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STEAMPUNK WILD WEST CAMPAIGN SETTING For Dungeons and Dragons 3.5
Michael Robertson
by In Collaboration With
Zippy Malone
2
Key Modifications: Player Races
Automaton Racial Traits: Garez Human Motan
Contents
3
41 43
3 4
4 4 7 8 9
New Creatures
Automatons Garez Motan
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44 45 46
48
48 48 48 48 49 49
Player Classes
Barbarian Brujo Druid Fighter Geneticist Gunslinger MMA Fighter Monk Ranger Rogue Technologist
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11 11 14 14 14 16 18 20 20 21 21
51 52
52 52
23
23 23 24 25 25 26
27
27 27
30
30 31 33 34 35
New Items
Rare and Unique Items
36
39
Genetic Manipulation
41
he imagined world of the Wild West, with its lawless shantytowns, loan gunmen, and abandoned mines is all too perfect of a setting for D&D. In order to add to the fantasy and increase the awesome, this campaign setting will include ideas of steam punk, which technically happens a bit later and in the eastern part of America rather than central/western America. Although there is additional content added to replace it, large portions of the D&D world will simply not fit and the following major swaths are changed in their entirety, as well as all items/skills relating to them. New rules may also be found at the beginnings of pertinent sections. Creatures: All humanoid creatures of the monstrous descriptor are removed. The Wild West is predominantly crawling with human scumbags; it destroys the setting to have gnolls running around in the hills. This does not remove monsters with descriptors besides humanoid as well. Ergo, the gnoll, a monstrous humanoid, is removed; however the grell, a monstrous aberration, remains. Monstrous half-breeds are also removed. They can, however, be re-included with the DMs permission. Magic: This is a world of technology, not magic. Although there is some magic, it is weaker and much rarer. Any normal caster class, divine or arcane, must be adapted. The use of Metamagic feats is unchanged. The following are the modifications to the different kinds of magic: Divine: Divine magic is the only real magic. Divine spells that do hit point damage, evocation spells and conjuration spells (except for spells of the healing subschool) are illegal. Motans are the only race that can use, or allow the use of, divine magic.
Key Modifications:
4
Automaton
Racial Traits:
Unlike other races, an Automaton can modify itself
tion can resume Monk levels after taking a level in automation). An unmodified Automaton resembles a medium sized humanoid. Automaton Hit Die Features: BAB: 3/4; HD: d6; Saves: choose one good save at 1st level, this is permanent; Skill Points: 6+Int; Skills: Appraise, Balance, Climb, Concentration, Craft, Diplomacy, Decipher Script, Disable Device, Hide, Jump, Knowledge (All Skills), Listen,
Value
1
Benefit
Their proper name is Desert Survival Liquid Acquisition Mandibles. Using these special teeth, an Automaton can drain 1 week worth of liquid from anything with fluid inside. This includes cactus and other vegetation, but it is more commonly used to drain an enemy of his blood. The opponent must be pinned or helpless; this also inflicts 1d6 CON damage. A hidden container inside the Automaton can hold objects weighing up to 1/2 its maximum carrying capacity. This counts against the Automatons normal carrying capacity. The Search DC to find the hidden container is 10 + Automatons level. Automatons size category becomes Medium. Automatons size category becomes Small. Automatons size category becomes Tiny. Automatons size category becomes Large. The wild-inefficiencies related to the use of steam power causes incredible heat to radiate from the boiler. This upgrade allows the Automaton to turn this excess heat into electrical power. The Automaton can now power small electrical devices from its own boiler. This does not increase the requirement for fuel. A special coating over external metallic surfaces grants the Automaton resistance to environmental damage. The Automaton no longer takes double damage from rust attacks. By ejecting hot steam from its boiler out of its body, the Automaton gains a breath attack. 15ft cone, 3d6 fire damage. Can be performed once per day, doubles the need for water every time its used. The eyes of the Automaton can now clearly focus at significant distances. Functionally, the Automaton to zoom in on points of interest far away. This allows them to make search checks for things at long range as though the distance was 1/5th of the actual distance. This does not aid spot checks as it is a deliberate function to zoom in. Normally, an extra eye or camera is added when they take this ability. The Automaton is now skilled with traps and gains the Trapfinding ability.
Impossible Storage
1 2 3 5 1
Rust-Resistant Paint
Steam Belch
Telescopic Vision
Trap Focus
2 2 2
+6 Str, 6 Dex +6 Dex, 6 Str Attached to the forearms and legs of the Automaton are large plates of armor. When readied against an opponent or an attack from a certain direction, the Automaton locks the plates together, forming a nearly solid barrier. This counts as a tower shield for all intents and purposes. Special attention is given to the thinking and power generation parts of the Automaton. The Automaton is now considered unconscious until -30 hit points. The neck of the Automaton can now extend slightly, allowing them to peer from the ground or around corners with 9/10th cover. Air intakes cover the entire body of the Automaton, allowing breathing when as much as 10ft away from a source of air.
Mega-Durability Periscope
2 2
6
Name
Winch
Added to the body (Automatons choice where) is a steam-powered winch attached to a sturdy rope (which can be replaced with chain or whatever). This lets the robot pull things (or themselves) as though they were using their full body, leaving their arms free. They can climb up the rope at their base move speed. The Winch is of now significantly higher quality. Movement speeds along the winch are now double the Automatons base move. When moving along the winch, the Automaton does not provoke attacks of opportunity. Requirement: Winch. An advanced gas recycling system coupled with stored oxygen allows an Automaton to continue when buried without the need for air. Skills as well as small bodily changes allow the Automaton to burrow at a speed of 10ft. Protective coverings on potential jam-points allow the Automaton to be completely covered in sand or mud without internal damage. However, this does not mean that they get enough air to function when completely buried (they must take Airtight Boiler to cancel this or find a way to get air into the hole). Using extremely powerful directional heat sensors, the Automaton can now tell if a strong source of heat is directly in front of it. This ability even functions through walls of less then 6 inches thick. This ability has serious limitations however, only a single spot of hot/normal/cold can be detected (higher then ambient temperature, ambient, or colder then ambient). By moving the focal point in a sweeping pattern, the Automaton can get a good idea of hot/cold areas in a 5x10ft area in front of it. Focusing two turns allows a 10ft arc. Focusing on an object or container can give information as to its contents. When attacking or defending, hidden enemies still gain concealment (although the Automaton may be alerted to their presence and thus not flat-footed). The perfection of the Automatons design of is now at such a level that only occasional maintenance is necessary. The Automaton now requires only 2 hours of maintenance per day. Rather then feet made for walking and hands for grabbing, both sets of appendages can serve either purpose. The Automaton can choose to walk on 4 legs, increasing their base move by 1/2 and gaining all bonuses of a 4 legged creature. They are nolonger considered fully humanoid for the sake of equipment. Protruding from the back (or top) of the Automaton are retractable mirrors. The mirrors allow the Automaton to heat its boiler using the power of direct sunlight. 8 hours a day in the sun replaces one days worth of fuel. A vastly improved design, the Automaton only needs to spend 4 hours in the sun to get a full days worth of power. Requirement: Solar Boiler. By combining thousands of heat finders into an aperture, the Automaton can now to effectively see heat patterns as well as light. Anything that gives off heat or is remarkably cold comes off as a colored aura around it. This ability can function through 3 inches of stone. It can allow the Automaton to find hidden living creatures or objects which give off heat. However, it also causes fire-based attacks which hit to blind them (no save) for 1d4 rounds; furthermore, sources of extreme heat function as super-strong light sources, obscuring what is behind them. This ability also causes clear surfaces like glass or thin screens of roughly ambient temperature to be effectively hidden from an Automaton. They take -8 on checks to find or examine objects that are of similar temperature to the ambient when using this ability. Requirement: Heat Finder. This piece of ancient equipment supplies heat continuously from a radioactive source. The Automaton no longer requires fuel. Biologicals in long term proximity may suffer sterility, cancer, tumors and radiation poisoning. Requirements: level 6, fissionable material.
Upgraded Winch
3 3
Heat Finder
Self Maintenance
Simian Shape
Solar Boiler
Heat Vision
Ancient Boiler
Unlike when humans run out of food, an Automaton just stops moving. This is not death; it is simply a lack of power. They take no damage from this, but completely lose consciousness and for all intents and purposes are dead. If heat is returned to their boiler, they will begin moving again (usually complaining about being stiff ). See Table 1 for a list of Automaton upgrades. Other upgrades can be made with the DMs approval.
Garez
Sly and only marginally trustworthy, they are liked by few. Merchants keep a close eye on their wares when a Garez caravan is sighted. See New Creatures. Personality: Sly, furtive, sneaky, underhanded and light-fingered are all words that come to mind when describing Garez. Their reputation as scoundrels and hard bargainers is well earned; they are always on the lookout for the quick money and the unobservant mark. Garez are all business, all the time; the only enemies they have are people who have tried to cheat them and their best friends are the ones who give them the best deals. This doesnt necessary mean they are sell-outs, however. While scheming or condescending traders will quickly find themselves bereft of any Garez to deal with, an honest businessman knows that his secrets are safe. A Garez will normally only fight either when cornered or in defense of their tribe. Physical Description: A Garez stands from 2 1/2 to 3 1/2 tall and can weigh between 35 to 60 pounds. A short lived race, they come of age at ten years and seldom live past 40. They have very pale skin which is almost never seen because of their garb (it would be possible for an unrobed Garez with a good disguise to pass for a Human midget), dark hair and dark eyes. They dress in layers of assorted rags under a brown, black or gray hooded wool robe which covers them completely. Because almost nobody sees any part of them, wild tales have developed about what they look like under their robes. The tales that are true concern their near legendary ability to survive incredible amounts of physical harm. Their resiliency has given rise to the saying Never turn your back on a dead Garez, when you turn around hell have run away. Relations: Though Humans dont like to admit it, Garez trading caravans are an important part of their economy. Only Garez are hardy enough to ply the trade routes between the small towns of the waste, the na-
Human
Unchanged, they are the dominant race in the world. Personality: Humans differ widely in outlook depending on their origins. Desert dwellers are often conservative in their values, but hospitable and friendly to those who treat them with respect. City folk are more accepting of change and diversity (at least among other Humans), but are generally suspicious of people they dont know personally. Physical Description: Conditioned to living in the sun and heat, Humans have dark skin, hair and eyes. They stand 5 to 6 feet tall and weigh from 125 to 200 pounds with slim to medium builds. Naturally occurring midgets are not uncommon and mostly found working as burglars or novelty butlers for the wealthy. Fancy, colorful clothing and ornamentation is mainly found in the cities; desert dwellers favor loose, utilitarian robes in earth tones. Relations: The majority of Humans, even those who deal directly with other races, maintain a Human first policy. The only Motens or Garez found in cities are slaves and Undead are ostracized or sometimes destroyed if discovered. Automatons are accepted because of Humans fascination with machinery and their willingness to work. Only on the edges of civilization will Humans reach out to the other races of the desert. Tensions even run high among each other as city slickers often try to educate their desert brethren on proper culture, who in turn ignore them with disdain as soft weaklings. Alignment: Humans across the world are mostly neutral. Those from the cities are more lawful, while those from the desert are more chaotic. Lands: Human lands are wherever they claim them to be, and if someone else was there first, too bad (this goes for other Humans as well). Humans are the only race to build fixed dwellings and communities; even in the desert they will congregate in small towns and outposts. Some
Motan
A long lived aboriginal race, these nomadic tribesmen have a deep connection with nature and are the only ones who maintain the use of Divine magic. They are mistrustful of technology, despising Geneticists and their creations. See New Creatures. Personality: Being the longest lived race in the world, Motans are incredibly patient and have the perspective of deep philosophers. Despite the abuse directed at them, they remain friendly to strangers and consider a guest to be sacred. They would rather avoid a fight and are not known to start them, but if threatened they will not hesitate to respond with overwhelming force. Quiet and contemplative, they can also be single-minded in pursuit of a goal and will not give up until its accomplished, even if it takes literally a hundred years. Though they may see the usefulness of certain technological products, they dont trust them or use them (this includes firearms). Physical Description: Lightly built, a Motan generally stands 5 to 5 1/2 tall and weighs 100 to 150lbs with dark skin, hair, eyes and a covering of short, dark hair. They come of age at 40 and often live 400 to 450 years. Wearing nothing but a loincloth, an adult Motan is covered in tattoos. Some of these are tribal, some individual and some have magical significance in the case of a divine spellcaster. Relations: While mostly content to be left alone, Motans have always born the brunt of Human xenophobia. When on their home turf, any direct Human attack on a Motan tribe will end in disaster. Since they are so highly
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11
Player Classes
Barbarian
Barbarians mostly come from primitive tribes of humans who live by choice in some of the more inhospitable corners of the world. Adventures: Adventuring is often the only option for barbarians in normal human society. They are often shunned because of their nature worship and association with Motans. While they may be respected or feared for their combat skills, they often feel like outsiders away from their own tribes. Background: By choice or circumstance, Barbarians are always the odd man out even if they are accepted. Coming from some of the harshest natural conditions Table 2: The Brujo Saves Level BAB
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5
imaginable, they have been raised to survive hardships that would kill even the heartiest of Rangers. Emulating the Motans in lifestyle and religion, they seldom use firearms and are always the ones leading the charge or scouting ahead. Races: Humans are the only race to produce Barbarians. No other peoples are just plain crazy enough. Other Classes: Barbarians work well with combat types of any kind, especially Monks, Rangers and MMA Fighters, but prefer the company of divine spellcasters above all others. They view the duplicities of Rogues and the creations of Technologists or Geneticists with distaste, but recognize their value. Game Rule Information: Spot is now a class skill.
Brujo
Smoke up, the universe will be revealed to you! When danger threatens a Motan tribe, the first, and usually last, thing an attacker sees is a Brujo in animal shape charging them. While their magic isnt as accessible as that of their cousin the Druid, the Brujo is far more dangerous in close combat. With more powerful animal
Fort
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
Ref
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
Will
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
Special
0/1st Level Infusions, Predator Form, Taboos, Spirit Tongue Wild Empathy 2nd Level Infusions Woodland Stride 3rd Level Infusions, Aerial Form Trackless Step 4th Level Infusions, Natures Bounty Slayer Form 5th Level Infusions 6th Level Infusions Avenger Form, Quick Harvesting 7th Level Infusions Armored Shaping 8th Level Infusions Fury Form 9th Level Infusions Perfect Self
12
13
14
Druid
Only found among Motans, they are the companion class to the Brujo and share many of the same traits. Adventures: Being mostly made up of the females of a tribe, Druids are even less likely to be found adventuring; those who do are likely in the company of Brujos. The ones traveling with a non-Motan party do so because it benefits nature, their tribe, or the spirits, usually not the party. Fearing persecution, they will often go to great lengths to hide their knowledge of magic from strangers. When having to pass through civilization, they will usually adopt an animal form as disguise if possible. Background: The Druidic initiation rites for a young Motan are done at a later age then those of the Brujo and are not as demanding. This means that Druids slightly outnumber Brujos; the average person is not aware of this because female Motans are less likely to show themselves or get involved in combat. Races: As with the Brujo, only Motans can be Druids. Any other race would have to take the Divine Investment feat. Other Classes: Druids and Brujos will always stick together if possible. Adventuring Druids will work with anyone accepting and open minded enough, however. Barbarians, Rangers, Monks and others who share their outlook do best; Geneticists, of course, being the one exception. Game Rule Information: Spell list is modified, see above; can spontaneously cast Cure spells as a cleric in place of Summon Natures Ally spells; learns the Spirit Tongue language as a bonus language in place of Sylvan; gets the Natures Bounty ability as a Brujo at fourth level instead of Resist Natures Lure. Teaching anyone who is not a sworn apprentice the spirit tongue language, changing to an alignment other then neutral, or ceasing to revere nature will cause a Druid to lose all class abilities and prohibit them from advancing in this class until they receive an Atonement spell.
Geneticist
Your heart sounds finecan I please have it when you die? Picture a stereotypical mad scientist; white lab coat, antisocial laughter, surrounded by strange machines and specimens while the latest creation is lying on the table... thats the Geneticist. Only those who are a little unstable to begin with follow this trade, but since they have a monopoly on medical science and literally the power over life and death, most people try to stay on their good side. The big question everybody asks is that with so many Geneticists doing experiments all the time, why are so few zombie outbreaks reported? Adventures: Geneticists usually work alone but constantly need to network with their fellows for professional reasons. Because of their stereotyped social ineptitude and lack of combat ability, they try to hook up with a party or caravan for protection whenever they travel. It is not unheard of for a Geneticist to get the adventuring bug and hire on for an expedition, but it may take more then a little coercion to get them to stay on when they get back to the lab. Characteristics: So you want to have four arms? Need a buddy brought back from the dead? Cankers and kidney stones? No problem! A Geneticist can do all of these things and more. More then just the town doctor, behind or under any clinic is a fully stocked laboratory where experiments of a sometimes questionable nature are conducted. Being scientists, they look down on magic as superstitious chicanery. While the lab is their favored environment, sterile of both germs and social distractions, they can make a decent combat medic in a pinch whenever they do travel; simple mechanical repairs also within
Fighter
These make up the majority of those who make war for a living, from regular armies to paramilitary groups and everywhere in between. Adventures: The ubiquitous combat class, Fighters of
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Other Classes: Geneticists like to have as much muscle and firepower between them and the enemy as possible. Any combat class is welcome, but they bond the best with Technologists and other brainy types. Saying they dont like divine spellcasters is a serous understatement; blows will follow insults in short order. Role: A Geneticists role in the party is very simple: they heal people. Given a few hours, an entire party can be restored to the peak of health. If an ally goes down in combat they can be assured they will not be down for long, even if theyve been dead a short time.
Fort
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
Ref
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
Will
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
Special
General Practice: Level 1 Deft Hands Crisis Averted ParaGod (1 minute) Lifeguard, Bonus Feat: Skill Focus (Heal) General Practice: Level 2 First Responder: Level 1, Frankenstein Complex: Level 1 Doctor Moreau Complex: Level 1 ParaGod (3 minutes), Frankenstein Complex: Level 2 First Responder: Level 2, Bonus Feat: Skill Focus (Heal) General Practice: Level 3, Frankenstein Complex: Level 3 Aquired Tolerance, Doctor Moreau Complex: Level 2 First Responder: Level 3, Frankenstein Complex: Level 4 ParaGod (10 minutes), Doctor Moreau Complex: Level 3 True Undeath, Bonus Feat: Skill Focus (Heal) General Practice: Level 4 Doctor Moreau Complex: Level 4 Mortality Undone Marvelous Medical Miracle Man
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Gunslinger
I deal in lead, friend. The survivor of countless gunfights and showdowns, only the very best live long enough to be a veteran Gunslinger. With a quick hand and nerves of steel, he either deals out his own brand of justice in a lawless world or ruthlessly eliminates his competitors in the pursuit of wealth and glory. Adventures: Gunslingers of all stripes can be found just about anywhere and the cost of enlisting ones help can be anything from the price of a few drinks to an outrageous sum. A Gunslinger adventures for as many rea-
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nately results in many young would-be heroes dieing as they learn that hunting and plinking at cans on a fence is not like facing down another man. Rivalries and the perceived threat of potential enemies make any sort of large organizations or apprenticeships for the most part unworkable. Races: Motans dont use guns and normal weapons are too large for Garez. Gun play is a Human fascination and they dont have a lot of competition for it. An Automaton Gunslinger is rare, but surprisingly effective due to their unique characteristics. Other Classes: Like a Fighter, a good Gunslinger will work with anyone who can compliment and support them. As experts in close to mid ranged combat, they like to have people in front of them as a shield and people behind them as support, especially a healer. If other classes arent available, Gunslingers are versatile enough to get along with just each other. A well known and successful adventuring group, long since retired, was composed of four Gunslingers and a Geneticist. Role: A Gunslinger needs to be close to the action, but far enough to stay out of melee. They can only work effectively against a small number of foes at a time, so
Fort
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
Ref
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
Will
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
Special
Standoff (2 AC), Bonus Feat: Quick Draw Uncanny Reactions Standoff (1d6, 2 AC) Bonus Feat, Uncanny Dodge Standoff (1d6, 4 AC) Improved Reactions +2 Standoff (2d6, 4 AC), Close Combat Shot Bonus Feat, Improved Uncanny Dodge Standoff (2d6, 6 AC) Free Attack Standoff (3d6, 6 AC), Smell of Danger Bonus Feat, Inproved Reactions +4 Standoff (3d6, 8 AC), Lead Rain Evasion Standoff (4d6, 8 AC), Ricochet Bonus Feat Standoff (4d6, 10 AC), Always Ready Improved Reactions +6 Standoff (5d6, 10 AC), Superb Mobility Bonus Feat
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Game Rule Information
MMA Fighter
But Monks are supposed to be Lawful! In comparison with Monks, with whom they share a good-natured rivalry, MMA Fighters are highly eclectic and individual in their practice. Eschewing all weapons and favoring toughness over speed, they specialize in hard fighting styles; powerful, overwhelming attacks and dirty street fighting tricks. Having a sometimes inflated reputation for being arrogant and confrontational, they can either be your best friend or your worst enemy. Adventures: An MMA Fighter must travel and adventure, how else are they supposed to train? Always on the lookout for new teachers, new styles and new challengers, the majority of MMA Fighters who arent teachers themselves spend their lives on the road. Unlike Monks, who tend to stay with one school, MMA Fighters can spend many years traveling and learning from or challenging different teachers. Characteristics: While an MMA Fighter may not dodge attacks quite as well as a Monk, anything that does hit them usually doesnt get a second chance before getting pulped. The incredibly grueling training they subject themselves to makes their bodies hard as iron and their fists even harder, to the point of punching through metal armor. Due to their wide skill base, MMA Fighters can easily find work as burglars, bodyguards, enforcers, hit men and vigilantes if needs be. Alignment: The polar opposite of the Monk in both training practices and philosophies, MMA Fighters are always some form of chaotic. Whether they observe the law when necessary or disregard it entirely, they always follow their own path. Background: Every bullied child and victim at some point decides to either knuckle under or fight back; those who turn to the arts of unarmed destruction take the first
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Role: The MMA Fighter is undoubtedly the party tank. Unlike most melee fighters however, he works best not by holding the line but by rushing right through it and pounding on the enemys ranged and supporting classes. His skill base is also versatile enough to make a good scout, thief or even negotiator.
Fort
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
Ref
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
Will Special
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Bonus Feat: Improved Unarmed Strike, AC Bonus, Unarmed Damage 1d6 Bonus Feat, Evasion Hardened Fists Bonus Feat, Unarmed Damage 1d8 Damage Reduction 1/ Bonus Feat, Uncanny Dodge Iron Fists Bonus Feat, Improved Uncanny Dodge, Unarmed Damage 2d6 Recuperation Bonus Feat, Damage Reduction 2/ Improved Evasion Bonus Feat, Unarmed Damage 3d6 Armor Piercing Fists Bonus Feat Damage Reduction 3/ Bonus Feat, Unarmed Damage 4d6 Fists of Force Bonus Feat Bonus Feat, Damage Reduction 4/, Unarmed Damage 5d6
20
Ranger
Dedicated survivalists and outdoorsmen, they make up the majority of the hunters, guides and bounty hunters out there. Adventures: Whether tracking game or people, Rangers are the best at what they do. Any adventuring party that can will try to hire or recruit a Ranger for extended desert trips. With their knowledge of the outdoors and their trademark style of wielding duel pistols or rifle and bayonet, they also can give most critters a run for their money combatwise. Specialized study of certain creatures gives them a definite edge when tracking down those wanted for capture or death. Background: Many Rangers were taught their craft from an experienced mentor or military outfit, although some are fortunate enough to have learned directly from Motans. They regard the desert as their home, not just terrain to be crossed. While a few prefer to lead solitary lives or work only with a partner, most Rangers are part of a well organized, but exclusive, guild which handles all their business affairs. Races: Automatons and Unlive, with their lack of need for supplies or companionship, make excellent Rangers. A Garez Ranger is a valuable asset to any tribe and Motans who are not divine spellcasters often choose this
Monk
Generally having a more detached view of the world then MMA fighters, with whom they share a friendly rivalry, Monks seek truth and self-perfection through their chosen fighting style. Adventures: Other classes may adventure for fame and fortune, but not the Monk. Every test is a challenge to be overcome in their quest for personal improvement. They dont chase after wealth or uphold great causes; it is just enough that one lives the best one can and serves as a model for others. Unlike an MMA Fighter, a Monk just doesnt feel the need to be the top dog.
21
Technologist
Stand back; Im going to try SCIENCE! A Technologist is the equivalent of an arcane spellcaster, instead of casting spells magically they create technological effects. With their mechanical skills and wide knowledge base they are often the brains of the group; unfortunately they are far more likely to blow up a problem then fix it. The few who arent diagnosed pyromaniacs could still not be called sane in any normal sense. Adventures: A Technologists logic behind adventuring is very straightforward: There will always be problems that can only be solved by the application of ridiculous amounts of high explosives, and I want to be the one to solve them. This kind of thinking is not appreciated in urban areas, or anywhere normal people try to live for that matter. Adventuring is often the only outlet they can find for their talents, unless they manage to score a dream job of working in a military engineering company or explosive ordinance disposal crew. Characteristics: A Technologist can provide the brains for a party, fix a damaged weapon or disable simple traps, but their primary purpose is to be mobile artillery. A single well prepared Technologist can put out a staggering amount of firepower, often decimating an enemy force before they can respond. Knowing well their own strengths and weaknesses, they might get away with not using weapons but will load themselves down with the heaviest armor they can get away with. Alignment: A Technologist can be of any alignment, but they are most often some form of chaotic. While its usually not malicious, they do have a tendency to create a lot of collateral damage that doesnt square well with the law-abiding. Background: The path of a Technologist starts early in life and is usually a subject of concern to those around them, as most are self taught by way of chemistry textbooks and experimentation. Although Technologists are not tied together by any established organizations, two of them will never pass up an opportunity to get together and talk shop. It can be a memorable experience when a dozen or so get together somewhere private for a day to compare notes and blast things to scrap. Races: Humans are unsurprisingly the leaders in this
Rogue
Common as flies on a corpse and usually just as welcome, Rogues are all out for one thing and one thing only: themselves. Adventures: If a Rogue were to have one motto it would be: Stolen bread tastes twice as good. Rogues seem to be common as lice; from the smooth talking con man to the pickpocket urchin they find a place for themselves in every niche. Whether for money or experience, fame or infamy, a free ride or a challenge, a Rogue will try to be on top of any profitable situation. Professionals are often placed on retainer by the wealthy and powerful as quiet problem solvers. Background: Many Rogues are trained by mentors in criminal networks, or underworld guilds, which pass along jobs, information and training in exchange for a modest cut of any earnings. Although some are selftaught, they are not likely to be as successful as those with the numerous contacts and resources of the underworld. Garez are universally known to have a little Rogue in them; natural and learned talent is honed regularly whenever they visit a Human settlement. Races: Different races seem to gravitate towards distinct specialties. Automaton Rogues are highly capable and versatile from their ability to modify themselves for a job; they specialize in mechanical traps, locks and poisons. Humans, with their many social differences, make the most of being gamblers and con men. Garez are the undisputed masters of pickpocketing and cat burglary. Motans do not take to this class at all. Other Classes: A Rogue loves to have as many combat types around as possible. The more noise and distractions,
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Fort
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
Ref
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
0
3 4 4 5 5 5 6 6 6 6 6 6 6 6 6 6 6 6 6 6
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Combat Engineer
If gun dont work, use more gun. While sometimes put down as the Technologists little brother or a second rate Master Mechanic, these naysayers are forced to eat their words when they see a Combat Engineer in action. While they cant match either of these classes in their respective areas of specialization, they get the best of both worlds by being able to fix someTable 7: The Con Artist thing one minute and blow it to kingdom come the Saves next. Combat Engineers are constantly traveling and networking with each other and fellow Technologists; Level BAB Fort Ref Will Special that is, when theyre not finding new ways of building 1 +0 +0 +2 +2 Tongue of Honey, Razor Wit things or blowing them up. 2 +1 +0 +3 +3 Sneak Attack 1d6 Hit Die: d6
3 4 5 6 7 8 9 10 +2 +3 +3 +4 +5 +6 +6 +7 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +5 +5 +6 +6 +7 +3 +4 +4 +5 +5 +6 +6 +7 Tongue of the Devil Card Sharp Sneak Attack 2d6 Enhance Value Tongue of Silver Sneak Attack 3d6 Prestidigitation (at will) Tongue of Silver
Prerequisites: Skills: Any Craft 10. Abilities: Minimum Intelligence score of 14. Feats: Skill Mastery. Class Skills: Appraise, Balance, Concentration, Craft, Decipher Script, Disable Device, Forgery, Jump, Knowledge: ancient, Knowledge: architecture and engineering, Listen, Open Lock, Profession, Search, Speak Language, Spot, Use Rope.
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Table 8: The Combat Engineer
Faith Healer
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Master Machinist
Me and my steam suit are telling you not to touch my junk. What Druids are to nature and Geneticists are to medicine, the Master Machinist is to technology. By focusing exclusively on mechanics and engineering, they And a master of none all! can design, build, dismantle or reverse engineer almost If you need an answer to any question, need anything anything better then anyone else. For this reason they also under the sun fixed or have any job that needs doing, find have a near monopoly on ancient research and the crea Jack of All Trades. One of these pack rat, self taught, ation of constructs, so its not surprising that many Auexperts in everything can be found in most scrap yards tomatons are attracted to this class. Because they travel and repair shops, ready to tell you everything you need to and network constantly, they are better in combat then know (and usually far more). In fact, they are so ready to most crafting classes. They tend to favor powerful exotic impress you with their superior knowledge that it some- weaponry, such as steam rifles and machine guns; steam times requires saint-like patience to deal with them. They suits are highly sought after. Hit Die: d6 are sometimes found traveling as tinkers or searching for rare items. Requirements: Hit Die: d4 BAB: 4. Prerequisites: Skills: Craft: mechanical 9. Abilities: Minimum Int score of 14. Special: Must have either the Automaton type or the Skills: Any Craft 8. Craft Automaton feat. Class Skills: All Skills. Class Skills: Appraise, Craft, Decipher Script, Disable Device, Knowledge: ancient, Knowledge (architecture Skill Points: 12 + Int mod. and engineering), Open Lock, Profession, Search. Table 10: The Jack of all Trades Skill Points: 4 + Int mod. Saves Proficiencies: Simple/martial weapons, light/meLevel BAB Fort Ref Will Special dium armor. 1 +0 +0 +2 +2 Trapfinding, Handyman Trapfinding: A Master Machinist can detect high 2 +1 +0 +3 +3 Professor, Bonus Feat: level traps like a Rogue. Skill Mastery Mechanical Wizard: Every level a Master Machin3 +1 +1 +3 +3 Entrepaneur ist gains a +2 bonus to Craft: mechanical checks. 4 +2 +1 +4 +4 Masterful Craftsmanship, Bonus Feats: Craft Automation, Exotic Weapon Bonus Feat: Skill Mastery Proficiency, Steam Suit Proficiency, Automaton Empa5 +2 +1 +4 +4 Craft on the Fly thy, Sapper, Point Blank Shot, Far Shot, Rapid Reload,
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Precise Shot. Table 11: The Master Machinist
Sharpshooter
+5
+1 +2 +2 +2 +3 +3
+4 +5 +5 +6 +6 +7
+4 +5 +5 +6 +6 +7
Keen Projectiles x2 Bonus Ranged Weapon Feat Expanded Critical Improved Take Aim Bonus Ranged Weapon Feat Head Shot
6 +6 Boom Headshot. +7 When you see your buddys head explode 7 and theres no enemy in sight, youre in the 8 +8 crosshairs of a Sharpshooter. A cool, profes- 9 +9 sional, methodical killing machine, hes the one who is willing to work for days for that 10 +10 single, perfect shot. Because of his disciplined and orderly nature, he is more likely to find steady work with a paramilitary or professional hunting outfit then be just another hired killer. Hit Die: d8 Requirements:
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Skills
Craft: New rules for the Craft skill are as follows. Find the cost of the item or have the DM set one; the value of the raw materials needed is 1/3 of that, although sometimes special materials may be needed. A Craft check represents one day of work, but it can be made by the hour by doubling the DC. If you fail, you can redo your check once per day for the next two days. If these also fail, or you miss the DC by 10 or more, half the raw materials are ruined and you have to start all over again. The rules for creating a masterwork item or repairing an item are unchanged. An item can be scrapped for its raw materials by making a Craft check equal to half its construction DC. Craft (Mechanical). This Craft skill is specifically focused on mechanical devices; from steam powered creations like trains and Automatons, to more everyday tools such as telescopes and pocket watches. This skill requires a tool kit, containing an assortment of wrenches, pliers, screwdrivers and miscellaneous parts. The DC is determined by the size and complexity of the item (see table 13). Table 13: Craft (Mechanical)
Knowledge (Arcana) is changed to Knowledge (Ancient) Knowledge (Dungeoneering) is now covered by Knowledge (Architecture and Engineering) and Knowledge (Nature). Knowledge (Nobility and Royalty) and Knowledge (Religion) are now a part of Knowledge (Local). Knowledge (The Planes) is removed. Speak Language: The only learnable languages are Garez (written form: Common), Machine Code (written form: Machine Code) and Motan (no written form). Spellcraft: As this skill does not apply to technology, only divine casting classes can have it. Swim: This is now a learned skill; it is removed from every classs skill list. Use Magic Device: This skill is removed permanently.
Feats
New Rules: Any feats that apply to crossbows also apply to firearms. Aboriginal Studies: Requirements: Be able to speak Motan and Garez. You have made a detailed study of Motan and Garez cultures. You gain a +1 bonus on Bluff, Diplomacy, Knowledge and Sense Motive checks when dealing with Motans or Garez. Their initial attitude towards you also automatically improves by one place. Adrenaline Rush: Requirements: Con 14, Endurance, Diehard. When brought to 1/5 of Simple Complex Intricate Very Complex your total hit points or less, (ex: jack-in-the-box) (ex: boiler) (ex: Automaton) (ex: Ancient tech) you gain a +2 bonus to Str for the rest of combat. This Fine 10 15 25 40 counts as a Fighter feat. Diminutive 15 20 30 45 Automaton Empathy: Tiny 20 25 35 50 Requirements: Be able to Small 25 30 40 55 understand Machine Code, Medium 30 35 45 60 have had peaceful contact with Unlive. Large 35 40 50 65 You now understand meHuge 40 45 55 70 chanical and Unlive beings Gargantuan 45 50 60 75 as well as you do biological Colossal 50 55 65 80 and living ones. You gain a +1 bonus on Bluff, DiploHeal: A Heal check can now be made for the specific macy, Knowledge and Sense Motive checks made involvpurpose of curing hit point damage over a short period of ing Automatons and Unlive. Their initial attitude towards time; either for yourself or another. The amount healed is you also automatically improves by one place. equal to 1/3 your check result, rounded up. This use of the Body Point Reclamation: Heal skill requires a medical kit and takes one hour. Requirement: Automaton type. Knowledge:
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Types
A box of standard ammunition costs 1 gp. (B/P) Ball & Powder: Flintlock and caplock weapons use lead ball and powder, usually packaged together in a wax paper tube. This ammo doesnt store well and reacts predictably to water or fire. Flintlock weapons take a full round action to reload. 1d6 damage, x2 crit, 20 rounds per box. (C/B) Cap & Ball: Caplock weapons use conical instead of ball ammunition, they also require percussion caps (which are included in the package). Though cap and ball ammo comes in the same type of tube as ball and powder, they are not interchangeable. Caplock weapons take a full round action to load each barrel. 1d8 damage, x2 crit, 20 rounds per box. (N) Nails: Nails are little more than sharpened metal cylinders. Weapons that use nails provide the propulsion from steam. They require a standard action to reload. 2d4 Table 14: New Weapons Name
Flintlock Pistol Caplock Pistol Holdout Pistol Revolver Flintlock Rifle Caplock Rifle Lever Action Rifle Blunderbuss Elephant Gun Bolt Action Rifle Single/Double Barrel Shotgun Sawed-Off Shotgun Pump Action Shotgun Steam Projector Steam Rifle Steam Repeater Machine Gun Harpoon Gun Flame-thrower Grenades Rockets B/P C/B Pistol Pistol B/P C/B Rifle Any Rifle Rifle Shells Shells Shells Nails Nails Nails MG Belt N/A Gas N/A N/A 1 6 2 6 1 1 10 1 1 3 1/2 2 8 1 5 100rd belt 200rd belt 1 10/gallon N/A N/A
damage, 19-20/x2 crit, 15 rounds per box. The steam boiler in a steam gun can be super-pressurized to add extra damage to an attack. However, this requires careful attention (a full round action which provokes attacks of opportunity) because over-pressurizing can cause it to rupture. For every round the weapon can be charged, it adds a set amount of extra damage. (P) Pistol Cartridges: Self contained metallic cartridges last for years and are very stable (unless thrown into a fire). A revolver takes a full round action to reload. 2d4 damage, 19-20/x2 crit, 15 rounds per box. (R) Rifle Cartridges: A single shot rifle takes a standard action to reload, while a multi-shot rifle takes a full round action. 2d6 damage, 19-20/x2 crit, 12 rounds per box. (S) Shells: A shotgun takes a standard action to reload, except for a pump action shotgun which takes a full round action. 2d6 damage, 19-20/x3 crit, 12 rounds per box.
Classification
Simple Simple Simple Martial Simple Simple Martial Simple Martial Martial Simple Simple Martial Exotic Exotic Exotic Martial Simple Martial Martial Exotic
Cost
6gp 10gp 10gp 15gp 6gp 10gp 15gp 3gp 30gp 45gp 10 / 15gp 15gp 30gp 300gp 200gp 300gp 100gp 100gp 150gp 30gp 25gp
Weight
2 lb 2 lb none 3 lb 7 lb 7 lb 6 lb 8 lb 9 lb 7 lb 5 / 6 lb 4 lb 7 lb 7 lb 7 lb 150 lb 50 lb 40 lb 25 lb 1 lbs 15 lb
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Firearms
New Rules: It is possible to make melee attacks using bayonets and the butt or stock of your firearm. You must be proficient with the firearm you are using and have the Firearm CQC feat or else take a -4 penalty on your attack roll. Bayonets and butt strikes are counted as separate weapons, attacking with both in the same round is considered to be a two weapon attack with the bayonet always being the primary weapon. Making a melee strike and firing your weapon in the same round is also a two weapon attack, the melee strikes being off-hand attacks. Blunderbuss: The true poor-mans weapon. The blunderbuss can do everything...but erratically. It can shoot any type of ammunition and can even use explosives and rocks to make (albeit poorly) a ball and powder replace-
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Weapon Modifications
New Rules: Regular enhancement bonuses (+1, +2, etc) follow the same rules and costs from normal D&D
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Armor
New Rules: Standard D&D armor works here just as well as anywhere else, but stop and imagine clomping through the desert in a suit of full plate! Armor check penalties now also apply to Fortitude saves against environmental heat; example: that suit of full plate would add a -6 penalty to your save against the hot desert sun. The armor check penalty for shields does not apply in this way (wooden shields are not available). Combat Armor: This military grade armor is highly coveted. Instead of metal or leather, it uses a combination of ballistic fabrics and form fitting metal plates. It is considered masterwork and does not affect saves against heat. The most realistic way to get one is to take it from a previous wearers corpse. Light: equivalent to a mst. chain shirt. Cost: 450gp. Weight: 10lbs. Med: equivalent to a mst. breastplate. Cost: 550gp. Weight: 15lbs. Heavy: equivalent to mst. banded mail. Cost: 650gp. Weight: 20lbs. Combat Steam Suit: These engines of destruction
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New Items
gates, DC 20 unless otherwise stated). Sources of bright light act as cover against the user. Environmental light is painful to look at, but rarely blinds the user unless it is revealed suddenly. The fuel compartment must be refilled after 10 minutes of use. Cost: 800g. Weight: 3lbs. Dr. Kleaners Miracle Cure-All: Miracle drug salesman and wannabe faith healers seem to be as common as lice in the desert. There is one potion, however, which actually lives up to its hype (partially at least). Drinking this Cure-All instantly gives you the benefits of a Heal spell from a 10th level caster. You had better get somewhere safe soon though, because ten minutes after you drink it you take 2d6 damage to every ability score (to a minimum of 1, roll separately for each).
Cost: 500gp. Duck-tape: Bonds ducks together permanently. Useless for any other application, illegal in any city which has ducks. Cost: 1gp/10 feet. Duct-tape: Gods singular perfect gift to man. It has a light side, a dark side, and it binds 98% of this world together (literally). When rolling a Craft check to repair a broken object, 2 of duct-tape can be used rather then the required materials. However, the DC of the craft check is increased by 10. Succeeding the base craft check but failing the part required for the duct tape (failing the new check by less then 10) halves the items durability and reduces 1 or more stat (decided by the DM). Cost: 1gp/10 feet. Dynamite: For when you really need to blow something up on a budget. A stick of dynamite may not be as powerful as military grade explosives, but its cheap and quite stable, doing 4d6 fire damage in a 10 square. It is instantly ruined by water and there is a 75% chance it will explode in a fire. Fuses can be set from five rounds to one hour with good accuracy, but it cannot be used as a grenade-like weapon. Bundling dynamite sticks together increases the blast radius and damage by for every stick added. Cost: 15gp. Weight: 1lb. Emergency Infusion Kit: This is a sack of otherwise normal kitchen implements specifically modified for creating infusions under trying conditions. The components may be mismatched and improvised, but usually include tongs, spoons, a ladle, vials, jars and a small cooking pot. When using the kit you can create an infusion in distracting environments and the creation time is halved. The creation process is extremely hard on the equipment, any kit will become useless after making a total of 25 levels of infusions. Assembling the tools for the kit isnt hard, but
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Cost: 3000gp. Weight: 7lbs. Liquid Rage: This fluorescent yellow liquid was originally created for making instant shock troops and is only used when collateral damage and self preservation are of no concern. By chemically stripping you of all inhibitions, its effect is equivalent to the Rage ability of a Barbarian with the following bonuses: Str +8, Con +8, Will +4, -4 AC. You gain an extra attack at your full BAB, +5 to your move speed and can remain fully functional at negative hit points. As useful as this may be, theres a good reason why its possession, sale and manufacture are a capital offense in most places. When under its influence you take two points of non-lethal damage per round and will attack without restraint anything you perceive to be a foe. Once all enemies are dead you will instantly turn on the nearest creature, friendly or not. If there is no one else alive, your orgy of chaotic destruction continues until the drug runs its course. The effects last until you fall unconscious, after which you are exhausted and take 2d4 damage to Str and Con. Cost: 300gp. Moisture Conservation Suit: This bodysuit is made of a slick gray absorbent material that gives a +2 bonus to hiding in sand and a +2 bonus against environmental heat effects. The wearer also only needs 1/10th of a normal water ration even in the hottest conditions. It takes one min-
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Table 15: Pressure Tanks
Size name: Max charge: Damage: Cost: Small 6hrs
Weight/Size: 3lbs/Diminutive
Average tanks no-longer have the risk of exploding from noncombat damage. New tanks or ones that have been successfully restored are of good quality and have 10HP. Some stores sell tanks of fuel that are pre-filled, but they are rare. Tanks can be repaired. See table 15. Sand Towel: This looks like a fine cloth, silky to the touch. If it didnt cause the skin to discolor and itch when worn for long periods it would be a great fashion statement. Blanket sized pieces of this cloth are found in most explorers packs. During the day it can be used as a shade. It slides effortlessly over sand allowing the user to use the blanket like a sled. Explorers use them for heading down dunes and pulling heavy cargo. When worn against the skin for days, irritants cause the skin to darken and become resistant to the suns rays, but itch persistently. In emergencies the itching aids explorers by keeping them awake. Calling anything in the desert a towel sounds strange, but the absorbent capabilities of the Sand Towel can be useful: it can be used to collect water deposits which can then be squeezed into a canteen. Sand Towels are normally worn around the neck; a thick strip in one side of the towel is not coated in the irritant, like a cape or cloak. They come in an array of colors and patterns, and can be used to identify an explorer or his affinities at long range. Military grade towels have one side with sand camouflage and one side with identifying markings made to be seen. Cost: 5-100gp depending on quality, color, and size; more expensive greenhorn versions are sold without the irritant. Weight: 3-5lbs. Shrunken Motan Head: The desiccated and shrunken head of a Motan elder, this is bound to get you strange looks wherever you go. The only way to get one is to steal it from a Motan tribe, which is very dangerous since any Motan who sees you with one will try to reclaim it by killing you. With a successful Concentration check of DC 15, you can use it to cast Cure Serious Wounds as a Druid of your level. Every time you cast a spell from the head, you take one Con damage; being magical, the damage can only be healed by magical means. Cost: not for sale. Weight: 5lbs. Spring Loaded Armbands: These handy equalizers are concealed underneath a sleeve. They allow you to draw a holdout pistol or a knife as a free action and give you a
+2 bonus on Slight of Hand checks to conceal a weapon. Cost: 25gp. Weight: 1lb. Steam hood: These items are seen on only the most elite and well-funded warriors of this world. A steam hood looks like a set of brass goggles with a thick headband. The steam hood uses a mixture of good optics and brain stimulation to increase dexterity. The headband of the Steam Hood is actually a set of electrodes being pressed against the head of the user. When functioning properly and well adjusted (which they rarely are), the electrodes increase perception and fine motor skills. Exactly how this works is beyond even the workshops that make them, although it is generally believed to be ancient technology. When wearing a functioning Steam Hood, the user receives +5 bonus on ranged weapon attack rolls and Spot and Search checks. Cost: 2000gp. Possible side effects include: bleeding from the eyes, nose and ears, brain cancer, cerebral edema, paranoia, hallucinations, seizures, or dementia. Weight: 2lbs. Steam Powered Goggles: These heavy brass goggles attach to your head with a thick leather band. When powered up they continually run range programs and data analysis routines, which are then projected on the insides of the lenses. This gives the wearer +2 to hit on ranged attacks, x3 magnification and protects the eyes from harmful environments. Cost: 1200gp. Weight: 3lbs. Sunglasses: A pair of regular shades protects your eyes from the harsh sun and grants +2 to saves vs. blinding, they cost 40gp. A pair of mirrored shades costs 60gp, but besides looking wicked cool they give a +2 bonus on intimidate checks. Ancient sunglasses are variably tinted; they give +2 to saves vs. blinding, low light vision and a +2 bonus to spot all to the tune of 600gp. Thunderbolt: This large brown pill is a purgative of incredible power. Sold individually, it has a 75% chance of curing any case of poisoning or disease. On the other hand, some would rather tough out their pain then be voiding explosively from both ends for 3 hours. Cost: 5gp X bombs: In the ruins of old cities are many containers of substances whose uses and names are long forgot-
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If a large quantity is injected through a needle or other medical device, saves and positive effects double. If only a small amount of poison enters the body, such as a poisoned blade or a small inhalation, then the saves and effects are halved.
96-100 Begins foaming uncontrollably. It expands 1 square outwards in all directions every round for 2d10 rounds, forming a sticky goo (DC 20 Escape Artist or Str check).
Roll the check for each chemical as soon as it is removed from its container in any way. X Poisons: Rather then simply chucking it at an enemy and hoping it ignites, using the same random substances as a poison is much more to the taste of many warriors. Poisons must be taken into the body through injection, by a wound, inhalation, or ingestion. Roll d100 for each chemical added to see the effect. Weight: 2lbs.
1-30 31-40 41-50 51-60 61-70 71-80 81-85 86-90 91-95 96-99 safe chemical Fort 15 save, 1d6 Str/1d6 Str Fort 15 save, 1d6 Con/1d6 Con Fort 15 save, 1d6 Dex/1d6 Dex Target becomes hasted for 10 minutes Target doubles current health (can over-heal), lasts 10 minutes Target becomes horribly drunk Target suffers violent hallucinations for 1d4 hours Fort 20 or lose consciousness, turns target blue Fort 20 or all but one point from Str, Con and Dex goes into CHA
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31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 Childrens toys Inedible packaged meals Iron dumbbells Glass panes Rebar Cu-cu clocks Ornate music boxes Marble statuettes Ornamental swords various ancient books Chemistry sets Pressure tanks Epic duct tape
Items are produced in 100 unit lots. The Liberator: This oversized revolver was custom made for a Gunslinger who decided he needed a sidearm as big as his ego. Unfortunately for him, its shear size was cause for ridicule instead of intimidation and he sold it to a collector. Weighing 5 pounds and having a range of 30, this revolver fires shotgun shells instead of bullets. Any wielder must either use two hands or be larger then medium size to fire it or take a -8 attack penalty. Magic 8-ball: For such an ancient device to still exist in numbers is truly a tribute to its power. Magic 8-balls are considered a serious divination tool, and unearthing an 8-ball is a sign of divine favor. 8-balls return a simple answer to any question you pose them. Cost: 300gp. Weight: 2lbs. After asking a simple yes/ no question to a magic 8-ball, the DM rolls a d100 and returns an answer:
1-10 Detailed, but false, answer 11-20 (Random piece of trivia) 21-30 You suck (or other, roughly equivalent insult) 31-40 Yes 41-50 No 51-60 Maybe 61-70 Plessey vs. Ferguson (or other random name of something obscure) 71-80 Head (random direction) as fast as you can 81-90 (Random teammate) has plans to murder you [if a teammate does, then name that teammate] 91-99 Actual answer to the question (in yes/no/maybe format) 100 Detailed answer
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the cost (value x 1500gp) and the DC of the Heal check to operate (10 + 5 per value). A graft must be made in a medical facility and much depends on the skill level of the surgeon (see the Geneticists description). Unless specifically stated, any graft can only be taken once. Any graft taken can also be removed for the same amount. See table 16 for the list of grafts. Other grafts may be created with the DMs approval.
Value Description
1 1 1 4 8 2 2 2 2 2 2 2 This covers any kind of cosmetic surgery. This may be taken multiple times. You immediately gain one feat of your choice. You must still meet the requirements for the feat, if any. You are now of the Medium size category, this cancels out any size modifications you have taken in the past. You are now of the Small size category, this cancels out any size modifications you have taken in the past. You are now of the Large size category, this cancels out any size modifications you have taken in the past. Your muscles are now significantly larger and more defined then they were before. You gain +4 Str. You are more limber and faster then you were. You gain +4 Dex. Your wind is better and you can pump out more reps on the weight pile. You gain +4 Con. Your brain is retrofitted with extra memory space. You gain +4 Int. Your senses are keener, this includes common sense. You gain +4 Wis. Careful work has gone into constructing you to look beautiful (or handsome, your choice). You gain +4 Cha. You can now secrete a potent toxin into your saliva. After a full round of preparation you can either deliver the toxin to another person via direct fluid transmission or use it to envenom a weapon. It can be overcome with a Fort save (DC 19) and deals 1d6 Con damage/unconsciousness. You can now learn much faster then normal. For every level after you take this boost, you gain an additional 2 skill points. You may also pick 2 extra class skills. You gain a +4 bonus on any Fort save to resist the effects of environmental heat. Your vital organs are protected with a layer of armor plate. You do not die until your hit points drop below -15. This stacks with the Never Say Die feat, if you have it also then you dont die until your hit points go below -20. Yes, your balls will be steel. You gain blindsight in a 30 radius, but only when your eyes are closed. You now possess claws or fangs. Your un-armed attack now deals either slashing or piercing damage (pick one) with one die larger damage. Ex: a human would do 1d4, after this boost it would do 1d6. Requirement: Improved Unarmed Combat. You gain darkvision out to 60. Your body is now designed for increased jumping ability. You can always treat a standing jump as a running jump, your jumping distance is not limited by your height and you get a +4 bonus on Jump checks. Your senses are masterfully developed. If you fail a Spot or Listen check, you get to roll again and take the higher result; you also gain a +4 bonus on Spot and Listen checks.
2 2 3
Blindsight Claws
3 3
Darkvision Grasshopper
3 3
Hawk Eye
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Name
Heat Sense 3
3 3 3
Vampire
Adaptive Defense
Chameleon
Cheetah
Danger Sense
Duel Brains
4 4
4 4
4 4 5 6
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Value Description
7 Your type changes to Plant. You gain a full days sustenance by being in the sun for 8 hours, but do not heal naturally if you are out of the sun for more then 24 hours. Your type changes to Automaton and you can now take Automaton levels. This also requires a Craft: mechanical check of DC 30. Level adjustment: +1 Your type changes to Unlive without having to go through the messy process of dying first. This is equivalent to the Geneticists True Undeath ability. Level Adjustment: +1
8 8
LAIDEMs
In every Crazy Eddie store there is a mysterious booth in the back left corner of the shop labeled Lenscap lows you to buy basic abilities and stat bonuses for your character. It also allows you to sell your basic stats for ready cash at a 1/3 loss. A LAIDEM should not be used more then once per day; you can, but you will take 1d6 Con damage and usually acquire some minor, permanent cosmetic flaw. Listed below is what you can buy, the form the bonus takes and the cost formula. Armor Class: Insight bonus, #2 2000gp Attack Bonus: Competence bonus, #2 2000gp (this is not a base attack bonus) Base Ability Score: Enhancement bonus, #2 1000gp Experience Points: #2 .1gp (you can buy no more then 500 XP at a time) Feats: #2 1000gp Hit Points: #2 500gp Saving Throw: Resistance bonus, #2 1000gp Skill Points: #2 100gp LAIDEMs are also programmed to perform grafts. The operation is more expensive (value 2000gp), but the devise counts as a 20th level Geneticist with no possibility of failure.
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Automatons
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will keep their distance and snipe the enemy from cover. If an entire clan is attacked, they will swarm the enemy and overwhelm them with tumbling and flanking attacks. Garez Traits: +2 Dex, 2 Str: Small size: Base speed 20; +1 size bonus to AC and attack rolls; +4 size bonus on Hide checks; small weapons; lift and carry load. +2 bonus on Hide, Listen, Move Silently and Slight of Hand checks. +1 racial bonus on all saving throws. Defensive Roll: Once per day, when he would be reduced to 0 or fewer hit points by damage from a single attack, a Garez can attempt a Reflex save for half damage (DC=damage dealt). The Garez must be aware of the attack and be able to make a Reflex save for this to work; the Evasion ability does not apply. Automatic Languages: Common, Garez. Favored Class: Rogue Society: Garez have shaped their entire society around trade. Year round, their caravans make endless circuits of the trade routes that supply the various communities of the desert. Garez live in tight knit tribal families lead by a headman, although major decisions affecting the tribe require unanimous consent. The tribe is paramount to a Garez; they will sacrifice everything to protect it and die willingly to defend it. A Garez that has been banished from their tribe for a major offense will wander aimlessly, sometimes taking their own lives unless they find another tribe willing to accept them. They claim the entire desert as their own and worship a monotheistic sun god named Chet.
Garez
Garez are businessmen at heart. Though they have a well deserved reputation for being light fingered, a reliable trading partner is always given a square deal. A Garez stands from 2 1/2 to 3 1/2 tall and can weigh between 35 to 60 pounds. A short lived race, they come of age at ten years and seldom live past 40. They have very light skin which is completely covered in layers of assorted rags under a brown, black or gray hooded wool robe. Garez speak Garez and Common. Almost all Garez have at least one level in Rogue, the sample presented is of a 1st level Rogue. Combat: Garez try to avoid combat whenever possible. If they feel cornered or threatened however, they
Base Attack/Grapple: +0/-5 Attack: Full Attack: Space/Reach: Special Attacks: Special Qualities: Saves:
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Abilities: Skills:
ing 1d20 + Cha mod + Hit Die. If the Motan has Animal Empathy from the druid class, the bonus from the class ability supersedes the bonus from the racial ability. A magical beast with an Int of 1 or 2 can be influenced, but with a 4 penalty. Low light vision: A motan can see twice as far as a human in dim light. Proficient with light armor, scimitar and shortbow. Society: Motan tribes are hunter/gatherer based and are organized around a matriarch who makes all decisions and a small elder circle who advises her. They travel within a set territory that may be shared with other tribes. Males do the hunting, gathering and fighting while women are in charge of domestic affairs. While the entire tribe will instantly respond to a threat with overwhelming force, friendly guests are treated well.
Motan
Motans are a long-lived aboriginal race who live in hunter/gatherer groups in the deep desert. They are the only race that can use, or grant the use of, divine magic. Distrustful of high technology, they hate Geneticists and their creatures as unnatural creations. A Motan stands 5 to 5 tall and weighs 100 to 130 lbs; coming of age at 40, they often live 400 to 450 years, They have dark skin, hair, eyes and a covering of short, dark hair.. Wearing nothing but a loincloth, an adult Motan is covered in tattoos of varying significance. A Motan speaks Common and Motan. Their favored classes are Brujo for males and Druid for females; Monks and Rangers are also seen. The sample presented here is of a 1st level Brujo. Combat: Motans prefer a straightforward approach to combat. While they may use their bows to harass the enemy from cover, what they like best is to get up close and personal. A disconcerting habit they have is to advance on an enemy from underground using their burrow ability instead of charging in the open. Whenever possible, they use a specialized ambush tactic involving burrowing under an enemy and then springing up out of the sand next to them. If a tribe is threatened on their home ground, every one of them can be counted on to fight to the death. Motan Traits: Medium humanoid; Base speed 30, Burrow speed 10. 2 str, +2 wis, 2 cha. +2 bonus on Handle Animal, Knowledge Nature, Ride; +4 bonus on Survival. Animal Empathy: A Motan is able to make the equivalent of a Diplomacy check against an animal, us-
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Unlive Type
Unlive are the creations of science, not magic, and therefore have different traits then normal Undead. Those that have been created from scratch, using the Geneticists Frankenstein Complex ability, are true Undead and follow the descriptions in the Monster Manual. Creatures that have been brought back to life by a Geneticists True Undeath ability are the ones described here. Personality: Some Unlive manage to retain their original personalities in spite of the stigmas they face, usually because they were able to hold onto something of their previous lives. Quite a few of them over time though develop a persecution complex and other socially related neurosis. Unless they manage to find some measure of stability, Unlive generally suffer a nervous breakdown and go insane, seeking nothing but revenge on those who drove them to madness. Physical Description: Unlive were always Human, as no self-respecting Geneticist would waste time on a Garez and the process does not work on Motans or Automatons. Unlive who try to exist in regular communities will normally disguise themselves, using makeup and surgery to appear like other Humans. Though their vital processes are not stopped completely like true Undead, they are extremely slow and inefficient. Unlive seldom live more then twenty years past their original death. Relations: Being accepted in very few places, Unlive lead an uncertain existence. Humans acceptance of variation does not include them; they risk ridicule and indignities in towns and lynchings in the cities, although they are valued as slaves because they need so little to survive. Motans believe them an affront to nature and destroy them on sight. Only Automatons and Garez hold nothing against them. They might find sanctuary in small, open minded frontier towns or traveling with small trading caravans. There are rumors of Unlive communities in the desert, but they havent been investigated. Not surprisingly, Rogues and Con Artists are the most successful at surviving due to their talents for disguise. Alignment: Stable Unlive at first keep the alignment they were in life, although reactions to their new condition may change that very quickly. Those who have gone insane are always chaotic evil. Lands: Unlive can neither claim nor own lands of their own. It is rare for an Unlive to be able to stay in the same place from when he was alive. Adventuring or traveling in general is usually far preferable to the scorn of former loved ones, despite the inherent dangers.
Religion: Unlive will keep whichever brand of religion they had in life. Even a crazy Unlive would usually not renounce its faith. Language: Unlive do not have a language of their own; they retain and speak any languages they knew. Names: Unlive may keep their original names or change names to avoid being found out. Adventurers: If their friends and family are understanding, Unlive can be comfortable doing what they did in life. This is rarely the case however, and adventuring provides a way to escape from persecution and unwanted memories. Racial Traits: An Unlive keeps all class levels and abilities, hit die and surgical modifications from its previous existence. The process of resurrection is extremely traumatic however; in addition to the normal level loss from death it takes a 2 penalty to Cha from general feelings of insecurity. All other Human racial traits are unchanged. An Unlives slower metabolism is a tradeoff. They receive a +2 bonus on Fort saves, a +2 resistance bonus against poison and disease and they only require a third of the food, water and air needed by a normal Human. Any surgical modifications done to them cost 1/3 less then normal. On the other hand, their natural healing rate is halved and any healing done to them, magical or otherwise, has only half the effect.
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some of the strangest and most dangerous creatures, man and monster alike. The northern end of the valley which eventually feeds out into the lowlands of Folsom County are marked by dense forest and extremely unforgiving mountains. It is the resource breadbasket of The Trinity and home to lumber and mining businesses. People here are extremely territorial and with no major cities or roads, except for the regional capital of Timber, any wrong step could be your last. Timber is governed by the Redwood Barons, a greedy and expansionist corporation at odds with the Mafioso. The wilderness is not necessarily owned by any group of people, but rumors of an isolationist cult named The Feyd, patrolling the extreme trails and cannibalizing outsiders, persist.
Folsom County
Folsom County encompasses the smallest amount of land, but contains the only working railroad and extends from the central oasis of Fortune City east towards the Panhandle. It is the most populous county and is primarily ruled by the Mafioso, though a strong Eastern Nationalist presence still persists. Folsom dominates the Water, Gambling and Manufacturing industries for The Trinity, though the majority of its work force are either temporary hired hands or slaves bought from the less lawful Del Lunes County. A lowland, Folsom County has no mining sources and consists mainly of scrub wasteland with the only arable land being on the Panhandle. The only major water source left, Kruper Lake, is exploited to serve as the main source of steam among the citizens here. People new to The Trinity typically arrive here, and all too often are buried here as well.
The Boundaries
It is not generally recommended to travel beyond The Trinity, though there are stories of those who have successfully done it and returned. Except returning to civilization through neighboring Garfield Territory through the Panhandle, every direction from The Trinity is an inhospitable place. It has been said that north of Kimball County lies an endless chain of snow-topped mountains with a gargantuan, ever-looming volcano at the highest point. To the south of Del Lunes lies the Twilight Desert, a wasteland of black sand under eternal moonlight. Motan tribals hail it as the Land of the Gods, where they return to in death. To the west of Del Lunes is the enthralling Omir Sandsea, a literal ocean of golden sand and water that churns endlessly. With a consistency of quicksand, specialized boats are the only craft to have
Kimball County
The idyllic scenery of the northern Kimball County should not be taken at face value; the county is home to
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ever had any success traversing it, though none have ever returned. Atmospheric phenomena is commonly seen during eclipses here.
Points of Interest
Fortune City: The lawless self-proclaimed center of Trinity Territories is also the largest city in the area by far, with the most to offer adventurers of all walks of life. It is an eclectic city, built out of the ruins of the old resort built 60 years ago during better times, and therefore a jumbled mass of extravagance and steam-powered hodgepodge. The city itself is broken up into the Trainyards, with Acquisition Station being the hub of all train and
ferry transportation in the region; Oldtown, the decrepit ruins of the early steam factories now occupied as tenement housing by the most run down of criminals; The Hill, the world-famous gated downtown home to dozens of casinos, clubs and businesses; Coin-Op City, the average mans playhouse complete with streets and streets of shops, restaurants, strip clubs, slavers and opportunities; and finally Kruper Crest, the heavily patrolled industrial sector responsible for processing all of the goods from across the territory and its wholesaling at the Grand Trinity Exchange. Large City AccommodationsSteam Power Available North Fortune: Not too far north from its sister city, North Fortune is a port city primarily responsible for the
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Recomended Reading:
Recomended Viewing:
Winchester 73: 1950; James Stewart, Shelly Winters High Noon: 1952; Gary Cooper, Grace Kelly, Lloyd Bridges Shane: 1953; Alan Ladd, Jack Palance The Searchers: 1956; John Wayne, Natalie Wood, Jeffrey Hunter Rio Bravo: 1959; John Wayne, Dean Martin, Ricky Nelson The Magnificent Seven: 1960; Yul Brynner, Steve McQueen, Charles Bronson, James Coburn The Man Who Shot Liberty Valance: 1962; James Stewart, John Wayne, Lee Marvin Wild Wild West: 1965; Robert Conrad, Ross Martin The Good, the Bad, and the Ugly: 1966; Clint Eastwood The Professionals: 1966; Lee Marvin, Burt Lancaster, Robert Ryan Once Upon a Time in the West: 1968; Henry Fonda, Claudia Cardinale, Charles Bronson Butch Cassidy and the Sundance Kid: 1969; Paul Newman, Robert Redford The Wild Bunch: 1969: William Holden, Ernest Borgnine Kung Fu: 1972; David Carradine The Outlaw Josey Wales: 1976; Clint Eastwood, Sondra Locke Unforgiven: 1992; Clint Eastwood, Jaimz Woolvet, Gene Hackman, Richard Harris Tombstone: 1993; Kurt Russell, Val Kilmer, Bill Paxton, Sam Elliott Wyatt Earp (Special Edition): 1994; Kevin Costner, Gene Hackman, Dennis Quaid Wild Wild West: 1999; Will Smith, Kevin Kline 3:10 to Yuma: 2007; Christian Bale, Russell Crowe Appaloosa: 2008; Viggo Mortensen, Ed Harris, Jeremy Irons, Renee Zellweger True Grit: 2010; Hailee Steinfield, Jeff Bridges, Matt Damon, Josh Brolin