record for the largest aircraft ever to fly. She could pull 84.4 Mph going flat-out, and crossed the Atlantic Ocean (from Germany, not England,) in two days, at cruising speed.
“IT BURST INTO FLAMES!!!” “Oh the humanity!” - Herb Morrison, May 6th, 1937, Lakehurst N.J.
Airship Device Level: 6 Build Gizmo DC: - This is a wide and varied subject. I’ll hit it in the Item Description. Operate Gizmo DC: Piloting: Airships Mishap Damage: Intense; See Below Weight: - lb.
Gizmo Description The true Fantasy Airship. This can be built in many ways, and is indeed a wide and varied subject. The best Airships use both Magic and Gizmos, but you can make them with either, using dirigible balloons or some other form of Lift to keep it afloat if purely Gizmist (Final Fantasy IX: the Mist, anyone?)
The easiest airship to make is simply attaching engines and directional fins to a more pointed gondola, usually a converted rowboat body, then put that on an existing Hot Air Balloon. As always, hydrogen is extremely inadvisable. This would take only a DC10 modification check, with a DC13 to create a simple, bicycle- pedal-powered rotor. Such an airship could get the same Speed rating the character has on his feet. For a DC16, you can get creative with the gear ratios, and double your land speed. Steer with a set of handlebars. Such an airship is insufficiently powered to fight the wind. (For fun, cast Haste on the pedal person to increase speed.)
You could also put on a mechanical engine, or dual engines, but this/these could pull no more than 90 feet/round, due to weight limitations.
Next up in the Gizmist Only food chain is to convert a Keelboat with dirigible balloon, heavy-heavy duty lines, and bigass mechanical engines. But these are essentially Dirigibles that weren’t made specifically for the task, and their sole bonus is (usually,) the ability to land on water. DC10 Modification check, plus DC18 Engines, DC15 Helm position. (Remember: For each engine, new check to build.)
To branch out into a more fantastical form of airship than simply keelboat-cum-dirigible, we’re going to assume that our Gizmist has some way of using a device to make the whole thing float. Maybe this is, like in FFIX, a Mist Reactor which lets the ship float in and on top of the Mist, maybe an antigravity device. Helicopter blades would be impractical as the sole source of lift, but they look cool, and help to add stability.
DC: Whatever you decide for the method of lift, as always, DC18 engines, DC15 control.
Next, we’re going to branch out into dual projects, which use both Magery and Gizmist. These can be very fun and wild, and open near limitless possibilities, so I’m simply going to give you an example of my own, pulled up off the top of my head, modified from an earlier Airship design of mine.
The Fearless, Airship of an adventuring party.
To build this ship, the party, which had a Gizmist Gnome, a Drow Sorceress, a Halfling Wizard, a Half-Orc Barbarian, a Dwarven Defender, and a Human fighter, gathered together mages and shipwrights, and set this plan down from scratch. The first thing they did was to assemble the parts for a normal Sailing Ship, 90 feet long. The mages worked a long time, enchanting all the construction to be independently Levitating, and used redundant spells to make them levitate. The ship was set for a default altitude of thirty feet straight up. (All the parts were restrained to the ground with tarpaulin or rope for construction.) Then the ship was constructed per normal shipbuilding methods, without masts. The bottom of the foreword part of the keel was cut-away, and hinged, making it into massive cargo bay doors. The Gizmist got to work on making a large, powered winch hoist with a netted-in cargo elevator to bring cargo or crew aboard. The Winch Hoist was put firmly into place on the side of the forward cargo deck, with structural members running from it all the way aft, and across to the other side of the ship. This reinforced the ship’s hull, as well as making the hoist itself, which featured a pivoting and telescoping boom, sturdy in it’s place. The mages also made a large disk Levitating craft which could be used for cargo, boarding, or as a ship’s Launch. It can lift up to two tons, and with a full load fly at 120 feet/round, caps at forty feet of altitude. It’s a thirty-foot disk, with a simple to use operation podium sticking out and up from the front. (It uses Piloting: Exotic.) The Winch Hoist can lift up to four tons. The ship, 150 tons. The Gizmist and the mages conspired on the engines, which use magical energy to power mechanical propellers that never need maintenance or fuel. There are four motive engines, and an array of twelve smaller engines, which are arranged along the sides of the craft that are usually used to gain altitude. (The Levitation of the ship naturally makes it fall very slowly to twenty-five feet, or rise to same. So slowly that the propellers can easily overcome it’s downward tendencies.) A Beholder’s gaze has very little effect on this ship, because it can only apply the gaze to so much at once, and can’t hit the rest. An Anti-Magic field will cut the engines out, and the ship itself will settle at it’s normal rate of slowness to the ground. Only a Mordenkainen’s Disjunction, fired by several very high level mages at once, could bring this ship down like a lead zeppelin. The ship was outfitted luxuriously, and the control cabin was installed in the forecastle, so that the pilots had a commanding view forward, and down to some extent, as well as up, while being somewhat sheltered. It has four ballista to each side, three Ballista pointing forward, mounted on top of the ship’s Forecastle behind the pilot’s windows. All of these Ballista are fixed in position, and to maneuver them to fire is a piloting check by the pilot. Additional Ballista can be installed belowdecks. It has a Catapult on a swivel on the back of the ship, and to correctly aim this is an application of Profession: Siege Engineer.
She’s rigged to hold seven people in luxury, and she only needs one person to pilot her effectively. She also has bunks for thirty. The Fearless is renowned for bringing down marauding giants, but she would also make an excellent pirate craft.
Her final stats are: Mage EXP used: 25,000, spread among twenty or so mages. Money for resources: 90,000 GP Money for Labor: 50,000 GP Money for Shipwright Expertise: 80,000 GP Money for the Mages: 140,000 GP Money for fittings: 20,000 GP Money for Engines: 95,000 GP Money for supplies (40 tons of food and water each, ballista and catapult ammunition, sundry items,): 15,000 GP Total cost in GP: 490,000 GP
Each Engine takes a DC16 check from a Mage and the Gizmist at the same rough time, if either fails, they need to try again. If either fails by more than five, the engine they were attempting to make explodes. Fortunately, the Gizmist can prepare it and then take cover, and the mage can enchant it from 40 feet. The cabin takes a DC16 from the Gizmist to set up, or if you want, the mage can make Magical controls for DC16. Both of them work on the project to make magical and mechanical controls only takes a DC15 from both (no explosions for failure,) and the controls are considered Masterwork, and add a +3 to any piloting rolls the pilot may take.
You only need take a Piloting roll for a sharp turn or to force the ship to bank by more than ten degrees, or to pitch the nose up or down by same. Otherwise, you also need to take a piloting roll; a DC10 to line the forward guns up with an immobile object, DC14 to line the broadside battery up with an immobile target. For every forty feet between the ship and a mobile target, add +1 to the DC, and for every twenty feet/round the target moves, add +2. The Catapult can lob huge bombs as well as rocks or big balls of lead, and is mainly used for parking the ship and hurling bombs at a stationary target, or one that is very slow (like a regular ship,) and lower than the ship is. (You can always roll bombs out the forward cargo hatch onto a target like this.)
It was suggested at one point that a cargo hatch be cut into the bottom and/or rear of the ship, that would allow for easier bombing of surface targets. This idea is under advisement.
To dock is simple: Just shut the engines off, float down to her holding altitude, drop lines, and tie her to something.
Fearless’ Stats: All the wood is fine, sturdy shipbuilding oak, with Ironwood cast on it. It has damage reduction 25/Fire, a Hardness of 15, and 1,000 HPs. To try and destroy the Fearless by literally destroying the hull is foolhardy. As it’s not an oceangoing ship, she cannot sink. It can be disabled by destroying the engines, which have 100 HPs each, and Hardness 10. Then you can attempt to board. She can pull 300 ft/round normally, and can redline the engines for 450 ft/round for ten rounds, after which you MUST reduce speed to less than 100 ft/round. If you continue to push them, roll D%. Each engine stands a 25% chance of blowing after ten rounds of redlining, and for each round, the chance increases by 10%. Each engine destroyed reduces her speed by 1/4th, and if you loose both on one side, the ship automatically starts to turn to that side. You can compensate with the rudder and keep going straight, but not turn in the other direction. If you loose more than four elevator engines, her altitude cap lowers from 1000 feet to 800, and goes down 50 for each elevator lost. If you loose all six on one side, the ship lists dangerously to twenty five degrees in the direction without engines, and every crewmember on the ship must take a DC25 Balance check or fall, and start sliding to that side. They must then make a reflex check (DC17) to grab something, or else make a DC14 Reflex check to arrest their fall on the railing. Fail by four or less means you grab the side of the ship, but are hanging overboard. Fail by five, and plummet.
“I can see my house!.” - Any pilot who’s ever taken off from his hometown
Kitty Cannon Device Level: 3 Build Gizmo DC: 18 Operate Gizmo DC: 15 + 1 per use Mishap Damage: See Below Weight: 30 lbs.
Gizmo Description This device is basically a brass cylinder 4’ long; open at one end and with a small hatch on the top, 6” from the opposite end. A myriad of hoses, gears and dials are visible along its length, and a handle is attached to the bottom.
This cruel weapon was designed by the insane duergar Wheggi. To properly operate, a live kitten must be loaded into the hatch. This counts as a standard action above and beyond the activation of the device. The machine - held on the user's shoulder - is then activated, and the kitten in converted into a violent blast of fire and kitty bits that erupts from the open end in a 40’ cone. All caught in the cone take 5d8 hp damage (Reflex Save DC 20 for half). Puppies can be substituted for kittens, though the damage is dramatically less (5d4). So far no other creatures have been found to be effective projectiles, though with extensive experimentation this may change. Who can explain the ways of science?
Special Notes As may be expected, the Kitty Cannon will explode in a 10’ radius if a mishap is rolled. The damage is the same as created by the device (5d8 for kitties, 5d4 for puppies), and if something else is being used as ammo (Bunnies? Pixies?) the damage is 3d6.
E-M Cannon Device Level: 4 Build Gizmo DC: 18 Operate Gizmo DC: 13 + 1 per 3 uses Mishap Damage: See Below Weight: 20 lbs.
Gizmo Description The E-M cannon is a large electromagnetic cannon with a variable- focus aperture, and a modifiable function. It can be used to draw metal things towards it (if they hit it, they stick to it's powerful emitter until turned off,) to repel, or to discharge an EMPulse.
You can focus the beam tightly for precision work, such as disarming that fighter of his sword, to target a 60-ft line, or a 30-foot cone. Each turn you keep it turned on requires another Gizmist check. Every turn a person is stuck to it via his armor, he cannot move (unless he takes a STR roll that overpowers your Fort save, then he moves himself and you,) or he Disarms you. Each turn it's on someone, it deals 2d6 electricity damage.
For Repulsor, depending on how much metal the person is wearing depends on how far he gets thrown. Formula is 20ft+Armor-only AC + Level of Armor. (1 for Light, 2 for Medium, 3 for Heavy.) Round up.
Constructs of one size larger than the device may be thrown up to 25 feet. Add ten for each size smaller than that. Larger than one size larger, and it can't throw them, although it may Daze or Flatfoot them, at the DM's discrecion. Constructs smaller than the device may be drawn, otherwise, the device flies and clings to them. (Only Metal constructs.)
Constructs may be destroyed by an EMPulse. An EMPulse focuses the entire power of the machine into firing a 90- foot cone of construct death. Fort DC35 negates, otherwise, instant death for the Construct. (Only Metal constructs.) Then the device is burned out, and you must make an out-of-combat Gizmist check of the same as the devices' normal Gizmist DC in order to restore operation. In-combat, add five to the DC, add any Concentration DC you may have to overcome, and take a full-minute to restore it.
Cogg's Bulette Lure
Device Level:5 Build Gizmo DC: 25 Operate Gizmo DC: 20 Mishap Damage: See Below Weight: 2 lb.
Gizmo Description The bulette lure appears to be a metal sphere attached to a one foot long stake. A couple small dials and knobs protrude from the sphere. To work properly it must be inserted into the ground, and then activated. It makes no noise, but it is warm if touched, and it vibrates slightly. 6d10 minutes after activation, 1-3 bulette will appear on the scene, horny and angry, attracted by energies produced by the lure. They will attack and destroy the lure, and then - frustrated - will turn on anything living in the area. The lure will not work if not placed in the ground: mounting it in trees, on a wagon or holding it in the air renders it ineffective. Also, if for some reason the lure is removed after it is planted it is rendered ineffective. Bulette lures work one time only and cannot be repaired.
Special Notes If a mishap is rolled, the bulette lure attracts 1d3 rabbits instead. It would seem that bulette and rabbits work on very similar wavelengths!
It's rumored that this - Cogg's last invention before his untimely demise - was supposed to lure pixies . . .
Lock Bar Device Level: 1 Build Gizmo DC: 10 Operate Gizmo: 6 + 1 per use Mishap Damage: 1d6
Gizmo Description This is a sturdy extendable bar, 8 inches long, with a dial-like disk built into it. When activated, it attaches to any door (up to 10’ wide) and then drives into the wall around the door, locking it shut. This lock is considered average (DC 25) and is unlocked with a key. If attacked, the lock bar has a hardness of 15 and 30 hit points, just like any lock.
Light Enhancement Lenses Device Level: 1 Build Gizmo DC: 12 Operate Gizmo: 8 + 1 per use Mishap Damage: See Below
Gizmo Description These lenses, when worn and activated, allow the wearer to view things as if he has low light vision (twice the radius of the available light source). Each use lasts one hour or when the lenses are deactivated, whatever comes first.
Special Notes If a mishap occurs, the wearer must make a Fort save (DC 15) or be blinded for 1d8 days.
Darkvision Lenses Device Level: 1 Build Gizmo DC: 12 Operate Gizmo: 8 +1 per use Mishap Damage: See Below
Gizmo Description These lenses, when worn and activated, allow the wearer to view things as if he has Darkvision (can see lit areas normally as well as dark areas within 60 feet). Each use lasts one hour or when the lenses are deactivated, whatever comes first.
Special Notes If a mishap occurs, the wearer must make a Fort save (DC 15) or be blinded for 1d8 days.
Super Sniffer Device Level: 2 Build Gizmo DC: 12 Operate Gizmo: 6 + 1 per use Mishap Damage: 2d6, See Below
Gizmo Description This item, which straps around the operator’s head, looks much like a pig snout, made with leather and wire mesh. When activated, it grants the user the Scent feat (see the DMG for a description of scent) for one hour per use.
Special Notes The user of the Super Sniffer is particularly prone to inhalants, and will receive a -2 to any saving throws rolled against gases.
Spring Loaded Gauntlet-Launchers Device Level: 1 Build Check: 10 Operate Check: 10 Mishap Damage: See Below
Gizmo Description The spring loaded gauntlet-launcher is a device that allows a character to launch Alchemists fire at a foe. They may fire two per round (each hand) but they may only load one shot in each gauntlet. Range is 20 feet.
The benefit of the spring loaded gauntlet-launcher is the fact that a critical strike may be landed when striking a target with the Alchemists fire. This is done on a natural 20 and deals x2 damage.
If a mishap is rolled, the vial of alchemists fire jams and the force behind the spring drives the mechanisms through the vial. If this happens the alchemists fire ignites and sets the user's gauntlet (and hand) alight. This acts as a critical strike against the user dealing x2 damage.
Spring-loaded dagger. Gizmo Level: 1 Create Gizmo DC: 12 Use Gizmo DC: 1 +1 every five uses. (For this purpose, you can Use Gizmo Untrained.) Mishap: You've blown your spring, and rendered your weapon into a regular dagger.
Gizmo Description: Has nature or nurture left you lacking in vim or vigor? Dislike firearms, but finding yourself constantly on the recieving end of savage beatings by thugs? No more! With this clockwork dagger, an absoloutely simple and genious design, every strike can be a deathblow! Let the clockwork spring and gears drive your dagger blade deep into that fat orc's hide, and listen to him squeal! (We recommend wearing elbow-length, cheap gloves when doing this.)
Effect: Every strike is a critical strike with the Clockwork dagger; you always multiply your damage. In all other respects it's a regular dagger. Deals piercing damage.
Airbag Device Level: 1 Build Gizmo DC: 10 Operate Gizmo DC: 10; See Below Mishap Damage: As falling Weight: 1 lb.
Gizmo Description Before being activated, the airbag appears to be a tightly wrapped canvas, about the size of a sandwich. A small mechanical device is connected to it.
When activated, the airbag quickly (a standard action) inflates into a 10’x 10’ x 3’ “pillow” which will prevent damage from falling if landed upon. It stays inflated for 2 rounds before losing its efficiency. The airbag is for one use only and cannot be reused.
Special Notes The Operate Gizmo check is made when the character jumps. The DC for the airbag is increased by one for every 10’ fallen per person (with the exception of small-sized characters, for whom the increase occurs every 20’, rounding up). A maximum of 4 characters may jump at once, and the characer with the highest Operate Gizmo modifier makes the roll for everyone. So, if a gizmist falls onto the airbag from 30’ the DC is 13, if a comrade joins him the DC is 16, and if a third party member (a halfling) lands on the airbag the DC is 18 (+2 for a small character falling 30’, since its rounded up). If the device fails it will appear to be inflated, but will NOT prevent damage from falling.
Wheggi’s Lapel Gauntlet Device Level: 1 Build Gizmo DC: 10 Operate Gizmo DC: 6 + 1 per use Mishap Damage: As weapon damage Weight: 2 lbs.
Gizmo Description This device appears to be large spiked metal gauntlet which is worn by the gizmist like a boutonniere. When activated, the gauntlet fires from the chest on a heavy coiled spring.
This weapon does the same damage as a regular spiked gauntlet. If the victim of the lapel gauntlet has never seen the weapon used before, this attack is a sneak attack (see the PHB under rogues for information about sneak attacks). This sneak attack only works once per opponent: afterwards they learn to expect it! The Lapel Gauntlet requires no hands to operate. After it’s activated it resets, allowing the gizmist to use it the next round. Also note that use of the gauntlet is considered an attack and requires an attack role, but that a regular standard action is still available during the round (the standard action usually required to operate a gizmo is replaced by the attack phase).
Special Notes If a mishap occurs, the weapon makes an attack on the gizmist as if he were weilding it, and this attack is always a surprise attack.
"The bastards never see it coming. How can they never see it? It's a frickin' spiked guantlet sticking out of my chest!"
Torch-Chucker-Thinger
Gizmo Level: 2 Build DC: 14 Use Gizmo DC: 9+1 every five uses Mishap Damage: Broken; See Below Build Time: One week.
Gizmo Description This mechanical thinger is worn like a backpack, weighs 20 lbs for a human, or ten for a halfling.
It curls itself around the person's waist, and has it's 'controls' on arms in front of the character. Note that it does not interfere with regular item use.
You load a torch - or any top-heavy, relatively short weapon - such as a torch, mace, club, morningstar - not swords, because they aren't top-heavy, but an axe would work - into the mechanical throwing arm, wind it up (takes a Move action to do so,) and pull the little lever to fire it. Rather than making an Attack Roll with this device, everyone in a straight line from the direction you face must make a DC13 Reflex check or be hit. Alternativly, they can choose to eat dirt, (hit the deck,) and be Tripped until they can get up, which takes a full round on their next turn.
If a target is struck, deal the weapon's normal melee damage, doubling the number of dice rolled. (A Torch becomes 2d4, a great axe becomes 2d12, et cetera.)
A Mishap breaks the device, and the DM rolls 1d10. Depending on the roll of this, the target direction is chosen as follows. Make a normal attack in that direction. Note that the Gizmist cannot choose to hit the deck, and his Evade DC is 20, not 13.
1: Gizmist. 2: North. 3: Northeast. 4: East. 5: Southeast. 6: South. 7: Southwest. 8: West. 9: Northwest. 10: Gizmist. If the weapon deals more than one damage die for a different reason (IE: Flaming Burst,) do NOT double the other damage. Since the ammunition is always lost, not many people are GOING to chuck a Great Axe of Flaming Burst, but you never know what a desperate fool will do. Or what a loonie will do to piss off the barbarian.
Portable Distillery Device Level: 1 Build Gizmo DC: 12 Operate Gizmo DC: 6 + 1 per 2 uses Mishap Damage: 1d6 Weight: 3 lbs.
Gizmo Description This device looks like a complex little machine. On the top of it is a funnel; attached underneath is a 1 gallon ceramic jug. When activated, this device will convert a gallon of any liquid into a passable – though not great – whiskey. The fluid must be one that
Beardie210 Freeman
Joined: Jan 21, 2004 Posts: 131 From: Texas - Yee Haw! Posted: 2004-02-09 10:52 Here are some other gizmos I think I forgot to post.
-Josh --------------------------
Bunny Ears
Device Level: 1 Build Gizmo DC: 10 Operate Gizmo DC: 8 + 1 per use Mishap Damage: See Below Weight: 1 lb.
Gizmo Description Just as the device name implies, bunny ears appear to be a pair of rabbit ears attached to a headset. A couple of small knobs and dials protrude from the top of the headset. When worn and activated, the Bunny Ears give the user a +10 to Listen Checks. Each use lasts for 1 hour or until the device is removed, whatever comes first.
Special Notes If a mishap is rolled, the wearer must make a Fort save (DC 15) or be rendered deaf for 1d8 days. It should also be noted that in the World of Mirph campaign setting, anyone wearing the Bunny Ears receives a - 2 penalty towards Intimidate and Diplomacy checks; it’s hard to be either threatening or persuasive when looking like a full-blown tard .
Gizmo Caddy Device Level: 2 Build Gizmo DC: 12 Operate Gizmo DC: 5 Mishap Damage: N/A Weight: 20 lbs (see below)
Gizmo Description The Gizmo Caddy looks like a very large backpack built around a sturdy metal frame. Protruding from the bottom of the caddy are two stout legs made out of metal, gears and sh |
Gellion |
Posted - 30 Jun 2004 : 23:36:31 quote: Originally posted by Bookwyrm
Magic is what allows the credibility. If there's an energy force that allows for "magical" effects, then you have a reason for why something happened -- even if it's "because it's magic." If you take that quality away, all you're left with is a crazy story that doesn't have any explanation for why your very un-magical steam boat can go sail to Sigil. It doesn't work.
This is the general reaction I get. What can I say it just would be nonmagical.
Yeah, I know I am weird, but I like that type of stuff. |
Chyron |
Posted - 30 Jun 2004 : 16:52:57 I have to agree a bit with Bookwyrm on this. While fantasy worlds featuring all forms of steam high-tech have been around in everything from Final Fantasy to Dragonlance I think different DMs will have different takes on the whole issue.
Dragon Magazine 224 features a nice article on castle design and coping with magic and supernatural. You see traditional medieval technology does not really work all that well in a world of wizards and magic. If castle walls could have easily been flown over by mages and dragons, they would have been for all extensive purposes useless.
Still most of us have a fantasy image in our heads that is firmly rooted in the medieval and we are happy with that, but there have been attempts to push out of the standard mold.
Still that does not mean I think Gellion has bad ideas…I am just not clear as to what his fantasy tech is based on. There are many types…from Star Trek to HG Wells and Jules Verne. But I think every DM will have a different idea of what ‘fits’ in Faerun.
For me, I see (in works of canon) magic holds more sway than any technology. Mystra is more revered than Gond and most people are far more fearful of an archmage than an arquibusier. The tech that does exist is often enhanced by magic to make it stable and even then it is problematic. Take a look at the Artificer PRC or Smokepowder for examples. If you wanted to invent say, a steam based Nautilus or Time Machine…well ok, but you would have a hard time convincing me that it was not powered in part by magic. I think a magic free dirigible type airship is possible but would likely be more costly and far less efficient than say buying a trained Pegasus or Griffin or (in the case of mages) getting a hold of a fly spell.
For a sudden appearance of “reliable” steam tech (or alternative technology) to appear that equals of surpasses current magic really starts to raise questions for me. Where did it come from? Are there design secrets involved? Is it old “uncovered tech” or newly invented? If new, what prompted the breakthrough, etc….
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Bookwyrm |
Posted - 30 Jun 2004 : 11:20:39 Magic is what allows the credibility. If there's an energy force that allows for "magical" effects, then you have a reason for why something happened -- even if it's "because it's magic." If you take that quality away, all you're left with is a crazy story that doesn't have any explanation for why your very un-magical steam boat can go sail to Sigil. It doesn't work. |
Gellion |
Posted - 30 Jun 2004 : 00:04:21 quote: Originally posted by Bookwyrm
quote: Originally posted by Gellion
I let this topic stew for a bit to see what everyone had to say. Well, apparently not many people want to reply to this topic. Although everyone was srt of off from what I had in mind. I meant something like a steam powered nonmagical device that let you travel across the Planes or even through time. Stuff like that.
Well, I assumed you meant normal-physics technology, rather than magitech, which is what Eberron has.
I simply cannot see a steam-powered craft doing magical things (planewalking, time travel -- save the usual speed of +1sec^2) without magic. And, in point of fact, I can't see normal technology such as the steam engine becoming very popular (speaking of the world, here, not the setting) without a magical component such as the one Rogue suggested. After all, if you don't have to haul fuel around, things become easier both logistically and practically.
That is the point, it is not possible in our wolrd. But it is possible in a fantasy world. I know I havr really convoluted logic and thought process, but that is the way I have always been. |
Bookwyrm |
Posted - 29 Jun 2004 : 11:34:37 quote: Originally posted by Gellion
I let this topic stew for a bit to see what everyone had to say. Well, apparently not many people want to reply to this topic. Although everyone was srt of off from what I had in mind. I meant something like a steam powered nonmagical device that let you travel across the Planes or even through time. Stuff like that.
Well, I assumed you meant normal-physics technology, rather than magitech, which is what Eberron has.
I simply cannot see a steam-powered craft doing magical things (planewalking, time travel -- save the usual speed of +1sec^2) without magic. And, in point of fact, I can't see normal technology such as the steam engine becoming very popular (speaking of the world, here, not the setting) without a magical component such as the one Rogue suggested. After all, if you don't have to haul fuel around, things become easier both logistically and practically. |
Lady Kazandra |
Posted - 29 Jun 2004 : 09:47:16 quote: Originally posted by Bookwyrm
In D&D, especially without Planescape, the Elemental Planes are a bit boring. Perhaps even the greatest elemental lord doesn't really mind the interruption. Younger elementals (if such a thing exists) might see it as an adventure.
I wouldn't go that far. Granted there's been little development with the Elemental Planes in 3e, but aside from the occassional elemental-based PS adventure, and a single sourcebook dedicated to the Elemental Planes in 2e, Planescape did little to expand upon what was originally presented in MotP 2e. Besides there's really not much a DM can do to develop the inner planes further, other than producing burgs and locales, there's very few details that can be included on these planes that wouldn't be affected by the environment in some way. They're very confining, and highly restricted campaign areas.
And yes, there is such a creature as "younger" elementals, but again it depends upon the planar framework the DM decides to use for his/her campaigns.
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Gellion |
Posted - 29 Jun 2004 : 08:33:20 I let this topic stew for a bit to see what everyone had to say. Well, apparently not many people want to reply to this topic. Although everyone was srt of off from what I had in mind. I meant something like a steam powered nonmagical device that let you travel across the Planes or even through time. Stuff like that. |
Bookwyrm |
Posted - 29 Jun 2004 : 08:28:09 Part of it would depend on the nature of elementals in Setting X. (In this case, assume "setting" to be the same thing as a DM's version of an official campaign world.) Are they quasi-mindless beings of elemental power? Are they wise and knowledgable? Mean and spiteful? Do they really mind being summoned? Do they perhaps find the Prime better and more interesting than their home plane, where nothing changes?
If that last one, then it opens up interesting possiblilities. It was an opinion lightly explored by my brother in his first real "book" (which needs rewriting like Kerry needs a platform). In this story, elementals had more 'elements' than those of D&D. For instance, there was, confirmed: water (never got summoned), earth, rock, copper, iron, fire (actually lava), and diamond. There were others, but my brother never skipped ahead. It was all a write-it-as-he-thought-of-it. Really a good story, though. Had good potential. I hope he'll get around to rewriting it.
Anyway, elementals were all more or less good-aligned, though it was mentioned there were criminals. And they liked coming to the human world, even thought it meant work. My brother never really got around to explaining it, but I figured it was two things. One, it got them out of home. Out of the sameness of their own elements. They got to mix with others, when only very powerful elementals could travel to other planes themselves, or to the human realm. And then there's the fact that it was kind of concequence-free. No mater what happened to them, it wasn't permanent. They could be "killed" a hundred times over, and the worst that might happen would be a slight headache on their own plane.
Additionally, I think that if my brother had really thought about the differences, he would have thought that perhaps they could do things on the Prime (to use the D&D term) that they couldn't do back home; or at the very least, what they could do was special. So even when a wizard summoned a rock elemental just so he could use the elemental's rock-shaping power, they didn't mind it as much.
Of course, they only served people who were nice to them. While they could essentially force a normal elemental to do something, that elemental wouldn't be there forever. And when he left, he'd go tell his local lord. And elemental lords could travel to the Prime on their own if there was enough of their element there. It took a lot of power, but it also meant that if you weren't polite to an elemental, you paid for it.
So, back to the idea of putting elementals to work. In D&D, especially without Planescape, the Elemental Planes are a bit boring. Perhaps even the greatest elemental lord doesn't really mind the interruption. Younger elementals (if such a thing exists) might see it as an adventure. Elementals might also see it as a way to show off. After all, the puny human wants the elemental to do something that only the elemental can do -- so the elemental takes pride in showing just how well he can do it.
Beyond that, though, there's little that can be paid to an elemental. D&D elementals aren't the friendly sort from my brother's story, so they don't do it just for friendship. If they don't want to show off, have an adventure, experience something new, then there's little to keep them there of their own will.
However, if something can be found, then humanoid summoners might get more out of it when bargining with an elemental than with another humanoid. After all, elementals are ageless compared to most Primes, so they might be content to work for forty or so years to earn that prize, whatever it is. |
Lady Kazandra |
Posted - 26 Jun 2004 : 16:05:58 quote: Originally posted by Tethtoril I am intrigued Lady K. What "ways" are there "around" the binding of elementals for use in mechanicals? And I do consider this FR related as there are artificer's within the Lands of Zakhara who may be doing this these days. (Especially with the advent of Eberron to 'borrow' new material from.)
So as long as you keep to the topic of fantasy technology and use some examples for the Realms ... discuss and pen all you like.
A quote from a similar thread about Eberron tech from another forum -
quote: As far as I understand it, you have to convince the elemental to be part of the ship. Page 51 in the CSB describes the Bind Elemental feat. You basically convince/compel the elemental to accept the binding with a cha check. Not to mention it requires the expensive, rare, and dangerous to find Khyber shards...
So, as you see there *is* a choice for the elemental...
At this point though, it's unclear as to what - if anything - elementals gain by helping the engineer out.
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Tethtoril |
Posted - 26 Jun 2004 : 15:08:48 quote: Originally posted by Lady Kazandra
Well, I wasn't talking about this process being used regularly in the Realms... just as an alternative to some of the other methods available for harnessing "magical technology".
And, you are right. Eberron explores the concept of "enslaving" elementals for these purposes. It's part of the reason why there are so few technologies that utilise this method, for very long. Although, there are ways "around" this. But since this is an FR board, I really can't discuss these "ways"... unless of course, either Tethtoril or Alaundo allow it?
For now I will simply say that the "magical" nature of the Dragonshards inhibit the "urgings" of the bound elemental.
I am intrigued Lady K. What "ways" are there "around" the binding of elementals for use in mechanicals? And I do consider this FR related as there are artificer's within the Lands of Zakhara who may be doing this these days. (Especially with the advent of Eberron to 'borrow' new material from.)
So as long as you keep to the topic of fantasy technology and use some examples for the Realms ... discuss and pen all you like. |
Chyron |
Posted - 26 Jun 2004 : 13:37:34 Still I think it is an intruiging concept, something that would warrant study by followers of Gond and Artificers. Finding a way that could empower a device under the willing guidance of an elemental while in turn providing them with some benefit as well would be the ideal. Of course what benefit might be is perhaps beyond the grasp of mortal minds at the moment... perhaps an adventure in the making.
I am hoping to pick up the Eberron book while I am back to the states this summer (along with a slew of new FR releases). Since the policy of WOTC is to try and keep FR stuff more generic these days for use in non-FR campaigns....no reason why we can't borrow from their new pet project using the same philosopy |
Lady Kazandra |
Posted - 26 Jun 2004 : 11:21:45 Well, I wasn't talking about this process being used regularly in the Realms... just as an alternative to some of the other methods available for harnessing "magical technology".
And, you are right. Eberron explores the concept of "enslaving" elementals for these purposes. It's part of the reason why there are so few technologies that utilise this method, for very long. Although, there are ways "around" this. But since this is an FR board, I really can't discuss these "ways"... unless of course, either Tethtoril or Alaundo allow it?
For now I will simply say that the "magical" nature of the Dragonshards inhibit the "urgings" of the bound elemental.
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Chyron |
Posted - 26 Jun 2004 : 11:16:48 quote: Originally posted by Lady Kazandra
Eberron employs the method of elemental binding in order to bring the concept of 'fantasy technology' to a D&D world. Using specialised crystals that pulse with arcane energies (called Dragonshards), an engineer can readily bind an elemental into a basic construct or inanimate device and create something that resembles simple technologies from common steampunk settings...
Well I dont have Eberron yet, but I just wonder about the "morality" of such a binding in the realms. I don't intend this to get into a discussion on alignment or anything, but binding an elemental is in my mind allot like enslaving it, is it not? I mean what does the elemental get out of it? It is for all intenisve purposes forced labor and not in the short term like say a summoning spell. If this became a standard practice in the realms I would think that the elemental powers that be would begin to take offense at such exploitation. |
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