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CREDITS

Writer and Creator: Joseph Goodman

Art Director: Sean Glenn

Art: Niklas Janssen

Graphic Designer: Rick Achberger

Cartographer: Robert Lazzaretti

Developer: C.A. Suleiman

Additional Development: Rob Baxter

Editor: Janice Sellers

Managing Editor: Andrew Bates

Playtesters: Garrick Andrus, Stephen Burt,


Alan Fishman, Michael Goodman, and
Stephen Pellicer

DragonMech is dedicated to April.

Check out upcoming Sword and Sorcery Studios products online at:
http://www.swordsorcery.com
Look for more information on DragonMech, including freebies, news, and web enhancements, at:
http://www.goodman-games.com
Distributed for Sword and Sorcery Studios by White Wolf Publishing, Inc.
This printing of DragonMech is published in accordance with the Open Game License.
See the Open Game License Appendix of this book for more information.
All rights reserved.
2004 Goodman Games. DragonMech is a trademark of Goodman Games in the U.S. and/or other countries, used with permission. All rights reserved.
Sword & Sorcery Studios and its logo are trademarks of White Wolf Publishing, Inc. All rights reserved.
Dungeons & Dragons and D&D are registered trademarks of Wizards of the Coast, Inc., and are used with permission. d20 System
and the d20 System logo are registered trademarks owned by Wizards of the Coast and are used according to the terms
of the d20 System License version 5.0. A copy of this License can be found at www.wizards.com/d20.
The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned.
PRINTED IN CANADA.
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CONTENTS
INTRODUCTION 5 STEAM POWERS
Using Steam Powers
53
54
Basic Mech Combat
Piloting a Mech
89
89
Building Steam Powers 54 Initiative 90
CHARACTERS 9 Building Steam Powers of Different Sizes
Steam Powers List
55
55
Armor Class
Attack Rolls
90
90
CHARACTER MOTIVATIONS 9
RACES IN DRAGONMECH 10 Some Fun Combinations 62 Attacks of Opportunity 90
Humans 10 RELIGION 63 Grappling 91
Dwarves 10 Resurrection on Highpoint 64 Called Shots 91
Elves 11 Basic Mech Combat Summary 91
Critical Hits 91
Gnomes
Half-elves
11
12
MECHS 67 Critical Thresholds 91
ORIGINS 67 Mech Critical Hits Summary 92
Half-orcs 12
SOCIETY 68 Crew 92
Halflings 12
INSIDE A MECH 69 Crew Protection 92
ADAPTING CLASSES
DESCRIPTION AND Insufficient Crew 92
TO DRAGONMECH 12
CONSTRUCTION 70 Boarding a Mech 92
Barbarians 12
Power Source 70 Targeting the Crew 93
Bards 12
Profile 71 Attacking the Crew after Boarding 93
Clerics 13
Size 72 Tripping a Mech 94
Druids 14
Maneuverability 73 Downed Mechs 94
Fighters 14
Steam-powered Mechs 73 Pulling Down a Mech 95
Monks 14
Man-powered Mechs 75 Special Attacks 95
Paladins 14
Clockwork Mechs 75 Unarmed Attacks 95
Rangers 14
Animated Mechs 78 Trample 95
Rogues 15
Undead Mechs 78 Dispelling Animated Mechs 96
Sorcerers 15
Armor 79 Riding a Mech 96
Wizards 15
Improvements beyond the Base Profile 80 Ranging Shots 97
NEW CORE CLASSES 15
Specialized Traits and Payloads 80 Indirect Attacks 97
Clockwork Ranger (variant ranger) 15
Construction and Pricing Guidelines 81 Repairing Damaged Mechs 98
Coglayer 16
Planning Time 82 MECH GALLERY AND
Constructor (variant wizard) 18
Labor Contribution 82 TECHNICAL READOUTS 98
Mech Jockey 18
Base Requirements 82 Explanation of Terms 98
Stalker (variant rogue) 21
Incremental Improvements 84 Barbagula 99
Steamborg 22
Armor 85 Bastion 100
NEW PRESTIGE CLASSES 26
Base Cost 85 Daughter, The 100
Anklebiter 26
Final Cost 85 Dignitary 101
Assimilated 27
Animated Mechs 85 Fangbiter 102
Gearwright 29
Necromantic Mechs 85 Incinerator 103
Mech Devil 31
Making the Mechcraft Check 86 Iron Maiden 104
Riftwalker 33
Building onto an Existing Mech 86 Janzeters Amazing Mobile Cannon, Mark I 105
Steam Mage 35
Personalizing Mechs 86 Juggernaut 107
Vessel of Dotrak 37
MECH COMBAT 86 Lancer 108
SKILLS 40
Summary of Mech Combat Rolls 86 Mother, The 109
FEATS 43
Moving a Mech 87 Rodwalker 111
SPELLS 47
Fuel Sources 87 Scale Hunter 112
Spell Variants 47
Difficult Terrain 87 Scorpion 113
College of Constructors 47
Stepping over Obstructions 88 Skull Crusher 114
Clockwork Familiars 47
Running and Charging 88 Slaughtergore 115
Constructor School Spell List 48
Climbing 88 Smiggenboppers Perambulatory Orc 116
Clockwork Ranger Spell List 48
Jumping 88 Talon 117
Riftwalker Spell List 48
Bull Rushing 88 Totem 118
New Cleric Domain: Engines 48
Docking on a City-mech 88 Verdant Fury 119
New Spells 48
Deploying a Mech Fleet 89 Viper 121
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EQUIPMENT 123 Dronog


Dusk Devil
188
190
TABLES
STARTING GOLD 123 Table 1-1: The Coglayer 17
Forestrati 192
WEAPONS 123 Table 1-2: The Mech Jockey 20
Grease Lizard 193
ARMOR 135 Table 1-3: The Steamborg 24
Iron Shambler 194
UNUSUAL ITEMS 139 Table 1-4: The Anklebiter 26
Lunar Skinstealer 195
MECH-RELATED MAGIC ITEMS 141 Table 1-5: The Assimilated 28
Slathem 198
Enchanting Mechs 143 Table 1-6: The Gearwright 30
Smoking Dead 199
Table 1-7: The Mech Devil 32
Tortog 201
Table 1-8: The Riftwalker 34
THE WORLD Trak Trak
Worm, Giant
202
204
Table 1-9: The Steam Mage 36
OF DRAGONMECH 145 Table 1-10: The Vessel Of Dotrak
Table 1-11: Skills
39
41
HIGHPOINT 145
Climate and Seasons 145 THE DRAGONMECH Table 1-12: Feats 45
Table 1-13: Clockwork Puppet 57
Timekeeping
Lunar Cycle
146
146
CAMPAIGN 207 Table 2-1: Comparison Of
ADVENTURE THEMES 207 Mech Power Sources 71
Lunar Rain 146
Adventures Based on Mechs 207 Table 2-2: Typical Mech Traits By Size 72
Major Regions 146
Mech Warriors 208 Table 2-3: Mech Maneuverability Classes 73
A HIGHPOINT GAZETTEER 148
Character Involvement 208 Table 2-4: Steam-powered
The Nomadic Peoples 148
The Away Team 209 Mechs Critical Hits 74
Continental Highpoint 149
Other Ways to Incorporate Mechs 210 Table 2-5: Steam-powered Mechs 75
The Endless Plains 149
Adventures Based on the Lunar Rain 211 Table 2-6: Man-powered Mechs 75
Glatek 149
Divine Wars 211 Table 2-7: Man-powered Mechs
Edge 151
Scourge of the Dragons 212 Critical Hits 76
Stilt City 154
Solving the Lunar Rain 212 Table 2-8: Clockwork Mechs Critical Hits 77
Chemak 155
Adventures Based Table 2-9: Clockwork Mechs 78
The Ruined Cities 156
on Surface World Rebirth 212 Table 2-10: Animated Mechs 78
Nomads of the Endless Plains 157
Political Adventures 213 Table 2-11: Undead Mechs 79
New People 159
Dungeon Crawl Adventures 214 Table 2-12: Labor Contribution 82
The Orc Hordes 161
Adventures Based on Competition Table 2-15: Mech Type: Animated 83
The Flatland 161
Between Magic and Steam 214 Table 2-14: Mech Type: Man-powered 83
The Roughlands and Boundary Peaks 163
ADVENTURES ON CITY-MECHS 215 Table 2-13: Mech Type: Steam-powered 83
The Wet Desert 163
Gear Forests 215 Table 2-16: Mech Type: Clockwork 84
Mechdoms 164
Hazards of the Gear Forest 215 Table 2-17: Mech Type: Undead 84
The Stenian Confederacy 165
General Traits 217 Table 2-18: Armor Cost By Mech Size 85
The Irontooth Clans 166
Ecology 217 Table 2-19: Summary Of
Larile Nation 167
Urban Areas 217 Mech-related Checks 87
The Rust Riders 168
INTEGRATING MECHS Table 2-20: Mechs 98
The Legion 168
INTO EXISTING CAMPAIGNS 220 Table 2-21: Onboard Weapons 101
Mech Tribes 169
Table 2-22: Onboard Weapons 106
THE CITY-MECHS 170
Durgan-lok 170 CITY-MECH NEDDERPIK 223 Table 2-23: Onboard Weapons
Table 3-1: Grenades
113
123
Nedderpik 172 Stats 223 Table 3-2: Mech Weapons
Tannanliel 174 Combat Tactics 223 Melee And Ranged 124
Rebirth and Haven 175 Getting on Board 224 Table 3-2 Continued: Mech Weapons
IMPORTANT ORGANIZATIONS 177 Government and Major Factions 226 Melee And Ranged 125
The Gearwrights Guild 177 Society 227 Table 3-3: Siege Weapons Ranged 126
Thieves Guilds 178 Economy 227 Table 3-4: Exotic Weapons
The Stalkers 179 Military 227 Melee And Ranged 127
DragonMechs 179 Organizations 227 Table 3-5: Armor 135
Lunar Creatures 181
Table 4-1: Lunar Rain Conditions 148
Table 5-1: Lunar Dragons By Age 188
CREATURES 181 DESIGNERS NOTES 228 Table 5-2: Lunar Dragon Abilities By Age 188
Lycanthropes 181 INDEX 230 Table 6-1: Unusual Features
Clockwork Puppet 181 LEGAL INFORMATION 232 On A City-mech 219
Cogling 183 CHARACTER SHEET 234 Table 7-1: Nedderpik Payload Usage 224
Crumble Bug 185 Table 7-2: Mech Fleet 224
Dragon, Lunar 187 Table 7-3: On-board Weapons 225
plate 1 The standard races are well
represented in the land of Highpoint.
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first thousand-foot-tall city-mech and watched


proudly as it defeated dragon after dragon.

INTRODUCTION Then, unseen and unfollowed, he vanished.


Now, one hundred years later, the Sec-
ond Age of Walkers is at hand. Five dwarven

T he dark age has begun. With each passing day the


moon grows larger in the sky, to the point where it
is now literally falling to earth, particle by particle, in
city-mechs housing populations in the
thousands patrol the surface areas around
Duerok. Armored well enough to protect
against all but the most cataclysmic meteor
storms, the city-mechs brave the lunar rain,
an excoriating lunar rain that flattens castles and kills though even their tough metal hides must
anything foolish enough to walk the land of Highpoint be constantly refurbished.
These five city-mechs, known as the
by night. The moon is so close that lunar monsters can Stenian Confederacy, are now the center of
drop to the surface, whether by choice or as involuntary surface life on Highpoint. The safe zone they
protect is a new haven for trade and settle-
byproducts of the lunar rain. Day by day, the lunar dragons ment, colonized by fleets of smaller mechs.
swarm in ever-greater numbers, while other aberrations Even as the lunar rain abates some say
the moons surface must have been stripped
stalk the surface. If the lunar rain doesnt skin you at to bedrock by now the mechs become
night, the lunar dragons will eat you during the day. further embedded in the social structure.
Trader-mechs form crucial links between the
budding new surface settlements. Explorer-

C olonizing the underdeep was the only


hope for those who once controlled the
surface. Elven archmages and orc warlords
Yes.
A stooped, white-haired dwarf named
Parilus came to Duerok one day, claiming
mechs comb through the ruins of the surface
cities, while righteous adventurers fight
mech to claw against the lunar dragons.
were no match for the lunar rain pounding to be the eldest of the Master Gearwrights. Prospector-mechs scout for scant supplies
their cities night after night. Wave after wave Only the most ancient dwarves remem- of ore and coal, and tensions run high when
of refugees sought shelter underground. But bered the Gearwrights Guild, which was supplies run low.
the entire world tried to cram into a limited but a footnote in stories of a mythical Age Resource disputes have brought the
number of havens, and they found only con- of Walkers passed on from their grandfa- Stenian Confederacy into conflict with its
stant warfare. Each battles winner had mere thers grandfathers. neighbors. The disparate human nomad
days until the next wave appeared, desperate Parilus taught the dwarves to build great tribes, united for the first time in centuries
to force its way into any covered shelter it mechanized walkers powered by steam. He by the charismatic demagogue Shar Thizdic,
could find. showed them how mighty a ten-ton metal man have constructed a steam-powered city-
Deep underground, the ancient dwarven could be, how its heroic metal hide could resist mech of their own. Now Shar sends his so-
stronghold of Duerok was safe from the the lunar rain and beat back the dragons. He called Legion into routine skirmishes with
dragons and lunar rain but not from the guided them through the construction of their the Stenian Confederacy. Mercenaries play
refugees. Dueroks dark age was ferocious. both sides, profiting in the new demand for
Pushed back by the relentless waves of inva- metal, fuel, and mechs.
sion, the dwarven city-state lost both land Despite its imposition of law and order,
and lives. Some invaders swept past Duerok, not all are satisfied with the Stenian Con-
retreating deeper and deeper underground federacy. Its security comes at a cost. Martial
in their quest for safety. Most did not. law is the rule of the day; military-mech
Duerok was under siege. pilots are mobile judge, jury, and hangman.
The lunar dragons ran rampant over the Already, vigilante-mechs backed by the
surface world. Surging hordes of refugees people have challenged the Confederacys
pressed at every entrance to the subsurface. authority. Many citizens, especially the
The lunar rain razed the surface yet again each clergy, feel the Confederacy is too con-
night. Chaos, death, and disaster threatened cerned with short-term solutions. The
from every quarter. Was any hope left? surface is now inhabitable, but nothing
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has been done to solve the lunar rain itself. its beginning. They resent the treasure-hunt-
While independent clerics and paladins ers who loot their ruined villages, the gear-
organize attacks on the lunar dragons wrights who challenge their magic, and
home turf, the Confederacy focuses the mech jockeys who question
solely on terrestrial power. As many their history. Riding magical-
resentful citizens of the oppres- ly powered mechs crafted
sive Stenian Confederacy exist as from the still-living
do outsiders desperate to enter its remnants of their village
safe zones. ancestor trees, elven
As the lunar rain destroyed long- artifact-hunters hunt
established settlements, so too did lost treasures stolen by
it eradicate long-established social the new mechdoms. Mean-
customs. With few exceptions, the institu- while, the orcs of the south-
tions that once held together the fabric of ern plains grow entranced by
life are now gone. In the place of churches manding entire city-mechs in its name. Its the power of mechs, raiding more
and nations, new forces have emerged. Faith coglayers and steamborgs push the limits of frequently as they seek to acquire mechs for
in the old gods has practically vanished as technology, eagerly seeking new techniques, themselves.
worshippers question those who could not while new recruits explore ancient legends: As always, the rogues profit. From an
save them. The newly emerging mechani- Is it true that the huge metallic dwarflike early stage, the thieves guilds insinuated
cal-god Dotrak whispers cryptically in the sculptures buried in the Wet Desert are themselves into the management of the city-
ears of his prophets, while the bizarre lunar in fact ruined mechs from the first Age of mechs. Even the Stenians now make con-
gods recruit mortals in disguise. Mobile Walkers? cessions to the guilds. The destitute lower
mechdoms rule where kingdoms formerly Not all accept the new order. While nearly levels of their city-mechs are kept in line by
prevailed. The Gearwrights Guild is more five human generations have passed since ruthless guild organizations, which ensure
powerful than some nations once were, com- the lunar rain began, most elves remember available manpower to work the smelting
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plants and engine rooms as long as their outrunning the military when they can and point is essentially a Wild West environment
methods go unquestioned. All the while, a outfighting them when they cant. Treasure- with scattered law and great power waiting
shadowy group of so-called stalkers prac- hunters travel to the endless plains, where to be claimed. The old institutions are dead
tices infiltrating and disabling mechs from they raid the Legion and the orc hordes; and gone. The competition to replace them
within. Rogues and cutthroats have fantastic glory-hunters pit their steam-mechs against has begun.
new opportunities for power. dragons, giants, demons, and necromechs. Now hope exists again. It is once again a
One hero stands above them all. Mech On the outskirts of the Confederacy, a time for adventure! On the fertile endless
jockeys are the ace pilots who make life on loose collection of reclusive families called plains, elven wizard-pilots carry adventur-
the surface possible. They ferry precious the Irontooth Clans rides under no flag but ers in search of lost elven treasures. Shar
loads of iron from distant mines, risking its own. The Irontooth practice the art of Thizdics Legion sends saboteurs into
ambush by raiders and dragons. They pilot mech fu, steeped in ancient traditions but Stenian mines, while independent mech
the massive military-mechs bristling with modernized for the world of mechs, and the jockeys profit from trade with both sides.
steam cannons. Independent operators ride mech devil pilots of the Irontooth Clans Righteous paladins fight nobly against the
scout-mechs into the frontiers, seeking new are feared above all others. lunar dragons, and treasure-seeking fighters
trade routes or ruins to loot. They smuggle In a land where chaos comes hand in hand hunt for their lairs. Gnome coglayers build
contraband into the Stenian Confederacy, with opportunity, it is no surprise that efforts fantastic clockwork weapons for their allies,
to solve the true cause of the problems the while dwarven steamborgs replace their own
lunar rain and the creatures it brings to earth body parts with steam-powered prosthetics.
have failed repeatedly. Only the most All the while, the soft pinging of the lunar
heroic adventurer can resist the daily temp- rain can be heard through the sturdy metal
tation of personal wealth and power. High- shell of your transport mech, as you bed down
for the night outside the ruins of a once-great
surface city. Hope exists once again
And its powered by steam.
plate 2 The heroes of DragonMech include
the traditional classes as well as those
who build and pilot mechs.

plate 1 The standard races are well represented in the land of Highpoint.
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If your party is composed of traditional-


ist mages and clerics who see mechs as a

CHARACTERS thinly veiled threat to the dominant role


magic once played in the world, your DM
will likely focus your campaign on fighting

G iven the massive changes rocking their world,


the people of Highpoint suffer no shortage of
adventurers. Social structures have collapsed left
against mechs. On the other hand, if your
party is composed of coglayers, steamborgs,
and mech jockeys who see mechs as the best
chance for defeating the lunar dragons, your
adventures will be completely different.
and right, leaving many commoners with no recourse With that in mind, here are some potential
but to fight for their lives. Moreover, the advent of character motivations that have special plac-
es in DragonMech. Of course, a character
mechs has created new opportunities for adventuring. is much deeper than a single motivating fac-
Collecting resources to keep them going is an in- tor, so you can pick more than one, or adjust
them as you see fit.
demand occupation these days, and the mechs have Defeat the lunar aberrations
raised the importance of a skill set not formerly Restore faith in the traditional gods
Gain followers for a personal belief sys-
valued: the talented pilot. Everywhere you look, new tem from those who now have nothing left
adventurers are wandering the land. to believe in
Oppose the plans of the lunar gods
Explore (or loot) the ruins left by the
the dragons and other lunar aberrations? lunar rain
CHARACTER How does he feel about steam technol- Restore the surface world (or your own
ogy? Does it offer salvation or is it an hometown or nation) to its former glory
MOTIVATIONS affront to the old ways? Does it threaten Explore the depths of the underdeep,
the supremacy of magic or challenge the those exposed only since the surface-

T he world of DragonMech offers all the


usual reasons to adventure and many
more. Many clerics adventure to contest the
power of the gods?
After all the devastation wrought by the
lunar rain, and the hardships your charac-
world refugees pushed ever deeper
Locate the legendary Master Repository
of the Gearwrights Guild
lunar aberrations and their gods, while fight- ter has endured, does he still have faith in Restore order and law throughout the world
ers are more concerned with claiming their his gods? Fight against the oppressive policies of
exotic treasures. Mechs introduce a whole Does the Gearwrights Guild speak the the Stenian Confederacy
new level of adventuring opportunities, truth about the first Age of Walkers, even Acquire a personal mech
whether theyre used simply as transport or though the ancient elven texts make no Build your own mech
as the focus of a campaign. reference to such an era? Advance the art of mechcraft through
Before you begin creating your character, What does your character think about whatever means necessary
stop for a moment to think about why your mechs? Are they vehicles, mere wagons Join the Irontooth Clans and become a
character has become an adventurer. How with legs, or a revolutionary new con- mech devil
has he been affected by the forces shaping cept? Are those who pilot mechs merely Join the Gearwrights Guild
Highpoint? As you go through the charac- using them as a crutch, or are they power- Find a way to travel to the moon and
ter creation process, keep these questions ful in a manner that is new for the world? destroy the lunar dragons at their source
about your character in mind: Does your character see the worlds cur- Forge an alliance between the splintered
Where did his ancestors live before the rent state of unrest as a clarion call for factions of the world, so the larger threats
lunar rain? What happened to their hered- heroic defenders to fight the lunar aberra- can be confronted in unison
itary home? tions and end the lunar rain, or a once-in- Pursue personal power through whatever
Where did they turn for shelter during the a-lifetime chance for profit and power? means necessary, ensuring that you arent
lunar rain? What enemies and allies did Considering your characters motivations affected by such disasters in the future
they make? throughout the creation process will also Prove that steam-powered mechs are superi-
What interaction has the character had with help your gamemaster focus his campaign. or to magically powered ones (or vice versa)
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Restrict knowledge of mechs to those who ly few natural obstructions, combined with well fortunate had to travel hundreds of miles
can use it wisely defined boundaries preventing outside invad- to the western steppes or northern forests,
Rise to a senior pilot position in the mech ers, made this the perfect realm for nomads; where some were accepted by the elven vil-
jockey hierarchy of the city-mechs the open plains were protected from invasion lages. Most died en route.
Discover what lives in the endless engine by the steppes to the west, the forests to the Humans living in other regions, such as the
rooms that power the city-mechs north, the sea to the east, and the swamps to flatland, were less affected by the catastro-
Prove that life on the surface is possible the south. Between the nomad tribes, how- phe. They were closer to underdeep havens,
without the city-mechs ever, no shortage of conflict existed. Human or on good terms with nearby dwarves, and
Unravel the mystery behind the Pretominin civilization has always been wild and malleable fared better than their nomadic brethren.
Heads and the Great Standing Dwarf to begin with, with entire kingdoms rising Many took shelter in the dwarven strong-
Hunt monsters, find treasure, and become and falling within a few short generations, holds. There they forged life-long alliances,
a hero in this shattered world and the endless plains are no exception. The standing side by side with their dwarven hosts


many tribes bickered constantly over territory, to defend against later waves of refugees.
resources, and prestige. The orc hordes that Older human characters are likely to be
also walked the plains made for still more con- embittered, cynical refugees. Their personal
flict. The few nonnomadic cultures retreated history includes constant flight or fight for
to impregnable fortress-cities that the combat- the past fifty-odd years. Theyve never known
RACES IN ive nomads couldnt invade. peace, stability, or true safety, nor have their
Now, however, the endless plains are fathers or grandfathers. To them, the mechs
DRAGONMECH decaying. With little shelter from the lunar arent hope; the mechs are merely the latest
rain, they are eroding with every passing in a string of refuges. They adventure solely

T he standard races are well represented in


the land of Highpoint. Though they have
been traumatized by the worlds collapse
night. The human cities were easy targets
for the lunar dragons, and many have been
battered into the ground, their remains used
for survival.
Younger humans, however, were born
into this world. Never knowing anything
around them, none has been completely by some dragons as lairs. At the same time, else, they take it for granted. To them, the
exterminated. brave humans survive in the tunnels and mechs are simply there some friends,
Although Shar Thizdic has used racial ten- small places under the ruins. The ruined cit- others enemies, but all merely aspects of
sions and hate-filled rhetoric as a ploy to grab ies are still home to hundreds or thousands the environment, like mountains or houses.
power, interracial interaction has actually of refugees, who hide where the dragons It is these new generations of humans that
grown since the lunar rain. The chaotic nature cant reach them. have the greatest potential for reshaping
of the world frequently throws together The nomadic tribes were not as vulnerable Highpoint, for they make the most of what
adventurers who never would have met before. as the cities. They fared well against the lunar is there rather than try to return to the old
The city-mechs are far too concerned about dragons, being last on their list of targets. As ways. They adventure out of a sense of hope
recruiting those with useful skills to worry wanderers with no fixed shelters, they were and possibility, searching for the innovations
about race (although tall humans certainly hit hard by the lunar rain. The luckiest found that will restore the world (or at least their
have difficulties on the low-ceilinged dwarf caves, mountains, or forests on the plains, tribe) to greatness.
mechs), and independent mech operators are which they were soon forced to defend Human characters may hail from the spe-
no different. Prospectors and treasure-seek- against endless waves of refugees. The less cialized nomad tribes of the endless plains,
ers take whoever does the best job, and life on some of which confer special abilities and
the surface is more about who can help you limitations. The wild Stavians are excellent
survive than who has pointed ears. riders, while the Wisps are stealthy forest


This section describes the major races in dwellers. See page 157 for information on
DragonMech and the ways they interact. these tribes.

HUMANS DWARVES

H istorically, the humans of Highpoint


have been nomads, and rather uncivi-
lized nomads at that. The center of human
O f all the races, the dwarves are the
least affected by the catastrophes.
Their underground homes were never in
civilization was the endless plains. Relative- any danger from the lunar rain. The lunar
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dragons were only a small threat; no large dwarven bonuses in combat against giants, Elven characters are sad and distant, but
creature can fit very far into a dwarven tun- orcs, and goblinoids do not apply to combat among all player character races they are the
nel. But the dwarves suffered mercilessly with orc mechs. The bonus is due to genera- most hopeful. They have a seven-hundred-


from the secondary effects of the catastro- tions of training in personal martial combat, year lifespan more than sufficient to use
phes: When the surface dwellers looked for not mech combat. their mechs to eradicate the lunar dragons,
shelter from the lunar rain and dragons, they use their magic to shield them from the
headed to the mountains. The dwarves were lunar rain, and re-establish the culture they
forced to defend their underground caves ELVES once had. They adventure with very long-
against almost every living surface-dweller term goals: to recover the artifacts and icons
in the world.
The dwarven kingdoms have been in a
constant state of war for nearly a century.
T he elves were well protected by their
dense forest realms, which shielded
them from the lunar rain for some time.
their villages lost, seek new sites to reroot
their ancestor trees, establish alliances with
others who would help them fight the lunar


The more recent years have seen less vio- Although the forests were eventually worn creatures, and find magical solutions to the
lence, since most of the invaders are dead down, they bought time for their residents. worlds problems.
by now, and the development of mechs gives Even so, the elves suffered hard. The
refugees another option. But the first few elven lifespan is long, and their traditions
decades were horrible. Most dwarves now are strongly cemented. While humans had GNOMES
refer to these as the Years of the Blood Rain, short memories and several generations to
for the invasions caused by the lunar rain
spilled more dwarf blood than any other war
or catastrophic event within memory.
adapt to a new world, and the dwarves at least
retained the vestiges of their former realms,
the elves have had every last woodland village
T he gnomes have suffered much as the
dwarves have, with their underground
burrows raided and used as shelters by other
During the Years of the Blood Rain, almost utterly destroyed. Tens of thousands of years races. Unfortunately, the gnomes lack the
every dwarf household lost at least two thirds of of advanced civilization have been reduced extensive defenses of the dwarf kingdoms,
its numbers. Some were exterminated entirely. to a few portable libraries, the occasional and they have fared much worse. Despite
Some mountaintop dwarven cities are now rolled-up painting, and remembered songs. their illusions, most gnomes were evicted
occupied entirely by humans, elves, and orcs. Humans give birth to children who never from their burrows and forced to seek shelter
Some still have dwarven residents, who are the knew anything different, but barely half an elsewhere. Their burrows were then batted
slaves of the current owners. Other cities have elven generation has passed since the lunar back and forth between successive invaders
been successively occupied by wave after wave rains began. Each and every living elf is pain- until the constant activity finally attracted
of invaders, each of which wipes out the pre- fully aware of all that has been lost. To make the attention of the lunar dragons. Most
ceding one. These sanctuaries from the lunar it all the worse, they are now forced to live in gnome villages are now flattened wastes.
rain are testaments to its disruptive power. confined spaces, a condition which is anath- Although the dwarves invented the mechs
Dwarven characters are likely stoic, tired ema to the elven psyche. A deep sadness and the humans developed them, gnomes
defenders. After decades of invasion, they are permeates elven society. actually constructed many of them. The few
distrustful of anyone who is unfamiliar, particu- Nonetheless, elves welcome the mechs gnomes to survive their forcible displace-
larly if they are approached in their strongholds. with open arms. From the perspective of ment have been welcomed by mech crews,
To them, the mechs are a mixed blessing. They those used to woodland groves and high who deeply appreciate their technical prow-
relieve the pressure on the dwarven kingdoms. forest homes, living in a tall, mobile mech ess. They are less needed on the magically
At the same time, for those dwarves who now is a monumental improvement over living powered elf mechs, but most other mechs
live in mechs, they represent the abandonment underground. Although the mechs were include a cadre of gnome technicians, and
of thousands of years of dwarf stone-dwelling invented by dwarves and developed by many gnome clans have traded their services
tradition. They adventure to escape their con- humans, the most advanced are the product for safety on a human or dwarven mech.
fines, search for new solutions, beat back the of elven magic. They have taken the denuded Gnomes are welcomed for another reason:
attackers who have threatened their way of life ancestor trees that were once the centers of Theyre fun to be around. The gnomish sense
for so long, or free the dwarven cities that are their villages and magically recrafted them of humor has sustained the race, and their
still occupied by invaders. into still-living mechs. These wooden mechs jokes and pranks are welcome diversions in
The dwarven bonus to Craft checks relat- must root in the earth for one hour each day, the bleak land of Highpoint. Of course, their
ed to metal applies to Craft (Mechcraft). but they are still far more powerful than any jokes these days tend be a little darker, but
Dwarves raised in mechs do not receive the others, wielding barrages of fireballs and they still make people smile.
stonecunning ability, but in its place receive other spells at their fingertips. They carry Gnomish adventurers are jovial tricksters,
a +2 bonus to Mech Pilot skill checks. The with them the villages traditions. as they always have been, but at night, when
12
CHPT.
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1


theyre alone in their bedrolls, they silently Half-orcs are found in mechs only as pay- mech. Many halfling communities have now
weep for the clan members they have lost. ing passengers (when their payment is high relocated to mechs, where they provide
enough to overcome natural prejudices) or most of the unskilled and semiskilled labor
as slaves or laborers on an orc mech. required to keep the steam engines running.
HALF-ELVES Half-orc characters are coarse, crude mer- In many cases, these coglings are illicit stow-
cenaries, as they have always been. The lunar aways unknown to the mechs leaders. In the

H alf-elves on Highpoint have always


had difficulty defining themselves.
The radically different lifestyles of their two
rain is a catastrophe for others, not them;
since half-orcs were never fully accepted by
either parent, they dont feel a deep sense
most extreme cases, they have become feral
gear-dwelling creatures, forgetting their
heritage and living as perpetual stowaways in
parents certainly never helped: The stable, of loss for what has been destroyed. Of all the harsh engines. (For more information on
ancient elves in their woodland towns lived the races, the half-orcs are perhaps the best coglings, see page 183.)


a very different life from the whirling, wan- adjusted, for they took the least pride in Halfling adventurers are cynical, as
dering human nomads. Many half-elves split what they were to begin with. are all the races, but not quite as jaded as
their time between their two cultures. Being others. After all, halflings see change as
from two races that respected one another, opportunity. Many halflings are now pro-
they were always accepted, even when they HALFLINGS tected by the same mechs that protect the
never belonged. dwarves, gnomes, and humans, despite the
Each half-elf usually identified more
strongly with one parent or the other and T he halflings of Highpoint never had
a specific city or region to call their
halflings absence in the innovation of such
mechs. As usual, they have adapted rap-


spent more time with that society, though own, nor a civilization quite as advanced as idly and found places to support themselves.
he took pride in the accomplishments of that the elves lost. They settled everywhere
both of his heritages. Now that the lunar and moved often; halfling neighborhoods
rain has decimated the landscape, half- existed in most human cities, throughout
elves have, for the first time, had a chance elven territory, in the halls of Duerok, and
to define their own identity as something along the banks of the Endless River. ADAPTING CLASSES
other than a confused, misplaced mix- For many reasons, the halflings have
ture. Although it would be an enormous adapted well to the catastrophes. First, their TO DRAGONMECH
exaggeration to say that any half-elf actu- small size let them escape the lunar dragons
ally appreciated the catastrophes, it is true
that many have found themselves in the
new world. As social structures which con-
easily. Many halfling communities were
able to survive in the nooks and crannies
beneath the rubble of cities destroyed by
M ost traditional classes can be eas-
ily integrated into DragonMech,
although a few require adaptation.
fused them have broken down, they have the dragons. Others became worm farmers.
had less difficulty fitting into the newly Unlike the larger races, they were not forced Barbarians
reformed societies. They have flocked to battle for the underground homes of the Barbarians have always been common, espe-
to the mechs, seeing the new culture as dwarves and gnomes. Second, halflings are cially among the nomadic human tribes. Now,
a place they can fit into from the start. always quick to adapt to new opportunities, as new generations come of age in the rain-
Relative to their percentages in the overall and they did so en masse after the catastro- scalded world of Highpoint, they are even


population, half-elves are quite common phes. Many became traders, scouts, guides, more common. Any character raised on the
in human and elven mech crews. prospectors, and technicians. surface (in the rubble of old cities, in shallow
Thus were born the coglings: halfling cave complexes, or any other such area) is far
laborers and technicians who tend to mechs. more likely to be a barbarian than a fighter.
HALF-ORCS The huge, complex steam engines of the Barbarians adventure to locate kin who were
dwarven mechs require extensive mainte- lost in the disasters, to acquire whatever ves-

O rcs have always been despised by the


other races of Highpoint, and half-
orcs are unfortunately subject to similar
nance, ranging from simple janitorial duties
(cleaning off oil residues, monitoring wear
and tear, etc.) to complex technical assign-
tiges of steam technology they can for their
tribes, or because they have lost their tribes
and have nothing left to go back to.
disdain. They are accepted by no society, ments (calibrating gears, checking pressure
and most become wanderers or adventur- valves, etc.). Halflings can fit into smaller Bards
ers. The few who settle usually live with the crevices than even the gnomes, and they In a world with little to hope for, bards are
tribes of their orc parents, where they are were quick to recognize the utility of their in high demand. They are welcome wherever
considered weaklings. size in the complicated regions of a dwarven they go for the diversions they provide. While
13
CHPT.
#
1

most survivors of the lunar rain are naturally bodies (although many were killed) but to the moon and surface has given these gods a
suspicious of anyone or anything they encoun- their faith. What sort of god would allow strong foothold in the affairs of the surface
ter, the one exception to their suspicion is the such disaster to befall his followers? Either world. On other planes, they battle the old
bard. Theyll wait to ask questions until after the gods allowed such inexplicable disaster, gods and are slowly overwhelming them.
the bard performs, and if he performs well, which would make any follower question Clerics in Highpoint must contend with
they might never ask any questions. Bards his own piety, or the gods did not allow the the battles between their deities and the
adventure to piece together what bits of disaster, in which case they are ineffectual lunar gods. They receive spells only when
knowledge they can, hoping to uncover the and lack the strength to stop whatever power their deities have the strength and divine
ultimate secrets behind the lunar rain. Even did cause the disaster. Either way, a clerics focus to spare. Each day, after the cleric
while joking and singing, they pursue the big faith will be shaken, and many attribute their completes her hour of supplication, check
questions: Why did it happen? What is life like declining powers to these causes. to see if she receives spells. This is resolved
on the moon? How can this be stopped? In reality, the old gods are being overrun by with a Wisdom check against a base DC of 6.
the lunar gods, particularly those of the lunar A roll of 1 always fails.
Clerics dragons. The physical interaction between The base DC is modified as follows.
Few clerics have survived the catastrophes For each day that the cleric did not receive
unscathed. The damage has been not to their spells, the DC on the following day is
increased by 2.
If on the previous day the cleric succeed-
ed in a major defeat of the lunar gods or
their allies and agents, in any way, the DC
is decreased by 2.
If on the previous day the cleric otherwise
aided his deity in some significant way,
such as completing a temple, founding a
new sect, defeating an enemy cleric, or
significantly enlarging an existing sect,
the DC is decreased by 1.
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CHPT.
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1

This check is rolled separately for each origin. This free action is a flash of insight that trained them. Many also succumb to the
and every cleric, even two of the same faith, provided by the clerics deity in its war allure of glory and treasure waiting to be had,
as it depends not just on the deitys abil- against the lunar gods and requires no effort and seek profit from the new world growing
ity but also the clerics piety and the deitys on the clerics part. The DM should make up around them.
power on that day. Clerics still receive their the check.
spells most of the time, but the few days on Clerics now feel a compelling urge to set Monks
which they dont are certainly disturbing. forth in the name of their gods, or at least to The monasteries of Highpoint are tradition-
This weakness of clerics reflects the dis- fight against the lunar gods. They adventure ally located in the higher altitudes: the rough-
traction and limited power of their gods as out of a sense of faith, dedicated to reviving lands, the foothills of the Boundary Peaks, or
they battle the lunar gods. However, there is their faith and solving the root causes of the even on the Peaks themselves. Some monas-
a silver lining. The deities are now focusing disaster, not merely profiting in its wake. teries are in the Lilat and Herel forests, and
much more of their energy on thwarting the two extremely isolationist orders have set up
invading lunar gods and their minions. Any Druids camp west of the Boundary Peaks, far from
cleric of any faith can attempt to channel The lunar rain has had two effects on druids. civilization. All of these areas are far from
divine energy spontaneously into a spell First, not as many of them exist. Forced to the worst ravages of the lunar rain, and monks
opposing any lunar dragon or other lunar seek shelter, many had to abandon their have endured the pain of the catastrophes
creature or effect, including attempts to groves. Lacking the natural world with which as stoically as one would expect. Although
protect or heal someone from the conse- to instruct new followers, they have had a monks have never been particularly common
quences of lunar rain, damage from drag- hard time increasing their numbers. At the in Highpoint, theyre as common (or as rare)
ons, and other such causes but only if he opposite extreme is a corollary effect: those now as they have been.
receives his normal spells that day. druids who remain, and the few who have Some monks have reinterpreted their
To attempt such spontaneous casting, appeared since the lunar rains, are dedicated heritage in a new way. The mech devils of the
the cleric simply tries to cast any spell he to their cause as no others before them. They Irontooth Clans have clear roots in monastic
could normally cast, regardless of whether see themselves as participants in a sacred martial tradition, though they apply it to
it is in his daily allotment. A Wisdom check battle of epic proportions, warring against combat with mechs rather than personal
determines success. If the check is success- the lunar denizens for the sake of all things melee. Many monks have joined these clans,
ful, the cleric casts the spell as normal with- natural. Few enemies of the lunar rain are so where they are welcomed with open arms
out losing one of his allotted spells for that dedicated. They are utterly driven in their and taught the ways of the mech devils.
day. If the check fails, the cleric does not cause to protect what little remains of the
lose an allotted spell, but no spell effect natural world. In many cases, their dedica- Paladins
occurs and his action is wasted. The cleric tion borders on insanity, so hard it is to take Paladins are needed now more than ever
must still meditate to be able to cast these the losses that their groves have seen. before. As with the clerics, many have
spontaneous spells. A player must explain how his druid char- questioned their gods, but as the ultimate
These spontaneous spells can be cast acter has come to such a profession in the champions of their faith, none has held such
more than once per day. The DC for the first world of Highpoint. He may be apprenticed doubts for long. Paladins have emerged as
spontaneous spell cast each day is 20, modi- to an older druid who roamed the woods true champions, battling the lunar dragons
fied by the same adjustments as the clerics before the catastrophes, or perhaps he is a where others flee, and their numbers have
chance to get spells. The DC for each sub- refugee raised in a burrow, whose knowledge actually grown thanks to the examples they
sequent spell rises by 4 for each attempted of nature is limited to the razed environment have set.
spontaneous casting, whether successful or of the postcatastrophe world. Paladin spellcasting is limited as a clerics
not. For example, the initial DC is 20. After is (see above). None of the paladins other
one attempt, whether failed or successful, Fighters abilities are affected.
it rises to 24. After a second attempt, again Fighters are always in abundance, whether
regardless of success, it rises to 28. on Highpoint or any other world, but Rangers
In addition, clerics and paladins of ter- fewer of them are around now. The armies, As with the druids, rangers have found
restrial deities may automatically sense if a dedicated training, and military schools their homes destroyed. Rangers can still be
creature is of lunar origin. They must already necessary to produce fighters have been found among the elves and surviving human
be aware of the creatures presence. This is disrupted. Most fighters now hail from nomads, but new recruits are rare. Some have
resolved with an unadjusted Wisdom check Chemak or Duerok. Fighters adventure to responded similarly to the druids, declaring
against DC 15. On a success, the cleric suc- test their skills against the new challenges a sacred war against the lunar creatures; oth-
cessfully determines if a creature is lunar in of this world and to defend the homelands ers have simple given up, living the rest of
15
CHPT.
#
1

their lives in the meteor-pocked wastes of wizards. Much magical knowledge was though their natural talent is not as well
what were once great forests. destroyed along with the great cities, and developed as that of the coglayers.
A variation on the traditional ranger, the destruction of the ancestral elven vil- The personal history of a clockwork rang-
called the clockwork ranger, can now be lages dealt a powerful blow to the study of er usually motivates him to adventure. In
found haunting the gear forests of city- magic. Furthermore, the age favors steam many cases, their lives were saved by mechs
mechs. Clockwork rangers are described in power, not magic except among the elves, early on. Their worship of the gear forest
detail below. it is the coglayers who are protecting their is intertwined with a desire to protect it
societies, not the wizards. as an environment, in part to preserve the
Rogues Wizards are not as common as they used city-mech itself. They adventure to foil
Rogues will always have a place, in any loca- to be. Those who remain are motivated to those who would threaten the lumbering
tion and any time. The rogues of Highpoint return magic to its place of preeminence. city-mechs, to find resources to benefit the
have been unaffected by the catastrophes, They adventure to prove the worth of their city-mechs, or simply to further the cause
except insofar as it has been a great time skills, to gain new knowledge, and to track of steam technology. They oppose those
for opportunists and looters. Life on a mech down the few remaining archmages who can who advocate a return to the old ways, not


doesnt particularly favor a rogue the quar- teach them the greatest secrets of all. just because it threatens the denizens of
ters are a little too cramped to get away with the gear forests, but because they see it as
much but rogues have found their skills are a deceptive solution.
perfectly suited to infiltrating enemy mechs, Clockwork rangers are also known as


which are little more than walking buildings. metal rangers or enginekeepers.
Some rogues have even specialized in such NEW CORE CLASSES
skills, and rumors exist of a secretive orga- Game Rule Information
nization of stalkers who are dedicated to Clockwork rangers are identical to normal
taking down mechs without ever being seen. CLOCKWORK RANGER rangers with the following modifications.
Rogues adventure for the same reasons they (VARIANT RANGER)
always have: loot, experience, fame, infamy,
and the challenge of a great heist.

Sorcerers
T he clockwork ranger is a fighting
man who has adopted the mech
as his home. On a normal world
The moons low orbit has caused all manner he may have grown up studying
of strange events on Highpoint, not least of the creatures of the woods,
which is a huge jump in the number of natu- but, raised as he was on a
ral-born spellcasters. Sorcerers are on the mech, he has instead
rise, apparently driven by some magical side made the world of
effect of the moon. Many of the new blood metal his domain.
manifest spells that are moon-themed varia- Most clockwork rangers
tions on the traditions, such as magic missiles live in the gear forests, the vast
that launch meteorites instead of arrows. engine rooms that occupy mul-
In some cases they are hated for this, being tiple levels of every city-mech.
seen as part of the worlds problems; in other Clockwork rangers are in most
cases, they are treasured as bearers of unique respects just like traditional rangers.
magic. In any event, the respect they enjoy They study the creatures that occupy
must now be shared with mech jockeys and the gear forests, both natives (like
coglayers, a fact many sorcerers find grating. coglings) and invaders (which can
They adventure to test their limits and find include practically any creature that
their purpose, especially those whose tal- threatens the engines regularly). They
ents indicate they are connected to the lunar tend to be standoffish loners who
catastrophes in some inexplicable way. retreat to the engine rooms for sol-
ace and skill. Clockwork rangers have
Wizards a natural understanding of engineer-
Fewer places exist to learn magic these days, ing rather than the affinity for nature
and fewer people are training to become found with woods-dwelling rangers,
16
CHPT.
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1

Class Skills gear forests develop their own unique ecolo- Characteristics: Coglayers are shy and
The clockwork rangers class skills (and the gies, albeit it with creatures far removed from reclusive. They prefer to spend their time
key abilities for each skill) are Climb (Str), those that walk the woodland dale. Clockwork with machines, not people. They maintain
Concentration (Con), Craft (Int), Handle rangers may still draw on nature to cast divine a conservative appearance and dont draw
Animal (Cha), Heal (Wis), Hide (Dex), Jump spells, though the spells available to them are attention to themselves except when
(Str), Knowledge (nature) (Int), Knowledge slanted more toward mechanical life. See page demonstrating new inventions, at which
(steam engines) (Int), Listen (Wis), Move 48 for their spell list. point they are happy to show them off.
Silently (Dex), Profession (Wis), Search Track: Clockwork rangers still receive the Alignment: Coglayers tend toward neu-
(Int), Spot (Wis), Survival (Wis), and Use Track feat. The grime and grease that coat the trality and even chaos. Their belief structure
Rope (Dex). floors of gear forests count as firm ground for places a high premium on knowledge and
Clockwork rangers have the unique abil- purposes of the feat. Particularly sludge-cov- truth, as well as the advancement of tech-
ity to use Handle Animal to influence con- ered areas are considered soft ground. nology through contributions to the greater
structs. See page 42 for details. Favored Enemy: Clockwork rangers still body of knowledge. They consider these
Skill Points at 1st Level: (4 + Int modi- have favored enemies. They may choose timeless values to be far more important
fier) x 4. from the traditional categories, provided than the temporal loyalties of mortal life.
Skill Points at Each Additional Level: they have had exposure to those enemies. Religion: Coglayers have no respect
4 + Int modifier. Animal Companion: The clockwork for the old gods. They are utterly atheis-
rangers animal companion must be a creature tic. They worship only technology and the
Class Features native to the gear forests. Choose from this list: power it can bring them. If they exhibit any
Clockwork rangers are like rangers except dire rat, grease lizard, monstrous centipede religious leanings at all, it is toward Dotrak,


for the following. (Medium or Large), monstrous spider (Medi- the great engine.
Spells: Though the gear forest is a man- um), or snake (Small or Medium viper). Background: Many coglayers are offi-
made environment, cially trained by the Gearwrights Guild, or
its inhabitants are a similar organization in their hometown. If
creatures of COGLAYER not part of the guild, they are almost always
nature. Many apprenticed to an older, more experienced

A coglayer is a tinkerer and mechanic.


Most coglayers are obsessed with steam
engine technology, working tirelessly to eke
coglayer, who teaches them the basics and
then helps them advance. This apprentice-
ship is usually quite informal; it happens
out every last drop of performance from the naturally due to the close camaraderie of
engines they build. They experiment con- coglayers, who seek each other out to dis-
stantly and are always eager to learn about cuss their studies. A strong feeling of fellow-
others advances in the ship exists among coglayers, since they have
field. If anyone can build few other people with whom they can discuss
a bigger, better mech, their interests.
its a coglayer. Coglay- Races: Gnomes and dwarves are by far
ers gain power through the the most common races among coglay-
devices they build, and they have ers. Human and half-orc coglayers arent
special mastery over an area of technology uncommon, though the latter rarely advance
known as steam powers. Steam powers enable beyond simple mechanical contraptions.
them to construct fantastic engines with Coglayers of any other races are exceedingly
amazing powers. rare: Elves prefer magically constructed
Adventures: Coglayers adventure for mechs, and halflings are more interested in
two reasons. First, they like to test their selling mechs than building them.
inventions. The best way to find out if your Other Classes: A coglayer is perceived by
mech is really up to snuff is to send it into other classes as an odd eccentric. For most
battle. Second, they have a very expensive of an adventuring career, hell be the small
hobby. As if steam engines werent expen- guy in the back hiding behind some weird
sive enough, mechs are downright exor- contraption. But as he advances in level
bitant. Adventuring is a good way to fund he gains the ability to construct ever more
this hobby. elaborate weapons, and eventually he can
17
CHPT.
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1

est hum or whir. Coglayers receive the


TABLE 1-1: THE COGLAYER Craft Steam Gear feat for free at first level.
Level Base Attack Bonus Fort Save Ref Save Will Save Special Steam Powers Coglayers add their class level as a bonus to
1 +0 +0 +0 +2 Machine Empathy, all checks in Craft (mechcraft), Knowledge
Exotic Weapon Proficiency 2+Int (mechs), and Knowledge (steam engines).
2 +1 +0 +0 +3 Mech Weapon Proficiency 3+Int Mech Weapon Proficiency: Coglayers
3 +1 +1 +1 +3 Integrated Parts 4+Int spend far more time building and studying
4 +2 +1 +1 +4 Exotic Weapon Proficiency 5+Int mechs than piloting them, so they do not
5 +2 +1 +1 +4 Mech Weapon Proficiency 6+Int learn to operate mech weapons as quickly
6 +3 +2 +2 +5 7+Int as their mech jockey counterparts. None-
7 +3 +2 +2 +5 Integrated Parts 8+Int theless, they become skilled with those
8 +4 +2 +2 +6 Exotic Weapon Proficiency 8+Int they focus on. At each level indicated, the
9 +4 +3 +3 +6 Mech Weapon Proficiency 9+Int coglayer becomes proficient with any one
10 +5 +3 +3 +7 10+Int mech weapon.
11 +5 +3 +3 +7 Integrated Parts 10+Int Steam Powers (Ex): A coglayer can
12 +6/+1 +4 +4 +8 Exotic Weapon Proficiency 11+Int construct a number of steam powers as
13 +6/+1 +4 +4 +8 Mech Weapon Proficiency 12+Int indicated in Table 1-1. He receives a num-
14 +7/+2 +4 +4 +9 12+Int ber of additional steam powers equal to
15 +7/+2 +5 +5 +9 Integrated Parts 13+Int his Intelligence modifier. Steam powers at
16 +8/+3 +5 +5 +10 Exotic Weapon Proficiency 14+Int 1st level are granted for free; future steam
17 +8/+3 +5 +5 +10 Mech Weapon Proficiency 14+Int powers must be built and paid for per the
18 +9/+4 +6 +6 +11 15+Int usual rules.
19 +9/+4 +6 +6 +11 Integrated Parts 16+Int These steam powers arent indicative of
20 +10/+5 +6 +6 +12 Exotic Weapon Proficiency 16+Int what the character knows; theyre indica-
tive of what he is capable of maintaining.
The character doesnt have to specify what
build mechs. It is at this point that coglayers Weapon and Armor Proficiency: each steam power slot is until he actually
start earning some respect. Coglayers are proficient with club, dagger, builds a device of some sort that uses the
heavy crossbow, light crossbow, and quar- steam power. He can maintain only the
Game Rule Information terstaff. They are proficient with all shields number of steam powers indicated in Table
Coglayers have the following game statistics. except the tower shield, and the follow- 1-1. If for some reason he wants to alter the
Abilities: Intelligence is exceedingly valu- ing armor types: padded, leather, studded steam powers he is currently using, he can
able for coglayers, as is Dexterity. The former leather, pilots armor, chain shirt, scale mail, dispose of an existing device and create a
lets them dream up ever more powerful con- gearmail, and chainmail. As they advance, new one. As long as the total steam powers
traptions, and the latter lets them build them. they gain proficiency with certain exotic in use do not exceed his limit as indicated
Alignment: Any. weapons (see below). in Table 1-1, thats not a problem. The old
Hit Die: d4 A coglayer is always considered proficient steam powers and the device they were
Class Skills with any weapon he has built using his steam used with are considered destroyed, how-
The coglayers class skills (and the key abilities powers. ever; even if they arent actively destroyed,
for each skill) are Craft (blacksmithing) (Int), Exotic Weapon Proficiency: Coglayers they fall apart from lack of maintenance.
Craft (mechcraft) (Int), Disable Device (Int), tinker constantly. They are always learning Each morning the coglayer must spend
Knowledge (any) (Int), Knowledge (mechs) how to use new mechanical devices, includ- one hour maintaining his steam powers.
(Int), Knowledge (steam engines) (Int), Lis- ing exotic steam-powered weapons. At each This includes adding oil, recalibrating
ten (Wis), and Mech Pilot (Dex). indicated level, a coglayer can become parts, checking measurements, and so on.
Skill Points at 1st Level: (8 + Int modi- proficient with one of the following exotic The coglayer must be capable of reasonable
fier) x 4. weapons: buzzaxe, buzzsaw, chattersword, concentration during this time, though he is
Skill Points at Each Additional Level: 8 flame nozzle, lobster claw, steambreather, not affected by any distractions that might
+ Int modifier. steam gun. be normally experienced on a city-mech
Class Features Machine Empathy (Ex): A coglayer is (such as engine noise or cramped quarters).
All of the following are class features of the finely attuned to the functions of machines. For each day in which he doesnt maintain
coglayer. He can identify problems from the slight- his steam powers, the coglayer temporarily
18
CHPT.
#
1

loses one steam power. All lost steam powers Characters become constructors because never teach these spells to nonmembers.
are restored as soon as the coglayer spends a they exhibit a talent for both engineering The only way to learn them is to be a mem-
full hour on maintenance. and arcane magic. If they lacked the abil- ber of the college or to discover them in a
Integrated Parts: Most coglayers are ity to cast spells, many would have become members spellbook.
Small creatures, such as gnomes, halflings, coglayers. Instead, they fuse their two skill Specialist: Constructors are specialists.
or coglings. With their low Strength, these sets to create creatures far beyond the scope As described in the PHB, a constructor can
coglayers have been forced to develop of simple engineering (or so they hope). prepare one additional spell of each level per
new ways to carry around all their gear. At The constructor class is a mix between a day, and receives a +2 bonus to Spellcraft
3rd level and every 4 levels thereafter, the normal character class and a prestige class. checks to learn the spells of her chosen col-
coglayer can integrate two steam powers Constructors are always members of the lege. The extra spell selection may be any
into one. These powers must be built into College of Constructors. This membership spell from the constructor school spell list
the same device. The two parts combined is freely available to anyone who professes (page 48).
then weigh the same amount as the smaller an interest. In that regard, the constructor is To become a constructor, a wizard must
of them did before they were combined. For like a prestige class, as it requires member- select any single other school as her prohib-
example, an imagemaker combined with an ship in a world-specific institution. On the ited school. Almost all constructors choose
iron arm would have a total weight of 8 lbs., other hand, this is hardly more specialized necromancy as their prohibited school,
the same weight as the iron arm by itself. than what is required of a specialist wizard since spells of all other schools are required
Parts integrated in this manner cannot be (an illusionist, for example). Constructors for the creation of all typical constructs.
separated once combined; to replace them, are essentially specialist wizards whose Those who dont choose necromancy as their
the coglayer has to build two whole new specialization includes membership in an restricted school often have foul ambitions
parts from scratch. It is perfectly acceptable organization. Unlike normal specialists, involving the creation of smoking dead and
to integrate disparate parts of radically dif- however, their specialization does not fall other undead semiconstructs.


ferent size, weight, and dimensions after along the lines of a specific school. Familiar: A constructor may build a
all, this is fantasy engineering! Players may select constructor as their clockwork familiar (see page 47).
That Piece is Important: At 12th level class at 1st level.
(or higher), a coglayer may take the that
piece is important ability (per the stalker class Game Rule Information MECH JOCKEY
description) in place of a normal feat. A A constructor is identical to a normal wizard
coglayer with this ability may identify stalker
sabotage in half the usual time (which nets to
with the following modifications.
Class Skills A mech jockey pilots mechs. The mech
jockey embodies technical inclination


one-fourth the time the stalker spent finding The constructors class skills (and the key combined with lightning reflexes, extraordi-
the piece). abilities for each skill) are Concentration nary spatial abilities, an emotional sensitivity
(Con), Craft (alchemy) (Int), Disable to machines, and an unflinching belief that a
Device (Int), Knowledge (any) (Int), Profes- mech can do anything a human can.
CONSTRUCTOR sion (Wis), and Spellcraft (Int). While the earliest mechs were piloted
(VARIANT WIZARD) Skill Points at 1st Level: (2 + Int modi- by the technically minded people who built
fier) x 4. them, it soon became clear that technical

A constructor is a wizard who specializes


in building constructs. Constructors are
a new phenomenon, having appeared only in
Skill Points at Each Additional Level: 2
+ Int modifier.
Class Features
talent and piloting ability are two separate
things. The mechdoms now select mech
jockeys based on piloting skill, not techni-
the last several decades. A formal organiza- Spells: The constructor class has its own list cal aptitude. Low-level mech jockeys merely
tion known as the College of Constructors of spells. This includes all wizard spells, a few understand the controls of a mech, while
is responsible for much of the growth in divine spells that have been adapted for use high-level mech jockeys can make their
the field, as its members have expanded the by the constructors (such as animate objects), mechs do things the builders never thought
science of magical constructs far beyond several variant spells focused on affecting possible.
golems and guardians. Constructors learn constructs rather than their previous targets, In the lands of Highpoint, mech jockeys
spells that mimic the traits of constructs, and a number of restricted spells. are the new wave of heroes. Their skills
just as they push the envelope of construct- The constructor school spell list appears protect and shepherd their peoples. The ace
building in an attempt to match the fabulous on page 48. The restricted spells were devel- pilots of the lightweight fighters speed their
creations of the coglayers. oped by the College of Constructors and are mechs across the landscape, sparring with
strictly regulated. Members of the college monsters and repelling raiders. The more
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cautious pilots of the massive city-mechs in mechs and steam technology from an early as common. Many dwarven mechs are still
stride mightily above the ground, plotting age, but rather than learn how the mechs piloted by coglayers.
their steps with expert precision so as to worked, they just wanted to make them go, Other Classes: Mech jockeys get along
avoid disaster. go, go! They hail from cultures where mechs well with the wild, roughneck classes: bar-
Adventures: Mech jockeys adventure are common, or at least familiar: usually one barians, bards, rogues, and most fighters.
because its the only way they can get behind of the mechdoms, or Duerok. Mech jockeys The more conservative classes consider
the controls of a mech. Most of them are in from the underdeep are unheard of. them a little too much to handle, including
love with mechs from the moment they set Races: Although dwarves and gnomes coglayers, who appreciate the mech jockeys
sight on one. On top of that, mech jockeys are most common among the technical love of their creations but really cant quite
get a thrill from the rush of piloting and love professions, mech jockeys are far more connect with them. Sorcerers and wizards
excitement, danger, battle, and loud noises. likely to be human. Humans love the thrill often feel a sense of rivalry with mech jock-
The transition from there to active adventur- of piloting. Whenever you see a mech doing eys, as they embody the steam technology
ing isnt very far. Mech jockey adventures something extraordinary dancing, fight- that is rapidly challenging the predominance
involve ferrying cargo, passengers, or even ing unarmed with its elbows and knees, of magic. Clerics and paladins disdain them
contraband; scouting out new locations for moving faster than even the builder thought for their lack of faith, and monks consider
settlements or mines; patrolling safe zones; possible it is almost guaranteed to be a them undisciplined and rowdy (except for
defending city-mechs against invading crazed human mech jockey behind the con- the mech devils, whose own brand of monas-
mechs; and going head to head with lunar trols. Mech jockeys of other races do exist, ticism intersects perfectly with that of a
dragons and other huge monsters. of course, but theyre neither as crazy nor mech jockeys).
Characteristics: The mech jockey is
like the quintessential fighter pilot: cocky, Game Rule Information
self-assured, and good at what he does. Mech jockeys have the following game
Mech jockeys have a specific ability which statistics.
has never before been recognized as useful. Abilities: Dexterity is by far the most
In the past, they may have become chariot important ability for mech jockeys. It helps
drivers in the military, or simply raced bug- them control their craft with precision and
gies with the lads back in the village. Now skill. Intelligence is useful for understanding
their piloting talent finally has a produc- the engineering that powers the mechs.
tive, respectable outlet, and theyre very Alignment: Any.
proud of that. Hit Die: d6
Mech jockeys are always amateur techni- Class Skills
cians, and some start out as coglayers before The mech jockeys class skills (and
multiclassing into piloting. Unlike coglay- the key abilities for each skill)
ers, however, their technical abilities arent are Balance (Dex), Climb (Str),
directed at building new kinds of machines. Craft (mechcraft) (Int), Jump
Rather, they are most interested in souping (Str), Knowledge (mechs) (Int),
up their legs. They focus on customizing Knowledge (steam engines) (Int),
their mechs and jerry-rigging repairs. Listen (Wis), Mech Pilot (Dex), and Spot
Alignment: Mech jockeys can be of any (Wis).
alignment. A chaotic mech jockey sets out Skill Points at 1st Level: (4 + Int modi-
to acquire his own mech (whether legally fier) x 4.
or not), while a lawful mech jockey joins the Skill Points at Each Additional Level:
military in order to be assigned to a mech. 4 + Int modifier.
Religion: Mech jockeys are not as athe- Class Features
istic as some of the other newly appearing All of the following are class features of the
classes, but their faith is still solidly planted mech jockey.
on the side of machinery, not gods. They may Weapon and Armor Proficiency: Mech
retain some residual worship of the divine, jockeys are proficient with all simple weap-
but most espouse a belief in Dotrak. ons, plus the rapier, short sword, all cross-
Background: Mech jockeys love speed, bows, and the steam gun. They are proficient
thrills, and excitement. They were interested with light and medium armor, including
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apply to mechs, and their abilities are sub-


TABLE 1-2: THE MECH JOCKEY sumed by the new Mechidextrous feat.)
Level Base Attack Bonus Mech Attack Bonus Fort Save Ref Save Wil l Save Special Patchwork Repairs (Ex): Starting at 2nd
1 +0 +1 +0 +2 +0 Extraordinary Pilot, level, a mech jockey can perform patchwork
Mech Fingers Warrior Instinct, Hand Speed repairs once per day to get his mech back on
2 +1 +2 +0 +3 +0 Bonus Feat, Patchwork Repairs its feet quickly. Making patchwork repairs
3 +2 +3 +1 +3 +1 Push the Envelope 1/day takes a full round action (and in a large
4 +3 +4 +1 +4 +1 Bonus Feat mech, additional time may be required
5 +3 +5 +1 +4 +1 Roll with the Punches 1 increment to move to the damaged area). Patchwork
6 +4 +6/+1 +2 +5 +2 Push the Envelope 2/day repairs fix the effects of one critical hit,
7 +5 +7/+2 +2 +5 +2 Bonus Feat, Mech Fingers Skill Transfer but do not increase the mechs hit points.
8 +6/+1 +8/+3 +2 +6 +2 The repairs last for 1d6 hours plus one hour
9 +6/+1 +9/+4 +3 +6 +3 Push the Envelope 3/day per two mech jockey class levels; after that,
10 +7/+2 +10/+5 +3 +7 +3 Bonus Feat the critical damage recurs. For example, a
11 +8/+3 +11/+6/+1 +3 +7 +3 Roll with the Punches 2 increments steam-powered mech that suffers gyroscope
12 +9/+4 +12/+7/+2 +4 +8 +4 Push the Envelope (Extreme Redlining) 4/day damage must normally make a Reflex save
13 +9/+4 +13/+8/+3 +4 +8 +4 Bonus Feat (DC 16) with every move or fall over, and
14 +10/+5 +14/+9/+4 +4 +9 +4 it suffers a 4 penalty to trip checks. A 4th-
15 +11/+6/+1 +15/+10/+5 +5 +9 +5 Push the Envelope (Extreme Redlining) 5/day level mech jockey could temporarily fix the
16 +12/+7/+2 +16/+11/+6/+1 +5 +10 +5 Bonus Feat gyroscope so the effects disappear, but they
17 +12/+7/+2 +17/+12/+7/+2 +5 +10 +5 reappear after 1d6+2 hours.
18 +13/+8/+3 +18/+13/+8/+3 +6 +11 +6 Push the Envelope (No Overheating) 6/day Push the Envelope (Ex): Mech jockeys
19 +14/+9/+4 +19/+14/+9/+4 +6 +11 +6 Bonus Feat have an uncanny ability to judge the limits of
20 +15/+10/+5 +20/+15/+10/+5 +6 +12 +6 Roll with the Punches 3 increments their mechs. They can redline a steam engine,
push its boiler to the blasting point, yet judge
the pressure just right so they max out perfor-
pilots armor and gearmail, but not shields. Warrior Instinct (Ex): At 1st level a mech mance without causing permanent damage.
Mech jockeys are automatically proficient jockey gains bonuses to attack while in A mech jockey can push the envelope
with all mech weapons. They are the only personal combat and while using a mech. a number of times per day as indicated on
class to gain full mech weapon proficiency as His attack bonus is divided into Base and Table 1-2. When pushing the envelope, the
part of the class package. Mech because he gets a higher bonus when mech jockeys mech gains a temporary +2
Extraordinary Pilot (Ex): Mech jockeys attacking with a mech. This higher bonus bonus to attack and damage rolls, +2 to all
add their class level as a bonus to checks in applies to any attack he makes while acting saving throws, and +10 ft. to its movement
the Mech Pilot skill. as pilot or gunner on a mech. speed. The mech jockey can keep his mech
Hand Speed: A mech jockey is a highly Skill Transfer (Ex): At 7th level, a mech redlined for a number of rounds equal to 3 +
skilled warrior who is most effective in a jockey is so skilled at fighting with his mech the mech jockeys Int modifier. At the end of
mech. Many of the talents that make him that his personal combat abilities carry over the redline duration, the mech is overheated
a skilled mech pilot hand speed, quick to the mech. With this ability, a mech jockey for 1d4 rounds. An overheated mech suffers a
reflexes, excellent hand-eye coordination who possesses the following feats may use 2 penalty to attack and damage rolls.
are also extremely useful in normal hand- them with the mech and its weapons: Dodge, A mech jockey who controls a specific
to-hand combat. The mech jockey receives Expertise, Cleave, Great Cleave, Improved function on a larger mech (for example, the
the feats Quick Draw and Weapon Finesse for Trip, Power Attack, and Whirlwind Attack. gunner) gains the benefits of redlining only
free at first level, even if he does not meet the (The following feats already apply to combat for the specific function he controls (gener-
prerequisites. These reflect the ways his natu- in a mech, even without the skill transfer ally one weapon).
ral abilities can be used outside the mech. ability: Improved Critical (on any mech At 12th level, the mech jockey can push the
Mech Fingers: Mech jockeys eventually weapon), Improved Initiative, and Improved envelope to an extreme redline point. From
learn to feel a mech as if it were an extension Sunder. Shot on the Run and Spring Attack now on, his bonuses for pushing the envelope
of their own self. Their strong spatial percep- can be used without the skill transfer ability are doubled: +4 to attack and damage rolls, +4
tion abilities make them acutely aware of the provided the mech jockey has the necessary to the mechs saves, and +20 ft. to the mechs
mechs dimensions. In effect, their fingers prerequisites and the Mechwalker feat. The movement speed. The modifiers for an over-
become the mechs fingers. various two-weapon fighting feats do not heated mech are unchanged.
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At 18th level, the mech jockey Game Rule Information


can continue to push the envelope Stalkers are identical to normal rogues with
to an extreme redline point, and the following modifications.
the mech no longer overheats Class Skills
when the redlining is over. The stalkers class skills (and the key abilities
Pushing the envelope is a for each skill) are Balance (Dex), Bluff (Cha),
free action that can occur at Climb (Str), Craft (any) (Int), Craft (mechcraft)
any point in a round, usually at (Int), Decipher Script (Int), Diplomacy (Cha),
the beginning of a mech jockeys Disable Device (Int), Disguise (Cha), Escape
turn. It is acceptable to declare Artist (Dex), Gather Information (Cha), Hide
that the pilot begins pushing the (Dex), Intimidate (Cha), Jump (Str), Knowl-
envelope after an attack or effect edge (mechs) (Int), Knowledge (steam engines)
hits that forces a save. (Int), Listen (Wis), Mech Pilot (Dex), Move
Roll with the Punches (Ex): Silently (Dex), Open Lock (Dex),
A mech jockey learns to move his Profession (Wis), Search
mech with the momentum of (Int), Sense Motive (Wis),
incoming blows, reducing the Sleight of Hand (Dex), Spot
likelihood of critical hits. At (Wis), Swim (Str), Tumble (Dex),
5th level, a mech jockey pilot- Use Magic Device (Cha), and Use
ing a mech of average maneu- Rope (Dex).
verability or better treats criti- The key differences between these
cal thresholds as one increment skills and those of a rogue are as follows:
less dangerous. Yellow critical hits New Skills: Stalkers have access to
are treated as green, orange critical these new skills: Craft (mechcraft)
hits are treated as yellow, and red critical (Int), Knowledge (mechs) (Int),
hits are treated as orange. This means he Knowledge (steam engines) (Int),
rolls on the lower threshold column to deter- Mech Pilot (Dex).
mine the effects of critical hits. tion (any mech weapon). A mech Lost Skills: These traditional
At 11th level, a mech jockey treats criti- jockey who takes Weapon Specializa- rogue skills are not class skills for a
cal hits as two increments less dangerous. tion, Greater Weapon Specialization, or stalker: Appraise (Int), Forgery (Int), Perform
Yellow and orange critical hits use the Greater Weapon Focus counts his mech (Cha), Swim (Str).


green column, while red critical hits use jockey levels as fighter levels for purposes Skill Points at 1st Level: (8 + Int modi-
the yellow column. of meeting the feat prerequisites. fier) x 4.
At 20th level, a mech jockey treats critical Skill Points at Each Additional Level: 8
hits as three increments less dangerous. All + Int modifier.
critical hits use the green column, regardless STALKER (VARIANT ROGUE)
of threshold. Class Features
Bonus Feat: At each of the indicated
levels the mech jockey may take one of
the following feats for free, provided
S talkers are rogues who specialize in infil-
trating and destroying mechs. Although
their abilities are generally similar to tradi-
All class features are identical to those of a
rogue except as described here.
Special Abilities: On achieving 10th
the feats prerequisites are met: Dodge, tional rogues, their training departs in a few level and every three levels thereafter (13th,
Expertise, Cleave, Great Cleave, Greater important ways. They study steam engine 16th, and 19th), a stalker gains a special
Weapon Focus (any mech weapon), technology and mech piloting extensively, ability. At 10th level the stalker must take
Greater Weapon Specialization (any mech and the focus of their rogue skills is on infil- the contortionist ability. At 13th level the
weapon), Improved Critical (any mech tration and concealment at the expense of stalker must take the that piece is important
weapon), Improved Initiative, Improved certain other areas. For game purposes, they ability. At future levels he may choose from
Sunder, Improved Trip, Mech Dancer, are considered a different class than the the usual options.
Mech Fu, Mechidextrous, Mechwalker, traditional rogue. Contortionist (Ex): A stalker with this abil-
Power Attack, Shot on the Run, Speed Stalkers are described in more detail on page ity can contort her body into a bewildering
Freak, Spring Attack, Weapon Focus (any 179. They are not a formal organization, simply variety of shapes. She can dislocate joints
mech weapon), or Weapon Specializa- a type of rogue with specialized interests. at will, contract her body into unnaturally
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small shapes, and fit through incredibly tiny must spend at least half as much time find- was it faster and stronger, it was modular and
spaces. She receives a +5 competence bonus ing the damaged piece as the stalker spent easily repairable.
to Escape Artist checks. This stacks with the identifying it. From Darius experiments formed a cote-
Agile feat. Stalkers use this skill to squeeze If the check fails, the stalker can con- rie of obsessive dwarven engineers. It wasnt
into the tiniest openings on a mech, often tinue searching for another week, then long before they dispensed entirely with the
finding entry through narrow air vents and make another check. After each failed pretense of helping the crippled. Soon they
seemingly impassible exhaust pipes. attempt the stalker must pass a Bluff check were voluntarily performing surgery on one
That Piece Is Important (Ex): A stalker with of the same DC as the Disable Device another, replacing natural limbs and organs
this ability can assess weak points in a mechs check or have her activities in the engine with steamborg parts. In time, they were
engines with expert ability. After extensive rooms detected (probably by investigating more steam engine than dwarf, and thus were
study of the mechs engine rooms, she can coglayers). This routine of a new check born the steamborgs.
identify a single piece that, if destroyed, will each week can continue until the stalker Adventures: Steamborgs adventure
bring the entire mech to a grinding halt. gives up or is detected. because it provides a source of funds for their
Using this ability requires studying the This ability is far more subtle than simply experiments and a chance to test their latest
mechs engines for at least one full hour on a bashing in an important gear. Its sabotage in accouterments. Some are also motivated to
small mech, and as long as several months on the most inconspicuous possible manner. adventure because they have no homes and
the endless gear forests of a city-mech. After The stalker might remove a single bolt, cut nowhere else to go. Low-level steamborgs
the period of study, the stalker can make a a single wire, or file the edges of a gear by may still have a place in their society, but as
Disable Device skill check. The stalker can- a single millimeter. This ability sums up the they advance and become progressively less
not take 10 or take 20 on this roll. The time very motto of the stalker: cause maximum human (or dwarven or gnomish, as the case
required and the DC depends on the mechs damage with minimum visibility. may be), they invariably become outcasts.
size as follows: Necromantic and animated mechs are not Some are treated as deranged eccentrics
affected by this ability. useful allies, but certainly not someone
Size Study Time Disable Device DC Favored Class: Regardless of race, any to leave unattended with your children


Large 1 hour 16 rogue may multiclass as a stalker as if stalker while others are deemed a bad influence
Huge 2 hours 18 were a favored class, and vice versa. and chased out of town.
Gargantuan 4 hours 20 Characteristics: Steamborgs acquire
Colossal 8 hours 22 power through the addition of steam engine
Colossal II 2 days 24 STEAMBORG technology to their own bodies and their
Colossal III 5 days 26 improved proficiency in using it. Over time
Colossal IV
Colossal V
City-mech A
2 weeks
3 weeks
1 month
28
30
32
T he steamborgs are a profession unlike
anything the world has seen before.
They are human, dwarf, and gnome engineers
they become more and more adept at oper-
ating steampunk equipment. Not only can
they use the powers built into their artificial
City-mech B 2 months 34 who have taken steam engine technology to a body parts, they can surpass the limitations
City-mech C 3 months 36 dangerous new level. Rather than experiment of humanity, mixing the best aspects of
City-mech D 4 months 38 in building enormous mechanized walkers, machine and mortal. Their ability to operate
City-mech E 5 months 40 they took the next logical step: They turned technology is similar to that of gearwrights,
City-mech F 6 months 42 themselves into mechanized walkers. They but their talent with technology is focused
are, in essence, self-constructed cyborgs more on applying it in creative ways than
If successful, she brings the entire mech to built from steam engine technology. inventing new techniques.
a grinding halt. Within 2d6 minutes of her The rise of steam engine technology, cou- Alignment: Steamborgs tend toward
sabotage, every single system connected to pled with the nihilism of a world in tatters, neutrality and chaos. Becoming a steamborg
the mechs central engines has failed, from led to the creation of steamborgs. The early requires overstepping cultural boundaries
the legs to the arms to the water supplies to impetus was artificial limbs. A peg-legged common to almost all societies. Little dis-
any weapons connected to the main engines. dwarven engineer named Darius had long cipline is involved; rather, it entails comfort
The mech loses no hit points but must be experimented with a variety of articulated with risk and, in a world where steamborgs
repaired as if its hit points had been reduced legs, both magical and mundane. As steam are still extremely rare, a great degree of dar-
by 15%. Repairs take an unusually long time engine technology improved he applied it ing the unknown.
because the mechs coglayers must locate to his prosthetics, with surprising results. Religion: Steamborgs have no respect for
the specific part damaged by the stalker. He was able to produce an artificial leg that the old gods. Where are they now that the
Before repairs can begin, the mech crew worked better than his normal leg. Not only world is falling apart? For a steamborg, power
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comes from the steam technology that infuses readily. Some wizards, with their own ambi- almost completely replaced by steam engine
his being, not through worship of absent gods. tions and willingness to make sacrifices for technology, and only through sheer physical
Steamborgs worship only technology and the personal improvement, sympathize with the vitality are the bodys basic systems able to
power it can bring them. If they exhibit any reli- steamborgs motivations. Fighters, barbar- sustain themselves.
gious leanings at all, it is toward the quasigod ians, and some rogues (as well as most orcs) Intelligence and Charisma are also impor-
Dotrak, the great engine. respect the improved abilities that come tant to a steamborg. With Intelligence, he
Background: Steamborgs are born tin- with steamborg parts, even if they see the comprehends the technology that he will
kerers. Those who had normal professions process as unnatural. Coglayers sympathize build into his body, expressed in his acqui-
before the catastrophe were often black- with the reverence for technology but still sition of skills. With Charisma, he retains
smiths, metalworkers, and other craftsmen. see steamborgs as freaks. Clerics and pala- his essential humanity as his body becomes
Many were known for their fabulous hand- dins disdain the steamborgs abandonment more and more metal.
crafted devices, such as complex clocks of religion. Alignment: Any.
and self-loading crossbows. After the catas- Hit Die: d8
trophe, they were drawn to the developing Game Rule Information Class Skills
field of steam engine technology. Without Steamborgs have the following game statistics. The steamborgs class skills (and the key abili-
exception, a steamborg has been involved Abilities: Constitution is the defining ties for each skill) are Balance (Dex), Climb
in the construction of at least one mech. trait of a steamborg. He gains power by (Str), Concentration (Con), Craft (mech-
Some have worked on more than one, and pushing his body to its absolute limits. At craft) (Int), Disable Device (Int), Heal (Wis),
many became technicians or coglayers. the upper levels of advancement, the body is Jump (Str), Knowledge (steam engines) (Int),
Just what spurs the leap from coglayer to Listen (Wis), and Profession (engineer).
steamborg is a matter of debate and Skill Points at 1st Level: (4 + Int modi-
often varies by individual. Some saw fier) x 4.
mechs as the wrong direction for Skill Points at Each Additional Level:
steam engine technology, believ- 4 + Int modifier.
ing instead that personal power was more Class Features
important. Others have no objections to All of the following are class features
mechs but pursue steamborg technology of the steamborg.
for self-defense. Still others always aspired Weapon and Armor Proficiency:
to personal power but lacked the requisite Steamborgs spend little time learn-
talent to become fighters or wizards. ing about weapons. They devote their
Races: High-level steamborgs are uni- energy to other things. As a result, they are
versally dwarven, for it was the dwarves who proficient only with simple weapons and the
developed the class in the first place. Mid- following exotic weapons (which they learn
level steamborgs may be dwarves or gnomes. about in their engineering studies): buzzaxe,
Beginning characters tend to be dwarves buzzsaw, chattersword, flame nozzle, lobster
or gnomes, as they are the most advanced claw, steambreather, and steam gun. Their
in steam engine technology, but human armor proficiency is limited to light and
steamborgs are also known, since humans medium armors, and shields (except the
are ambitious, innovative, and willing to tower shield).
experiment for personal gain. A steamborg is always considered profi-
Other Classes: No one doesnt have a cient with any weapon he has built using his
strong opinion about steamborgs. In gen- steam powers.
eral, most other classes find steamborgs Steam Engine (Ex): A steamborg
disturbing, to say the least. They are most becomes a steamborg when someone
accepted among gnomes and dwarves, but implants a steam engine into his body. All
even then are seen as freaks. Among druids, 1st-level steamborgs are the recent recipi-
rangers, bards, and monks, as well as most ents of steam engine implants. The steam
elves, they are viewed as twisted, depraved engine is usually implanted into the chest
mockeries of nature. The only exception is cavity but can be anywhere: inside the thigh,
the drow, whose own magical adamantine in a metal sheath in the small of the back,
limbs lend them to accept steamborgs more even on the crown of the head. The steam
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TABLE 1-3: THE STEAMBORG ated bonus. The associated bonus can be used
Level Base Attack Bonus Fort Save Ref Save Will Save Special Steam Powers to improve ability scores, attacks, movement,
1 +0 +2 +0 +2 Steam Engine and other physical attributes, as follows:
2 +1 +3 +0 +3 Artificial Part +1 Function Change Bonus Eqv.
3 +2 +3 +1 +3 Lose Self Str +1 +1
4 +3 +4 +1 +4 Artificial Part +2 0+Int Dex +1 +1
5 +3 +4 +1 +4 Metal Skin 0+Int Attack bonus (ranged and melee) +1 +1
6 +4 +5 +2 +5 Artificial Part +3 1+Int Damage (any attack that uses Str) +1 +1
7 +5 +5 +2 +5 1+Int Natural armor +1 +1
8 +6/+1 +6 +2 +6 Artificial Part +4 1+Int Fortitude saves +1 +1
9 +6/+1 +6 +3 +6 Steel Skeleton 2+Int Reflex saves +1 +1
10 +7/+2 +7 +3 +7 Artificial Part +5 2+Int Movement speed (max of double) +5 ft. +1
11 +8/+3 +7 +3 +7 2+Int Natural weapon or Next higher die +1
12 +9/+4 +8 +4 +8 Artificial Part +6 3+Int unarmed damage (1d4 to 1d6 to 1d8, etc.)
13 +9/+4 +8 +4 +8 3+Int Hit dice +1 +2
14 +10/+5 +9 +4 +9 Artificial Part +7 3+Int Attacks (max of two extra) 1 extra attack at +3
15 +11/+6/+1 +9 +5 +9 4+Int lowest attack modifier
16 +12/+7/+2 +10 +5 +10 Artificial Part +8 4+Int
17 +12/+7/+2 +10 +5 +10 4+Int For example, a 2nd-level steamborg can
18 +13/+8/+3 +11 +6 +11 Artificial Part +9 5+Int use the +1 bonus from its artificial part to
19 +14/+9/+4 +11 +6 +11 Ageless 5+Int improve any function with a bonus equiva-
20 +15/+10/+5 +12 +6 +12 Artificial Part +10 5+Int lent of +1. At 4th level, the steamborg can
add another replacement part, or improve
the functioning of the current one, as long
engine is a fist-sized engine that powers all person. The extra water goes to the steam as the total bonus is +2 or less. Thus, he can
the steamborgs future equipment. engine. The steamborgs physical body does improve two functions with +1 bonus equiva-
The steam engine is protected from not need any more water; thus, dehydration lents, or make one change of a +2 bonus
attack but is still quite obvious. Gauges and only sets in if the steamborg gets less than a equivalent. At 6th level, the steamborg can
pipes are visible on the surface. A smoke- normal persons water requirement in a day. again add another part or improve the func-
stack spews forth gusts of black exhaust. However, if the steam engine doesnt get its tioning of an existing one, as long as the total
This gives a 4 penalty to all Hide checks. full share of the water, it starts to malfunc- bonus equivalent is +3 or less. And so on.
Steamborgs can disable the exhaust func- tion. If it gets only half its normal water All of these bonuses are tied to the steam-
tion for up to 5 minutes in order to hide, but requirements, the steamborgs engine-relat- borgs steam engine. If it ceases functioning,
after 5 minutes they must emit the exhaust ed functions drop by half; if it only gets a the steamborg immediately loses all associ-
or they begin to suffocate. third of its normal requirements, the engine- ated bonuses. Additionally, the artificial
The steam engine is protected from expo- related functions drop by two thirds; and so parts stop working. For example, an artificial
sure to the elements except for complete on. This exact details are up to the DM to arm freezes up or becomes limp. Dont get
submersion. If completely submerged for adjudicate. Maybe it means the devices work an artificial heart if your steam engine
more than 30 minutes, it ceases to func- in the morning but not the evening or cuts off, youll die!
tion. All special abilities associated with maybe they work sporadically for 10 minutes This ability has an important restriction.
the steam engine cease and the engine itself out of every 20. Its up to you. The steamborgs body can sustain a limited
must be repaired as if it had lost 20% of its Artificial Part (Ex): Once the steamborg amount of stress. If too many artificial parts
hit points (a minor repair, based on a cost of becomes acclimated to the use of its steam are added, or they are too powerful, the
100 gp; see the Craft (mechcraft) skill, page engine, its time to start replacing body physiological functions of his mortal body
40). Note that artificial limbs are disabled parts with steam-driven equipment. The are overwhelmed.
when the steam engine stops functioning, steamborg can replace any one body part The steamborg may never have a cumula-
meaning a steamborg with two artificial arms except its head. The exact part isnt important, tive bonus from artificial parts that exceeds
cannot repair itself! although it should somehow relate to the twice his Constitution modifier. For
The engine draws moisture from the effect it has. For example, artificial earlobes example, imagine a 13th-level steamborg
steamborgs body. All steamborgs must should improve hearing, not movement had a Constitution of 17 (+3 bonus). Upon
drink three times as much water as a normal speed! Whats most important is the associ- achieving level 14, the steamborg would have
25
CHPT.
#
1

to maintain the current artificial part bonus fails, he is affected as if he were a ferrous nently implanted into a mech (see page 27).
of +6, because his body simply cant handle creature (e.g., he takes 3d6 damage from a The DM may substitute other robotic
any more. If his Constitution is raised to 18, rusting grasp spell). tendencies in place of the tendency toward
he immediately gains the additional artificial Metal Skin (Ex): At 5th level, the steam- true neutral. The steamborg could become
part bonus due to him for being 14th level, borg is able to embed metal plates into his overly logical or extremely repetitive. It
bringing the total to +7. skin. These give him a +2 natural armor bonus could cross its wires and begin behav-
One final consideration: The steamborgs to AC. This bonus stacks with other types of ing in a seemingly insane manner, or some
artificial parts must come from somewhere. armor, as it increases the total thickness of aspect of its personality could simply shut
The steamborg can either build them or buy armor covering the steamborgs body. down. The exact effects are up to the DM.
them. In general, a steamborg acquires new The materials for the implantation cost They should be grounded in the nature of
abilities from leveling up at no cost and can 2,000 gp, and the procedure requires a suc- the ongoing campaign, and be sufficient to
install the artificial parts successfully with- cessful Craft (mechcraft) check (DC 25). disrupt the steamborgs interactions with
out difficulty. But altering an existing parts The steamborg can perform this operation other sentient creatures without negatively
ability (i.e., changing an artificial part bonus on himself or have someone else do it. Fail- affecting its playability.
from a previous level) costs 1,000 gp per ure means the operation failed but can be Steel Skeleton (Ex): At 9th level, the
bonus point changed. retried at additional time and expense. The steamborg can replace his skeleton with a met-
Improved Technology Skills (Ex): As the operation takes one full day and requires two al substitute. This steel skeleton is stronger and
steamborg gains experience with artificial weeks of convalescent time. more durable than a mortal skeleton. It grants
parts, he understands steam engine technol- Lose Self (Ex): As the steamborgs body a +2 bonus to Constitution and Fort saves (not
ogy better and better. The steamborgs total becomes more and more metallic, he risks inclusive of any bonuses due to the improved
artificial part bonus equivalents are added to losing his own identity. Some high-level Constitution). This bonus to Fort saves is not
all skill checks for Craft (mechcraft), Disable steamborgs are really nothing but mobile included in the save progression in Table 1-3.
Device, and Knowledge (steam engines). calculating machines, lacking any personal- The materials for the operation cost 5,000
Built-in Weaponry (Ex): A steamborg with ity whatsoever. gp and the operation itself requires a success-
an artificial arm can wield it as a club. As Starting at 3rd level, the steamborg must ful Craft (mechcraft) check (DC 30). The
long as his arm functions, he is never con- make a Charisma check each morning. The steamborg cannot perform this operation on
sidered unarmed, and causes 1d6 damage DC is equal to 10 plus his accumulated arti- himself. Failure means the operation failed but
with his arm attack. Additionally, artificial ficial part bonuses. For example, the check can be retried at additional time and expense.
arms may be constructed with built-in at 3rd level is DC 11; at 15th level, its DC 17. The operation takes five full days and requires
weapons, as long as the price of the weapon If the check is successful, the steamborg suf- four weeks of convalescent time.
is paid. A steamborg thus equipped can fers no ill effects. Ageless (Ex): At 19th level, a steamborg
never be disarmed. If the check is failed, the steamborg loses is more machine than man. His body has
Rust Vulnerability (Ex): With each artifi- its self identity for the day. A successful been so thoroughly reconstructed that aging
cial part bonus the steamborg acquires, his check the following morning restores its is no longer a factor; old parts can simply
body becomes progressively more metallic. personality, but for the remainder of the day be repaired or replaced. For all practical
He becomes vulnerable to rust monster of the failed check, the steamborgs align- purposes, the steamborg no longer ages,
attacks, the spell rusting grasp, and similar ment becomes true neutral. It thinks like a although he must have access to materials
effects. If subjected to such attacks, he machine. Human emotions are irrelevant to and tools to maintain this ageless state.
may make a Fort save to resist, even if the its calculations. It is bland and boring to be Steam Powers (Ex): The steamborg can
spell or effect does not normally allow it. around. Loyalty and friendship are evaluated imbue his artificial limbs with steam powers.
This represents the chance that the attack only in terms of their immediate utility. Oth- These powers require the steamborgs steam
targets what is left of his flesh-and-blood er human conditions are affected as well. For engine to be fully functional, as they are
body. The DC is determined normally (10 + example, the steamborg may retain a sense hard-wired into the mechanics of the limbs.
spell level + ability modifier for spells; 10 + of humor derived from analyzing humor pat- A steamborg gains steam powers according
1/2 creatures HD + relevant ability modifier terns but lack any real comedic sense. to his level and Intelligence modifier, as
for creature attacks), and the steamborg uses Until it recovers, a steamborg that has shown in Table 1-3.
his Fort modifier combined with a negative lost its self suffers an inherent 4 penalty to Each power is associated with one artifi-
penalty equal to his artificial part bonus. For all Charisma-based skill checks. Failing this cial part. Once a power is chosen, it may only
example, a 6th-level steamborg has a +5 Fort check several times in a row fulfills one of be changed if the artificial part is changed.
save and a +2 artificial part bonus, resulting the requirements of the Assimilated prestige The ability to execute the power is a physi-
in a net (5 2 =) +3 modifier. If the Fort save class, in which the steamborgs body is perma- cal part of the steamborgs body, hard-wired
26
CHPT.
#
1

the net and whip, and with all armor and


TABLE 1-4: THE ANKLEBITER shields (except the tower shield).
Level Base Attack Bonus Fort Save Ref Save Will Save Special Mech Rider: A 1st-level anklebiter auto-
1 +1 +1 +3 +0 Mech Rider, Tools matically receives the Mech Rider feat even
2 +2 +1 +4 +0 Connections I, Rapid Boarder +1 if he does not meet the prerequisites.
3 +3 +2 +4 +1 Bloody Invader, Connections II Tools: Anklebiters carry special tools
4 +4 +2 +5 +1 Connections III, Rapid Boarder +2 designed to open mech portholes. Consist-
5 +5 +3 +5 +1 Trample Evasion ing of an assortment of crowbars, levers,
6 +6 +3 +6 +2 Rapid Boarder +3 and bolt cutters, these tools are constructed
7 +7 +4 +6 +2 Bonus Feat of the strongest steel and crafted by the
8 +8 +4 +7 +2 Rapid Boarder +4 best blacksmiths. These masterwork tools
9 +9 +5 +7 +3 Bonus Feat grant two benefits. First, they add a bonus
10 +10 +5 +8 +3 Rapid Boarder +5 to attempts to pry open doors, chests, and
mech portholes. This is similar to a crowbar,
but the bonus is +4 due to the masterwork
into the cogs and gears of its artificial parts. Instead, the techniques are passed on from one nature of the tools.
Steam powers are described in more generation to the next among bandit tribes, Second, they can be used in a methodical


detail on page 53. raiders, and those who defend against mechs. manner to ease the difficulty in opening a
Even warriors with no specialized training porthole (or a door or chest). This
can learn the skills of the anklebiter with involves clipping off bolts, struts,
sufficient infantry-versus-mech combat and reinforcing bands to reduce
experience. the tensile strength of a portal. An
NEW PRESTIGE Hit Die: d10 anklebiter who uses the tools in


Requirements this manner cannot attempt
CLASSES To qualify to become an anklebiter, to pry open, break, or
a character must fulfill the follow- otherwise burst
ing criteria: through the
ANKLEBITER Skills: Balance 5 ranks, Climb 5 porthole in the
ranks, Jump 5 ranks same round.

N ot everyone sees the mechs as salva-


tion. To countless raiders and bandits,
they are simply scrap metal waiting to be
Reflex save: +4
Base Attack Bonus: +3
Class Skills
He must use a
standard action
to snip away at
harvested and sold. Dwarven religious sects The anklebiters class skills the portholes
devoted to earth deities consider mechs (and the key ability for each structure. For
heretical for the way they have led the skill) are Balance (Dex), each round
dwarves out of the earth. Burrowing races Climb (Str), Jump (Str), spent doing
not threatened by the lunar rain see mechs as Knowledge (mechs) (Int),
an infringement on their territory. Listen (Wis), and
The anklebiter is a warrior who spe- Spot (Wis).
cializes in foot combat against mechs. Skill Points
Anklebiters charge valiantly into trampling at Each Level: 4
range of a mech, then use their climbing + Int modifier.
and jumping skills to board it. From then Class Fea-
on its brutal hand-to-hand combat as they tures
chop their way to the pilots seat. A skilled All of the follow-
anklebiter can take down a mech without ing are class features
damaging it one bit. of the anklebiter pres-
Becoming an anklebiter is not particu- tige class.
larly difficult. Although training or mentoring Weapon and Armor Profi-
makes the process much easier, no formal ciency: An anklebiter is proficient
associations are devoted to the profession. with all simple and martial weapons,
27
CHPT.
#
1

this, the break DC of the porthole is reduced the process if need be. mech trample.
by 1, to a maximum reduction of 5 points. Before making an attempt to break open Bonus Feat: At the indicated levels, the
Hanging on to a mech to work in this way a mech portal, the anklebiter declares hell anklebiter gains a bonus feat selected from


may require a Balance check, per the usual attempt a bloody invasion. As a free action, the list of fighter bonus feats. He must still
rules. At any point the anklebiter can stop he then makes a Fort save against DC 10. If meet all normal prerequisites.
working and make an attempt to break open he succeeds, he manages to push himself
the porthole. If he fails, he may use the tools past the normal limits of his body, hurting
again (if he hasnt reached the maximum himself in the process. For each point by ASSIMILATED
reduction yet) and then make another try at which the save exceeds 10, he adds +1 to
the reduced DC.
For example, a normal mech porthole
has a break DC of 28. An anklebiter with his
his Strength check to break open the portal
but takes 1 point of nonlethal damage. For
example, if his Fort save result were 14, hed
S ome mech jockeys become so devoted
to their mechs that they literally join
with them. These are the assimilated.
tools and an 18 Strength receives a +8 modi- add 4 to his Strength check and take 4 points They are similar to steamborgs in that they
fier to this check. That means replace their natural body parts
he still has to roll a natural 20. with artificial components.
He climbs onto the mech and Unlike steamborgs, however,
spends five rounds clipping at their reconstructed bodies
the porthole, reducing the DC dont mimic the functions of
to 23. He can now break open their original parts. Instead,
the porthole on a roll of 15 or their metal bodies are hard-
better. wired into a mech. Eventu-
Connections (Ex): An ankle- ally an assimilated is little
biter seeks out those who can more than a torso embedded
supply him with the right tools to in a metal throne, its nerve
take down mechs. At 2nd level, endings directly wired into its
he has the connections to buy steel legs.
up to 1d4 pressure bombs each Only a handful of assimilated
day. At 3rd level, he has the con- are known to exist. They are
nections to buy up to 1d4 magnet condemned as insane by every-
bombs each week. At 4th level, one, including even steambo-
he has the connections to buy up rgs. Why would anyone choose
to 1d4 rust bombs each month. to weld his body into a mech?
Rapid Boarder (Ex): The To the assimilated, everyone
anklebiter develops a technique else is insane. They know life
for grabbing mechs as they pass in a way the rest of humanity
near. He receives a bonus to will never grasp. An assimilated
Climb checks to climb a mechs perceives the world as if his
legs, ranged touch attacks to mech were an extension of his
hook a mech with a grappling own body. He feels pain when it
hook, and Jump checks to grab is wounded, feels the wind on its
hold of a passing mech. The skin when it runs, and feels the
bonus is +1 at 2nd level and rush of adrenaline when its pis-
rises thereafter as shown on the tons are pumping full bore. The
anklebiter class table. of nonlethal damage. This maneuver may be assimilated are literally living mechs.
Bloody Invader (Ex): By 3rd level, the attempted as often as the anklebiter wishes, Hit Die: d4
anklebiter has learned the benefits of rapid up to once per round. Requirements
boarding. Less time spent hanging off the This ability can also be used against nor- To qualify to become assimilated, a charac-
mech means less time being shot at. The mal doors and chests. ter must fulfill all of the following criteria.
anklebiter can now exert all of his energy to Trample Evasion (Ex): An anklebiter The criteria are quite rigid. Usually the only
try to break open a mech porthole immedi- of 5th level or higher takes only half dam- paths to the assimilated are via the steam-
ately, even going so far as to hurt himself in age if he fails his Reflex save against a borg class, or by a multiclassed steamborg/
28
CHPT.
#
1

mech jockey progression.


Alignment: Not lawful TABLE 1-5: THE ASSIMILATED
Constitution: 18+. Only hardy characters Level Base Attack Bonus Mech Attack Bonus Fort Save Ref Save Will Save Special Mobility
can survive the process of assimilation. 1 2 +2 +0 +0 +0 Impossible Pilot, Mech Fu
Skills: Craft (mechcraft) 10 ranks, Knowl- 2 4 +4 1 1 +1 Wired Paraplegic
edge (mechs) 15 ranks, Knowledge (steam 3 * +6/+1 1 2 +2 Feat Quadriplegic
engines) 15 ranks, Mech Pilot 15 ranks 4 * +9/+4 2 4 +3 Feat, Perfect Knowledge
Feats: Mech Dancer, Mechidextrous, 5 * +15/+10/+5 2 6 +4 Assimilated, Feat Immobile
Mechwalker
Lost Self: The character must have lost all *Incapable of physical movement.
sense of his humanity. This criteria is fulfilled
when a steamborg of 3rd level or higher fails Pilot skill checks.
its daily Charisma check five times in a row. Mech Fu: An assimilated pilot automati-
Generally, a lost self can happen only to cally gains the Mech Fu feat if he does not
steamborgs who have become too much like have it already.
machines. Alternatively, the DM may rule it Mobility: The assimilated voluntarily
is also possible through magic, deep personal severs his own nerve endings in order to
tragedy, or other circumstances, but they must connect them to his mech. As the assimila-
be extreme. In essence, the character must tion process continues he becomes more
retain almost no vestige of his human thought and more embedded in the mech. Eventually
processes; he must think like a machine. an assimilated is completely ensconced in
Assistance: The process of becoming metal, unable to move except through con-
assimilated requires extensive construc- trol of the mech. What few bodily functions
tion, including modification of the recipient remain are handled by specially constructed
mech and the characters artificial parts. This machines also built into the mech.
cannot be done alone. The character must Mobility is affected at various levels as
have at least one coglayer or steamborg of follows:
10th level or higher assist him in his endeav- Paraplegic: At 2nd level, the assimilateds
or. It is very difficult to hire help for this job, Skill Points at Each Level: 8 + Int modifier. legs are physically locked into his mech. He
however, as most consider the assimilated to Class Features may still move his upper body and hands but
be insane. Even for a steamborg, the assimi- All of the following are class features of the has no mobility from the waist down. He can
lated are a little extreme. Thus, the character assimilated prestige class. detach himself from the mech in order to
must have friends or allies willing to help him Weapon and Armor Proficiency: The move about in a wheelchair or other device
through the process. character gains no additional weapon or (such as an iron jacket; see page 59). Once
Mech: The character must possess a mech armor proficiencies but automatically an assimilated has reached this stage, he
that he will become assimilated with. becomes proficient with any weapons ever cannot take additional ranks in skills that are
Mobility: Although it is not a require- mounted on his mech. affected by his limited mobility.
ment, it is recommended that the character Attack Bonus: The assimilated actually Quadriplegic: At 3rd level, the assimilat-
have limited steam power abilities, at least lose physical ability as they advance in level. ed is permanently installed into his mech.
enough to create clockwork puppets who They become sedentary and immobile. Their This begins a substantial improvement in
can do his bidding. By the time his transition base attack bonus declines as they advance, his attack bonus while piloting the mech.
to assimilated is through, the character will until they are immobilized and rendered In exchange, he is completely immobi-
be immobilized in the cockpit of his mech. incapable of physical motion. At the same lized from the neck down. He may not be
time, their mech piloting skills improve dra- removed from his wired position.
Class Skills matically, as reflected in their mech attack Immobile: At 5th level, the assimilated
The assimilateds class skills (and the key bonus and other abilities. is completely immobile. Even his eyes and
ability for each skill) are Concentration Impossible Pilot (Ex): An assimilated mouth cannot move under his control. His
(Con), Craft (mechcraft) (Int), Disable moves his mech as an extension of his own brain is wired into the mech and its sensors
Device (Int), Knowledge (mechs) (Int), body. His precise, delicate movements seem are his sensors.
Knowledge (steam engines) (Int), Listen impossible to normal pilots. An assimilated Wired (Ex): At 2nd level, the assimilated
(Wis), Mech Pilot (Dex), and Spot (Wis). adds twice his assimilated class levels to Mech is physically wired into his mech. He can
29
CHPT.
#
1

insofar as he can physically achieve the class


requirements. This requires some discretion
on the part of the DM. In general, if the
assimilated cannot physically perform the
core abilities of the class, he cannot advance
in that class. For example, a quadriplegic
assimilated cannot fight in hand-to-hand
combat, so he cannot advance as a fighter.
In general, the only other classes available
to assimilated are mech jockey, coglayer, and
steamborg. Optionally, some spellcasting
classes are available provided the character
is limited to spells with no somatic compo-


nents (or has the Still Spell feat) and doesnt
page 60). He immediately feels any damage need to flip through a spell book physically.
to the mech or its engine. In effect, he has
the same sensory perception of the mech that
normal people do of their bodies. GEARWRIGHT
A secondary benefit of this knowledge is
that the assimilated always knows the exact
limits of his engine. He may push the enve-
lope (as the mech jockey ability) five times
G earwrights are the most knowledgeable
of all steam engineers. As members of
the Gearwrights Guild, they have access to
per day. This stacks with uses of that ability knowledge that dates back to the first Age of
gained from the mech jockey class. Walkers. The knowledge, training, materials,
Assimilated (Ex): At 5th level the char- and resources offered by the Guild are supe-
acter is fully assimilated. No physical or rior to anything else in the known world. Any
psychic distinction exists between him and coglayer would leap at a chance to join but
the mech. They have truly become one. The membership is offered only to the best of
characters soul pervades the entirety of the the best.
mech and is subject to death effects, necro- For more information on the Gearwrights
mantic effects, and other such attacks aimed Guild, see page 177.
at the mech. The assimilated mech is subject Hit Die: d4
to psionic attack and will register via detect Requirements
thoughts and other such spells. He is effec- To qualify to become a gearwright, a charac-
tively a living construct. ter must fulfill all of the following criteria:
now communicate with his mech via thought What remains of the mech jockeys Race: Dwarf or gnome. Humans have
alone. He need not move or speak. Unless flesh-and-blood body is so thoroughly been accepted on a few rare occasions,
the mech has sufficient optical interface, he dissected by steam engine apparati that but they must be exceptionally skilled (all
still must use his eyes to pilot it. it cannot be detached without destroy- numerical prerequisites listed below must
Feat: At each level indicated, the assimi- ing it but even this would not cause be exceeded by at least 20%). No elves, half-
lated receives one feat from the following the characters death. His hit points are elves, half-orcs, or halflings have ever been
list that he does not already have. He must merged with the mechs and they are con- admitted to the Guild.
meet the usual prerequisites: Gearhead, sidered one pool. Killing the characters Alignment: Neutral
Natural Pilot, Speed Freak. body removes his hit points from the pool Abilities: Dexterity 16+, Intelligence 18+
Perfect Knowledge (Ex): At 4th level, but does not eliminate his consciousness Skills: Craft (mechcraft) 10 ranks, Knowl-
the assimilated has fully integrated his ner- from the mechanical decision-making edge (mechs) 10 ranks, Knowledge (steam
vous system with the hull of his mech. At sentience now governing the mech. engines) 10 ranks, Mech Pilot 10 ranks
all times, he has perfect knowledge of the Other Classes: The path toward assimila- Membership fee: Membership dues of
mechs physical condition. He receives direct tion is not to be taken lightly. Once a char- 500 gp per year, paid upon admission
feedback from any sensory devices built into acter has become assimilated, he may take Sponsorship: The applicant must be
the mech (such as optical orbs, described on levels in other classes or prestige classes only sponsored by an existing gearwright.
30
CHPT.
#
1

itor). The guild has a total of 10 Senior Officers


TABLE 1-6: THE GEARWRIGHT and 20 Junior Officers of each specialization.
Level Base Attack Bonus Fort Save Ref Save Will Save Special Steam Powers Rank The Master Gearwrights never number
1 +0 +0 +0 +2 Machine Empathy 2+Int Apprentice more than three, one for each specialization,
2 +1 +0 +0 +3 Mech Weapon Proficiency 3+Int and promotion to that status requires the
3 +1 +1 +1 +3 Craft Mech, Integrated Parts 4+Int assent of all three current Master Gearwrights
4 +2 +1 +1 +4 5+Int Journeyman when one of them has decided to retire, as
5 +2 +1 +1 +4 Mech Weapon Proficiency 6+Int well as a majority vote of all Senior Officers.
6 +3 +2 +2 +5 Integrated Parts 7+Int Since retirement of a Master Gearwright
7 +3 +2 +2 +5 Research 8+Int Gearwright happens once every 300 years or so, only the
8 +4 +2 +2 +6 Mech Weapon Proficiency 9+Int most dedicated of gearwrights are ever even
9 +4 +3 +3 +6 Integrated Parts 10+Int considered for this position.
10 +5 +3 +3 +7 Take 30 11+Int Junior Officer Machine Empathy (Ex): As with coglayers,
11 +5 +3 +3 +7 Mech Weapon Proficiency 12+Int gearwrights add their class levels as a bonus to
12 +6 +4 +4 +8 Integrated Parts 13+Int Senior Officer all checks in Craft (mechcraft), Knowledge
13 +6 +4 +4 +8 14+Int Master Gearwright (mechs), and Knowledge (steam engines). This
only applies through 6th level. Upon achieving
7th level and specializing, a gearwrights bonus
Loyalty: The applicant must swear loyalty gearwright receives 10+2+Int steam powers, to skill checks changes. He retains bonuses for
to the Guild above all other institutions and not 10+2+Int+Int. previous class levels, but new class levels afford
loyalties, including family, friends, nation, Integrated Parts (Ex): At 3rd level and bonuses depending on his specialization:
city-mech or mechdom, and religion. This every 3 levels thereafter, a gearwright gains Repositors receive a +2 bonus per level
loyalty includes a pledge of asceticism in the the ability to integrate two steam powers, as past 6th to checks in any Knowledge skill.
name of knowledge: The gearwright must the coglayer ability of the same name. Maintenors receive a +2 bonus per level past
devote all his efforts to expanding the realm Rank: A gearwrights rank within the 6th to checks in Craft (mechcraft) and Craft
of knowledge. guild determines his access to the Master (engineering).
Repository and the knowledge taught him by Cogulors continue to receive a +1 bonus
Class Skills the senior members of the guild. to checks in Craft (mechcraft), Knowledge
The gearwrights class skills (and the key Moving from one rank to the next requires (mechs), and Knowledge (steam engines).
abilities for each skill) are Craft (black- more than just accumulating XP. The char- Craft Mech: At 3rd level the gearwright
smithing) (Int), Craft (mechcraft) (Int), acter must actually be promoted by a senior learns the Craft Powered Mech feat if he
Disable Device (Int), Knowledge (any) gearwright. The promotion to journeyman is does not have it already.
(Int), Knowledge (mechs) (Int), Knowledge easy and assured. Promotion to the gearwright Research: At 7th level, the gearwright gains
(steam engines) (Int), Listen (Wis), Mech title is generally assured and takes place only limited access to the Master Repository. Any
Pilot (Dex), and Spot (Wis). two times a year in special ceremonies. time he must make a Knowledge check, he may
Skill Points at Each Additional Level: 8 Upon becoming a gearwright, the character spend time in the library to improve his chanc-
+ Int modifier. chooses a specialization (which confers a es. For each week of research, he receives a +1
certain title): academic knowledge (reposi- bonus to his check, to a maximum of +5.
Class Features tor), mechanical engineering (maintenor), or Take 30 (Ex): Upon reaching the rank of
All of the following are class features of the research (cogulor). officer, a character gains access to the Mas-
gearwright. Promotion to officer status depends on avail- ter Repositorys most sacred texts. These
Weapon and Armor Proficiency: able openings and may take months or years, texts are the guilds cumulative record of
Gearwrights gain no new weapon proficien- even after the character has accumulated the advanced engineering techniques; they
cies except with mech weapons. At each necessary XP or, in the cases of unpopular contain every significant development
indicated level, the gearwright may become gearwrights or those who have offended exist- for several thousand years. An individual
proficient with one new mech weapon. ing officers, it may never happen at all. Making researcher working on his own could invent
Steam Powers (Ex): As with coglayers, the rank of a senior officer is even more dif- only a few of these techniques in his life-
gearwrights receive steam powers. The Int ficult, as fewer positions are available and less time. High-level coglayers and gearwrights
bonus to steam powers is not stacked with turnover occurs. Once a character becomes an have learned perhaps a quarter or third of
any Int bonuses from prior classes; e.g., a officer, he becomes known not as a gearwright them. Learning them all at once from the
10th-level coglayer who becomes a 1st-level but as his specialized status (e.g., a Junior Repos- sacred texts results in a quantum leap in
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1

engineering ability. Abilities: Dexterity 18+, Intelligence 16+ himself to an existing Irontooth mech devil.
Gearwrights of levels 11, 12, and 13 can Skills: Mech Pilot 13 ranks This requires covering much of the masters
incorporate these techniques into their Feats: Mech Dancer, Mech Fu, Mechidex- expenses, which are split between his
research. They gain the ability to take 30 trous, Mechwalker, Natural Pilot apprentices. This can prove quite expensive
(yes, 30) on any skill check relating to mechs Irontooth Clansman: The character must on the order of 2,000 gp or more per year
or steam engines. This works in all respects be a member of an Irontooth clan. If not in material costs, plus countless hours of
as taking 20 except that the result is 30 and already a member, he must gain admittance labor for each apprentice.
the time required is 30 times normal. These by challenging and defeating a renowned Special: The tradition of mech fu grew
high-ranking gearwrights are notoriously Irontooth mech jockey (not necessarily a out of the same traditions as those of the
slow in building their constructs, but they mech devil) in a ritualized Irontooth joust. monk class. The Irontooth Clans have great
are capable of producing incredible feats The clan must then decide he is worthy and respect for skilled monks and will accept


of engineering that no other living engineer offer him membership. This usually requires them into their ranks without question. Any
can match. formally annulling allegiances to mechdoms monk of at least 5th level is automatically
other than the Irontooth clan. accepted into the clan, regardless of mech
Master: The character must apprentice ability. Once accepted, the monk may mul-
MECH DEVIL ticlass as a mech jockey, trained by the clan.
Provided the monk meets the Dexterity and

M ech devils are the most feared of all


mech pilots. Natives of the rowdy
Irontooth Clans, they are the mech jockey
Intelligence requirements of the mech devil
prestige class, and takes the Mech Dancer
and Mech Fu feats as soon as possible, he will
equivalent of half monk, half barbarian. Their be accepted as a mech devil regardless of the
attacks are precise, planned, and tactical, but other prerequisites, though he must take the
they strike with the fury of a raging barbarian. rest of the feats as soon as possible.
The only mech devils known to exist are Restrictions: The Irontooth clansmen
those within the Irontooth Clans. Other consider the assimilated to be insane. They
mech jockeys have tried and failed to develop forsake the humanity that makes the mech
similar techniques. Their methods are easily devil truly great. No master will accept an
observed but difficult to learn. Many jealous assimilated as a pupil, even if he meets all
outsiders attribute the skill to some sort of other criteria of the prestige class.
infernal or supernatural influence hence
the term mech devil. Class Skills
Mech devils are not formally organized The mech devils class skills (and the key
in any way. Achieving the title of mech abilities for each skill) are Balance (Dex),
devil (which the Irontooth have proudly Bluff (Cha), Climb (Str), Craft (mechcraft)
claimed as a term of honor) is possible (Int), Escape Artist (Dex), Jump (Str),
only by the general approbation of the Knowledge (mechs) (Int), Knowledge
Irontooth clansmen. (steam engines) (Int), Listen (Wis), Mech
Becoming a mech devil is the secret ambi- Pilot (Dex), Sense Motive (Wis), Spot (Wis),
tion of every mech jockey. No matter how and Tumble (Dex).
skilled they become, they are both galled Skill Points at Each Additional Level:
and awed by the existence of barbarians 6 + Int modifier.
who can put them to shame. Even though Class Features
joining the Irontooth Clans to become a All of the following are class features of the
mech devil requires an outsider to disown all mech devil.
other ties, no mech jockey would fault him Weapon and Armor Proficiency: Mech
for it. In their heart, they all secretly wish devils gain no additional weapon proficiencies.
they had the nerve to do it themselves. Unarmed Damage (Ex): Mech devils are
Hit Die: d6 masters of mech fu. They hone their skills
Requirements until they can strike unarmed mech attacks
To qualify to become a mech devil, a charac- with deadly accuracy. The damage inflicted
ter must fulfill all of the following criteria: by a mech devils unarmed mech attacks is
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CHPT.
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enough to seize it.


TABLE 1-7: THE MECH DEVIL Once per day per level in the mech devil
Level Base Attack Bonus Mech Attack Bonus Fort Save Ref Save Will Save Unarmed Damage Special class, the character can make an unarmed
1 +0 +1 +0 +2 +0 +1d6 Extraordinary Pilot, Special stunning attack against a mech within two
Skill Uses, Unarmed Damage size categories of his own. (Armed stun-
2 +1 +2 +0 +3 +0 +1d6 Stunning Attack ning attacks are not possible, and larger
3 +2 +3 +1 +3 +1 +2d6 Agile Mech +1 mechs generally have their vital points
4 +3 +4 +1 +4 +1 +2d6 Fast Movement beyond the reach of smaller mechs.) This
5 +3 +5 +1 +4 +1 +3d6 attack must be declared in advance as a
6 +4 +6 +2 +5 +2 +3d6 Agile Mech +2, Improved Trip stunning attack. An enemy mech success-
7 +5 +7 +2 +5 +2 +4d6 Deflect Projectiles fully damaged must make a Fortitude save
8 +6 +8 +2 +6 +2 +4d6 Masterful Dodge (DC 10 + the characters mech devil levels)
9 +6 +9 +3 +6 +3 +5d6 Agile Mech +3 or be stunned as it suffers damage to some
10 +7 +10 +3 +7 +3 +6d6 important system (hydraulic backflow,
electrical surges, etc.). Crew and passen-
gers on the mech may function as usual,
increased by the amount indicated in Table as with the regular use of the Tumble skill. but the mech itself cant act (regardless of
1-7. This extra damage applies only if the mech The tasks and DCs for tumbling in a mech what the crew does) and loses any Dexter-
attacks with a hand holding no weapon. are exactly as with the skill as described in ity bonuses to AC, while attackers receive
A monk who becomes a mech devil can use the PHB, except that the distance moved in a +2 bonus to attack rolls. The stunning
her flurry of blows to make unarmed attacks a tumble is equal to one half of the mechs effect lasts one round.
with a mech, using her flurry of blows attack normal speed rather than 20 feet. Agile Mech (Su): The mech devil has
bonus instead of her mech attack bonus at no Extraordinary Pilot (Ex): Mech devils learned every twist and turn of his mech.
additional penalty. A normal monk without add their class level as a bonus to checks in It is like an extension of his own body. In
this prestige class cannot use flurry of blows the Mech Pilot skill. his hands it moves with an agility not seen
while piloting a mech. Stunning Attack (Ex): Beginning at anywhere else. When piloted by the mech
Special Skill Uses: Mech devils may 2nd level, a mech devil can cause stunning devil, any mech of average maneuverabil-
use the following skill synergies to aid damage to enemy mechs by striking them ity or better gains a bonus to its Reflex
their mechs. in the joints, under loose armor panels, saves equal to the mech devils agile mech
Balance: For every full 4 ranks in Balance, at the crew quarters, in the pilots cock- modifier, as per Table 1-7.
the mech devil receives a +2 bonus to checks pit, and in other vulnerable areas. This Fast Movement (Ex): At 4th level, the
to resist enemy trip attempts. is an extraordinary ability; its a result mech devil has an uncanny ability to always
Bluff: Mech devils may bluff with their of the mech devils uncanny familiarity step on solid ground, plant the mechs
mechs, robbing enemy mechs of their pilots with mechs and how they function. It is feet at just the right lengths, and avoid
Dexterity bonus to armor class (if appli- only possible when the right opportunity obstacles. Any mech he pilots has its speed
cable; see the Mech Dancer feat). The check presents itself and the mech devil acts fast improved by 10 feet. This isnt a supernatu-
is made as usual against the opposed check ral ability; its the mech devils capacity for
of the enemy mech pilot. maximizing the mechs inherent abilities.
Climb: When climbing in a mech, the This ability stacks with the Speed Freak
mech devil receives a +2 synergy bonus if he feat, a mech jockeys ability to push the
has at least 4 ranks of Climb. envelope, and the fast movement trait of
Escape Artist: The mech devil may use certain mechs.
his Escape Artist skill to allow his mech to Improved Trip: At 6th level, the mech
escape being trapped by hooked axes, barbed devil gains the benefit of the Improved
blades, and other such weapons. When made Trip feat when making trip attacks with
for a mech, such checks use half the mech his mech. He does not have to meet any
devils ranks, rounded down, modified by the prerequisites.
mechs Dexterity score (not the pilots). Deflect Projectiles: At 7th level, a
Tumble: With a mech of good maneuver- mech devil gains the benefit of the Deflect
ability or better, the mech devil may attempt Arrows feat without meeting the usual
to tumble his mech through opponents, prerequisites. He may then use his mech
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CHPT.
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to counter incoming arrows, ballistae, greatest victory is the one without a fight) Spellcraft (Int), and Spot (Wis).
hurled boulders, steam cannon shells, and find the riftwalker techniques well suited to Skill Points at Each Additional Level:
other shot or thrown weapons. The mech confounding and evading opponents without 4 + Int modifier.
must have at least one free hand to make ever having to confront them.
an attempt. (If an attempt is made with a The first riftwalker of renown was Fasil of Class Features
hand that holds a weapon, the weapon is the Aurora Plains. He had already been tin- The following are class features of the riftwalker.
automatically damaged by the attempt.) kering with the concepts of the riftwalker Weapon and Armor Proficiency: As
Otherwise, the ability is in all respects for some time before the lunar rain began. previous class. No additional proficiencies
like the Deflect Arrows feat. The Reflex Within a few days of the first meteor storms, are gained.
save is made using the mechs save, not he was successfully shifting his wizards Spells: Riftwalkers can cast spells. Their
the characters, but the character may add tower onto another plane whenever it was spell choices are very limited, focusing
his personal Dexterity bonus to the roll threatened by the lunar rain. This attracted on spells designed to travel the planes or
because he has the Mech Dancer feat. many pupils, who learned from him and
Once a mech devil has the Deflect eventually established a small school called
Arrows feat, he may then take Snatch the School of the Aurora Walkers. But one
Arrows as a normal feat slot (even if he morning Fasils tower didnt reappear, nor
lacks the other prerequisites) and use it to did the Aurora Walkers. Those who had
catch incoming projectiles. already left the school carried on its tradi-
Masterful Dodge (Ex): At 8th level, tions, but the tower and those who were
the mech devil anticipates enemy attacks in it that night have never returned.
and jumps out of the way just before they It is surmised that they decided to


hit. Any mech he pilots receives a +2 dodge find permanent habitation on
bonus to AC. another plane, but it is possible
their high-risk nocturnal jaunts
were detected by a powerful
RIFTWALKER extraplanar creature that
destroyed them. Only by

T hose who survived the early meteor


storms did so in a variety of ways. Most
sought shelter in sturdy castles, then under-
finding the tower can the
truth be determined.
Hit Die: d6
ground once the castles were shattered. It
was this stream of thought that eventually Requirements
led to the creation of the mech. To qualify to become a
Other refugees sought a different survival riftwalker, a character
path. Mages with access to planar travel sim- must fulfill all of the
ply left during the lunar rain. Some teleport- following criteria:
ed to the opposite side of the world, where Skills: Knowledge
it was still daylight. But most established (the planes) 5 ranks,
beachheads on other planes. Their material Search 5 ranks, Spot 5
strongholds blinked out of existence when ranks, Survival 5 ranks
the moon came up, then reappeared when Spellcasting: Ability
the lunar rain was over. For the duration they to cast 2nd-level spells or
were literally on another plane. use ki strike (magic)
Riftwalkers are characters who special-
ize in this mode of survival. They escape the Class Skills
lunar rain and other threats not by con- The riftwalkers class skills (and
frontation, but by evasion. Many spellcasters the key abilities for each skill) are
are found within their ranks, but so too are Concentration (Con), Craft (Int), Decipher
rogues and monks. Rogues find riftwalker Script (Int), Diplomacy (Cha), Knowledge
skills infinitely applicable to sneaking around. (arcana) (Int), Knowledge (the planes) (Int),
Monks with a fluid approach to combat (The Listen (Wis), Profession (Wis), Search (Wis),
34
CHPT.
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TABLE 1-8: THE RIFTWALKER


Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day 1st 2nd 3rd 4th 5th 6th 7th 8th
1 +0 +0 +0 +2 Rift Sensitivity 1
2 +1 +0 +0 +3 Riftwalk 2 1
3 +2 +1 +1 +3 2 2 1
4 +3 +1 +1 +4 Riftdoor 3 2 2 1
5 +3 +1 +1 +4 Rapid Shift 3 3 2 2 1
6 +4 +2 +2 +5 3 3 3 2 2 1
7 +5 +2 +2 +5 Ghostwalk 4 3 3 3 2 2 1
8 +6 +2 +2 +6 Evasion, +2 Dodge AC 4 4 3 3 3 2 2 1
9 +6 +3 +3 +6 4 4 4 3 3 3 2 2
10 +7 +3 +3 +7 Improved Evasion 5 4 4 4 3 3 3 2

prevent detection. The primary use for to the material, or DC 25 to find a rift to the increment (such as material to transitive, or
their spellcasting is not even the casting outer planes from the ethereal plane (since transitive to inner) requires two spell levels,
of spells, but instead the channeling of theyre now closer). two increments requires four spell levels,
magical energy to open dimensional rifts Note that this ability doesnt let the rift- and three increments requires eight spell
(see the riftwalk ability, below). Riftwalker walker use the rift to travel the planes (yet). levels. The riftwalker must have the requisite
spells are memorized from a spellbook as a It simply lets him find them. It also doesnt spell energy available and sacrifice it. A spell
wizards are. In all other respects, they are let him look through the rift to see whats on counts toward levels as its spell level.
like a wizards spells, requiring a sufficient the other side. Travel through such rifts is For example, magic missile is a 1st-level
Intelligence score to learn. The riftwalker generally safe, but not always. spell. A riftwalker with magic missile memo-
spell list appears on page 48. Searching takes one minute per five feet rized twice (or otherwise available twice)
Rift Sensitivity (Su): The riftwalkers searched. A failure does not get a retry, could surrender two castings of it to rift-
greatest ability is a knack for finding and the riftwalker cannot take 10 or 20 walk one increment. Or he could sacrifice
shortcuts in the fabric of reality. The mate- on this roll. In general, as long as the rift- two castings of it, plus web (a 2nd-level
rial plane is filled with minute rifts to other walker passes the check, its safe to assume spell), to surrender four spell levels and
planes. These rifts are formed from natural a rift is around. Most planes are tattered by travel two increments.
stresses or ambient magical energy released such rifts; theyre just hard to locate for At this level, the riftwalker can transport
after planar travel spells. The riftwalker normal people. only himself through the rifts. Riftwalking is
learns to locate and exploit them. Riftwalk (Sp): At 2nd level, a riftwalker a full-round action (one standard action to
A riftwalker has a natural sensitivity to can use these rifts to transport himself expend the spell energy, then one movement
these rifts. A riftwalker (and only a riftwalk- between planes. Doing so requires locating action to move through). Other creatures
er) can search an area to attempt to discover the appropriate portal, then expending spell see the riftwalker seemingly step into an
planar rifts. Locating a rift requires a Search energy to shift through it. A shift of one invisible door, then disappear.
check against a DC based on the planes Distances traveled on other planes
proximity to the riftwalker. Within the con- often cover much greater distances on the
text of the four groups of planes (material, material plane. A riftwalker may be able
transitive, inner, and outer), the DC is 20 to to riftwalk to the astral plane, travel for a
go one increment, 25 to go two, and 30 to go few rounds on the astral plane, and then
three. Traveling between planes in the same riftwalk back to appear miles away from his
group (such as from the astral to ethereal former material location.
plane) is DC 20. The riftwalker has a 1% noncumulative
For example, finding a rift to a transitive chance per riftwalk that he will step through
plane (ethereal, shadow, or astral) from the the rift into a dangerous area (that is, even
material plane would be DC 20, whereas more dangerous than the usual state of pla-
finding a rift to an outer plane would be DC nar travel). This could include walking into a
30. Once the riftwalker travels to the ethe- solid object, entering a lava flow, or appear-
real plane, its DC 20 again to find a rift back ing inside the acidic belly of a great astral
35
CHPT.
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1

whale. If this occurs, the riftwalker takes 1d6 solid objects while doing so, as long as his on and off), but it is lost when he is asleep or
damage per increment traveled and is imme- movement remains within the visual range unconscious. When fighting defensively, he
diately shunted back to the material plane. of his starting position. He can charge up to can concentrate on his flickering to coordi-
Riftdoor (Sp): At 4th level, the riftwalker twenty times his usual speed. nate it with enemy attacks, raising his dodge
can make the rifts large enough for other Observers see him constantly flickering bonus to +4. This stacks with the normal
creatures to travel with him. By expending as in and out of existence as he moves, seem- benefits of fighting defensively.
much spell energy as for his initial riftwalk, ingly jumping ten or twenty paces between Improved Evasion (Su): At 10th level,


the riftwalker can hold open the rift long flickers. He is stepping through one rift after the riftwalker gains improved evasion, as the
enough for someone else of up to Medium another to cover ground rapidly, effectively rogue ability.
size to pass. Expending double the spell teleporting himself multiple times over the
energy lets a Large creature walk through, course of a single move.
quadruple lets a Huge creature go through, The riftwalker must physically touch at STEAM MAGE
and so on. The rift automatically closes when least one fourth of the distance of his travel.
the riftwalker goes through, so he must be
the last to exit.
For example, a riftwalker opens a rift from
He can use this ability to bypass squares
threatened by enemy attacks of opportunity,
move through intervening opponents, step
D espite coglayers native intelligence,
the difficult apprenticeship required
of that profession prevents them from hav-
the material to the astral plane at a cost of two through solid objects that would block his ing the time to study magic also. Some
spell levels. He can hold it open for another path, and bypass obstacles (such as pits or special individuals possess both intelligence
Medium creature at a cost of two additional lava flows). and innate spellcasting abilities, however.
spell levels. By expending six more spell Additionally, a 7th-level riftwalker has Though their careers begin as coglayers,
levels he could let three more creatures pass the spell level cost of the riftwalk and riftdoor these individuals often take sabbaticals to
before he finally steps through. abilities reduced by half. At this level the explore their spellcasting abilities. As they
Other creatures who riftwalk must use riftwalkers of legend truly escaped the lunar
a move action to reach the portal and walk rain, for they were able to begin shifting
through it. The riftwalker may also use a stan- entire houses or even mansions onto other
dard action to concentrate and move the rift planes for merely an evening.
itself. This requires a Concentration check Evasion (Su): At 8th level, the rift-
each round (DC 10). If successful, the rift walker has developed the habit of
can move by up to 20 ft. Riftwalkers can use subconsciously identifying nearby
this ability to make a rift envelop an entire rifts and using them to con-
house or tower, sending it to another plane. stantly flicker in and out of
Rapid Shift (Su): At 5th level, the time existence on the mate-
required for the riftwalker to locate a portal rial plane. He gains the
is reduced to one round per 5-foot square. If rogues evasion abil-
the Search check beats the DC by 5 or more, ity as a supernatural
he finds the portal fast enough to step through ability, not as a result of
immediately on the same round he searched. terrific reflexes, but because
Ghostwalk (Sp): A 7th-level riftwalker is he has a good chance of not being
so attuned to planar rifts that he can seem- present at the instant of any area
ingly walk through solid objects. As a free effect. This works even against
action, he may make a Spot check to detect opponents from another plane
rifts within his intended path of movement. the riftwalker can always choose
(Up until this time he has used Search; this is another plane to retreat to.
the first level at which he can locate rifts so Additionally, an 8th-level
casually.) The DC is the same as the Search riftwalker gains a constant
check for rift sensitivity. +2 dodge bonus to AC, to
If the riftwalker passes the Spot check, reflect the fact that hes
he has found the necessary rifts to perform often not present when enemy
a ghostwalk. By expending one spell level, he attacks come swinging through.
can travel up to ten times his usual speed in This dodge bonus is not lost when the
a single movement action and step through riftwalker is flat-footed (hes still flickering
36
CHPT.
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TABLE 1-9: THE STEAM MAGE Class Features


Level Base Attack Bonus Fort Save Ref Save Will Save Special Steam Powers Spells All of the following are class features of the
1 +0 +0 +0 +2 Item Creation Feat, Steam Powers 1+Int +1 level of existing class steam mage.
Clockwork Familiar Weapon and Armor Proficiency: Steam
2 +1 +0 +0 +3 Arcane Channeling (combine) 2+Int mages gain no additional weapon proficiencies.
3 +1 +1 +1 +3 2+Int +1 level of existing class Spells: As shown in Table 1-9, a steam mage
4 +2 +1 +1 +4 Arcane Channeling (power) 3+Int continues to advance his spellcasting abili-
5 +2 +1 +1 +4 Item Creation Feat 3+Int +1 level of existing class ties as if he were advancing in his prior class,
6 +3 +2 +2 +5 4+Int albeit at a slower rate. For example, imagine
7 +3 +2 +2 +5 4+Int +1 level of existing class a character were a 10th-level sorcerer before
8 +4 +2 +2 +6 5+Int becoming a steam mage. After taking five
9 +4 +3 +3 +6 Item Creation Feat 5+Int +1 level of existing class levels in the steam mage class, he would cast
10 +5 +3 +3 +7 Arcane Channeling (synergy) 6+Int spells as if he were a 13th-level sorcerer.
11 +5 +3 +3 +7 6+Int +1 level of existing class Item Creation Feat: At 1st level and at
12 +6 +4 +4 +8 7+Int every four levels thereafter, a steam mage
13 +6 +4 +4 +8 Item Creation Feat 7+Int +1 level of existing class receives a free item creation feat.
14 +7 +4 +4 +8 8+Int Steam Powers (Ex): Steam mages receive
15 +7 +5 +5 +9 8+Int +1 level of existing class steam powers. These stack with those grant-
ed by prior class levels, though bonus steam
powers for a high Intelligence are received
become skilled with these two disparate Spellcasting: Ability to cast 2nd-level only once.
professions, they learn of uncommon but arcane spells Arcane Channeling (Sp): Steam mages
powerful synergies available for the astute Feats: Craft Steam Gear learn to channel arcane energy to power
pupil. Thus is born a steam mage. Class Skills their creations. This ability grows in power
Steam mages are rare individuals with The steam mages class skills (and the key as the steam mage advances.
an aptitude for both magic and machine. A abilities for each skill) are Concentra- Combine: The most notable ability of a
proficient steam mage is more dangerous tion (Con), Craft (alchemy) (Int), Craft steam mage appears at 2nd level. The steam
to constructs and mechs than a wizard or (blacksmithing) (Int), Disable Device (Int), mage learns to combine steam powers with
coglayer of equal level. But the require- Knowledge (any) (Int), Knowledge (steam arcane energy. He may now mix magic items
ments to gain such insight are great. What engines) (Int), Listen (Wis), Profession and steam power devices interchangeably.
sets them apart is their ability to channel (Wis), Spellcraft (Int), and Spot (Wis). For example, he could craft a fireball wand
magical energy through their steam-pow- Skill Points at Each Additional Level: with an amplifier attached.
ered creations. 4 + Int modifier. The steam mage must meet all the normal
It is not unheard of for a wizard to become prerequisites to craft the magic items and
a steam mage after spending some time as a steam powers that make up the combina-
coglayer, but most steam mages have levels tion device. The cost and construction time
as sorcerers. Steam mages are known is added together and then doubled. Steam
regionally by many titles, includ- powers used in a magic item are permanently
ing gear warlocks (or gearlocks), fused with the magic item. The steam
technomages, arcane coglay- mage may substitute other steam
ers, and babbage casters. powers for them only by destroying
Hit Die: d4 the magic item and starting over.
Requirements Wands that are drained of charg-
To qualify to become a steam es must be recharged normally.
mage, a character must fulfill Power: At 4th level, the steam
all of the following criteria: mage learns to power his devices
Abilities: Intelligence 16+, using arcane energy. He may
Charisma 16+ expend spell slots to keep a device
Skills: Knowledge (steam engines) running in lieu of using a steam engine.
8 ranks He can use one 1st-level spell slot to keep any
37
CHPT.
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1

steam-powered device functioning for a day. total spell requirements must be cast up Vessels of Dotrak are not true clerics.
Each device (regardless of the number of front to start the engine, then the rest can be They have very little control over their pow-
separate steam power components) requires cast over the course of the day as the engine ers, even over whether they become vessels
a separate spell slot. Note that at this stage burns through its power. For example, a or continue to advance as them. They are
the steam mage can use this ability only on steam mage powering a Large mech could endowed with divine abilities by Dotraks
steam powers, not regular engines. do so by casting five 2nd-level spells, which growing consciousness but are ultimately
Synergy: At 10th level, the steam mage would take five full rounds, or six 1st-level freak manifestations of still-wild energy.
learns to harness magical energy to power spells and two 2nd-level spells, which would They cannot commune with their god as
any engine. He converts raw arcane energy take eight full rounds. clerics can, but they clearly are being given
into heat, light, kinetic motion, or what- This steam mage ability can be duplicated power by someone.
ever other force is needed to power the by the spell furnace, a magical item the steam Currently fewer than two dozen vessels
engine. The first benefit of this is that he mages themselves built (see page 143). exist in all of Highpoint. They are known
can now craft magical engines of any kind. Clockwork Familiar: Sorcerers plan- far and wide among Dotraks followers.
This is considered an act of the Craft Won- ning careers as steam mages usually forego More than one coglayer has been motivated
drous Item feat. The second benefit is that taking familiars until they are able to build to start a long journey in search of their
he can expend spell slots to give power to clockwork familiars. Steam mages are the thoughts on the true word of Dotrak.
any engine, including those that power only class besides constructors able to build Hit Die: d6
mechs. The amount of energy required clockwork familiars. Since they lack access
to power an engine depends on the size to the College of Constructors facilities, Requirements
of what it runs, measured in spell levels however, construction is more difficult. To qualify to become a vessel of Dotrak,
as follows: Building a steam mages clockwork familiar a character must full all of the following


takes one week and costs 500 gp. See page criteria:
Size Daily Spell Level Power Requirement* 46 for more details. Race: All vessels so far have been dwarven,
Medium 5 though it is conceivable that another race
Large 10 could be chosen.
Huge 25 VESSEL OF DOTRAK Alignment: Neutral
Gargantuan 50 Abilities: Intelligence 16+, Wisdom 16+
Colossal
Colossal II
Colossal III
100
150
250
T he pseudogod known as Dotrak, or the
Great Engine, is acknowledged by many
coglayers, steamborgs, and gearwrights as
Skills: Knowledge (steam engines) 10 ranks
Worship: Must be an adherent of Dotrak
Whim of the Gods: No one chooses to be
Colossal IV 400 the creator of the universe. They dont wor- a vessel. It simply happens. And once it hap-
Colossal V 600 ship him in the traditional sense, nor does pens, theres no guarantee it will continue.
City-mech A 900 Dotrak have clerics or churches. His adher- If a character is eligible to become a
City-mech B 1,250 ents eschew worshipping the traditional vessel, the DM should carefully monitor
City-mech C 1,750 gods, however. Instead, they proclaim their his actions. If the character consistently
City-mech D 2,500 belief in Dotrak, a belief that is little more performs deeds of outstanding engineering
City-mech E 3,500 than acknowledgement of a greater order expertise, spreads the word about Dotrak,
City-mech F 5,000 they cannot fathom. and embodies the (admittedly vague)
*Zero-level spells count as 1/2 a spell level. All other Whether Dotrak is real is a matter of great principles of Dotrak, the character may be
spells count as per their level (e.g., a 2nd-level spell has a debate. Some evidence exists that Dotrak stricken with the powers of a vessel. When
value of 2). has genuine power. The enigmatic trak traks the character next advances a level, he has a
animated piles of junk gears that wander 10% chance that he will advance to a 1st-level
Powering an engine in this manner requires aimlessly before dissipating are one vessel, regardless of his desires or wishes.
that the necessary spell energy be expended proof put forth by his adherents. Another From then on, his will is enmeshed with that
as spells cast directly into the engine. The far more powerful point of persuasion is the of Dotrak. Though the character receives no
spell cast has no name; it is simply a unique vessels of Dotrak, living beings spontane- communication or signs from Dotrak other
form of expending arcane energy. Each such ously endowed with his energy. These reli- than the occasional spells, he is clearly being
spell takes one full-round action to cast and gious messengers are known as messiahs by affected by his power.
uses spell-level energy equal to the level of the followers of Dotrak, for they combine his Gaining one level in the vessel of Dotrak
the spell (except for zero-level spells, which technical aptitude with a divine spellcasting class doesnt mean a character will advance
count as 1/2 level). At least 20% of the days ability unknown among coglayers. any further. See below.
38
CHPT.
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weapon is a metal quarterstaff. In all other


Class Skills respects, the rules governing domain choic-
The vessels class skills es and spells are the same as for clerics.
(and the key abilities Clockwork Heart (Su): The first sign that
for each skill) are Con- a soul has been selected as a vessel of Dotrak
centration (Con), Craft is the transmogrification of his heart into a
(blacksmithing) (Int), Craft clockwork device. The vessel wakes up one
(mechcraft) (Int), Disable morning to the sound of an audible ticking. It
Device (Int), Heal (Wis), Knowl- comes from his chest cavity, where his flesh-
edge (any) (Int), Knowledge (mechs) and-blood heart has somehow been replaced
(Int), Knowledge (steam engines) (Int), with a beautifully wrought mechanical pump
Listen (Wis), Mech Pilot (Dex), Profession made from gold, silver, and the finest steel.
(engineer), Spellcraft (Int), and Spot (Wis). Of course, no one can see this heart, since
Skill Points at Each Additional Level: it is still within the vessels body, but its
4 + Int modifier. existence is audible to anyone who stands
nearby (Listen check, DC 10 within 5 feet,
Class Features inaudible past there). The authenticity of
All of the following are class features of the those who would claim to be vessels can
vessel of Dotrak. be immediately ascertained by placing
Weapon and Armor Proficiency: Ves- an ear to their chests.
sels spontaneously acquire the ability to The clockwork heart is immune to
use all exotic weapons and armor derived rust of any kind, be it magical or mun-
from steam engine or clockwork technol- dane. It is considered a magical construct
ogy. These include the buzzaxe, buzzsaw, and is immune to tick tock knock and similar
chattersword, flame nozzle, lobster claw, spells.
steambreather, and steam gun, plus gearmail Vessels of Dotrak are among the few
and hydraulic armor, as well as similar weap- people on Highpoint to accept steamborgs
ons and armor. openly. They see steamborgs as spiritual
Level Advancement: A vessel of Dotrak men of sorts, willing to go to great lengths to
advances by the whims of an incipient god. come closer to the essence of Dotrak. But no
When a vessel gains enough XP to advance a one would confuse a vessel for a steamborg,
new level, roll 1d6. If the result is less than even after he acquires a metal skin or clock-
or equal to the characters current level as work body (see below). Aside from their
a vessel of Dotrak, he advances a level in spellcasting abilities, the simple fact is that
this class. Otherwise, he advances in his roll 2d12 each day to determine the hour at steamborgs need steam engines to power
former class (or the class of his choice if he which a vessel receives his spells. They sim- themselves, while the only visible power
had more than one former class). From 6th ply appear in his head, there for the using. source for a vessel is divine favor. Besides,
level onward, a vessel is guaranteed advance- The vessel may choose which spells he steamborgs dont have clockwork hearts.
ment should he so desire it, but a vessel who receives, with one caveat. Dotrak isnt yet a Turn or Rebuke Constructs (Ex): At 2nd
advances to 7th level or above may no longer real god and cant always provide the assis- level, a vessel gains the ability to rebuke and
advance in any other class. His purpose in tance his worshippers desire. Each day, the command constructs, just as an evil cleric
life is now completely intertwined with that vessel has a 10% chance of receiving a spell rebukes and commands undead. This ability
of Dotrak. other than the one he wanted. If this occurs, only works against animated constructs that
Spells: A vessel of Dotrak casts divine 1d4 requested spells are substituted for ran- move of their own volition, such as golems
spells according to Table 1-10: The Vessel of domly determined spells of the same level. and shield guardians. A vessel cannot turn a
Dotrak. Vessels cast spells exactly as a cleric, Domain spells are never substituted in this mech or similar piloted construct. Turning
including domain spells. They acquire them way; it occurs only with other spells. constructs requires a holy symbol of Dotrak:
differently, however. A vessel does not need Deity, Domains, and Domain Spells: A a toothed gear set with ornate scrollwork of
to meditate or pray for his spells. Instead, vessel must worship Dotrak, whose domains gold and platinum. Such a symbol costs 300
his spells are spontaneously given to him at are Engines and Knowledge. A vessel has gp to create.
a different time each day. When relevant, both of these domains. Dotraks favored Steel Skeleton (Su): Over time, the
39
CHPT.
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vessels body becomes progressively more subject to critical hits, nonlethal damage,
mechanical. At 2nd level, his fingernails ability damage, ability drain, or energy drain.
and toenails become silvery and hard (like He is immune to any effect that requires a
aluminum), and at 3rd level his teeth are Fortitude save (unless the effect also works
encased in a metal sheath. At 4th level, on objects). He is not at risk of death from
the vessels skeleton is transmuted to massive damage, but when reduced to
steel. This grants a +2 bonus to the 0 hit points, he is immediately killed.
vessels Constitution. His Fort save Unlike a construct, he can be resurrect-
is increased by an additional +2, ed or raised (he still has a soul), and his
stacked on top of the bonus from body does heal damage normally. The
extra Constitution. These bonuses character must still eat and drink as a
are not included in the saves indi- normal person.
cated in Table 1-10. The characters body stays a silvery
Metal Skin (Su): The vessels body color, as per his metal skin change at the
continues to transform into a living previous level. The character is still partially
construct. At 6th level, his eyes become vulnerable to rusting grasp and related spells.
metal orbs, his joints turn into metal sock- Prophet of Dotrak (Su): At 10th level, the
ets, and his skin is replaced by a thin layer of characters clockwork body acquires a golden
steel with incredible tensile strength. The sheen. He gains the following abilities:
appearance of the metal skin varies; some Because of his divine favor, he is less vul- Prophets Touch: Once per day, with a single
vessels have skin like aluminum foil or gold nerable than a steamborg; a vessel sustains touch, the prophet can restore a damaged
leaf, others have skin like chainmail or even half damage on a failure and no damage on mechanical or clockwork device to perfect
overlapping reptilelike scales. Regardless, a success. functioning. This works on magical and non-
the change grants a +2 natural bonus to AC, Clockwork Body (Su): At 9th level, the magical devices, though the ability fixes only
which stacks with other kinds of armor. The characters transformation to a construct is nonmagical mechanical problems. The device
metal skin is literally the characters skin, complete. His entire body is an intricately can be as large as a city-mech or as small as a
and cannot be removed or detached with- wrought clockwork creation that is indis- pocket watch, provided it is one single inter-
out the character taking damage as if his tinguishable from a construct, fashioned in connected engine. This ability does not clean
normal skin were removed. At 8th level, the exquisite detail far beyond the means of any the device, make it more efficient, affect cos-
skin begins to shimmer with the radiance of living gearwright. The character is essen- metic concerns, or improve flaws in its design,
silver, an indication of the vessels growing tially a living construct. nor does it repair nonmechanical damage; it
closeness to Dotrak. He is now immune to mind-influencing simply repairs any mechanical problems in a
Beginning at 6th level, the character effects (charms, compulsions, phantasms, devices current functioning. Roughly half of
becomes partially vulnerable to rusting grasp patterns, and morale effects) and to poison, all hit points lost in combat are considered
and related spells, as a steamborg is. He sleep, paralysis, stunning, disease, death mechanical problems for these purposes; the
may make a Fort save to resist such effects. effects, and necromantic effects. He is not remaining nonmechanical damage must be

TABLE 1-10: THE VESSEL OF DOTRAK


Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day 0 1 2 3 4 5
1 +0 +2 +0 +2 Clockwork Heart 3 1+1
2 +1 +3 +0 +3 Steel Skeleton (nails), Turn/Rebuke Constructs 4 2+1
3 +2 +3 +1 +3 Steel Skeleton (teeth) 4 2+1 1+1
4 +3 +4 +1 +4 Steel Skeleton (skeleton) 5 3+1 2+1
5 +3 +4 +1 +4 5 3+1 2+1 1+1
6 +4 +5 +2 +5 Metal Skin I 5 3+1 3+1 2+1
7 +5 +5 +2 +5 6 4+1 3+1 2+1 1+1
8 +6 +6 +2 +6 Metal Skin II 6 4+1 3+1 3+1 2+1
9 +6 +6 +3 +6 Clockwork Body 6 4+1 4+1 3+1 2+1 1+1
10 +7 +7 +3 +7 Prophet of Dotrak 6 4+1 4+1 3+1 3+1 2+1
40
CHPT.
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1

repaired through normal means. point, or 3d6 minutes for a general effect
Commune with the Great Engine: The prophets (such as repairing a critical hit).
are the only mortals who claim true knowledge Major: The mech has suffered between
of Dotraks existence. The Great Engine speaks 21% and 50% of its hit points in damage. It is
to them, they say, and leads them to problems substantial damage a major component is
in the infinitely complex mechanical system broken or damaged; the modern equivalent
that mortals know as reality. Three times per is a busted radiator on a car. You can retry
day, the prophet may meditate for 30 min- until you make the fix. The time required is
utes prior to examining a mechanical device. 10 minutes per hit point, or 1d3 hours for a
For the next hour after such meditation, the general effect. Obviously, you will need the
prophet receives a +20 competence bonus to replacement parts.
any Craft (mechcraft), Disable Device, Knowl- Critical: Damage of greater than 50% of
edge (mechs), Knowledge (steam engines), starting hit points. The time required is 1
Profession (engineering), or other similar skill Craft (Mechcraft) hour per hit point, or 1d3 days for a general
checks relating to identifying a problem, fix- (Int; Trained Only) effect. Most importantly, you can make only
ing a problem, or building something. The skill Craft (mechcraft) is exceedingly one check, which is made after the time and
Create Trak Trak: Once per day, as a stan- valuable in todays Highpoint. Mechcraft cost of the repair is expended. If the check
dard action, the prophet may animate any determines your success in building mechs fails, the mech cannot be repaired.
pile of gears as a trak trak (see page 202). and repairing mechs. It also covers gen- The DM makes the check. You dont know
For 3d10 minutes, the trak trak will obey the eral knowledge of crafting steampunk whether youve fixed the mech until you try
prophets command. At the end of the dura- equipment, including general steam engine to use it. Note that its easier to repair a
tion, it collapses into the pile of junk from technology, but the skill is called mechcraft mech than to build one in the first place.
whence it came. because mechs are its primary focus. Salvaged Parts: Coglayers can use the
Ex-Vessels: Vessels who somehow leave Check: Building mechs is covered in Chap- Craft (mechcraft) skill to salvage parts from
the fold of Dotrak lose all spells and class ter 2. Repairing them depends on the mechs wrecked mechs for use in their steam pow-
abilities and can never advance as a vessel complexity and how damaged it is, as follows: ers. No other class can use the skill in this
again. Their clockwork body parts convert manner. With a successful Craft (mechcraft)


back to simple flesh. Repair DC Repair Modifier check, the coglayer can find salvageable
Minor 10 1 parts in a wreck.
Major 15 2 Only steam-powered and clockwork
Critical 20 3 mechs can be salvaged. The time required
to conduct the salvage operation is ten
SKILLS The cost of repairs is always equal to the minutes per payload unit of the mech when
Abbreviations: mechs lost hit points as a percentage of its it was intact. The coglayer can make a DC 20
Crg: clockwork ranger total, multiplied by its base cost, multiplied check for every full hour of searching, with
Cog: coglayer by the repair modifier (which grows as the an additional check for any left-over time
Con: constructor object takes more damage). For example, say based on PU not in increments of 6.
Mcj: mech jockey a mechs base cost is 10,000 gp and it has 100 The gp value of the salvaged parts is equal
Stk: stalker hp. It has suffered 30 hp damage. 30 is 30% to the margin by which the coglayer beats
Smb: steamborg of 100, which means its a major repair (as each skill check, multiplied by 10, lim-
Ank: anklebiter described below). 30% of 10,000 gp is 3,000 ited by the wrecks maximum salvage value
Asm: assimilated gp. The repair modifier is 2, so the cost is as described below. For example, a coglayer
Grt: gearwright 3,000 gp x 2 = 6,000 gp. The cost of repair- who rolls 24 on a check finds 40 gp worth of
Mcd: mech devil ing 30 hp on this mech is 6,000 gp. salvageable parts. If he made the same check
Rft: Riftwalker Minor: The mech has suffered less than result for three hours in a row, hed find 120
Stm: steam mage 20% of its hit points in damage. These sorts of gp of salvageable parts.
VoD: vessel of Dotrak repairs usually involve a single broken part, a A coglayer can continue to make salvage
C = class skill minor fault, or a visible and obvious problem. checks until the full payload unit allotment
c = cross-class skill They require few or no replacement parts. The of the mech has been searched (in which
x = you cant buy this skill modern equivalent is a broken brake light on case he has found all he can from that mech,
a car. The time required is 1 minute per hit though another coglayer may find more), or
41
CHPT.
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TABLE 1-11: SKILLS


Skill Crg Cog Con Mcj Stk Smb Ank Asm Grt Mcd Rft Stm VoD Untrained Ability
Appraise c c c c c c c c c c c c c Yes Int
Balance c c c C C C C c c C c c c Yes Dex
Bluff c c c c C c c c c C c c c Yes Cha
Climb C c c C C C C c c C c c c Yes Str
Concentration c c C c c C c C c c C C C Yes Con
Craft (any) c c C c C c c c c c C c c Yes Int
Craft (blacksmithing) c C C c C c c c C c C C C Yes Int
Craft (mechcraft) c C C c C C c C C C C c C No Int
Decipher Script c c c c C c c c c c C c c No Int
Diplomacy c c c c C c c c c c C c c Yes Cha
Disable Device c C C c C C c C C c c C C No Int
Disguise c c c c C c c c c c c c c Yes Cha
Escape Artist c c c c C c c c c C c c c Yes Dex
Forgery c c c c c c c c c c c c c Yes Int
Gather Information c c c c C c c c c c c c c Yes Cha
Handle Animal c c c c c c c c c c c c c No Cha
Heal c c c c c C c c c c c c C Yes Wis
Hide c c c c C c c c c c c c c Yes Dex
Intimidate c c c c C c c c c c c c c Yes Cha
Jump C c c C C C C c c C c c c Yes Str
Knowledge (any) c C C c c c c c C c c C C No Int
Knowledge (arcana) c C C c c c c c C c C C C No Int
Knowledge (mechs) c C C C C c C C C C c C C No Int
Knowledge (nature) C C C c c c c c C c c C C No Int
Knowledge (religion) c C C c c c c c C c c C C No Int
Knowledge (steam engines) c C C C C C c C C C c C C No Int
Knowledge (the planes) c C C c c c c c C c C C C No Int
Listen C C c C C C C C C C C C C Yes Wis
Mech Pilot c C c C C c c C C C c c C No Dex
Move Silently C c c c C c c c c c c c c Yes Dex
Open Lock c c c c C c c c c c c c c No Dex
Perform c c c c c c c c c c c c c Yes Cha
Profession C c C c C c c c c c C C c No Wis
Profession (engineer) C c C c C C c c c c C C C No Wis
Ride c c c c c c c c c c c c c Yes Dex
Search C c c c C c c c c c C c c Yes Int
Sense Motive c c c c C c c c c C c c c Yes Wis
Sleight of Hand c c c c C c c c c c c c c No Dex
Speak Language c c c c c c c c c c c c c No None
Spellcraft c c C c c c c c c c C C C No Int
Spot C c c C C c C C C C C C C Yes Wis
Survival C c c c c c c c c c c c c Yes Wis
Swim c c c c c c c c c c c c c Yes Str
Tumble c c c c C c c c c C c c c No Dex
Use Magic Device x x x x C x x x x x c x x No Cha
Use Rope C c c c C c c c c c c c c Yes Dex
42
CHPT.
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1

until the mechs maximum salvage value has Special: Characters receive a +2 synergy to control a mech. While the Mech Pilot
been met (in which case no one else will find bonus if they have 5 or more ranks in Knowl- skill represents practical piloting ability,
salvageable parts in the wreck). edge (steam engines). Knowledge (mechs) is academic knowl-
A wrecks maximum salvage value is its Mechcraft is similar to engineering, and edge of the piloting process and systems.
original gp cost divided by 10. in many cases they overlap; it is essentially a Steam engines, which covers understand-
Salvaged parts can be used in one of specialized form of engineering. In general ing their function, identifying their parts,
two ways: characters with Profession (engineering) and knowing how to build or destroy one.
The coglayer can re-use the parts in his may attempt anything covered by Craft Special: Characters checking their knowl-
steam powers. In this case, the value of (mechcraft) at a 4 penalty. edge of mechs receive a +2 synergy bonus if
the salvaged parts can be applied to the they have 5 or more ranks in Craft (mechcraft).
cost of any new steam power that the Handle Animal
coglayer builds. For example, a coglayer (Cha; Trained Only) Mech Pilot
who gains a new steam power chooses Clockwork rangers, and only clockwork rang- (Dex; Trained Only)
to add a discriminator to one of his cre- ers, may use Handle Animal to influence This skill lets you control mechs. You can
ations. A discriminator costs 350 gp. The the attitude of constructs and clockwork make them go where you want them to
coglayer waits until he finds a mech to creations, just as wild empathy influences go, fire their weapons, operate their cargo
salvage. From the wreck he salvages 142 the attitude of animals. In some cases, this bays, and generally work with them with-
gp worth of parts. He can put these toward is completely useless, particularly with con- out damaging either yourself or the mech.
building the discriminator, which he can structs that are programmed to attack any- Check: This skill lets you pilot a mech.
now build using these parts and only 208 thing that comes near automatically. In other Unless you have the relevant feats, you may
gp. Using salvaged parts in this manner cases, it may be possible to convince a laborer not fire the mechs weapon and pilot it in
requires one hour of labor for every 10 gp construct to work for you, fool a guardian con- the same round your attention must be
of applied cost, as the salvaged parts must struct into thinking that you are nonthreaten- focused solely on one action or the other.
be reworked into usable condition. ing, or bribe semi-intelligent constructs with General piloting does not require a check,
The parts can be sold. Parts sold in this high-quality metals or other gifts. Extremely but a check is necessary in unusual circum-
manner are generally useful only to other skilled clockwork rangers can intuit the stances, such as these:
coglayers, and because they require so nature of a constructs programming from Task Base DC*
much labor to transform into useable the most subtle signs to gain a sense of what Maintain balance in difficult terrain 10
mechanisms, the going price is low. actions are least likely to provoke it. A truly Maintain balance in extremely difficult terrain 20
Assuming a buyer can be found, salvaged talented clockwork ranger has occasionally Deploy from a city-mech 10
parts can be sold for 1/10 of their value. been said to have convinced a construct that Board a city-mech 15
For example, the above coglayer could he is its creator, though this talent is so rare Right an overturned mech 20
instead sell his 142 gp worth of parts for 14 the stories may be merely apocryphal. Jump Varies
gp and 2 sp. For purposes of the table for influencing Climb Varies**
There is one exception to the above rule: NPC attitude, almost all constructs are con- *Plus modifiers, as described in the relevant sections.
A coglayer can automatically recover maxi- sidered initially hostile or unfriendly. Some **Use DCs for Climb skill +4.
mum salvage value from anything he himself will attack even when indifferent, but all will Maintain balance: It is difficult for a mech
built without making a check. The required be pacified if rendered friendly. To imperson- to walk over rubble, rocky areas, riverbeds,
salvage time is unchanged. ate the constructs creator successfully, the and other uneven surfaces. Collisions and
Constructs built from steam engines can clockwork ranger must effectively persuade a other circumstances may also challenge a
also be salvaged in this manner. This includes construct to be helpful (usually DC 50). mech to keep its balance. A check is required
clockwork puppets, steamborg carcasses, and to keep the mech from losing its balance and
most devices built from coglayer steam pow- Knowledge falling over. Failure on this check means the
ers. Treat them as having PU equal to their (Int; Trained Only) mech falls over. See page 87.
size: 1 for Medium, 3 for Large, 5 for Huge, 10 The advent of steam technology has made cer- Board a city-mech: City-mechs are enor-
for Gargantuan, and 16 for Colossal. tain kinds of knowledge more useful than ever. mous, thousand-foot-tall mechs that can host
Salvaged parts have an average weight of 1 Popular new areas of knowledge include: smaller mechs on their docking bays. Board-
pound per 10 gp value. Mechs, which covers identifying a mechs ing a city-mech requires jumping or stepping
Retry: For repairing mechs, this depends abilities and weapons based on its silhou- onto the city-mech as it walks by. This is
on the difficulty, as above. No retry is ette, placing mech designs with the mech- extremely difficult to time properly, and the
allowed for salvage attempts. doms that use them, and knowing how consequences of failure are great: More than
43
CHPT.
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1

one mech has been crushed by the city-mechs ditional d20 system of incremental doubling Craft Steam Gear
foot when its pilot judged improperly. This is (e.g., x2 twice is x3, not x4). (General)
described in more detail on page 88. Combined ranges and durations double You can build steam-powered gear, such as
Right an overturned mech: A mech that normally, as do targets that affect areas or num- flame nozzles, chatterswords, steam guns,
has fallen over is not always easy to get up, bers. In the case of creature targets, the spells hydraulic armor, and the like.
especially if its in an awkward position. This potential target size rises by one size increment Prerequisite: Knowledge (steam
check must succeed for the mech to stand on per extra spell cast. (Normally creature target engines) 5 ranks
its feet, as described on page 64. spells are limited to creatures no more than Benefit: You can design and build steam-
Jump: Some mechs can jump, as described twice the casters size.) For example, three powered equipment. If you create a steam-
on page 88. endure elements spells cast by a Medium caster powered weapon, this does not necessarily
Climb: Some mechs can climb. Use the could be used to affect a Gargantuan mech. mean that you will be proficient in it. Craft-
DCs for the Climb skill +4, as described on All spellcasters involved must have the ing steam gear by the use of this feat takes
page 88. Combine Spell feat. This feat is commonly one day for every 1,000 gp of the items cost.
Special: A pilot with the Mech Dancer feat used to cast spells capable of affecting mechs. Normal: A character without this feat
and 5 or more ranks in the Balance skill receives See page 143 for more details. can use skills such as Craft (blacksmith) to


a +2 synergy bonus to Mech Pilot checks. construct simple pieces of steam gear (such
Craft Magical Mech as steam guns), but the time required is
(Item Creation) measured in silver pieces per the usual rules
You can build mechs powered by magic. of Craft checks. It takes much less time to
Prerequisite: Spellcaster level 9th+, build such gear with the knowledge granted
FEATS Craft (mechcraft) 5 ranks by this feat.
Benefit: You can design any animated or

I n general, most of the normal feats pre-


sented in the PHB provide no benefits
when a character is piloting a mech. They are
undead mech whose prerequisites you meet.
The actual construction of a mech usually
requires a crew and is covered in more detail
Gearhead (General)
You have a strong intuitive grasp of how
engines work.
the result of personal training and practice, on page 81. Prerequisite: Int 13+, ability to use
and the kinesthetic sense resulting from steam powers
this practice does not translate into piloting Craft Powered Mech Benefit: You have the ability to use two
a mech. Extensive practice in a mech can (Item Creation) extra steam powers.
result in new abilities, however. These are You can build mechs powered by steam, Special: This feat may not be taken more
reflected with the following new feats. clockworks, or human labor. than once.
One normal feat that does carry over to Prerequisite: Craft (mechcraft) 10 ranks,
mech combat is Improved Initiative a pilot Knowledge (mechs) 10 ranks Gearstride (General)
with fast reaction time can utilize that in or Benefit: You can design any steam-pow- You can move at normal speed through gear
out of a mech. Certain other feats also carry ered mech whose prerequisites you meet. forests without suffering any additional dan-
over, as described in the skill transfer ability The actual construction of a mech usually ger from hazards.
entry of the mech jockey class. requires a crew and is covered in more detail Prerequisites: Dex 13+ and extensive
on page 81. experience in gear forests (at DMs discretion)
Combine Spell Benefit: Your chance of encountering
(Metamagic) hazards in a gear forest is halved 12% while
You can cast spells that combine with the walking and 25% while running or fighting.
same spell cast by other casters or yourself, If you do encounter a hazard, you receive
in order to generate greater areas of effect. a +2 bonus to your Reflex saving throw to
Benefit: All spellcasters involved must avoid it.
declare before casting that their spells are This feat does not grant complete immu-
to be combined and what effect is to be nity to the dangers of a gear forest. That is
achieved. If the spells are cast simultaneous- only possible after living in one for several
ly (by multiple spellcasters) or in immediate months (see page 215).
succession (by one caster), one aspect of the
spells range, target, or duration doubles for
each spell cast. These doublings use the tra-
44
CHPT.
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Normal: Gear forests are normally more applications but is certainly good for entertain- deflect the enemy attack and take no dam-
dangerous if you move faster than half your ment. The most talented Irontooth clansmen age. The enemy may take no further actions
walking speed, or fight within them. often have mech dancing competitions. or movement after you deflect his attack.
Furthermore, if you succeed by a margin of
Mech Dancer Mech Fu (Mech: Irontooth) 5 or more, you manage to wound him in the
(Mech: Irontooth) A small but dedicated cult of Irontooth process, and he suffers damage as if hit by
Some Irontooth clansmen are so skilled clansmen has taken mech dancing to a your unarmed attack.
at piloting their mechs that they can make whole new level. They are so in tune with Once you have the Mech Fu feat, you may
them dance. Other mech jockeys acquire their mechs that they are able to fight with advance in the mech devil prestige class. See
this skill through great talent as pilots. them as they themselves would fight in close page 31 for more details.
Prerequisites: Dex 13+, Mech Pilot 10 combat weaving, ducking, punching, and
ranks kicking as the mech design allows. Termed Mech Rider (Mech: Rust Rider)
Benefit: You are so finely attuned to your mech fu, this art of close mech combat is The rust riders are renowned for fighting
mechs positioning that you can maneuver it as extremely rare but exceptionally powerful. from the mech. They often ride the legs
if it were an extension of your own body. You Prerequisites: Dex 15+, Mech Dancer, of their mechs, attacking both infantry and
add your own Dexterity modifier to the mechs trained by Irontooth clansmen mech targets as they pass. The most dan-
AC, to the mechs trip checks (in addition to Benefit: Once per round, you may use gerous thing about many rust riders isnt
your ranks in Mech Pilot or the mechs Str or unarmed attacks to counter melee attacks the mech itself its the thirty swordsmen
Dex bonus), to the DC for creatures to avoid on your mech. You must use a ready action hanging off of it!
being trampled by the mech, to the mechs to specify that you are countering melee Prerequisites: Dex 13+. As a general
Reflex saves, and generally to all other mech attacks from a specific enemy mech. If that rule, characters may not take this feat unless
checks that are contingent on Dexterity. mechs melee attack hits, you may make a they are rust riders or have trained with the
Mechdancers are able literally to make their Mech Pilot skill check using the enemys rust riders, or are anklebiters. A character
mech dance. This has no practical combat attack roll as the DC. If you succeed, you who observes rust riders in action may
45
CHPT.
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1

TABLE 1-12: FEATS


Feat Prerequisite Benefits
Combine Spell (Metamagic) Combine spells for greater effect
Craft Magical Mech (Item Creation) Spellcaster level 9th+, Craft (mechcraft) 5 ranks Can design magical mechs
Craft Powered Mech (Item Creation) Craft (mechcraft) and Knowledge (mechs) 10 ranks Can design powered mechs
Craft Steam Gear (Item Creation) Knowledge (steam engines) 5 ranks Can build steam gear
Gearhead Int 13+, use of steam powers +2 steam powers
Gearstride Dex 13+, experience in gear forests Less danger from gear forests
Mech Dancer Dex 13+, Mech Pilot 10 ranks Add pilots Dex bonus to mechs
Mech Fu Dex 15+, Mech Dancer, Irontooth clansman Counter mech melee attacks
Mech Rider Dex 13+, train with rust riders No Balance check when attacking from mech
Mech Weapon Proficiency Proficient in all weapons on one kind of mech
Mechanized Combat Practice Dex 13+ Mech attack bonus = BAB
Mechidextrous Dex 15+, Mechwalker Can attack two targets while piloting a mech, at 3 penalty
Mechwalker Dex 13+ Move and fire in a mech
Moonwatcher Wis 13+ Can predict lunar rain patterns
Natural Pilot +1 maneuverability on mechs you pilot
Seroficitacits Changes Follower of Seroficitacit Weekly Change Check
Siege Weapon Proficiency Proficient with siege weapons
Speed Freak Mech Pilot 5 ranks +10 ft. to mech speed
Unnatural Pilot Natural Pilot, divination spells, Dotrak follower +4 AC, trip, etc. for 2 spell slots

attempt to teach himself this feat (provided off the mech (see page 96), but you receive a attack bonus. This includes multiple attacks
he has a feat slot available, of course). This +4 bonus due to this feat. if you have them. This applies only to mechs
requires a mech to practice with and takes you have trained with.
at least three months. For every full three Mech Weapon Proficiency Normal: Only the classes of mech jockey,
months of dedicated practice, the character (Mech) assimilated, and mech devil normally have a
must make a Wisdom and Dexterity check You are proficient in certain mech weapons. mech attack bonus. Other classes fight at
(DC 13); if he passes both he learns the feat. Benefit: Choose one type of mech of size half their base attack bonus and may not use
For each failed check, he gains a +2 bonus to Colossal III or smaller. You are proficient in multiple attacks.
subsequent attempts. all weapons mounted on that mech, whether
Benefit: You do not need to make a Bal- Mech or Siege type. You may use them Mechidextrous (Mech)
ance check to hold onto a moving mech, without penalty. You may also use different- You are able to operate both a mechs hands
or attack (or take similar actions) while sized versions of the weapons without penalty. at once, even while you pilot the mech.
doing so. To make a ride-by attack while Normal: Without being proficient with a Prerequisites: Dex 15+, Mechwalker
on a mech, you must make your attacks on weapon you suffer a 4 penalty to its use. Benefit: Even while causing a mech to
the mechs initiative count, by delaying move, you can also fight with it. You can use
your activation or having the mech delay its Mechanized Combat Practice up to two of a mechs weapons each round, at
activation if necessary. (Mech) the same time you are piloting it, provided the
You may make a ride-by attack at any point A fighter with decades of combat experience mechs construction permits as much. This
in the mechs movement. You may attack any is practically useless in a mech, where his includes targeting ranged weapons, which
target within your reach and may make as base attack bonus is not incorporated into may be used to attack different targets. If you
many attacks as you are normally permitted to the roll. With extensive training, however, attack with two weapons in the same round,
do. These attacks do not provoke any attacks he can transfer that skill to the mech. each suffers a 3 penalty to its attack roll.
of opportunity beyond whats normal. Prerequisite: Dex 13+ Normal: Most mech pilots can barely use
Depending on the situation, you may even Benefit: You learn to fight effectively a single weapon while piloting a mech, much
be able to lift both hands off the mech to with each mech model that you spend at less attack with two.
make your attack. This requires you to make least three months practicing on. You now
the usual Balance check to keep from falling have a mech attack bonus equal to your base
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CHPT.
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Mechwalker (Mech) ment. For example, a mech with average Siege Weapon Proficiency
You are able to maneuver a mech at the same maneuverability has good maneuverability in (General)
time you use its weapons. your hands. This has no effect on mechs with You are proficient with siege weaponry.
Prerequisites: Dex 13+ perfect maneuverability. Benefit: You are proficient with ballistae,
Benefit: You can attack with one of a catapults, javelin racks, steam cannons, and
mechs weapons in the same round that you other siege weapons.
cause the mech to move. Normal: Without being proficient with a
Normal: Except for trained mech jock- weapon you suffer a 4 penalty to its use.
eys, most civilians are able to cause a mech
to move or to attack with it, but not do both Speed Freak (Mech)
at the same time. Speed freaks love to push their mechs to the lim-
it. They have the uncanny ability to coax a little
Moonwatcher (General) extra speed out of even the clumsiest mech.
You are unnaturally sensitive to the phases Prerequisites: Mech Pilot 5 ranks
of the moon. Benefit: Any mech you pilot moves 10 ft.
Prerequisites: Wis 13+ faster than normal.
Benefit: You can predict the lunar rain
with some degree of accuracy. A Wisdom Unnatural Pilot (Mech)
or Survival check (DC 10) will allow you to You move mechs like no one has ever seen
forecast the general severity of this evenings before. Your skill is so unnatural they say you
lunar rain in your immediate vicinity. You Seroficitacits Changes must have made a pact with a demon.
may forecast further ahead, but the DC (General) Prerequisites: Natural Pilot, ability to
rises by 2 points for every day past the first. You have been marked by Seroficitacit, the cast divination spells, worshipper of Dotrak
For example, forecasting the lunar rain for lunar god of change. Benefit: This bizarre talent has only mani-
three nights from now would require a check Prerequisites: You must have declared fested itself among a handful of mech jockeys,
against DC 16. The same rule applies to fore- adherence to the beliefs of Seroficitacit all of whom were clerics or mages in prior
casting at great distances, with the DC rising and instigated some sort of major change careers but converted to the worship of Dotrak
by 2 for every five miles beyond your loca- to something longstanding. Additionally, when they became mech jockeys. By expend-
tion. For example, forecasting the lunar rain this feat is almost always found in lunar crea- ing two levels of spell slots (which are used for
for three nights from now at a point 15 miles tures, though it could theoretically appear channeling divinatory energy), you gain a flash
away would require a check against DC 20. in any worshipper of Seroficitacit, even of insight concerning how to pilot your mech.
This feat bestows other benefits as well. terrestrial ones. This grants the following bonuses:
You are naturally attuned to the moons phas- Benefit: You are now a living embodiment
es and always know them by heart. If you are of change. Once per week, make a special Your mechs maneuverability is improved
a spellcaster, you cast detect lunar and similar Change Check. Roll 1d20, then make a Wis- by one increment for this round and the
lunar-related spells at +1 caster level. dom check against that result. If the check next round only. This stacks with the ben-
Normal: Most people cannot predict the succeeds, your body morphs to anticipate efits of Natural Pilot.
lunar rain until they see it coming down. future changes. One small part of your body Your mech gains a +4 insight bonus to AC.
a finger, elbow, eye, nose changes shape. Your mech gains a +4 insight bonus to
Natural Pilot (Mech) You have a 25% chance that the change will be checks to oppose enemy trip attacks
You have an innate talent for piloting mechs. harmful (one eye blocked by morphed eyelid (though not for making them) and any
Most people with this ability were raised in flesh), and a 25% chance it will be helpful other checks or rolls to avoid tripping,
families of mech jockeys, or taught to pilot (improved eyesight); otherwise, it is neutral. falling, or losing control of your mech.
mechs from an early age. A rare few have no The greatest potential bonus due to such
mech experience whatsoever, yet are perfect a change is a +2 bonus to an attribute (for Activating this feat and expending the
pilots from the moment they start. The gear- example, improved Strength thanks to growth spell slots is a free action you simply
wrights claim these prodigies are descended in the arm). experience a flash of insight that is brought
from the lineage of ancient mech jockeys The change lasts until the next success- by Dotrak. The spell slots can be expended
from the First Age of Walkers. ful Wisdom check. At that point, the old in any combination of levels. It takes two 1st-
Benefit: Any mech you pilot has its change reverts to its natural state and a new level spells, one 2nd-level spell, or one spell
maneuverability improved by one incre- one occurs. of higher than 2nd level to activate this feat.
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CHPT.
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This ability may be used as many times per speak with animals; affects constructs) to find and punish the leak in their orga-


day as you are willing to expend spell slots. Clockwork messenger (variant of animal mes- nization. Depending on the behavior of the
senger; affects a Tiny clockwork creature) outsider who is casting their spells, they may
Hold construct (variant of hold animal; also attempt to steal his spellbook in order to
affects constructs) erase his access to the spells in question.


Control gears (variant of control plants; Construct Labs: The College maintains
SPELLS affects gears and metal engines) several labs dedicated to creating con-
Diminish gears (variant of diminish plants; structs. The labs are well stocked and spe-
can make a gear forest passable at normal cially designed to make construct building
SPELL VARIANTS speed, though no less dangerous) more efficient. Any member of the College
Gear shape (variant of tree shape; subject may use the labs, though he may have to trav-

C lockwork rangers and constructors


both learn spells designed to affect
resembles a huge gear or piston)
Gear stride (variant of tree stride; subject
el to the location of one and wait until space
is available. Generally the labs are found on


constructs. In many cases, they create modi- can step between gears with a range of trans- large city-mechs (including Nedderpik) or
fications of existing spells in order to affect port of 1,500 feet) on smaller mechs operated by the College
constructs. This lets their spells affect all and built specifically to house the labs. They
inhabitants of the gear forest, whether ani- are always well guarded by golems and other
mal or construct. It affects their casting of COLLEGE OF constructs. Building a construct in one of
some spells, such as summon natures ally (see CONSTRUCTORS the Colleges labs eliminates the need for a
page 52), and gives them the ability to affect constructor to build his own lab (normally
constructs with spells normally limited to
animals and plants.
A clockwork ranger or constructor may
T he College of Constructors is rapidly
advancing the study of constructs. Its
members are developing arcane magics dedi-
it costs 500 gp to build the lab necessary for
construction of a golem). It also reduces the
gp cost of the constructs material compo-
cast any of the following spell variants, which cated to controlling, creating, and modify- nents and labor expenses by 10%.
are identical to the indicated spells but with a ing constructs. Exclusive Spells: The College has devel-
construct as the target instead of an animal Membership in the College is oped a number of entirely new spells whose
or plant. In their divine form, these open to any constructor, distribution it controls. Some are taught
spells are available to clockwork with dues of 200 only to constructors who take the Spell Mas-
rangers only. In their arcane gp per year. No tery feat so they can leave no written trace
form, they are available other character of the coveted knowledge they have learned.
through the College class may Non-constructor characters may not learn
of Constructors only join. Joining the arcane versions of these spells unless
(see below). the College either taught by a constructor or by acquir-
Speak with con- confers several ing the knowledge illicitly.
structs (variant of advantages: spell In their arcane forms, the following spells
variants, construct are exclusive to the College of Construc-
labs, exclusive spells, tors: animate gears, clockwork double, detect
and clockwork familiars. clockworks, enginemasters grasp, ironclad, tick
Spell Variants: As noted above, tock knock, transpose spirit, and vanquish spirit.
arcane spell variants that affect con-
structs instead of animals or plants Clockwork Familiars
are constantly being developed The artisans of the College of Constructors
by the College. In their arcane build intricately detailed clockwork crea-
form, these spells are available tures that are intended to serve as familiars
to members of the College for wizards. These are available for any
only. Constructors will constructor to use. The normal process of
never share the spells with summoning a familiar instead animates the
other classes. If another clockwork construction, which from then
class is seen casting on acts as a miniature clockwork familiar.
these spells, construc- It is imbued with a life force of its own, and
tors will endeavor except for its shell of metal is exactly like a
48
CHPT.
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1

normal familiar. It grants all the usual ben- cialist constructor may choose one spell of 8th astral projection, etherealness, gate, greater


efits and upon its death or dismissal has all any previous level in place of this slot. planar ally, greater planar binding, maze, tele-
the usual drawbacks. In addition, it has the portation circle, temporal stasis
following qualities: Clockwork Ranger
Construct Immunities: As a construct, the Spell List
clockwork familiar is immune to mind-influ- Clockwork rangers select their spells from NEW CLERIC DOMAIN:
encing effects, poison, sleep, paralysis, stun- this list. ENGINES
ning, disease, death effects, and necroman- 1st alarm, animal friendship, construct friend- Deities: Dotrak
tic effects. It is not subject to critical hits, ship, delay poison, detect animals or plants, Granted Power: Once per day, you can
nonlethal damage, ability damage, ability detect clockworks, detect snares and pits, heal or smite an engine (your choice). With a
drain, or energy drain. It cannot heal on its enginemasters grasp, magic fang, pass with- touch, you can heal 1d6 points of damage per
own, but it can be repaired by its creator at a out trace, read magic, resist elements, speak caster level, or inflict the same. This power
cost of 2 gp and ten minutes per hp. with animals, speak with constructs, summon affects only constructs, mechs, and other
Darkvision: The clockwork familiar auto- natures ally I such creatures.
matically has darkvision. 2nd animal messenger, clockwork messenger, Add Knowledge (steam engines) to your
Natural Armor: The clockwork familiar has cure light wounds, detect chaos/evil/good/law, list of class skills.
an extra +2 natural armor bonus to AC, in hold animal, hold construct, protection from Engine Domain Spells
addition to the usual bonus for familiars. elements, sleep, snare, speak with plants, sum- 1 Construct friendship
Speak with Constructs: Instead of the ability mon natures ally II 2 Hold construct
to speak with animals of its type, the clock- 3rd control gears, control plants, cure moderate 3 Tick tock knock
work familiar can speak with constructs, wounds, diminish gears, diminish plants, gear 4 Rusting grasp
provided they have an Intelligence score and shape, greater magic fang, neutralize poison, plant 5 Animate gears
the ability to communicate. growth, remove disease, summon natures ally III, 6 Animate objects
tree shape 7 Transpose spirit
Constructor School 4th animate gears, cure serious wounds, free- 8 Clockwork double


Spell List dom of movement, gear stride, nondetection, 9 May choose any one spell from the prior
Constructors may select any spell that wiz- polymorph self, summon natures ally IV, tree spell levels
ards and sorcerers normally select, as well stride, wind wall
as the following spells. These are considered
their specialized spells for the purpose of Riftwalker Spell List NEW SPELLS
extra spell selection. Riftwalkers select their spells from this list.
Note that the spells below fall across a 1st detect secret doors, endure elements, Animate Gears
variety of schools all but necromancy, in expeditious retreat, feather fall, floating disk, Evocation
fact. A constructor who selects necromancy hold portal Level: Con 5, Crg 4
as his prohibited school may use all of the 2nd arcane lock, knock, levitate, locate object, Components: V, S, M
spells below. Otherwise, the constructor obscure object, resist energy, whispering wind Casting Time: 1 action
may not select spells from the list below that 3rd blink, dimensional anchor, dimension Range: Touch
are from his prohibited school. door, fly, gaseous form, nondetection, phantom Targets: One or more piles of scrap metal
1st construct friendship, detect clockworks, steed, protection from energy Duration: Instantaneous
enginemasters grasp, speak with constructs 4th detect scrying, L.s sturdy cottage, lesser Saving Throw: None
2nd clockwork messenger, hold construct, planar ally, locate creature, minor creation, Spell Resistance: No
make whole, shield other passwall, plane shift, teleport This spell turns scrap metal into animated
3rd control gears, diminish gears, gear shape, 5th contact other plane, dismissal, dream, humanoid creatures that follow your com-
tick tock knock false vision, lesser planar binding, M.s faithful mands. The moment you finish the incanta-
4th gear stride, rebuild soul, rusting grasp hound, M.s private sanctum, major creation, tion, the targeted scrap metal rises into the
5th animate gears, ironclad, ferrous soul R.s telepathic bond, sending, shadow walk, air, swirls about, and forms a roughly human-
6th animate objects telekinesis oid shape. Known as an iron shambler, this
7th soul box, transpose spirit, vanquish spirit 6th contingency, ethereal jaunt, greater tele- undead construct mindlessly obeys your
8th clockwork double port, phase door, planar ally, planar binding, instructions. It can follow you, or remain
9th The College of Constructors has not teleport object in an area and attack any creature (or just a
developed any new 9th-level spells. The spe- 7th banishment, dimensional lock, forcecage specific type of creature) entering the place.
49
CHPT.
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Iron shamblers remain animated until they fills in the details, which takes another 2d4 Spell Resistance: Yes
are destroyed. A destroyed iron shambler weeks, until the clockwork double is a metal- This charm makes a construct regard you
cant be reanimated. lic twin of the original creature. as its trusted friend and ally. It is like charm
Each casting of animate gears creates a Once the soul has occupied the clockwork animal, except that it affects a creature of
number of HD worth of iron shamblers equal double, it has the same ability scores as the the construct type. Constructs immune to
to your caster level. It takes at least 200 original body, except that it no longer has magic are not affected by this spell, nor are
pounds of scrap metal to create a normal a Con score. Its type changes to construct, those that are piloted or otherwise not self-
1 HD iron shambler. The scrap metal must and it gains all the immunities and limita- propelled. This includes mechs that require
be loose and not be attached or connected tions of a construct. It is not a robot, how- a pilot. Other constructs act as if their atti-
to any larger object, since the spell cannot ever; the construct has the same personality, tude is friendly. You are able to command
break strong bonds. For example, animate the target as if you were its creator, provided
gears cannot be cast on a functioning sec- your instructions are within the scope of its
tion of a gear forest those gears are normal behavior.
connected to the larger engine and
cant be manipulated by the spell. Detect Clockworks
Alternatively, the scrap metal Divination
could already be assembled into a Level: Crg 1, Con 1
humanoid shape, which the iron Components: V, S
shambler will then assume. Casting Time: 1 action
The iron shamblers you cre- Range: Long (400 ft. + 40 ft./
ate remain under your control level)
indefinitely. No matter how Area: Quarter circle emanating
many times you use this spell, from you to the extreme of the
however, you can control only 2 range
HD worth of iron shamblers per caster Duration: Concentration, up
level. If you exceed this number, all the to 10 minutes/level (D)
newly created creatures and any excess from Saving Throw: None
previous castings become uncontrolled. Spell Resistance: No
Iron shamblers are described in more You can detect clockwork life. Any
detail on page 194. animated clockwork creature, whether a
construct or a naturally occurring creature,
Clockwork Double memories, skills, and levels of the original at will be registered by this spell. Only self-
Conjuration (Creation) the time the construct was built. animated creatures are detected; clockwork
Level: Con 8 In all other regards, the spell is like clone. components of larger creatures are not.
Components: V, S, M, F Material Components: Hair, nail, scale, or Casting this spell within an animated mech
Casting Time: 10 minutes the like from the original creature, various reveals clockwork life in all directions.
Range: 0 ft. laboratory supplies (cost 1,000 gp), and The amount of information revealed
Effect:One clockwork double the precious metals to build the constructs depends on how long you search a par-
Duration: Instantaneous body (cost 5,000 gp). ticular area:
Saving Throw: No Focus: Special laboratory equipment (cost 1st Round: Presence or absence of clock-
Spell Resistance: No 500 gp). work life in that quarter.
Clockwork double functions like the nec- 2nd Round: Number of individuals in the
romantic spell clone except that it creates a Construct Friendship area and the condition of the healthiest
mechanical clockwork double rather than a Enchantment (Charm) specimen.
biological clone. The clockwork double is a Level: Con 1, Crg 1, Engine 1 3rd Round: The condition and location
physical duplicate except that it is construct- Components: V, S of each individual present. If a construct is
ed entirely of metal, from its skin to its eyes Casting Time: 1 standard action outside your line of sight, then you discern
to its heart. Until the original creatures soul Range: Close (25 ft. + 5 ft./2 levels) its direction but not its exact location.
enters, it is inert and unliving. Its basic frame- Target: One construct Conditions: The categories of condi-
work must be built by the caster, a process that Duration: 1 hour/level tion are defined as with the spell detect
takes 2d4 weeks. Thereafter, the spells magic Saving Throw: Will negates animals or plants.
50
CHPT.
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1

Note: Each round you can turn to detect entangled character who attempts to cast The recipient construct of ferrous soul
things in a new area. The spell can penetrate a spell must make a Concentration check may be built as part of a larger vessel. A
barriers, but 1 foot of stone, 1 inch of com- (DC 15) or lose the spell. She can break free ghost mech on the endless plains called
mon metal, a thin sheet of lead, or 3 feet of and move half her normal speed by using a the Red Lotus was reportedly taken over
wood or dirt block it. full-round action to make a Strength check against the pilots will by a mad constructor
or an Escape Artist check (DC 20). A crea- using this spell.
Earthrise ture who succeeds at a Reflex saving throw
Evocation [Earth] is not entangled but can still move at only Ironclad
Level: Clr1 half speed through the area. Each round, Transmutation
Components: V, S, M the gears once again attempt to entangle Level: Crg 5, Con 5
Casting Time: 1 action all creatures who have avoided or escaped Components: S, M
Range: Touch entanglement. Casting Time: 1 action
Target: Creature touched At the end of the spell, affected engine Range: Touch
Duration: Instantaneous parts return to their original positions and Target: Creature touched
Saving Throw: Will half resume their former motions. Parts bent or Duration: 10 minutes/level or until
Spell Resistance: Yes otherwise damaged by escaping creatures discharged
This spell uses the energy of the earth are not fixed. Because the animated engine Saving Throw: Will negates (harmless)
to break a lunar creatures connection to components may be part of larger processes, Spell Resistance: Yes (harmless)
the moon. The caster utters the necessary this spell has unpredictable side effects. Ironclad transforms the target into a liv-
incantations as he touches the target with a Casting this in the midst of a gear forest is ing, breathing creature of metal. Its internal
handful of fertile soil. If the target is a lunar quite likely to cause damage to the mechs organs become clockwork apparati made
creature, it immediately takes 1d10 points engines though the ever-present coglings of the finest platinum and gold. Its skin
of damage +2 points per caster level (up to may fix the damage before anyone notices. becomes a thick, dense armor of living
+10). The target must be physically touching iron. Its mind becomes a mechanical deci-
the ground for this damage to take place; fly- Ferrous Soul sion-making machine. The spell is similar to
ing lunar creatures are unaffected. Transmutation iron body, but it transforms the creator into
If the target is an earth elemental of any Level: Con 5, Clr 5, Wiz/Sor 6 a clockwork creature rather than an iron
kind, it is immediately healed for 1d10 points Components: V, S, M golem, and is less powerful.
+2 points per caster level (up to +10). Casting Time: 10 minutes A target of ironclad gains the following
Other kinds of creatures are not affected. Range: Touch benefits:
Material Components: A handful of fertile Target: Living creature and new vessel A natural armor bonus of +8. This stacks
soil, a fragment of a lunar meteorite. touched with any armor the target is wearing.
Duration: Instantaneous Damage reduction 10/magic.
Enginemasters Grasp Saving Throw: Will negates A +4 enhancement bonus to Strength.
Transmutation Spell Resistance: Yes Construct immunities: Immune to
Level: Crg 1, Con 1 Ferrous soul is a voluntary form of rebuild mind-affecting effects, poison, sleep,
Components: V, S soul where the caster transfers a living soul paralysis, stunning, disease, death effects,
Casting Time: 1 action into a metal construct body. The effects are necromantic effects, and any effect that
Range: Long (400 ft. + 40 ft./level) exactly as rebuild soul and include the same requires a Fortitude save unless it also
Area: Metal engine components in a 40-ft.- costs for the construct body. The effect is works on objects. The creature is not
radius spread permanent, and the spell works only in one subject to critical hits, nonlethal damage,
Duration: 1 minute/level direction it cant be cast again to return ability damage, ability drain, energy drain,
Saving Throw: Reflex (see text) the soul to the flesh-and-blood body. That or death from massive damage.
Spell Resistance: No body, which now has no soul, immediately Construct limitations: While under the
Gears, cogs, sprockets, belts, chains, and drops to 10 hit points and collapses to the influence of the spell, the target cannot
even pistons reach to grab any creatures floor, utterly dead. heal, be raised, or be resurrected.
in the area, holding them fast. All metal If the subject is unwilling he receives a Metallic vulnerabilities: The target is
engine parts in the area are affected. Crea- saving throw to resist. If he is willing the now a creature of metal. It suffers from
tures grasped are considered entangled, effect is automatic. This spell can be cast on the effects of spells such as heat metal,
with these effects: 2 to attack rolls, 4 to oneself, if a wizard wishes to transfer his own rusting grasp, shocking grasp, and tick tock
effective Dexterity, and unable to move. An soul to a construct. knock. A rust monsters antenna touch
51
CHPT.
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1

deals 4d6 damage. A crumble bugs bite living construct with a soul. He has the fol- The construct is not at risk of death from
deals 1d6 damage. lowing traits: massive damage. When the body hits 0
Once the spell has prevented a total of 10 He is now immune to poison, sleep hp the characters soul is immediately
points of damage per caster level (maximum effects, paralysis, stunning, and disease. released and the construct body dies.
150 points), it is discharged. Although a construct, he does have a liv- The character can once again be raised
Material component: A piece of metal from ing soul and a working mind. Unlike most or resurrected, provided the proper
a construct. constructs, he is subject to death effects spells are at hand.
and necromancy effects. He is still vulner- The construct body has darkvision to 60
Rebuild Soul able to mind effects (charm, compulsions, feet and low-light vision.
Transmutation phantasms, patterns, and morale effects). The metal body retains the characters
Level: Con 4, Clr 4, Wiz/Sor 5 The construct body requires no sleep and Wisdom, Intelligence, and Charisma
Components: V, S, M no food. It does require a normal amount scores. It has new physical scores:
Casting Time: 10 minutes of water. It does not require fuel; magi- Strength 18 and Dexterity 12. It has no
Range: Touch cal animation provides its energy. It does Constitution score. The character no
Target: Dead creature and new vessel not breathe. longer receives ability score adjustments
touched The characters metal body does not heal every four levels, but magical effects can
Duration: Instantaneous naturally. It must be repaired. Repairing still adjust his abilities.
Saving Throw: None; see text one point of damage takes thirty min- The character retains hit dice gained
Spell Resistance: Yes (harmless) utes, costs 50 gp, and requires a repair- from levels or race, but they are now d10
In a world of magic and metal men, why man with the Craft Construct feat or at dice. The character receives exactly 5.5
bring the dead back into bodies of flesh? least 15 ranks in Craft (blacksmithing). hit points from each hit die.
Rebuild soul is a form of reincarnation in Knowledge (mechs), Knowledge (steam The character may continue to advance
which the deceased soul is summoned back engines), and Craft (mechcraft) are of in level, using d10 hit dice regardless
from the dead into a metal body built to little help in these repairs because the of class. Advancement in some classes
hold it. The soul must be willing to return or construct body is magically powered. may be limited due to the characters
the spell fails. (But even a willing soul may The character may repair himself, pro- new body.
fail to return if this spell is cast on High- vided he has the skills and the tools. The character retains all feats, skills,
point; see page 64.) Furthermore, the death Certain spells also provide healing. base attack bonuses, saving throws,
must have occurred no more than one week Mending heals 1 point. Make whole heals class abilities, and racial abilities, except
prior to the casting of this spell. A creature 2d8 points +1 point per caster level where the metal body may change them.
that has been turned undead or killed by a (maximum +10). Major creation com- His alignment is unchanged.
death effect cant be returned to life with pletely heals the construct, but the hit This spell is permanent. The recipient
this spell. The usual limitations of reincar- points are temporary and vanish after 20 construct of rebuild soul may be built as part
nate apply. minutes per caster level. of a larger vessel. It is possible to bestow
The metal body must be constructed of The metal construct body is vulnerable consciousness to a mech by building the
the finest steel, and in order to grant the to rust attacks but receives a Fortitude recipient construct body into the mech,
revived soul some semblance of its former save to resist them. then casting this spell.
human abilities, it must be articulated and The construct body is not subject to Material Component: A perfect crystal
balanced far more carefully than the typical critical hits, nonlethal damage, physical worth 500 gp, plus the metal body described
construct. It costs 20,000 gp to build, plus ability damage or ability drain, fatigue, above. The body takes 1 week per 10,000 gp
another 1,000 gp for each level or HD of or exhaustion. It is subject to mental to build.
the creature being raised. The spellcaster ability damage or ability drain, and
must place the dead body beside the metal energy drain effects. Soul Box
body and cast the spell while touching The construct is immune to most effects Necromancy
them. A burst of light and a chilling sensa- that require a Fortitude save, but not Level: Con 7, Clr 8, Wiz/Sor 8
tion much like a nearby strike of lightning necessarily all. This requires discretion Components: V, S, M
occur, and then the metal body rises with on the part of the DM. Anything that Casting Time: 10 minutes
new life. would affect the characters soul or Range: Touch
The deceased awakens to find himself in a mental processes still affects him. Cer- Target: Living creature and new vessel
new body, a body not of flesh and blood but tain effects, such as rust effects, grant a Duration: Instantaneous and permanent
of metal and gears. The character is now a Fortitude save to resist them. (see below)
52
CHPT.
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1

Saving Throw: None (see text) all of these are animals (or even vermin), 4th Level
Spell Resistance: No but they are all natures allies in the gear Animated object, Large (usually
Soul box is a voluntary form of soul bind forest ecology. an animated engine component)
designed to avoid the difficulties of resur- Dire grease lizard
rection on Highpoint. The terrestrial gods Gelatinous cube
are loath to allow reincarnation of the
souls of their most faithful, for theyd Tick Tock Knock
rather have the souls fight their wars Transmutation
on the outer planes. Thus, normal Level: Crg 3, Con 3, Eng 3
death often results in the soul Components: S, M
being pulled to the outer planes Casting Time: 1 action
before raising is possible. Soul Range: Close (25 ft. + 5 ft./2
box prevents this by temporar- levels)
ily trapping the soul in a small Target: Nonmagical construct
charm until it can be revived or engine of Large size or
or transferred to another smaller
body, perhaps even a construct Duration: 1 round/level
or mech. Saving Throw: Will partial (see
Soul box is cast in advance on a below)
charm worth at least 5,000 gp (usu- Spell Resistance: No
ally a valuable gem). The charm must Tick tock knock is a devious spell
be worn around the neck of the target designed to combat clockwork
while the spell is cast. The soul must be creations. The spell is targeted at an
willing to accept temporary imprisonment, individual nonmagical construct. Any
so this spell affects only willing targets. creature or object with a nonmagical
Unwilling targets are simply not affected. clockwork or steam engine component
Charms and compulsions arent enough to can be targeted, such as an automaton,
elicit cooperation; the targets true soul a clockwork horror, or a clockwork pup-
must be willing. 1st Level pet. Smoking dead and steamborgs are
The soul remains trapped in the gem for Clockwork puppet (warder) also vulnerable because of the steam
one day per caster level. After this period, it Dire rat engines that power them.
is released and travels on to the afterlife. If Giant beetle, fire Although the spell is targeted at an indi-
the target is killed by death effects or nec- Monstrous centipede, Medium vidual creature, it actually affects the space
romancy while wearing the charm, his soul Monstrous spider, Small immediately around it, in an area that moves
is destroyed before it reaches the charm. In 2nd Level with the creature. Tick tock knock disrupts the
that case, the charm is ineffective. Animated object, Small (usually natural rhythms of space and time. All laws
The spell effects last indefinitely until an animated engine component) of physics governing mechanical motion
activated or until the charm is destroyed. If Giant ant, worker become unpredictable. A smoothly swing-
the target dies with the charm still around Grease lizard ing pendulum placed within the affected
his neck, his soul is instantly captured by Iron shambler area would suddenly swing erratically fast,
the charm. Unlike soul bind, the soul can Monstrous centipede, Large slow, fast, fast, slow. Springs, cogs, and gears
be raised through reincarnation, raise dead, Monstrous spider, Medium lose their natural rhythms and turn at swiftly
rebuild soul, and other such spells even while Trak trak changing rates. The spell disrupts the regular
trapped in the charm. As long as the soul 3rd Level motion that a clockwork engine depends on
remains in the charm, it does not leave the Animated object, Medium (usually for smooth functioning.
material plane. an animated engine component) The effect on constructs and creatures
Giant ant, solder that depend on steam engines is devastating.
Summon Natures Ally IIV Giant beetle, bombardier They are immediately stunned. This is an
When cast by a clockwork ranger, summon Giant lizard exception to the normal construct immunity
natures ally calls only those creatures native Monstrous centipede, huge to stunning. The stunned effect lasts for 1
to the gear forests, as described here. Not Monstrous spider, large round per caster level. A construct that suc-
53
CHPT.
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1

ceeds in a Will save is only confused rather The doll containing the spirit may be spells such as reincarnate and raise dead. It is
than stunned. attacked. It can be damaged by weapons of possible to bind the escaped soul back to the
Material component: A miniature pendulum +3 enchantment or better, and has AC 10 construct body provided the body is intact


made of the finest silver (value 40 gp), which and 25 hit points. Part of the spell incanta- and rebuild soul is cast in time.
is consumed as the spell is cast. tion requires the caster to promise the spirit
that it will be protected, however. Golem
Transpose Spirit spirits are unwilling and welcome any chance
Abjuration to escape their prisons, even if it is only
Level: Con 7 another prison for a short while. If the caster STEAM POWERS
Components: S, M, V, F allows someone to damage the doll while it is
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Target: Magical construct animated by an
within his power to defend it, the spirit will
immediately leave the doll and return to the
golem, ending the spell prematurely.
S team engines can do amazing things.
Some can launch fireballs, an ability pre-
viously restricted to spellcasters. Others can
elemental spirit Focus: The doll described above. generate force fields or shoot projectiles.
Duration: 1 round/level Given the right parts and the right builder,
Saving Throw: None Vanquish Spirit a steam engine can accomplish feats previ-
Spell Resistance: No Abjuration ously unheard of in Highpoint.
Transpose spirit is a specialized spell devel- Level: Con 7 The effects produced by an innovative
oped for combat against golems. It requires a Components: S, M, V steam engine are called steam powers. The
focus of a small doll made of pure elemental Casting Time: 1 full round simplest steam engines have no steam
energy of the same sort that animates the tar- Range: Touch powers; they merely spin cogs, lift levers,
get. For example, a clay golem is animated by Target: Construct animated by a soul and pump cylinders in order to make
a spirit from the elemental plane of earth, so Duration: Permanent something move. More complicated steam
the focus in attacking a clay golem is a small Saving Throw: Will negates engines combine special parts, rare chem-
doll of elemental earth energy. Creating the Spell Resistance: No icals, innovative designs, and ingenious
doll costs 300 gp and requires access to the Vanquish spirit is a specialized spell used to building techniques to generate amazing
necessary materials. The dolls type must combat constructs animated by living souls. effects. These are the steam powers.
match the energy or energies that animate By such targets it is greatly feared, for it is Coglayers are always experimenting
the golem; if the wrong kind of doll is used, the construct equivalent of a death effect. with different kinds of metals, stones, and
the spell has no effect. Vanquish spirit breaks the binding between liquids, searching for unusual properties
The caster must hold the focus in his a soul and its metal construct, effectively with practical applications. Although they
hand as he casts the spell. He then targets killing the construct and sending the soul eschew magic in favor of scientific logic,
one golem within range and points the doll into the afterlife. they deem it perfectly acceptable to incor-
at it. The spirit that animates the golem The target must be a construct animated porate naturally occurring materials into
vacates it and enters the doll. The golems by a living soul. Potential targets include their creations. Thus, it is not unusual to
body collapses, lifeless and inanimate. It recipients of the rebuild soul and soul box see a steam engine use arcane ingredients
may be freely attacked for the duration of spells, as well as the mechs of 5th-level combined with nonmagical techniques to
the spell. When the spell ends, the spirit is assimilated characters. Lower-level assimi- produce seemingly magical effects. The
expunged from the doll, and the golem is lated characters still have their souls focused best examples are the element genera-
once more animated. on their bodies, not the entirety of their tors, which are steam engines capable of
Transpose spirit bypasses a golems magic mechs. producing fire, water, earth, or air, due to
immunity by specifically targeting the Once touched, the target receives a Will a bit of pure elemental energy built into
trapped elemental spirit rather than the save to resist the effect. If the save fails, the their systems.
golem itself. The spell does not force the tie between the soul and construct is imme- A coglayers grasp of steam powers is
spirit to do anything but instead invites it to diately broken. The construct body falls determined by his level and intelligence.
escape its imprisonment for a short period, lifeless to the floor (though it does not lose Similar guidelines affect steamborgs and
effectively opening a portal for it to reside in any hit points it is simply unanimated). An other classes. A given steam power might
the doll. Spell resistance and magic immuni- assimilated mech affected by this spell grinds require sophisticated construction, elabo-
ty are no defense against this spell. However, to a halt but can still be piloted normally rate piping, rare materials, and an insuf-
the spell affects only constructs animated if such control mechanisms exist. The soul ferably complex design. Only characters
with elemental spirits. travels to the afterlife and can return only via with sufficient experience, training, and
54
CHPT.
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1

intelligence will be able to build it. Any character who knows a steam power ify which other parts. This is especially true


Coglayers relentlessly pursue the per- with offensive potential is automatically with amplifiers, which improve the power of
fection of their steam engines, and they considered proficient with its use. another part.
are always on the lookout for new steam For example, imagine a combination
powers. When Gilmer Guddengut first pilot light/light generator, which produces
produced electrical sparks with his steam BUILDING STEAM POWERS a small flame and illuminates an area. If the
engine (the predecessor to successful imi- character were to add a pump and amplifier,
tation of the lightning bolt spell), the word
spread like wildfire. Coglayers from miles
away paid visits to find out how he did it.
O nce a coglayer or steamborg gains an
understanding of how to use a certain
steam power, he still must build the engine
he would have to specify to which piece they
were being added. If both were added to
the pilot light, he would have a small flame-
In every city and on every mech, informal to use that power. Each steam power entry thrower that also illuminated an area. If both
groups of coglayers meet routinely to dis- includes a building cost. This covers materials were added to the light generator, he would
cuss their research and swap inventions. only; it is assumed the coglayer provides the have a weak pilot light and a good lantern. If,
The one restriction common to all steam labor. Labor time is equal to one complete day on the other hand, the pump were added to
powers is a steam engine. All steam powers (eight hours) for every 1,000 gp of value or the light generator and the amplifier to the
depend on a steam engine to run, and all fraction thereof. Building some steam powers pilot light, the character would have a bulls-
steam engines, regardless of powers, need requires assistants, as well; this is indicated in eye lantern and a torchlike weapon that
water to operate. Most of the time, this the entry. Qualified assistants, such as black- causes 1d6 points of damage.
is not a problem. But any time characters smiths, apprentice coglayers, or specially Reconstituting Steam Powers: A character
make an extended trip into areas without trained helpers, cost 1 gp per day. Unqualified may want to rearrange his steam powers on
renewable water sources, theyd best bring assistants can be retained for only 1 sp per day, the spot in order to achieve a new result.
along plenty of extra water. Some steam but this generally doubles the building time This can be done at no cost but requires


engines can be specially adapted to function and may have negative repercussions on the 1 full minute for every steam power to be
with other liquids, as described below. functioning of the constructed steam power, affected. Parts that have been combined per
at the DMs discretion. the coglayers integrated parts ability cannot
Some steam powers require unconven- be separated and rearranged.
USING STEAM POWERS tional materials. These are not included in Size: Each steam power has a listed size,
the cost; instead, they are listed separately. scaled for a Medium user. Combine the sizes

A ccomplished coglayers and gearwrights


can build devices with steam powers.
Steamborgs can also do so, but only as
The listed materials cost assumes the charac-
ter is in an area with a ready supply of normal
building materials. In the wilderness or oth-
to determine how large the final construc-
tion will be. As always, two Tiny components
combine to make something of size Small,
extensions of their artificial parts. er areas where metals and tools are scarce, two Small components make something
Steam powers are not divided into levels costs may double or even triple. Medium, and so on.
as spells are. Rather, they are divided into Mundane Combinations: In many cases, To make things easy, we have also listed
parts. Each part is an engine component a player may have an idea for combining a a numerical size value for each part. Adding
that can produce a specific effect. For steam power with a relatively mundane item. together all values of the component powers
example, one part might produce a small For example, a rotor arm could be combined yields the total size. Compare the value to
flame. The flame alone isnt an effective with a length of chain to make a steam-pow- the following table to determine what that
weapon, though. It needs another part a ered chain weapon. These mundane addi- means in normal size increments:
pump to send it billowing after an ene- tions are perfectly acceptable. It is only the Sum Size Equivalent
my. The addition of yet another part an addition of an enhanced function or ability 1 Fine
amplifier makes it even more dangerous. that qualifies as a steam power. 23 Diminutive
Finally, a fourth part a billows can Crossbows, spring arms (as demonstrated 48 Tiny
change its shape from a line to a cone. on a catapult), and chains are all popular 916 Small
As a coglayer learns to build parts, he additions to steam-driven engines. 1732 Medium
combines them as he sees fit in order Order of Combination: Many steam pow- 3364 Large
to create various effects. Individually, ers affect other powers. The order in 65128 Huge
parts arent especially powerful. Com- which the powers are assembled deter- 129256 Gargantuan
bined, they can be deadly. It is up to the mines the final effect. 257+ Colossal
coglayers ingenuity to find the right way When parts are combined, the player A steam powers size relative to the
to combine them. must specify the order and which parts mod- users size determines how many hands are
55
CHPT.
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1

required to use it, as usual. For example, a


Medium user must use two hands to wield
a Large steam power, but only one for a
Medium or smaller steam power.
New Steam Powers: A player who would like
to create a new steam power not described
here may do so at the discretion of the DM.
STEAM POWERS LIST
Amplifier
Animator
Automator
Billows
Blood Pump
The amplifier is a powerful component
that accepts energy as an input. Its output is
the same energy, but greatly magnified.
Any nonmagical source of heat, cold,
light, or other energy will work as an input.
The amplifier increases the power of the
energy in increments of its base value. For
Note that all steam powers are individually Boiler example, a device with a base range of 50 ft.
quite simple; it is only through combination Cauterizer would have a range of 100 ft. with one ampli-


(and, in most cases, several steps of recombi- Clockwork Puppet fier, 150 ft. with two, and 200 ft. with three.
nation) that they become powerful. Darkness Generator Effects that cause damage have their die
Dehumidifier sizes increased by 1 (in this progression: 1d4,
Descrambler 1d6, 1d8, 1d10, 1d12, 1d20, 2d20, 3d20, etc.).
BUILDING STEAM POWERS Discriminator The DC of any applicable saving throws is
OF DIFFERENT SIZES Drill increased by 2. For example, an amplifier
Fin Apparatus combined with a pilot light produces a flame

T he steam powers below are scaled for


a Medium user. Gnomes build smaller
versions, and coglayers interested in apply-
Flywheel
Fog Generator
Folder
that causes 1d6 damage, illuminates a 10 foot
by 10 foot area, and can ignite a fire on any
target that is stationary for one round.
ing them to mechs frequently build bigger Force Generator Amplifiers have no effect on magical
versions. Adjusting the size has no effect on Identifier energy, unless the wielder builds them
performance, damage, or any other factor Imagemaker with special properties (see the entry for
other than the size itself. Cost and weight Iron Arm the steam mage class). They are precision
are changed as follows: Iron Jacket instruments. They must be connected to the
Size Scale Cost (gp) Weight (lbs.) Light Generator piece in question. You cant launch a fireball
Small x1 x 3/4 Lobber through an amplifier and on to a target.
Medium x1 x1 Metal Ear Amplifiers can be stacked. A second
Large x1-1/2 x2 Metal Legs amplifier added to the above example
Huge x2 x3 Noisemaker produces a flame that causes 1d8 damage,
Gargantuan x3 x4 Nozzle illuminates a 15 foot by 15 foot area, and can
Optical Orb ignite a fire on any successful attack. As you
Ranger can see, some degree of DM discretion may
Pilot Light be required in adjudicating the effects. The
Pump determination that the fire is caused on a
Rotor Arm successful attack, as opposed to a touch
Scanner attack, is for game balance reasons.
Spark Generator
Targeter Animator
Translator Cost: 400 gp
Voice Command Assistants: 0
Wavemaker Size: Small (16)
Weight: 6 lbs.
Steam Powers Descriptions An animator is a mechanical brain that
The steam powers are described in alpha- provides rudimentary kinetic intelligence.
betical order by their titles. Where a discriminator lets a device make
decisions about what to do, an animator lets
Amplifier it make decisions about how to do things.
Cost: 200 gp By itself, an animator is useless. Com-
Assistants: 2 bined with a device that can move, or a
Size: Tiny (6) (but see below) static device fitted with an automator,
Weight: 1 lb. it gives a device the ability to perform a
56
CHPT.
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1

specific open-ended function with general For example, a pilot light with two ampli- ly. For example, two boilers allow a steam
accuracy. It is, in essence, a simple form of fiers illuminates an area of 20 feet by 20 feet. engine to turn a rotor arm of three times the
artificial intelligence. With a pump, it has a maximum range of 80 normal length.
In practical terms, an animator can allow feet. With a billows added, it would attack in
a device to fight in melee, fight with ranged a cone with a range of 20 feet. Cauterizer
weapons, control a mech, or do some other Cost: 500 gp
rather complex but single-minded function. Blood Pump Assistants: 2
An animator by itself is like a brain Cost: 1,500 gp Size: Small (12)
without a body; the device possesses the Assistants: 0 Weight: 2 lbs.
conceptual knowledge of how to perform Size: Medium (20) Materials: Mundane healing agents worth
its task but cant physically do so. In most Weight: 8 lbs. 200 gp; must be refilled after every 20
cases, a discriminator is required in order Materials: 4 gallons of blood for construc- points of healing
for the device to have any sense of judgment tion, plus more blood to function A cauterizer is a rudimentary healing
between friend and foe. This foul addition to a steam engine device. It uses heat and a variety of natural
allows it to run on blood in addition to herbs to mix and apply healing salves.
Automator water. In general, all other functions remain Holding a cauterizer over a creatures
Cost: 20 gp the same, though the blood being used may wounds immediately heals 1d4 hit points. A
Assistants: 0 transfer some properties to specific devices. creature can be healed only once per day by a
Size: Half of automated object For example, a fog generator powered by the cauterizer; additional uses have no effect on
Weight: Half of automated object blood of a poisonous creature may produce the same creature.
An automator is a collection of poisonous fog. The precise effect is at the Multiple cauterizers can be combined to
springs, coils, and bolts that can be used discretion of the DM. build more effective healing devices. Each
to automate another device, allowing it A device with a blood pump affixed to a additional cauterizer heals an additional 1d4
to perform a task of up to three simple living creature deals 1 hp of damage per hour points, though the healing process takes an
steps. The other device must be some- as it slowly pollutes the creatures blood extra round for each extra die.
thing that lacks the parts needed to do supply. Perversely, the blood pump can also
the task at hand. Examples include auto- be used as an artificial heart, provided the Clockwork Puppet
matic reloading of a bow or crossbow, blood passing through it is artificially oxy- Cost: 1,000 gp
polishing a suit of armor, turning an axle, genated. Unverified reports exist of zom- Assistants: 4
lifting a latch to open a door, and pick- bielike, semi-undead creatures powered by Size: Fine (1), Diminutive (3), or Tiny (6)
ing up a dropped object. A device that blood pumps. Weight: 1 lb. (Fine), 3 lbs. (Diminutive), or
includes the necessary parts to automate Blood pumps are banned in Duerok, the 6 lbs. (Tiny)
its actions such as a clockwork puppet Stenian Confederacy, and most other civi- A clockwork puppet is a finely constructed
doesnt need an automator. lized lands. model of a creature of up to size Tiny. Mul-
The automators specific task is deter- tiple clockwork puppets can be combined
mined during the time of construction, and Boiler to build larger models: Two puppets can be
it can do nothing else. Its construction is Cost: 40 gp used to build something Small, four to build
specialized to fit the precise task at hand. It Assistants: 1 something Medium, eight to build some-
excels at that one task, however, and can do Size: Medium (24) thing Large, and sixteen to build something
it over and over again without error. Weight: 20 lbs. Huge. No known coglayer has constructed a
A boiler increases the force that the steam clockwork puppet above size Huge.
Billows engine can exert. It makes physical outputs By itself, the model merely sits in place. It
Cost: 5 gp of the steam engine more powerful. is manually operated using a control box on
Assistants: 0 A steam engine with a boiler can gener- its back. It can be animated with the addition
Size: Small (10) ate twice the force it previously could. This of an animator. Once so equipped, the mod-
Weight: 3 lbs. doubles the weight it can support and the el can accurately mimic the movements of
A billows mixes air with a pumps output force of any attacks. For example, a boiler its model creature, although its motions are
to create clouds. A billows converts a normal allows the steam engine to turn a rotor arm jerky and it is obviously robotic. Without a
attack into a cone with a range equal to its of twice the normal length. discriminator it can be operated only via the
previous edge. The cones width at its fur- Boilers can be stacked. Their effects control box. With a discriminator and voice
thest point is equal to its range. accumulate arithmetically, not exponential- command it can be commanded to attack.
57
CHPT.
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1

A discriminator is a heavy metal brain that


TABLE 1-13: CLOCKWORK PUPPET allows a machine to make decisions. Each
Size Str Dex AC* HP Attack Damage Speed discriminator can make one set of decisions.
Fine 4 18 23 1 Slam 2 melee 1d23 10 ft. The most common model discriminates
Diminutive 6 16 18 1 Slam 1 melee 1d22 10 ft. between friends and enemies, which is the
Tiny 8 14 16 2 Slam +0 melee 1d31 20 ft. source of the name, but any similar decision
Small 10 12 14 4 Slam +1 melee 1d4 20 ft. can be made.
Medium 12 10 14 11 Slam +3 melee 1d6+1 30 ft. An object fitted with a discriminator has
Large 16 10 17 16 Slam +7 melee 1d8+3 40 ft. a very rudimentary form of artificial intelli-
Huge** 20 8 19 33 Slam +16 melee 2d6+5 60 ft. gence (effective Int of 1). Just because it can
discriminate between friend and foe doesnt
*Includes modifiers for size, Dex, and natural construction. mean it will actively attack enemies; most
**Clockwork puppets above size Huge are practically impossible to build. devices still require some sort of direction,
whether via voice command or a control box.
The clockwork puppet has the statistics air. In normal conditions, it produces half a There is no benefit to adding a boiler,
shown on Table 1-13. Most models are con- pint of water each hour. In rainy conditions, amplifier, or other enhancement-oriented
structed with a built-in weapon of some sort, this is doubled; in arid conditions, this is device to a discriminator.
in addition to the slam attack below. halved. In extremely dry areas, the rate may
be quartered, but it still functions. Drill
Darkness Generator Although a steam-powered dehumidifer Cost: 10 gp
Cost: 250 gp may make little sense, keep in mind that Assistants: 0
Assistants: 1 many steam engines are powered by mate- Size: Diminutive (2)
Size: Small (10) rials other than water. Moreover, even a Weight: 2 lbs.
Weight: 5 lbs. water-powered dehumidifer produces more This is a normal drill with a steel bit 12
Materials: A bit of pure energy from the moisture than it consumes. long and 2 wide at the base. It is steam-
plane of shadow, or the casting of a total powered and can drill 6 per round through
of 6 spell levels of energy from spells with Descrambler solid stone.
the shadow descriptor Cost: 320 gp If wielded as a weapon, the drill is
A darkness generator produces a powerful Assistants: 0 Medium, weighs 7 pounds, and causes 1d4
darkness that extinguishes all light within Size: Diminutive (3) damage. If a drill is applied to a grappled
an area. It can completely envelop a 20 foot Weight: 1 lb. or otherwise prone opponent, damage is
by 20 foot area. Combined with a pump, it Materials: An extensive selection of locks doubled.
can produce a device that functions much of all varieties, worth at least 1,000 gp, Combining drills doubles their size, dam-
as a bulls-eye lantern, but it sheds darkness which are necessary to mold the descram- age, and speed. For example, combining
instead of light. Shined into an enemys eyes, blers parts. The locks are not consumed two drills creates a drill 24 long and 4 at
it blinds him as long as he is enshrouded by or damaged but must be present for con- the base that does 2d4 damage. Combining
the darkness. struction. A high-level locksmith in any three drills creates a drill 36 long and 6 at
The darkness requires magical materials large city should have the necessary col- the base that does 3d4 damage, and so on.
to create, but it is a nonmagical effect; once lection of locks.
constructed, it is unaffected by dispel magic and A descrambler picks locks. It can be Fin Apparatus
similar effects. Creatures with darkvision can inserted into any mundane lock and will Cost: 35 gp
still see in the dark. A light generator and dark- automatically pick it. It is useless against Assistants: 1
ness generator cancel each others effects. magical locks. The time required is one Size: Medium (32)
round for each level of DC (e.g., a lock of DC Weight: 8 lbs.
Dehumidifier 22 will take 22 rounds to pick). A fin apparatus has a variety of functions.
Cost: 20 gp It can be used to steer any sort of aerial or
Assistants: 0 Discriminator submarine vehicle. It can also be used to
Size: Medium (24) Cost: 350 gp direct the current of any form of energy.
Weight: 30 lbs. Assistants: 0 For example, a character who adds a fin
Materials: 100 gp of extremely fine silk Size: Tiny (6) apparatus to the end of a pilot light/pump
A dehumidifier pulls moisture from the Weight: 4 lbs. combination can shoot flames at right
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angles, attacking creatures around a corner Folder A force generator can produce up to ten
without injuring himself. The angles of Cost: 2,000 gp square feet of force energy. Thats roughly
fins within reach can be adjusted once per Assistants: 3 equivalent to a circle 3 1/2 feet across, or a
round as a free action. Multiple fins can be Size: Medium (17) square of a little more than three feet to a
combined to create weapons that fire in an Weight: 1/6 of subject side, or a cube of a little more than two feet
S shape. Mirrors can be added to the fin The folder is a thoroughly entertaining to a side. An amplifier doubles the area that
mounts for around-the-corner visibility. device. It is an apparatus of springs, pipes, can be produced.
and joints that can be fitted on any construc- The force can be arranged in any shape
Flywheel tion. It requires a great deal of installation or size that the operator wishes, though
Cost: 280 gp and once fitted cannot be removed without reconfiguring the machine for a new shape
Assistants: 0 its destruction. requires a full-round action. The force
Size: Small (12) A folder folds the object it is attached to field can float up to three feet off the
Weight: 3 lbs. back on itself, like a piece of origami, until ground. It functions in most respects as a
A flywheel is a series of cogs and gears it is much smaller than it started out. It wall of force, though it can be pierced given
with teeth of different measurements. The effectively reduces the size of something by enough force (hardness 10, AC 10, hp 20
flywheel can be used to speed up the one increment. For example, it to puncture). If used in combat, it can be
functioning of any other device. can make a Large device positioned vertically to provide cover as if a
A device fitted with a flywheel Medium. When large steel shield.
operates twice as fast as determining sizes The force field is not subject to gravity,
normal. This doesnt affect numerically, sim- but the force generator is. If set upon its own
power output or damage, ply reduce the force field, both it and the force field will fall
nor does it let the charac- size value to to the ground.
ter gain an extra attack. It the middle of
only improves the speed the range for Identifier
of objects that move or the next lowest Cost: 200 gp plus samples and consultation
require a specified amount size. Assistants: See below
of time to function. The object Size: Medium (24)
No more than one flywheel cannot be used Weight: 10 lbs.
can be fitted to each device. while folded. Ini- Materials: Special samples and experts
tiating the unfolding (described below)
Fog Generator requires a normal action by the An identifier can identify almost any
Cost: 70 gp coglayer, and the folding/unfolding process natural, nonmagical substance placed within
Assistants: 0 takes 1d6 rounds. it. It can break down foods and poisons to
Size: Medium (18) A single folder can affect an object of up to their component ingredients and point out
Weight: 12 lbs. Medium. Stacking two folders affects a Large the source of a particular flavor or toxin. Its
A fog generator produces a dense, thick object, stacking four affects a Huge object, most common use is to tell whether a liquid
cloud of fog. The fog spreads in a 15 ft. and so on. Multiple folders do not add ben- or food is poisonous, though it can do much
radius, 10 ft. high, centered on the user. If efits, nor do amplifiers affect folders. more than that.
operated continuously, the radius expands Yes, mechs can be folded in this fashion, For game purposes, the identifier can
by an additional 5 ft. each round. but they are useless and cannot be occupied identify any natural, nonmagical substance as
The fog obscures all sight, including while folded. if it had 20 ranks in the relevant Knowledge
darkvision, beyond 5 feet. Creatures within skill. Identification requires a small sample
5 feet have one-half concealment; creatures Force Generator (about 1 ounce), which is destroyed in the
farther away have total concealment. The fog Cost: 2,000 gp process. It is useless in identifying magical,
disperses in 1d4+1 rounds in still weather Assistants: 0 extraplanar, or artificial materials, although
and much faster if there is wind. Size: Small (16) it can identify any mundane ingredients in
A fog generator can be used four times Weight: 7 lbs. such concoctions.
before draining its water reservoir. It is A force generator produces force energy, Building an identifier requires a full six
refilled with one gallon of water. like that used in many evocation spells. Unlike months of work, an endless variety of natural
the spells, however, the force generator uses samples, and consultation with a variety of
mechanical means to produce this energy. experts. Such experts are usually found only
59
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in major metropolitan areas. A coglayer who Weight: 40 lbs. maximum Dex bonus of +1 (its quite
cuts corners while constructing an identifier An iron jacket is a collection of pipes and stiff), armor check penalty of 4. The iron
will end up with a device with holes in its springs that can be fitted to the shape of any jacket can be locked via a switch on the
knowledge. Medium or smaller creature. It serves as an back. The wearer can reach the switch.
exoskeleton. Combination with an addi- Once locked, the wearer cannot move at
Imagemaker tional iron jacket allows it to fit a creature of all unless he succeeds in a Strength check
Cost: 90 gp one size larger. (DC 30). An iron jacket must be fitted
Assistants: 0 By itself, an iron jacket acts as a rudi- directly over the wearers skin, but armor
Size: Large (48) mentary suit of armor: armor bonus +2, can be worn over it.
Weight: 50 lbs. In combination with an automator (to flip
An imagemaker uses steam technol- the switch) and a voice command, an iron
ogy to transmit and receive video images,
much like a modern television. It does not
transmit sound; a separate wavemaker is
needed for that. Each imagemaker can send
and receive images over a 5-mile range, on
a clear day with no obstructions. Use while
underground or otherwise impeded by thick
walls (including transmission within a mech)
is often limited to a mile or less.

Iron Arm
Cost: 40 gp
Assistants: 0
Size: Small (12)
Weight: 8 lbs.
An iron arm is exactly what it sounds like:
a piston-powered metal arm with a hand at
the end, simulating a normal human arm. It
can do pretty much anything a normal arm
can do, with a functional Str of 18 and a
Dex of 8. If attacked, it has hardness 10
and 20 hit points. If used to attack, it
uses the wielders base attack bonus and its
own Strength and Dexterity.
Normally the arm is worn on the shoul-
der and operated via a handheld control-
ler, which takes a standard action. Weak
coglayers often put a weapon in the iron
arms hand and wade into combat to utilize
its greater strength. With the addition of a
voice command, the arm can be operated
orally (still a standard action). With a dis-
criminator and animator, it will function
on its own and effectively grants an extra
attack each round.

Iron Jacket
Cost: 400 gp
Assistants: 1
Size: Medium (24)
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jacket can be used to retain an unwilling crea- it could convert a flame into a fireball, or Assistants: 0
ture involuntarily, though it can be freed at water into a huge splash. Attacks made Size: Small (12)
the captors command. With a discriminator with lobbers explode in a burst equal to the Weight: 3 lbs.
and animator (which can move the jackets same area the attack normally has. A lobber A noisemaker is pretty straightforward:
limbs even while it is locked), the creature can has a range increment of 30 feet. A device It makes noise. A noisemaker can record
be sent into combat against its will. (Resisting equipped with a pump, billows, lobber, up to one hour of noises. The noises can
the motions of an iron jacket requires the and nozzle can be switched between three subsequently be played according to various
same Strength check of DC 30.) Coglayers of modes of attack: line, cone, and burst. tracks, much like a modern CD.
evil alignment have used this method to ani- A noisemaker can also speak any
mate corpses or send their still-living enemies Metal Ear noises received via a wavemaker or other
into battle against their friends. Cost: 35 gp source. An off-site user can use a noise-
Fitting an unconscious, Medium creature Assistants: 0 maker to make inanimate objects seem to
with an iron jacket takes 10 minutes, a Large Size: Small (16) speak. Combined with a wavemaker and
creature takes 20 minutes, a Huge creature Weight: 4 lbs. voice command, it can be commanded
takes 40 minutes, and so on. An actively A metal ear is an artificial to play prerecorded noises via remote.
resisting creature must be knocked out or listening device. It can Combined with a discriminator, it
held down by someone else or the iron jacket hear just as well as a can make noise when certain
cant be properly installed. normal human ear. conditions are met (when
Combined with a friend passes, when an
Light Generator a wavemaker, it enemy passes, etc.).
Cost: 40 gp can transmit
Assistants: 0 noises across Nozzle
Size: Small (16) distances, per- Cost: 10 gp
Weight: 4 lbs. haps even to a Assistants: 0
A light generator produces a powerful wavemaker that Size: Diminutive (2)
light. Unlike a pilot light, which produces will speak what the Weight: 1 lb.
light as a byproduct of heat, a light generator metal ear hears. A nozzle lets the character
produces only light. switch the output channel of
A light generator produces enough light Metal Legs an attack. It can be used to turn a
to illuminate a 20 foot by 20 foot area clear- Cost: 300 gp pump on and off. When added to a device
ly. Combined with a pump, it can produce Assistants: 1 with more than one output source, such as
a device that functions much as a bulls-eye Size: Medium (17) a pump and billows, it lets the character
lantern. A light generator equipped with Weight: 50 lbs. switch between different forms of attack
a pump and amplifier can be used to blind Any mundane object can be fitted with a (e.g., a cone attack or line attack). The switch
enemies within one quarter of its maxi- pair of mechanical legs. The legs will support is made as a free action, provided the player
mum range. Make a normal touch attack to any creature up to size Large with a weight of declares what kind of attack he is making
target the enemys eyes; if successful, the 1,000 pounds or less. before each roll. If he does not declare, the
enemy must make a Reflex save (DC 16) or When in rest, the legs are compressed. attack is automatically the same as whatever
be blinded for 1d6 rounds. Stacked amplifi- Shoving the object causes the legs to extend, the previous attack was.
ers improve the range of the blinding attack, raising the object to an upright position.
not the DC. Adding a nozzle to this device From that position it is easily guided about. Optical Orb
creates a lantern that can be quickly turned The legs can be compressed again by apply- Cost: 275 gp
into a blinding weapon. ing downward pressure. Assistants: 0
When combined with a voice command, Size: Diminutive (3)
Lobber the belegged object can become extremely Weight: 2 lbs.
Cost: 15 gp useful: a chair that follows its owner around An optical orb is a glass eye set in a metal
Assistants: 0 the house; a tool chest that is always right at base. It can perceive the world around it. It is
Size: Tiny (8) hand; and so on. semi-animate and will turn in place to watch
Weight: 4 lbs. moving objects. It can be destroyed easily
A lobber is a device that converts an Noisemaker hardness 5 with 3 hit points.
attack into explosive globules. For example, Cost: 300 gp An optical orb combined with an image-
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CHPT.
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maker can transmit its sights over long dis- pump lets the character shoot that energy at ing shots, granting a +1 shield bonus to AC.
tance. Two optical orbs combined with two a distance. The pumps maximum range is the Additionally, it is a powerful melee weap-
imagemakers can create a two-way video link. area of the input divided by 5. on (sort of like a steampunk weedwhacker)
For example, a pilot light has a 5 foot by that causes 1d8 damage on a successful
Pilot Light 5 foot area. Thats 25 square feet. If sent attack. Because the rod rotates from a fixed
Cost: 120 gp through a pump, the pilot light could be point, however, it threatens the two corner
Assistants: 1 channeled into an attack with squares in front of the character, but not
Size: Tiny (6) a range of 5 feet. If the square directly in front of him.
Weight: 6 lbs. an amplifier were Any attack made with a rotor
This device produces a small flame. The added, the pilot arm automatically attacks both
flame cannot be extinguished unless it is lights new corner squares in one action
submerged or cut off from a supply of oxy- area would be at no penalty. This ability
gen. Even then, it can be immediately relit 10 feet by 10 cant be turned off all
with any spark. feet, and its attacks made with the rotor
The flame is too small to be used as a light range in the arm affect both sides of the
source; it illuminates only a 5 foot by 5 foot pump would character, whether friends
area. It can be used as a last-resort melee be 20 feet. or foes are there.
weapon, however, like a torch. It causes 1d4 Adding a second If pointed at the sky, the
points of fire damage but cannot ignite a fire amplifier extends rotor arm creates lift. A normal
unless the target is stationary for 2 rounds. its range to 80 feet. rotor arm can lift up to 40 pounds
A pilot light requires a fuel source. It can A pumps range incre- at a speed of 40 feet. With the addition
hold enough fuel for 10 shots before requiring ment is 40 feet. Its maximum range of boilers, it can lift more weight. Nonfly-
reloading. If the fuel source is ruptured, it will is always limited by the rules above, regard- ing characters automatically fly at clumsy
explode. The explosion has the same area as the less of range increment. maneuverability. A character can expend a
flame, centered on the wearer. It causes double skill point to improve his flying ability; each
damage to everything within the area (all but Ranger skill point increases his flying by one incre-
the wearer may make a Reflex save at DC 14 Cost: 240 gp ment, to a maximum of good.
to take half damage). The fuel source is well Assistants: 0
protected and wont rupture in normal combat. Size: Diminutive (3) Scanner
A long fall, a piercing attack from behind, and Weight: 2 lbs. Cost: 800 gp
extreme heat may rupture the fuel tank. A ranger is a collection of springs and Assistants: 2
bearings fitted to a short barrel. The ranger Size: Medium (32)
Pump acts like an adjustable sight. Devices fitted Weight: 20 lbs.
Cost: 35 gp with rangers gain a +1 enhancement bonus Materials: At least 100 specimens of mate-
Assistants: 1 to any attack at a range of 20 feet or more. rial to be detected
Size: Small (12) Bonuses from multiple rangers on the same A scanner can detect certain physical
Weight: 2 lbs. device do not stack. types in the area around it: undead, elves,
Adding a pump allows the steam dragons, metal, etc. Each scanner detects
engines output to be Rotor Arm one kind of material, at a range of 100 feet.
launched at a distance. Cost: 500 gp The scanner displays the materials approxi-
A pump combined Assistants: 0 mate location, and an experienced reader
with a pilot light cre- Size: Small (12) can determine the materials quantity, too.
ates a flamethrower. Weight: 10 lbs. For example, a scanner set to detect elves
A pump combined A rotor arm is a metal rod that would show the location of nearby elves, and
with a water source rotates. A normal steam engine can a skilled reader could tell how many elves
creates a hose. A pump support a steel rod up to 5 feet in were there.
combined with a light length. The rotor arm can rotate at vari- The material is determined when the scan-
source creates a spotlight. ous speeds. ner is constructed, by including at least 100
A pump can accept anything as At its highest settings, the rotor arm has a specimens of the material to be detected in
an input: heat, light, cold, water, steam, number of uses. Held in front of the charac- the scanners construction. Generally the
electricity, flames, or anything else. The ter, it rotates fast enough to deflect incom- scanner will pick up the common denomi-
62
CHPT.
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nator for all provided specimens. If all 100 with a scanner, it will aim at the nearest make up a walkie-talkie system. Each wave-
specimens are pieces of dragons of various enemy creature of the type detected by the maker can send and receive sounds over a
kinds, the scanner will pick up dragons. If, scanner. Further combined with a voice com- 5-mile range, on a clear day with no obstruc-
on the other hand, they are all gold dragon mand and animator, the targeter-equipped tions. Underground use is often limited to a
scales, the scanner will pick up only gold weapon can be commanded to aim and fire, few dozen yards.
dragons. Usually this isnt a problem, but and it will always pick the nearest enemy of A device fitted with a wavemaker and voice
coglayers who arent careful (or who dont the type detected by the scanner. With an command can be controlled by the operator at
adequately scour the area to provide enough automator, it can then reload itself. a distance, provided he also has a wavemaker.
variety in their specimens) may inadvertently With a wavemaker, voice command, and dis-


build the wrong kind of scanner. Translator criminator, a decision-making device can be
Scanners can only be set to detect physi- Cost: 25 gp activated and deactivated as necessary.
cal properties. Elves are physically different Assistants: 0
from dragons, so both can be detected; Size: Small (12)
rogues are not physically different from Weight: 3 lbs. SOME FUN COMBINATIONS
fighters, so scanners cannot detect charac- Materials: Builder must know both lan-
ter classes. Magic and magical properties
are not considered physical for these pur-
poses; scanners cannot detect magic.
guages to be translated.
A translator can translate one verbal
language into another. It looks like an old-
H ere are some fun combinations of steam
powers that can be derived from those
listed above. Many other possibilities exist.
fashioned telephone: The user listens by The Ally: Clockwork Puppet + Animator
Spark Generator holding a speaker to his ear and pointing + Voice Command + Discriminator = A
Cost: 75 gp a receiver at the speaker, then speaks into Tiny construct that will go into battle on
Assistants: 0 the speaker to have his speech translated. your command.
Size: Small (12) Translators are built with a specific lan- The Handheld Ally: Clockwork Puppet +
Weight: 4 lbs. guage exchange in mind and can only trans- Clockwork Puppet + Clockwork Puppet
A spark generator produces a steady late between two languages. The builder + Clockwork Puppet + Animator + Voice
stream of electrical current. The current must know both languages. Command + Discriminator + Folder = A
can be anywhere from tiny, harmless sparks Medium construct that can be folded to
to a taserlike charge. At its highest setting, Voice Command Small size for easy transport.
the generator causes 1d4 points of nonlethal Cost: 100 gp Guardian Angel: Discriminator + Animator
damage with a touch attack. Attacks against Assistants: 0 + Iron Arm holding a normal longsword = An
metallic creatures or targets wearing metal Size: Tiny (6) extra longsword attack in melee.
armor receive a +2 circumstance bonus to Weight: 1 lb. Personal Combat Assistant: On one shoulder,
the attack roll. A voice command box lets a device a Discriminator + Animator + Iron Arm
If amplified, the spark generator causes 1d4 receive its instructions via the coglayers holding a normal longsword; on the other
points of normal damage. If amplified a second commands, rather than manual controls. It shoulder, a Force Generator = An extra long-
time, it causes 2d4 points of normal damage. can hear a normal voice at a range of 5 feet sword attack plus a shield in melee.
From then on it rises in increments of 1d4. and a shout at 30 feet, and is trained during Sidewinder Flamethrower: Rotor Arm + Pilot
A spark generator fitted to a pump has an construction to recognize the owners voice. Light + Amplifier + Pump = A rotor arm that
initial range of 5 feet, which is doubled with It will not respond to anyone elses voice, nor shoots a 20-foot-long flame to either side of
each amplifier. will it respond if the owners voice is some- the character with each attack.
how altered; in such a case, it would have to Three-way Flamethrower: Rotor Arm + Pilot
Targeter be completely rebuilt. Light + Amplifier + Pump, combined with
Cost: 320 gp Pilot Light + Amplifier + Pump facing for-
Assistants: 0 Wavemaker ward: A flamethrower that attacks in three
Size: Diminutive (3) Cost: 65 gp directions (ahead and to each side) with
Weight: 1 lb. Assistants: 1 each attack.
A targeter automatically acquires a target Size: Tiny (6) Cover Fire: Normal repeating crossbow
for a weapon. By itself, a targeter always aims Weight: 1 lb. + Automator + Targeter + Discriminator
at the nearest creature, whether friend or A wavemaker transmits and receives + Voice Command, mounted on the char-
foe. Combined with a discriminator, it will sounds through radio waves. A single wave- acters shoulder: A voice-operated weapon
aim at the nearest enemy. Combined further maker is useless, but two in concert can that will target and attack the nearest enemy,
63
CHPT.
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then reload itself. Point it behind you for rear slowly overwhelm them. The powers of earthly The Regenerators are the largest of the
protection. Add a Scanner set to elves for an clerics become progressively more limited as cults, a cross-racial group that aspires to


elf-slaying automatic crossbow. the lunar gods sap their strength. The earthly rebuild surface society through any means
deities, so used to their own bickering, are possible. Disdaining the failed religions
unable to muster a concerted defense, and and impotent armies of the past, they have
they slowly wane under the cooperative force joined across racial backgrounds to war
of the lunar gods. This limits the powers of against the lunar dragons.
RELIGION clerics, as described on page 13. Not all cults are led by humanoids, though.
Where are the gods to protect us now? The greatest of the lunar gods is Anda- The treants of Lilat have become completely
kakilogitat, the god of dragons. His name deranged since their forests were sheared to

T he faiths of Highpoint are broken. With


the catastrophe that has overwhelmed
their planet, the people have begun to doubt
is always spoken in a chant. Andakakilo-
gitat is worshipped by the lunar dragons,
who see him as the only natural force
the ground by the lunar rain. Now calling
themselves the forestrati, they are fanatical
in their defense of the few remaining groves.
the abilities of their gods. Its easy for an stronger than themselves. They have become meat-eaters, hungering
individual to ascribe personal problems to Second among the lunar gods are Erefiviv- for the flesh of the dragons, and their mania-
his lack of piety, but a continent-spanning iasta, goddess of flight, and Seroficitacit, cal fervor for combat has reached the point
disaster that affects all faiths equally casts god of change. Together they have battled where they launch offensive assaults against
doubt upon the gods themselves. Surely the Andakakilogitat for time untold, resisting anyone sighted nearby.
entire continent was not impious. Surely at his conquest of the moon. Now this ancient Somewhere between the atheism and
least one god could have intervened. Where drama has reached Highpoint. the cults are the steam gods, as they are
are the gods now that we need them? Highpoints terrestrial gods are typical being called. The need to explain the worlds
In fact, the gods are still there, as wit- of most fantasy worlds. The drow worship mysteries is deep-seated, and even the most
nessed by the continued existence of divine the Spider Queen, the dwarves worship the devoted gearwrights still find themselves
magic (shaky as it is these days). Clerics still Soul Father, and so on. But two things are asking unanswerable questions. Why are the
receive their spells and paladins still march changed. First is the level of faith. Few gods natural properties of water just so? How did
for their faiths. But the powers of the gods receive the same tribute they once did. Their steam engines come to be in the right place
have two limitations in repelling their lunar peoples are in tatters. The gods have aided as at the right time to inspire the new mechs?
challengers. The first is physics. Altering the best they can: Clerics receive helpful visions The treatises of the traditional gods provide
orbit of a moon is beyond their power. Col- more often, and servants of the gods often no answers. Many gearwrights believe in a
lectively, were they all to work together, they arrive to aid their faithful. But this is nothing pantheon of loosely defined steam gods,
could perhaps have prevented the lunar rain more than bandaging a fatal wound: No mat- led by Dotrak, which is a shorthand for the
were it not for the second limitation: the ter what they do, the gods cannot address the dwarven phrase great engine. No conclu-
lunar gods themselves. root cause of the trouble, and their followers sive evidence yet exists that Dotrak is even
The lunar dragons have their own pan- have lost faith as a result. real, but his beliefs have spread among the
theon, an assortment of bizarre otherworldly The second change is the rise of new gearwrights and many worship him in their
deities that has watched over them for eons. religions, many of them cults. On top of own ways.
The dragons are ancient, and their gods are that are the mechs themselves. They are the Here are some of the emerging deities of
beyond time. When the elves were young, first breath of hope in decades, and they Highpoint.
the lunar dragons were already old, and their have inspired a new approach to religion:
gods were older still. atheism. Why worship the gods when iron, Andakakilogitat,
These lunar gods welcomed the invasion steam, and your own hard work can save Lunar God of Dragons
of the world below. For them, it was an you? Most mech passengers still participate The lunar god of dragons is chaotic evil.
escape. For too long, their influence was in some kind of worship, but it is primar- He is known to all lunar dragons by his true
limited to moon-dwelling creatures. Now, ily cultural rather than spiritual. The mech name of Andakakilogitat, which is chanted
their minions including the lunar dragons crews are becoming progressively less and in reverence, along with a variety of other
can expand their influence to new lands. less reliant on faith. chants that translate into his many titles:
The moment the first fragment of the At the opposite end of the spectrum One-God, Black Death, and Enemy Watcher.
moon touched earthly soil, the lunar gods had are the cults. The shattered societies liv- He appears as a twisted, convoluted swarm
new power in the affairs of the surface world ing in the rubble of the surface world have of draconic limbs, wings, necks, and heads,
and they have not hesitated to use it. On spawned all sorts of fervent belief systems, their central body unidentifiable within
other planes, they war with the old gods and most of them led by opportunistic fanatics. the squirming mass, with different heads
64
CHPT.
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speaking his thoughts in turn. His symbol is Dotrak is neutral. He does not have the Seroficitacit has grown steadily in power.
an asymmetrical swirling pattern of dragon power to grant spells to clerics aside from his The rampaging changes sweeping across
heads. Andakakilogitat is close to lunar drag- mysterious vessels, who are associated with both planet and moon have only fed its pow-
ons and lunar dragon-kin, and some earthly the domains of Engines and Knowledge. er. Now it has many worshippers, including


dragons have begun worshipping him in the some terrestrial creatures, who think that
hopes that it will improve their chances of Erefiviviasta, the time of change is at hand.
survival. For millennia, he has watched the Lunar Goddess of Flight
world of Highpoint with a covetous eye, and Erefiviviasta is called goddess because her
he has no sympathy for its residents; they are manifested character seems more feminine RESURRECTION ON
fodder to be conquered, nothing more. The than those of her peers, but sexes among HIGHPOINT
domains he is associated with are Chaos, lunar creatures are poorly understood and
Destruction, and War.

Dotrak,
it is not clear at all whether she is truly
female. Erefiviviasta enjoys a twisted fol-
lowing among the lunar dragons, who were
T he war between the lunar and terrestrial
gods has wrought an interesting twist on
the nature of resurrection. While the ter-
the Great Engine once her most devoted servants. Her role restrial gods gain power from their believers
Dotrak, the great engine, may or may not was usurped by Andakakilogitat, a great on the material plane, they also gain soldiers
be a real deity. He has no formal churches and dragon who rose to godhood and gathered when those believers souls return to the
no clerics, though his vessels or messiahs the dragons to him. Ever since, Erefiviviasta afterlife. The gods are battling vast wars on
appear with greater and greater frequency. and Andakakilogitat have been bitter rivals. the outer planes, and the souls of the dead
His worshippers are the generally agnostic When the invasion of Highpoint began, make up the foot soldiers in these conflicts.
gearwrights, who limit Dotraks role in the cos- however, they put aside their differences to As a result, the terrestrial gods arent
mology. They ascribe no creation myths to him, support the lunar dragons jointly. eager to let souls return to mortal life,
nor any great legends; instead, he is simply the especially if theyre powerful followers who
Starter, the god that laid the universes gears in Seroficitacit, could help even more in the outer planes.
place and then left them to run. Lunar God of Change The dire need for assistance in the planar
Followers of Dotrak are scorned for several Seroficitacit is the lunar god of transforma- wars has created a perverse effect: The most
reasons. First, they have no evidence that their tion. It appears as a pulpy mound of flesh that faithful followers of a god are now the least
god is real. Detractors call him a figment of continually generates vaguely recognizable likely to be revived by raise dead and similar
the imagination. Second, Dotrak isnt a god shapes on its skin before they dissolve into spells. Conversely, it is the heathens and dis-
in the traditional sense. He doesnt walk the something else. It has no sex and no symbol; believers whom the gods have little need for,
earth or cause miracles; according to his own various followers often create their own sym- so their souls are free to return.
followers, he merely set things in motion and bols, which change from group to group and An attempt to use raise dead, resurrection,
then sat back to observe. Other religions con- from time to time. rebuild soul, or a similar spell on Highpoint
sider him weak and powerless. Seroficitacit has a range of worshippers requires a Will save by the character being
In reality, both camps are right. Dotrak sprinkled throughout the various lunar rac- raised. The base DC is 10. If the character
doesnt exist yet, but he soon will. The steam es. Its worshippers have no cohesion and no has class levels as a cleric or paladin, those
engine is a new force in the universe, and the unity, and they come and go as times change. levels are added to the DC. For example, a
collective energies of the myriad gearwrights Lunar thought processes are hardly intel- 6th cleric would have a Will save DC of 16.
who fervently believe in its potential, com- ligible, but to the extent that they are under- If the character makes this save, his soul
bined with the power of their understated but stood, those who worship Seroficitacit seem returns to his body according to the nature of
very real worship, has coalesced into a nascent to be those opposed to tradition and long- the spell cast and is affected normally. If the
consciousness. Dotrak is an infant god, little standing ritual, be they terrestrial or lunar in save is failed, the soul has been conscripted
more than a subtle thought wave, who is slowly origin. Seroficitacit actually grows in power for service in the afterlife. No attempt at res-
growing in power. His influence is already seen from the changes in its base of worshippers, toration will ever succeed, for divine inter-
in the mysterious piles of animated gears called regardless of the number of worshippers, so vention has placed the soul beyond the reach
trak traks (see page 202) and the vessels of it rewards those who leave its fold as well as of mortal spells. This is a great honor to the
Dotrak that now walk the earth (see page 37). those who enter. The greatest reward is to soul, for it has gone to serve side by side with
In the years to come he will continue to evolve, make the worshippers body as malleable as its god in the afterlife.
and, if his followers are sufficiently numerous that of Seroficitacit through the rewarding
and their will sufficiently strong, he may come of the Seroficitacits Changes feat.
into being as a deity proper. Since the beginning of the lunar rain,
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plate 3 From city-mech to combat walker,
the mech is the defining feature of todays Highpoint.
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protection alone was not enough. Castles


built solidly enough to withstand a dragon

MECHS were simply coffins in which the inhabit-


ants would starve while they futilely tried to
outwait its siege. The mobile mechs could

T he mechs of Highpoint are of a unique type. They are


modeled on medieval European imagery, crafted in an era
where mass manufacture is unknown, and constructed with
defeat some dragons, flee from others, and
band together for additional protection.
The crucial component in mech construc-
tion is the steam-powered engine. In a world
of magic, steam engines were, until recently,
antique machinery, hand-tooled parts, and massive amounts unimpressive. Mundane spells can be used
of hard physical labor. The advanced mecha of Japanese to create much more powerful devices with
much lower maintenance requirements. The
anime have no bearing on DragonMech. Instead, consider dwarves had long used steam engines but had
the Gutenberg press, hand-made muskets with custom-fitted never developed them on a grand scale. They
built steam-powered tunnel cars and a few
bullets, and da Vincis flying machines. That is the historical walkers which were used to patrol mountain
legacy in which the DragonMechs are steeped. strongholds. Aside from that, steam technol-
ogy was primitive and never seen outside of
dwarven holds.

T his chapter gives rules for the con-


struction and use of mechs, as well as
many examples of the specialized mechs
hold no record of the Age of Walkers, surely
it never happened.
In modern times, the mech resurfaced
Parilus changed that. He demonstrated
that steam could efficiently power armored
vehicles that were larger than even the drag-
that have appeared in the harsh circum- when Parilus, Master Gearwright, brought ons. His engineering knowledge allowed the
stances of Highpoint. The focus of this his knowledge out of the underdeep. His dwarves not only to build mobile suits of
book is on the adventures of individual instructions to Duerok led to the first armor that could match the best spell-created
characters, not mech-vs.-mech mass com- operational mech and the first city-mech, constructs, but also to fight with them using
bat, so the rules herein maintain the scale Durgan-lok. (See page 170 for the full story.) weapons that were themselves powered by
of normal d20 battles. Tactical-level mech It is undisputed that the dwarves of Duerok steam. When Parilus demonstrated the first
combat will be described in future vol- were the first creatures in modern times to operational mech, the dwarves immediately
umes, where a different set of rules will wield a mech. understood the steam engines potential. It


streamline such encounters. Now mechs are common among all was as if they had had the residual knowledge
advanced surface cultures. The humans of and needed only to be shown how to use it.
the plains, the elves of the forest, and even The success of the steam-powered mechs
the ubiquitous orcs have built, stolen, or was immediate. Lunar dragons that had
salvaged their own mechs. It is said that even previously been defeated only with massed
ORIGINS some underdeep civilizations have experi- forces, cumbersome siege weapons, or high-
mented with mechanized walkers, though level mages were beaten back by the mobile,

T he true origins of the mech are obscured


by legend and lore. The Gearwrights
Guild claims provenance over the earliest
theirs are much smaller than the ones found
on the surface.
Mechs were designed to fill two needs.
maneuverable mechanized walkers that car-
ried their siege weapons with them. Even at
close range which the more intelligent
mechs, which they built many thousands of The first need was protection from the dragons utilized with brutal success in the
years ago. A great vault deep in the earth still meteor rain and lunar dragons. The mechs early battles the mechs could fight back
stores the greatest creations of this lost Age thick armor protects from the rain; their with gargantuan battle axes and colossal jav-
of Walkers, and certain archaeological oddi- enormous size and large-scale weapons pro- elins. Even when a mech was lost to a dragon,
ties, such as the Pretominin Heads, hint at vide a counter to the dragons. With mechs, there was no question as to the mechs effec-
such deep history. Outside the Guild and the dwarves (and now all races) were able to tiveness. A single dwarf in a mech could do
its dwarven adherents, few cling to this tale, reoccupy the surface world for the first time more damage to a dragon than one hundred
especially among the elves, who dismiss such in recent memory. dwarves on foot, and the mech could be built
claims as complete foolishness. After all, the The second need was mobility. In a world and its pilot trained in a tenth of the time it
elves are oldest of all, and if their memories of scavengers, refugees, and flying menaces, took to train a high-level mage.
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The early mechs were built primarily of among the generally regimented forces of Over time, expanding safety zones have made
wood and stone, with iron infrastructures the Stenian Confederacy. Personal grudge the residency requirements less stringent.
underlying it all. Now, the best mech jock- matches are officially off-limits to mech Most city-mechs dont perceive themselves as
eys personally commission custom-built jockeys of all civilized races (orcs naturally being in the same state of siege that they once
steel mechs with mithral or adamantine not falling into that category), but once the were, an attitude that has been helped along
armor. The humans have mastered basic mechs are in the field, their superiors often with extensive bribery. Thus, a portion of each
iron construction methods, the elves have look the other way, knowing full well that mechs population is now nonessential. Rules
magically bent still-living trees into the theres no point in fretting over something governing such positions vary from mech to
shapes of mechs, and the orcs have learned they cant stop. In battles involving mech mech. On most mechs, nonessential person-
to chop down huge forests to build crude fleets with longstanding rivalries, it is cus- nel are required to pay monthly rent to the
wooden mechs. Some mages have attempted tomary to declare short-term cease-fires mechs governing forces and are also prohib-
the construction of massive, hollow golems so individual mechs can pair up and resolve ited from owning land on the mech. (Certain
which are essentially animated mechs. Some their grudges mano a mano. sections of the mech can be owned, much like
reports even say that foul necromancers The largest mechs support full-time a modern condominium within a larger com-
reanimate the bodies of felled dragons into populations. The majority of a so-called city- plex, while other areas are considered common


necromantic bone-mechs. mechs population is crew, civilian support property or restricted areas.) Many a thieves
personnel, and military. A small but growing guild has already exploited this situation to
cadre of wealthy aristocracy has bribed its control black-market land ownership and get
way into the populations of several city- stowaways on board. Wealthy aristocrats have
mechs, highlighting a constant problem: resorted to bribes and influence peddling to
SOCIETY determining who is useful on a city-mech. get spots, while politics have surfaced concern-
City-mechs are by far the safest places to ing which professions are declared essential.

M ost mechs are used only for patrols,


raids, and other combat exercises.
After the battle ends, the crew seeks shelter
live on modern-day Highpoint, and in their
early days, most had strict rules concerning
who could live on board. The crew was most
Daily life on a city-mech is much the
same as it used to be on the surface, though
its substantially more cramped. Even the
in its normal refuge: a surface city, an under- valuable, followed by military personnel. aristocrats have had to come to terms with
ground complex, or even a larger city-mech. Civilians could fill the spots that remained smaller quarters. A social hierarchy of sorts
The culture of mech jockeys varies from but only insofar as they were useful to the has evolved on the mechs, with the most
race to race but invariably reflects the mech. Thus, blacksmiths, engineers, and prestigious quarters being those furthest
competitive, aggressive nature of the mech other such professions were well repre- from the ground. This evolved naturally
jockeys themselves. When out of their sented; farmers and traditional craftsmen from the placement of the mechs control
mechs, they walk with a swagger in their were present only to the extent that their center in the head or upper chest, and the
step, and understandably so: It takes nerves skills could be exercised and used on the simple fact that the higher areas are safer.
of steel and phenomenal reflexes to win a mech; and miners, bankers, and other such The highest areas are occupied by military
battle in a mech. Mech jockeys of the same specialists were completely absent. Visit- officers, senior members of the Gear-
squad or fleet will fight like brothers in ing traders (a guise under which many an wrights Guild (or other governing forces),
battle, but off the field they compete inces- adventurer got on board) were permitted and aristocrats. The middle areas (the
santly. Deep down, a proud mech jockey for short periods, provided they had needed mechs chest) are where youll find the
might resent the fact that his life was saved goods (or a handy bribe). peasants and their common areas, includ-
by a cohorts crack shot, seeing it only as an Rules governing living requirements are ing markets, pubs, inns, and the workplaces
attempt to show off. stringent, especially in the lawful Stenian of the more respected professions (such as
On the battlefield, this competition mani- Confederacy and the Legion, two of the engineers and physicians). The lower you
fests itself as a barely contained battle lust. earliest factions to build city-mechs. Mili- go, the more impoverished it becomes.
Mech jockeys from different armies bear tary law rules on the city-mechs, and courts A city-mechs legs are usually ghettos
longstanding grudges against each other. A and a judge are considered luxuries if an filled with the menial laborers who keep
dwarven pilot defeated by an elven mech will unruly citizen is interfering with the mechs the mech running day to day. Below these
remember every detail of his enemy, storing functioning. Cruel or arbitrary as it may be, quarters are hot, oppressive foundries and
it away for future use. If he sights that mech the population supports it, since they know workrooms. Many stowaways hide in these
in a future battle, he will go out of his way perfectly well that their own safety depends areas. Below them are the gear forests, the
to engage it. This native personality trait on the city-mechs smooth functioning. massive levels of engine rooms that power
has proven difficult to contain, especially the mech.
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The lowest levels of the mech its


feet and shins are called the depths.
Whats in the depths varies from mech to
mech. The better-built mechs (such as
those of the Stenians and Legion) tend to
have guard posts, or even hangars where
smaller mechs are stored. The Gearwrights
Guilds most advanced city-mechs can
E

INSIDE A MECH
xcept for cockpits, firing ports, and
areas near portholes, the inside of a
mech is naturally pitch-black. Dwarves dont
Riders must stay in the same positions
for hours at a time; they have no room for
stretching. Wearing armor other than leath-
er, studded leather, padded, or hide is guar-
anteed to result in chafing and blisters after
more than two hours of the mechs bumpy,
irregular walking. Characters attempting
to stay armored must make a Fortitude save
house fleets of smaller combat mechs in mind this, but other races do. Elves and every hour (DC 15) or give in to the dis-
their oversized feet. humans illuminate their mechs via magic, comfort and doff their armor if they have
In other mechs, such as those of the gas lighting, and simple torches. room to do so. Theres no room to take off
Irontooth Clans and the orcs, the depths City-mechs generally have room to walk half-plate or full plate. Characters who keep
are intentionally left open to outside around, but other mechs are not comfort- uncomfortable armor on suffer 1 hp of non-
settlement and sealed off from the rest of able. The quarters are small and cramped. lethal damage each day. Mech jockeys wear
the mech. They end a specialized form of
up filled with stow- armor called pilots
aways who fight armor (described on
tooth and nail to page 138).
keep their places. Mechs walk in a
Some are settled jarring, jerky fash-
by horrid monsters ion that is far more
or evil humanoids abrupt than the
looking for roosts. subtle swaying of a
While this is terri- city-mech. The first
fying to those who time a character
live on the levels boards a mech other
of the mech clos- than a city-mech, he
est to the depths, must make a Forti-
it serves a produc- tude save (DC 10) or
tive purpose: The suffer from mech-
mech is extremely sickness due to the
difficult to board. jerky motion. Mech-
Whatever lives in sickness is exactly
the depths fights like seasickness.
hard to keep out- Mechsick characters
siders at bay. Orc spend 1d4 hours
mechs in particular nauseated then suf-
are notoriously fer a 1 circumstance
vile in this regard. penalty to all rolls
Cruel orc taskmas- until theyve spent a
ters make examples day getting used to
of unruly slaves by the mechs motion.
tossing them into A mechs controls
the depths, where are straightforward.
they are devoured Each usually has two
by whatever lairs levers, as in a tank.
there. Each controls one
leg. Push the right
lever forward and the
right leg advances;
push the left lever
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CHPT.
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forward and the left leg advances. Push them Steam-powered mechs require large to scrutiny, especially if they appear in
forward in an alternating sequence and the amounts of water, as well as fuel. Usually numbers or in any way appear to be military
mech walks. Push a lever all the way and the this is coal or wood. When burned, this fuel mechs, but the blue flag will keep them


mech strides as far as it can; push it halfway heats the water reserves to the boiling point, from being blown away at a distance before
and the mech takes a shorter stride. providing the steam power. The mechs are they ever get to talk.
Piloting a mech consists of learning designed to suck water through filters in
how to time the motion of the levers. The their feet whenever they pass over a river
pilot must connect his own personal kin- or stream, but the fuel can be more difficult DESCRIPTION AND
esthetic sense to that of the mech. Avoid- to come by. In places without large timber CONSTRUCTION
ing boulders while walking across a rocky reserves, wood and coal have become pricey
field requires moving the legs in different
strides with each step, which only the best
mech jockeys can do with any sort of speed
commodities. Mechs that utilize such power
sources have built-in pulley systems for
lifting buckets of coal into the mech. The
A mech can be built by anyone with skill,
a lot of gold, and a huge labor pool. In
theory, the field is wide open; in practice,
or precision. Jumping requires pumping pulley-powered bucket brigades can even only well organized (or extremely numer-
the legs to the maximum stride at just the be powered by the mechs steam engine, ous) societies can cobble together a battle
right moment, then putting them in the if fuel is that common. No other kind of mech, much less a city-mech.
right position when the mech lands. Turn- mech requires fuel except for clockwork Player characters can build their own mechs
ing requires moving one leg forward and mechs, which need a short burst of fuel once to field against dragons, enemy mechs, and
the other backward at just the right rate. every week. Their needs are so minimal that other foes. They can also adventure on board
All of these techniques are hard to learn theyre not worth keeping track of. the larger city-mechs, explore the burned-out
and difficult to master (especially since the Communication between mechs takes husks of wrecked or ancient mechs, battle
consequence of failure can be toppling over place in a variety of ways. Almost all elven against enemy mechs, and research new ways
and damaging the mech). mechs use magic items or spells that allow to improve mech technology.
A pilot-operated weapon is generally telepathic communication. Dwarven city- This section covers the description and
controlled with a metal strut or arm that mechs, as well as larger mechs with room construction of mechs. The two topics are
extends from the cockpits wall. The pilot to spare, incorporate steam powers such as covered together because by discussing a


moves the weapon by moving this oversized wavemakers. Mechs without these luxuries mechs construction, we will simultaneously
joystick, whose motions are amplified use signal flags. The exact signals vary by detail its description.
and mimicked by the mechs arm. If it is race and faction but can range from simple
an axe or other melee weapon, the pilot (orc mechs usually have only three flags:
must swing the joystick in the right motion attack, retreat, and stop) to complex POWER SOURCE
relative to the position of the mechs real (the mechs of the Legion have more than
arm. If it is a steam cannon or other ranged
weapon, the pilot must aim the arm, then
push a button to fire.
two dozen flags that have different mean-
ings when combined with each other).
Mechs distinguish their allegiances in
M echs are classified by their power
sources. By this measure, five types
of mechs exist: steam-powered, man-pow-
Since it is nearly impossible for a two- a number of ways. General aesthetics are ered, clockwork, animated, and undead.
handed creature to control two joysticks and one method; its very easy to tell a dwarven Steam-powered mechs are the most preva-
two levers at once, advanced mech jockeys mech from an elven mech at a glance, and lent. The first mechs to be built were steam-
modify their controls to make them easier. the allegiance of any mech taken over by powered, and most new mechs continue to
One common adaptation is the addition of the Irontooth clansmen is obvious. Beyond use steam as their power source. Dwarves
a horizontal bar between the two leg levers. that, a mech will fly a flag indicating its and humans are the predominant users of
The bar has a ball joint on each end, and if the mechdom, or, on the larger mechs, simply steam-powered mechs. These mechs are
levers are given a little leeway at their base, paint the flag or a coat of arms on its arm durable and rugged, but labor-intensive and
the bar can be used to control both levers or torso. Military insignia are commonly vulnerable to mechanical mishap.
at once. The pilot simply grasps the bar in painted on, as well as personal insignias as Man-powered mechs are primitive con-
one hand and then shifts the strength of his the pilot prefers. structs that mimic the mechs physical shape
hand to move one lever or the other. Pushing Finally, certain flags are universal. A sky- and abilities using a more antique engine
forward on the center of the bar brings both blue flag means a merchant or trader. Mech human labor. The typical man-powered
levers forward; pulling back does the same traders use these flags to find customers in mech requires dozens or hundreds of slaves
thing. Its similar to pushing a bicycle with territories that would be hostile to anyone toiling ceaselessly to keep it running. Orcs
one hand on the handlebars. else. Mechs with such flags are still subject are the only race to use man-powered mechs
71
CHPT.
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extensively. These mechs are slow, cumber-


some, and vulnerable to slave revolts. TABLE 2-1: COMPARISON OF MECH POWER SOURCES
Clockwork mechs are in many respects HD Str Dex Ref Fort Speed Crew Needs Maneuverability
similar to steam- or man-powered mechs, Steam-powered High High Low Low High Avg. Avg. Avg.
but their precision craftsmanship and Man-powered Avg. Low Low Low Avg. Low High Low
extraordinary construction set them apart. Clockwork High High High High Low High Low High
Clockwork mechs are powered by springs, Animated Low Low High High Avg. High Low High
pendulums, and other such mechanisms. Undead Avg. Avg. Avg. Avg. High Low Very low Low
What makes them special is the exacti-
tude of their design. A clockwork mech
is periodically wound like a clock. For reports of undead mechs. Little is known More important is the mechs hardness, which
several days thereafter, all the power it about them. is a function of its size and material type.
needs comes from the unwinding of its The various power sources have differ- Hardness: A mech built of iron is more


mechanisms. Every single component ent strengths and weaknesses. Table 2-1 durable than a mech built of stone. This
of the mech is connected in an elegant, sums them up. is reflected in the mechs hardness score.
complex symphony of brass and steel. The Similarly, a Colossal size mech has a denser
winding process requires extreme force superstructure than a Large mech. It also
generally it entails turning a massive PROFILE has more open space, meaning a successful
spring running the height of the mech penetration is less likely to hit something
and the clockwork mech incorporates
steam or manpower once every few days to
wind itself. Outside of this refueling pro-
A mechs stats are defined in the tradi-
tional monster format. They have hit
dice, attacks, damage, and ability scores,
important. All of this is reflected in the
mechs hardness rating.
Critical Thresholds: A heavily damaged
cess, however, it runs on its own power. just like any construct. A few new terms mech may suffer system failures long before
Clockwork mechs are extremely powerful apply to mechs, however, and a few old terms it is completely destroyed. Mechs have what
and extremely rare, having been seen only are defined differently, as follows. are known as critical thresholds. These are
in the hands of high-level gearwrights. It is Hit Dice: All mechs use d10 for hit dice, and divisions of their hit points. At each new
rumored that the Master Repository holds they always receive 5.5 hit points per hit die. threshold, the mech is more likely to suf-
even more advanced designs. Speed: Mech speed is listed in tactical fer critical hits. Critical hits cause not only
Animated mechs are like massive, hol- terms, as with normal monsters. Large mechs additional damage, but also specific system
low golems. Rather than be granted lim- can move great distances quickly due to their failures (such as a loss of power to the right
ited intelligence, as traditional golems massive strides, but in general mechs are not arm, or clogged gun ports).
are, they are endowed solely with a capable of high-speed movement. Each mech has four critical thresh-
rudimentary kinesthetic sense that lets Tactical speed converts to overland speed olds: green, yellow, orange, and red. A
them move their bodies in response to at the following rates: mechs entry will include break points, as
their commanders wills. Only the elves Tactical Speed Overland Speed a percentage of total hit points, for these
wield such mechs, which are magically 30 ft. 3 mph critical thresholds. For example, Green,
constructed. These mechs are by far the 40 ft. 5 mph Yellow 50%, Orange 25%, Red 10% means a
fastest and most agile, and their magical 50 ft. 6 mph mech crosses the threshold to yellow when
arsenals are deadly. But they have one fatal 60 ft. 7 mph reduced to 50% of its starting hit points,
weakness, which the dwarves are learning 70 ft. 8 mph orange at 25% of its total, and red at 10% of
to exploit expertly: The concerted use 80 ft. 9 mph its total.
of dispel magic spells can render animated 100 ft. 11 mph The effects of hits at the various criti-
mechs inoperable. 120 ft. 14 mph cal thresholds is described in more detail
Undead mechs are a rarity. Known only 140 ft. 16 mph on page 91. Note that all critical damage
through anecdotal evidence, they are 160 ft. 18 mph ignores the mechs hardness, since it takes
rumored to be the reanimated, recon- 180 ft. 20 mph place inside the mechs shell.
structed remnants of dragon skeletons. 200 ft. 23 mph Attacks: A mechs attacks depend on
Who would reassemble a dragon into a 220 ft. 25 mph its crew. This is described in more detail
mechlike creature is unknown. Neverthe- AC: Armor Class isnt relevant in most mech in the combat section (see page 86).
less, explorers of Highpoints less-traveled combat. Each mech has an armor class, but due For now, keep in mind that even though
regions continue to bring back disturbing to their size they are often painfully easy to hit. a mech may have many attacks listed, it
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needs the relevant crew members to be


alive and functioning in order to make TABLE 2-2: TYPICAL MECH TRAITS BY SIZE
those attacks. Size PU Height Size Mod. Hardness Firing Ports Unarmed Dmg.
Space/Reach: The height of a mech is Large 3 10 ft. 1 +0 100% 1d6
determined by its size, as indicated on Table Huge 5 15 ft. 2 +0 100% 1d8
2-2. The height may vary by up to 10% of the Gargantuan 10 25 ft. 4 +0 100% 1d10
indicated measurement with no change in Colossal 16 35 ft. 8 +1 80% 1d12
statistics. The face of a mech is generally Colossal II 32 50 ft. 8 +2 65% 3d6
equal to 1/2 its height, rounded down. The Colossal III 64 75 ft. 8 +4 55% 2d12
reach is 1/2 the mechs height. Again, the Colossal IV 128 110 ft. 8 +6 40% 5d6
exact dimensions may vary based on the Colossal V 256 165 ft. 8 +8 30% 3d12
mech. City-mech A 512 240 ft. 8 +10 20% 7d6
Saves: Mechs have Fortitude and Reflex City-mech B 1,028 360 ft. 8 +12 18% 4d12
saves. They do not have Willpower saves. City-mech C 2,056 540 ft. 8 +14 16% 9d6
A mechs base Reflex save (which is almost City-mech D 4,112 810 ft. 8 +16 14% 5d12
always negative) is not inclusive of Dexterity City-mech E 8,224 1,200 ft. 8 +18 12% 11d6
modifiers. City-mech F 16,448 1,800 ft. 8 +20 10% 6d12
Ability Scores: Mechs have Strength and
Dexterity scores. Both are contingent on the
mechs size and power source. Some mechs Aristocrats, mech jockeys, senior engineers, necromancer to control it. A mechs profile
may be clumsy but powerful, while others are and high-ranking military officers generally will indicate its crew requirements.
agile but weak. have 3 or more PU for living space. Firing Ports: In a small mech, all the
As with all constructs, mechs lack a Payload requirements for common passengers are near the edges and can fire
Constitution score. Mechs do not have spaces (kitchens, marketplaces, mess halls, ranged weapons through firing ports. The
Intelligence, Charisma, or Wisdom scores. recreational areas, etc.), are assumed to be larger a mech becomes, the lower the pro-
The mechs themselves are never subject to included in the normal living space as an portion of its passengers that is near the
effects or checks concerning these stats; averaged figure. This is an abstraction, but edge and has access to firing ports. The firing
such effects or checks instead affect their it makes the mech-design process simple and ports entry is determined by a mechs size. It
pilots and crews. fast. (Its certainly a lot easier than calculat- indicates what percentage of the mechs
Payload Units (PU): This new term ing kitchen and marketplace requirements total payload units are next to firing ports.
describes how many people and weapons for a city of 3,000 residents ) Remember to add vertical height into the
a mech can support in addition to its Payload requirements for weapons gen- range determinations for shots fired from
basic superstructure, armor, and engines. erally include space for ammunition and high up on large mechs.
One Medium creature or weapon takes reloading, unless noted otherwise. Power Source: As described above. A


up one payload unit, a Large creature or The mech itself occupies a space equal mechs entry includes a definition of the
weapon takes up two payload units, a Huge to twice its payload units. For example, a power source that runs it.
creature or weapon takes up four payload Huge mech stored on board a city-mech
units, and the progression doubles at each would occupy 8 PU.
increment thereafter. Payload units can also be used for transport- SIZE
Living space (for city-mechs) requires addi- ing raw materials. In general, 1 PU is sufficient
tional payload units. The absolute minimum is
living space equal to the creatures PU (e.g.,
a Medium creature would require 1 PU for
to carry a volume measuring roughly 6x6x6 feet
(216 cubic feet), or a weight of 1,000 pounds.
Crew: Different kinds of mechs require
A mech is constructed by determining
its size and type, customizing various
components, and adding weapons. Con-
workspace and 1 PU for living space). This is different kinds of crews. Man-powered mechs struction will be described in more detail
slavelike housing just enough room to lie are extremely labor intensive, since the entire later, along with information on pricing.
down beside a workstation. Normal mech liv- mech runs by manpower. Steam-powered For now, lets look at the various compo-
ing conditions require double the creatures mechs also need a lot of hands on board to nents of a mechs profile.
PU (e.g., a Medium creature requires 1 PU keep the fires stoked and maintain machinery. The first consideration in a mechs pro-
for workspace and 2 PU for living space). This Animated mechs require substantially less file is its size. This determines the range
is still quite cramped but at least includes crew (mostly just gunners and tactical staff), of its payload and height. The type when
enough room for a bed and a few possessions. while an undead mech requires only a single combined with the size then determines the
73
CHPT.
#
2

range for the rest of the attributes. A mech


can exceed its normal size/type range, but TABLE 2-3: MECH MANEUVERABILITY CLASSES
this raises the cost. Perfect Good Average Poor Clumsy
The size modifier applies to the mechs Reverse Free 10 ft. No No No
AC and melee attack bonuses. Turn Any 90/20 ft. 45/20 ft. 45/20 ft. 45/40 ft.
Each individual mech type has its own Turn in Place Any +90/20 ft. +45/20 ft. No No
profile based on its size, as follows. These Maximum Turn Any Any 90 45 45
profiles include critical hit tables for each Trip Checks +4 +0 +0 4 8


mech type. These critical hit tables will be Climb Yes 4 No No No
explained in more detail later. Jump Yes 4 8 No No
Clearance 3/4 height 1/2 height 1/2 height 1/4 height 1/4 height

F
MANEUVERABILITY

or the purpose of simplicity, a mechs


maneuverability is linked to its size and
power source. More flexible mechs can be
built but they are more expensive.
The base maneuverability classes by mech
size are as follows:
Reverse: Mechs of perfect maneuverabil-
ity can switch between forward and reverse
movement at no penalty. At good class, the
mech must expend 10 ft. of movement to
switch to reverse. Mechs of average or worse
maneuverability cannot move in reverse.
Turn: The amount of forward movement

STEAM-POWERED
MECHS
Size
Large
Huge
Maneuverability
Good
Good
the mech must make to turn. Mechs with
perfect maneuverability can wheel in place,
while others must move forward in order to
S team-powered mechs use massive steam
engines to power their actions. Based on
their size, steam-powered mechs have the
Gargantuan Average make a turn. following base profile.
Colossal Average Turn in Place: The amount of speed that Power Source: Steam.
Colossal II Average the mech can spend to turn in place. Mechs Physical Appearance: Steam-powered
Colossal III Poor of poor or clumsy maneuverability cannot mechs are large and loud. Their engines gen-
Colossal IV Poor turn in place; they must move forward in erate tremendous noise and heat. All steam-
Colossal V Poor order to turn. powered mechs are dotted with chimneys
City-mech A Clumsy Maximum Turn: The maximum amount and smokestacks that constantly produce
City-mech B Clumsy that a mech can turn in one round. steam and smoke.
City-mech C Clumsy Trip Checks: The modifier to the mechs Critical Thresholds: Green, Yellow 50%,
City-mech D Clumsy trip checks. The less maneuverable a mech is, Orange 25%, Red 10%.
City-mech E Clumsy the less balanced it is, and thus easier to trip. Crew: 25% of a steam-powered mechs
City-mech F Clumsy Climb: Well balanced mechs can climb PU must be crew. For smaller mechs this
Maneuverability is then modified by the cliff faces, castle walls, and other obstruc- includes a mech jockey and gunners. A mech
mechs construction type, as follows. No tions. This is made using the pilots Mech jockey with the Mechidextrous feat may be
mech can be worse than clumsy or better than Pilot skill, as described on page 88. Mechs able to take over the role of a gunner.
perfect when it comes to maneuverability. of perfect maneuverability can do so at no In larger mechs, crew includes a mech
Power Source Maneuverability penalty, mechs of good maneuverability have commander (high-level mech jockey),
Steam-powered No modifier a 4 penalty, and other mechs cannot climb. assistant pilots (low-level mech jockeys),
Man-powered 1 increment Jump: As with Climb, this describes a navigator, and one or more engineers, as
Clockwork +1 increment whether a mech can jump, and if so, what well as coalmen to stoke the fires. In city-
Animated +1 increment penalty is applied. Jumping is described on mechs, this includes laborers (who shovel
Undead 1 increment page 88. coal into furnaces, fabricate spare parts,
With regard to mechs, maneuverabil- Clearance: How high the mech can step, and clean engine rooms), a fleet of engi-
ity classes are defined as shown in Table as described on page 88. neers (for everything from major repairs
2-3. Note that mech maneuverability is even to routine maintenance), and all sorts of
more cumbersome than the typical flight support personnel.
maneuverability increments most mechs
are hardly graceful.
74
CHPT.
#
2

TABLE 2-4: STEAM-POWERED MECHS CRITICAL HITS


Roll by Threshold (d%) Critical Hit
Green Yellow Orange Red Result
0125 0110 Component damage. Attack causes extra critical damage but nothing more.
2640 1125 Pressure leak. Mech loses 2 Str and 2.5 ft. of speed each round until leak is repaired.
4155 2640 0115 Steam pipe damage. Mech is frozen in place for one round until back-up pipes take over. It loses its next action.
This applies to all onboard weapons and equipment powered by the main steam engine.
5675 4155 1625 Arm relay damage. Determine arm randomly. That arm is frozen in place until damage is repaired. Weapons on that arm cannot be used.
7695 5670 2635 One leg is damaged. Speed is halved; maneuverability drops by one category.
9698 7180 3645 0110 Gyroscope damage. Mech must make a Reflex save (DC 16) with every move or fall over. Mech suffers a 4 penalty to trip checks.
9900 8185 4665 1130 Boiler damage. Mech loses power for 1d4 rounds. It can take no actions during that time.
8695 6675 3150 Out of control. The pilots lose control. For the next 1d4 rounds, determine the mechs movement and attacks randomly.
9698 7685 5170 Secondary boiler explosion. A secondary boiler explodes, dealing an additional 3d6 points of damage to the mech.
Back-up boilers make up for the power loss.
9900 8695 7185 Steam leak. The entire mech is suddenly flooded with waves of scalding steam. All creatures on board have a 50% chance
of taking 1d3 points of steam damage each round. Reroll the 50% chance each round. This continues until the leak is repaired.
9698 8695 Controls damaged. The mechs control room is damaged. The mech cannot be controlled until the damage is repaired.
It cannot walk, use weapons, or do anything else.
9900 9600 Main boiler explosion. The mechs main boiler explodes. It suffers 10d6 points of damage. All creatures on board the mech
suffer 1d6 points of damage from flames and steam. The mech loses all power until the main boiler is repaired.
Continuing fires deal an additional 2d6 points of damage to the mech per round for the next 1d6+2 rounds.
75
CHPT.
#
2

Size
Large
Huge
Gargantuan
Colossal
Colossal II
Str
18
22
26
30
34
TABLE 2-5: STEAM-POWERED MECHS
Dex
10
10
8
8
6
Fort
+2
+2
+2
0
0
Ref
2
2
2
4
4
Speed
40 ft.
40 ft.
40 ft.
50 ft.
50 ft.
HD
6
12
24
48
96
C

CLOCKWORK MECHS
lockwork mechs use intricate, complex
mechanisms to transmit power from a
coiled spring to the rest of the mech. Based
Colossal III 38 6 0 4 60 ft. 144 on their size, clockwork mechs have the fol-
Colossal IV 42 4 0 4 60 ft. 192 lowing base profile.
Colossal V 46 4 0 4 80 ft. 240 Power Source: Clockwork apparatus.
City-mech A 50 2 2 8 100 ft. 336 Physical Appearance: Clockwork
City-mech B 54 2 2 8 120 ft. 432 mechs are the best designed of all the
City-mech C 58 0 2 8 140 ft. 528 mechanically-powered mechs. They are
City-mech D 62 0 2 8 160 ft. 624 smooth and sleek. They dont need as much
City-mech E 66 0 2 8 180 ft. 718 crew as other mechs, nor do they require
City-mech F 70 0 2 8 200 ft. 814 chimneys or slave quarters. Under normal


operation they produce no smoke or steam,
and their only audible output is a constant
low hum or ticking. Once per week, a clock-
work mech must activate its steam engine
to wind the central spring, and for this short
MAN-POWERED interval it belches smoke from a single cen-
tral chimney. The only drawback to clock-
MECHS work mechs is their fragility (expressed as
mech jockey and gunners must provide some a low Fort save) although they are well

M an-powered mechs use hordes


of toiling slaves to power their
actions. Based on their size, man-powered
of the mechs power themselves through
pedals or treadmills, in addition to the
slaves. Larger man-powered mechs include
constructed and difficult to damage, a well-
placed blow against the central spring can
disable the entire mech.
mechs have the following base profile. some additional senior-level staff (a mech Critical Thresholds: Green, Yellow 50%,
Power Source: Manpower. commander or navigator), but most of the Orange 25%, Red 10%.
Physical Appearance: Man-powered space is dedicated to slave labor.
mechs lack the smoke-belching chimneys
of steam mechs but they share the noise. TABLE 2-6: MAN-POWERED MECHS
In the case of man-powered mechs, the Size Str Dex Fort Ref Speed HD
noise is the rhythmic pounding of drums, Large *
the grunts and screams of the slaves, and Huge 14 10 0 2 30 ft. 10
the painful squealing of straining gears. Gargantuan 18 8 0 2 30 ft. 20
Critical Thresholds: Green, Yellow Colossal 22 8 2 4 40 ft. 40
60%, Orange 35%, Red 20%. Colossal II 26 6 2 4 40 ft. 80
Crew: 50% of a man-powered mechs PU Colossal III 30 6 2 4 50 ft. 120
must be laborers. These crew members can Colossal IV 34 4 2 4 50 ft. 160
do nothing but work to provide power; they Colossal V 38 4 2 4 70 ft. 200
cannot pilot, navigate, fire weapons, or do City-mech A 42 2 4 8 80 ft. 280
anything else. The balance of necessary City-mech B 46 2 4 8 100 ft. 340
crew (pilots, gunners, and commanders, City-mech C 50 0 4 8 120 ft. 420
as dictated by the mechs design and the City-mech D 54 0 4 8 140 ft. 500
crews capabilities) must come from the City-mech E 58 0 4 8 160 ft. 580
remaining PU. Obviously, this means most City-mech F 62 0 4 8 180 ft. 660
man-powered mechs use more than 50% of
their PU for crew. In smaller mechs, the *The smallest operable man-powered mech is of size Huge. Smaller models dont have space for the necessary laborers.
76
CHPT.
#
2

TABLE 2-7: MAN-POWERED MECHS CRITICAL HITS


Roll by Threshold (d%) Critical Hit
Green Yellow Orange Red Result
01-30 01-15 Component damage. Attack causes extra critical damage but nothing more.
31-40 16-25 Broken cogwheel. Mech loses 2 Str and 2.5 ft. of speed each round until cogwheel is repaired.
41-60 26-35 01-10 Impact in rowing pits. The laborers are knocked out of their seats by the impact. Mech is frozen in place until they can get
reorganized and start rowing again. It loses power and cannot take any actions for the next 1d3 rounds.
61-75 36-45 11-20 Hull breach. The attack goes clear through the hull and impacts in the rowing pits. The mech itself does not take damage, but the
damage is instead divided between 1d6 randomly determined laborers. Deduct for hardness as usual.
76-85 46-60 21-30 Arm relay damage. Determine arm randomly. That arm is frozen in place until damage is repaired. Weapons on that arm cannot be used.
86-95 61-75 31-40 Leg relay damage. Determine leg randomly. That leg is frozen in place until damage is repaired. Weapons on that leg cannot be used.
Mech cannot walk and suffers a 4 penalty to trip checks.
96-98 76-80 41-50 01-15 Gyroscope damage. Mech must make a Reflex save (DC 16) with every move or fall over. Suffers a 4 penalty to trip checks.
99-100 81-85 51-75 16-35 Main cogwheel damage. Mech loses power for 1d4 rounds. It can take no actions during that time.
86-90 76-85 36-45 Out of control. The pilots lose control. For the next 1d4 rounds, determine the mechs movement and attacks randomly.
91-95 86-90 46-60 Powertrain misaligned. The power output of the laborers is halved. Halve the mechs Strength, Dexterity, and speed until the damage is fixed.
96-98 91-95 61-80 Controls damaged. The mechs control room is damaged. The mech cannot be controlled until the damage is repaired.
It cannot walk, use weapons, or do anything else.
99-100 96-98 81-90 Powertrain destroyed. No matter how hard the laborers work, their manpower isnt properly distributed throughout the mechs gears.
The mech is completely immobilized until repaired. Repairs take five times the normal amount of time.
99-100 91-100 Gear scaffolding destroyed. The scaffolding that supports the huge cogwheels that transfer power throughout the mech collapses.
Gears come crashing down in all directions. This causes 6d6 points of damage to the mech and another 1d6+3 points of damage
each to 2d10 randomly determined crew members. Repairs take ten times the normal amount of time.
77
CHPT.
#
2

TABLE 2-8: CLOCKWORK MECHS CRITICAL HITS


Roll by Threshold (d%) Critical Hit
Green Yellow Orange Red Result
01-50 01-25 Component damage. Attack causes extra critical damage but nothing more.
51-60 26-35 01-10 Broken gears. The mech loses 8 Str until repaired.
61-70 36-45 11-20 Broken gears. The mech loses 4 Dex and 10 ft. of speed until repaired.
71-80 46-55 21-30 01-10 Erratic spring uncoiling. Mech suffers a 4 penalty to all attacks for 1d4 rounds. Additionally, on any movement action during this
period, the mech ends up moving 2d20-20 feet further (or short, depending on the die roll) than where it tried to move.
81-90 56-65 31-40 11-20 Arm relay damage. Determine arm randomly. That arm is frozen in place until damage is repaired. Weapons on that arm cannot be used.
91-100 66-75 41-50 21-30 Leg relay damage. Determine leg randomly. That leg is frozen in place until damage is repaired. Weapons on that leg cannot be used.
Mech cannot walk and suffers a 4 penalty to trip checks.
76-80 51-55 31-40 Regulator damage; massive spring unwinding. The mechs regulator is broken, and the central spring unwinds in a single massive burst of power.
The mech is affected as if by a haste spell for 1d4 rounds. Thereafter it loses all power until the damage is repaired and the central spring re-wound.
81-85 56-60 41-50 Jammed gears. Mech is frozen in place and cannot take any actions for 1d4 rounds.
86-100 61-75 51-70 Gyroscope damage. Mech must make a Reflex save (DC 16) with every move or fall over. Suffers a 4 penalty to trip checks.
76-90 71-80 Damage to central spring. The pilots lose control. For the next 1d4 rounds, determine the mechs movement and attacks randomly.
91-95 81-90 Gear explosion. Shards of sharp metal gears go flying throughout the mechs interior. 2d6 randomly determined occupants
take 1d4+1 points of damage.
96-100 91-100 Central spring severed. Mech loses all power and is completely frozen until damage is repaired. Repairing damage takes ten times normal time.
78
CHPT.
#
2

They have no central engines or motors, as


TABLE 2-9: CLOCKWORK MECHS the magic that powers them courses equally
Size Str Dex Fort Ref Speed HD throughout their entire bodies. They are


Large 18 18 2 +2 50 ft. 6 immune to critical hits.
Huge 22 18 2 +2 50 ft. 12
Gargantuan 26 16 2 +2 50 ft. 24
Colossal 30 16 4 0 60 ft. 48
Colossal II 34 14 4 0 60 ft. 96
Colossal III 38 14 4 0 70 ft. 144 UNDEAD MECHS
Colossal IV 42 12 4 0 80 ft. 192
Colossal V
City-mech A
City-mech B
46
50
54
12
10
10
4
8
8
0
2
2
100 ft.
120 ft.
140 ft.
240
336
432
U ndead mechs are the combined,
reanimated remains of several enor-
mous creatures. They are grotesque, ugly
City-mech C 58 8 8 2 160 ft. 528 combinations of dismembered body parts,
City-mech D 62 8 8 2 180 ft. 624 bones, ligaments, and partially reanimated
City-mech E 66 6 8 2 200 ft. 718 zombies. Unlike other undead creatures,
City-mech F 70 6 8 2 220 ft. 814 they are designed as vehicles. They have
hollow spaces within them. In one such
space, a necromancer controls every
Crew: 10% of a clockwork mechs PU less like trees, incorporating mithral or action of the mech, while in other areas,
must be dedicated to crew, with a minimum adamantine. hordes of zombies, skeletons, and other
of 1. Smaller mechs have only a pilot and Critical Thresholds: Not subject to undead are haphazardly piled together,
one or two gunners. Larger mechs need critical hits. awaiting the command for the mech to
engineers to keep the clockwork apparatus Crew: 10% of an animated mechs PU must disgorge them. Undead mechs are a recent


oiled and functioning. be dedicated to crew, with a minimum of 1. phenomenon, having appeared only since
Smaller mechs have only a pilot and one or the skeletons of lunar dragons began dot-
two gunners. Larger mechs need navigators, ting the continent. No one knows what
a mech commander, assistant pilots, and twisted necromancer took the dwarves
repairmen. mechanical innovation and turned it into
ANIMATED MECHS this debased parody.
Animated Mechs Critical Hits Based on their size, undead mechs have

A nimated mechs are powered by magic,


not machinery. They are essentially
enormous, hollow golems that have been
Similar to traditional constructs, animated
mechs are not susceptible to critical hits.
the following base profile.
Power Source: Necromantic reanimation.

endowed with physical mobility and the TABLE 2-10: ANIMATED MECHS
capacity to obey instructions, but no intel- Size Str Dex Fort Ref Speed HD
ligence or decision-making ability. Based on Large 10 18 0 +2 50 ft. 4
their size, animated mechs have the follow- Huge 14 18 0 +2 50 ft. 8
ing base profile. Gargantuan 18 16 0 +2 50 ft. 16
Power Source: Magical enchantment. Colossal 22 16 2 0 60 ft. 32
Physical Appearance: In theory, ani- Colossal II 26 14 2 0 60 ft. 64
mated mechs could vary dramatically in Colossal III 30 14 2 0 70 ft. 96
appearance. Any material can be enchanted, Colossal IV 34 12 2 0 80 ft. 128
so any variety of golem could be transformed Colossal V 38 12 2 0 100 ft. 160
into a mech. In practice, only the elves have City-mech A 42 10 4 2 120 ft. 224
experimented with animated mechs, and City-mech B 46 10 4 2 140 ft. 288
they have focused on animating wood. The City-mech C 50 8 4 2 160 ft. 352
larger elven mechs could easily be mistaken City-mech D 54 8 4 2 180 ft. 416
for treants, though the proportions are more City-mech E 58 6 4 2 200 ft. 580
humanoid and the mechs generally sport City-mech F 62 6 4 2 220 ft. 644
obvious weapons. Smaller elven mechs look
79
CHPT.
#
2

Crew: An undead mech requires only one


TABLE 2-11: UNDEAD MECHS crew member: the controlling necromancer.
Size Str Dex Fort Ref Speed HD He can direct the mech as if it were an exten-
Large 14 14 +2 0 30 ft. 5 sion of himself. Repairs, extra weaponry, and
Huge 18 14 +2 0 30 ft. 10 other such things may require additional
Gargantuan 22 12 +2 0 30 ft. 20 crew, but they are entirely optional.
Colossal 26 12 0 2 40 ft. 40
Colossal II 30 10 0 2 40 ft. 80 Undead Mechs Critical Hits
Colossal III 34 10 0 2 50 ft. 120 Similar to traditional undead, undead mechs
Colossal IV 38 8 0 2 50 ft. 160 are not susceptible to critical hits. They have
Colossal V 42 8 0 2 70 ft. 200 no central engines or motors, as the nec-
City-mech A 46 6 2 4 80 ft. 280 romantic energy that powers them courses


City-mech B 50 6 2 4 100 ft. 340 equally throughout their entire bodies. They
City-mech C 54 4 2 4 120 ft. 420 are immune to critical hits.
City-mech D 58 4 2 4 140 ft. 500
City-mech E 62 2 2 4 160 ft. 580
City-mech F 66 2 2 4 180 ft. 660 ARMOR

Physical Appearance: From a dis-


tance, undead mechs resemble titanic
magically sutured and assembled into a
cohesive whole.
A mech can be fitted with any kind of
armor, though construction costs rise
with better armor. Given the armor density
zombies. Up close, it is evident that they Undead mechs are utterly silent, but they and the size of the mech, the armored plates
are mostly hollow, with the empty spaces reek of death. They can be smelled long are invariably larger than the impact area of
filled with other, independent undead. before they are seen. almost any weapon, so the important part
The mechs body is composed of the Critical Thresholds: Not subject to is the material, not the arrangement (e.g.,
reanimated body parts of other creatures, critical hits. banded, scaled, etc.).
80 2
CHPT.
#

Mechs have armor classes based on primarily dictated by the laws of physics. As a
their size. Because they are generally rule of thumb, a mech cannot have any attri-
large and clumsy, their armor is not bute greater or lesser than a mech one size
handled with armor class but instead class larger or smaller. For example, a normal
with a hardness rating. After all, Colossal clockwork mech has a Strength of 30.
hitting a mech is like hitting the A variant couldnt have a Strength smaller than
broad side of a barn. Combat 26 (Gargantuan) or greater than 34 (Colossal
isnt about hitting the mech; II). The reason is simple: A Colossal clock-
its about piercing it. Armor work mech cant support its own weight with
class is still calculated for a Strength lower than 26, and cant generate
purposes of attacks, but it is a Strength of greater than 34 without adding
based solely on size. additional machinery that will increase its size
Typical armors have hard- past Colossal. The same basic concept applies
ness ratings as follows. Special to all of a mechs attributes.
armors such as crystal, dia- Almost all aspects of a mech may be
mond, and enchanted ivy are improved, including payload units and criti-
reputed to exist, especially in cal threshold. the only aspects that cant be
the Master Repository, but no changed are hardness (which is always a
modern coglayer has constructed function of materials and size), firing ports
a mech with such materials. Remem- (which is a function of physical propor-
ber that the mechs size determines a tions), and crew (which is always dependent
hardness modifier that is added to the hard- on the power source).
ness for its armor. The main considerations in improving
A mech with a mix of armor for example, a mechs profile are cost and difficulty, as
75% iron and 25% mithral uses the weighted described below.
average of its armor types. In this case, its hard-
ness would be 11 (0.75 x 10 plus 0.25 x 15). Specialized
Material Hardness Traits and Payloads
Flesh* 1 Armor Plating: A mech can be equipped
Clay 3 with extra-thick armor plates that make
Wood 5 it more difficult to damage. This can only
Bone 6 be added to mechs with metal armor. Such
Stone 8 mechs have their hardness increased by +2,
Iron 10 but their speed drops by 10 ft. up to size
Steel 12 City-Mech A, and by 20 ft. above that. This
Mithral 15 increases the mechs base cost by 20%.
Adamantine 20 Combat Spikes: Mechs can be adorned
*Available only on undead mechs. with metal spikes, razor edges, barbs, and
other weapons to make them more danger-
Improvements ous in unarmed combat. Mechs equipped
beyond the Base Profile with combat spikes deal an extra 1d6 points
The standard profiles given above are for of damage in unarmed combat. This raises
a typical mech. Of course, no such thing the mechs base price by 10%.
exists. Every mech is individually hand-built. Extra Weapon Mounts: A small combat
Highpoint has no assembly lines, only master mech often has extra weapon mounts on
craftsmen. Even when two dwarven coglayers the mechs shoulders, back, or head. These
work from the same design, they will produce give the mech greater versatility in combat,
very different mechs, each customized to the though the limited crew may not be able to
tastes of its builder. use all the weapons in the same round. A
Any mech may vary from the standard mechs extra weapon mounts may not exceed
profiles described above. Some limits exist, 50% of its base PU. Extra weapon mounts add
81
CHPT.
#
2

PU in increments of 2 at a cost of +10% of the already do this on a routine basis. Their mechs Steam Powers: Coglayers can and do
mechs base cost per PU. use fireball wands as weapons and are usually incorporate their steam powers into the
Fast Legs: Some mechs deliver extra power enchanted with some sort of protection spells. mechs they build. For most coglayers, the
to the legs so theyll move faster. The fast legs When considering spell effects on mechs, task of building a mech is itself difficult
trait adds 10 ft. to speed for mechs below Colos- keep in mind the mechs size. Casting protec- enough, but gearwrights and higher-level
sal size and 20 ft. for mechs of Colossal size or tion from elements on a city-mech isnt going to coglayers are familiar enough with the pro-
larger. This stacks with the Speed Demon feat. work. Spells that affect a creature cannot cess to build in steam powers.
It raises the mechs base cost by 5%. affect a creature greater in size than twice It is perfectly acceptable to combine
Gearwright Maintenance: Mechs main- the casters size. For example, a human wizard steam powers with a mech. You could have
tained to the high standards of the Gear- casting protection from elements could affect a a mech weapon fitted with an animator and
wrights Guild are less liable to suffer critical Large mech, but thats it. In order to affect a discriminator, or even a mech that has an
hits. Their critical thresholds are reduced by Huge mech, he would have to cast protection autopilot of sorts controlled by an automa-
5% at each threshold. This requires extra- from elements twice. (Partial protection is no tor and other devices.
careful building and constant maintenance. protection at all.) The number of castings Remember the mechs size. Fitting steam
It raises the base cost of the mech by 20% and doubles at each additional increment. For powers to large weapons or objects may
requires an additional 1% of the cost to be example, protecting a Colossal mech from require stacking them to reach the right
spent each year in extra maintenance costs. the elements requires eight castings of the dimensions. Refer to the individual steam
Hangars and Mech Fleets: A large mech spell. Those castings must be made consecu- power descriptions.
can hold smaller mechs. These smaller mechs tively (or simultaneously by different wizards) Steam powers can be applied only to steam-
can be used as escape vessels, smaller battle and declared as combinatory up front, by powered and clockwork mechs. Clockwork
craft, or a fleet of assault mechs. The specifics spellcasters who have the Combine Spell mechs with steam powers are assumed to
are up to you when you describe the mech. metamagic feat. When the spells are com- have the powers customized to fit the clock-
A mech stored on board another mech bined they have the effect of only one such work apparatus. They thus cant be applied to
occupies a space equal to twice its payload spell, but on a very large target. normal steam devices without being rebuilt.
units. For example, a Huge mech stored on Secure Crew Quarters: Mechs may be built Man-powered, animated, and undead mechs
board a city-mech would occupy 8 PU. with secure quarters for crew (and passengers, cannot incorporate steam powers.
Simply storing smaller mechs is only half if the mech has them). This means raiders must Other Specialized Payloads: Most
the problem; a bigger concern is getting get through a solid iron door to get to the crew. creatures and objects in the d20 rules system
them into battle. See page 89 for informa- The door has hardness 10, 60 hp, and a break include a size descriptor. Generally this can
tion on deploying smaller mechs from large DC of 28. The door can be locked but only from be used as a guideline for the PU of includ-
mechs while in motion. Installing hangars the inside; the outside has no keyhole or lock- ing specialized payloads. If the payload has


raises the mechs base cost by 5%. ing apparatus. Secure crew quarters cost 1 PU unusual dimensions or weight, the PU may
Heavy Payload: Mechs can be con- and 500 gp for the door apparatus, plus 1 extra need to be increased.
structed to bear extra weight. A mech with PU and another 100 gp for each Medium crew
the heavy payload trait can carry up to twice member to be secured. It is possible to secure
its normal payload units provided they are some crew members and not others. It is also CONSTRUCTION AND
in the form of cargo rather than weapons possible to nest multiple layers of secure crew PRICING GUIDELINES
or passengers. This represents extra-heavy quarters by paying an extra PU for the extra
suspension systems capable of supporting
unusual amounts of weight, though space is
still just as limited. A heavy payload raises
door and an additional 1 PU for each double-
protected crew member.
Steady Feet: Some mechs are specially
T he first consideration in building a
mech is that the designer must meet the
design prerequisites. The base prerequisite
the mechs base cost by 50%. Heavy payload designed for trampling and tripping. They is the feat Craft Magical Mech (for animated
can be stacked with extra weapon mounts, are steady on their feet and hard to dislodge. and undead mechs) or Craft Powered Mech
potentially increasing PU by 150%. Mechs with steady feet receive a +4 bonus (for mechs powered by steam, manpower,
Linked Weapons: Weapons with similar to all trip checks. Additionally, their safe or clockwork apparati). Each of these feats
functions may be linked. This allows them trample size is increased by one increment entails certain prerequisites as well.
both to be fired at the same time with the (see page 95 for more information on tram- The designer is not the only person
same crew. Linked weapons must always be pling). For example, a Gargantuan mech with involved in the mechs construction, of
aimed at the same target. steady feet could safely trample creatures up course. Dozens, hundreds, or thousands of
Magical Effects: Mechs can be magically to Medium rather than Small. This raises the laborers will be necessary to help build it.
enchanted just as any other object. The elves mechs base cost by +15%. Success in designing a mech is deter-
82 2
CHPT.
#

mined by a Craft (mechcraft) check. A


designer does not know whether his design TABLE 2-12: LABOR CONTRIBUTION
will function properly until after all gold and Laborer Skill Level Daily Wage Daily Man-hours Qualifications
labor time have been expended to build the Average 1 sp 8 Any able-bodied laborer
mech (more on this below). Above-average 1 gp 10 5+ ranks in Profession (engineer) or similar skill
Skilled 2 gp 12 10+ ranks
Planning Time Expert 3 gp 14 15+ ranks
The first step is planning the mech concep- Zombie/skeleton* 12 Any mindless undead
tualizing, determining material requirements, Construct** 30 Any mindless construct
drawing blueprints, and so forth. The amount Overseer (see below) 3 sp/10 men Special Leadership score 3+
of planning time required, in days, is twice the
mechs Craft (mechcraft) check DC (detailed *Zombies, skeletons, and other mindless undead are frequently employed in the construction of necromantic mechs. They aver-
below), reduced by the designers ranks in age half the productivity of average laborers, but can literally work 24 hours a day.
Craft (mechcraft). This time occupies the **This includes golems or other creatures ordered to help construct a mech. Generally they can perform only simple tasks, but
designer and only the designer. they can do them quite effectively and for nearly endless periods of time. No more than 25% of a mechs building tasks can be
Planning time is required for each kind performed by constructs; the rest requires detailed decision-making or fine dexterity that they cant handle. The above figure
of mech that a particular engineer wants assumes they are working 24 hours a day on their mindless tasks.
to build, but is required only once for each
mech. Thus, if an engineer were to create 25%. For example, a group of twenty laborers This small number of experts may still be
three mechs with identical specs, he would needs two overseers. If they lacked both, enough to build small mechs in reasonable
only have to invest the planning time once. overall productivity would drop by 25%. If time periods, though.
If another engineer were to make the exact they lacked only one, productivity of half the
same mech, that other engineer would also group would drop by 25%. Base Requirements
have to invest the planning time (which he It is assumed that at least one overseer can be The base labor and materials costs for con-
would spend studying the blueprints, under- found in any normal population for any group of structing a mech, as well as the base DC
standing the engine, and so on). ten men that can be found. In special circum- for a Craft (mechcraft) check, depend on
After planning time is over, the designer stances, however, this may not be the case. the mechs type and size, as shown in the
must remain present on the construction The overseers leadership score is based following tables.
site. He must be present for at least 8 hours on the usual formula: level plus Charisma To determine how many laborers are
of active construction every day. If any day modifier, plus any modifiers as explained in required to produce a mech in a given amount
passes where he is not present, the days the DMG. of time, divide the man-hour cost by the
labor is wasted. His time is filled overseeing Overworked Laborers: Laborers who daily man-hour contribution (generally 8, as
the construction, directing laborers, answer- are forced to work more hours eventually given above). Thats how many days of labor
ing questions, and preventing mistakes. become worn down and less productive. For are needed. Then divide by the number of
three times the usual wage, a laborer will laborers available to see how long it will take,
Labor Contribution work double-time, contributing double his or divide by the amount of time you have to
Labor requirements and construction time usual man-hours. For each day in the first determine how many laborers are needed to
for mechs is measured in man-hours. A fourteen days of overwork, the laborer must get a job done in a certain amount of time.
single average laborer can safely contribute make a Fortitude save (DC 10) or take 1 hp For example, lets say Duerok needed to
8 man-hours per day. Better laborers can con- of nonlethal damage. For each day from the produce a fleet of Huge mechs quickly. A Huge
tribute more labor but they often cost more. fifteenth day onward, the laborer automati- steam-powered mech requires 960 man-hours.
Daily contribution by laborer type is shown cally takes 2 hp of nonlethal damage until he A single average laborer can build such a mech
on Table 2-12. collapses. As soon as a laborer takes half his in 120 days of labor (960 / 8 = 120). If Duerok
Overseers: For every ten laborers or hit points in nonlethal damage, his produc- needs to have a single Huge mech available
fraction thereof (excluding constructs tivity is cut in half (meaning hell now have to within 12 days, it needs to put 10 laborers to
and undead), an overseer is required. The work a double shift just to produce a normal work (960 / 8 / 12 = 10). If it needs five Huge
overseer doesnt contribute to the man- contribution). mechs within 12 days, it needs to have 50 labor-
hour total but is necessary to keep things Availability of Labor: Generally, no ers working ((960 x 5) / 8 / 12 = 50).
running smoothly. Without a full quota of more than 10% of a population centers labor On the other hand, lets say Duerok has a
overseers, each group of ten laborers who pool will be above-average or better in qual- long-term plan of building another city-mech of
lack an overseer has its productivity drop by ity. No more than 1% will be of expert status. size D. With a single average laborer, this takes
83
CHPT.
#
2

122,880 days of building (983,040 man-hours


divided by 8 for an average laborer). If Duerok TABLE 2-13: MECH TYPE: STEAM-POWERED
allocates 100 men to the project, they will com- Size Labor Cost (man-hours) Materials Cost (gp) Mechcraft DC
plete the city-mech in 1,229 days (122,880 / 100 Large 480 300 30
= 1,229), or a little less than three and a half Huge 960 600 33
years. 1,000 men could complete the project in Gargantuan 1,920 1,200 36
123 days (122,880 / 1,000 = 123). Colossal 3,840 2,400 39
Once you know the laborers skill levels Colossal II 7,680 4,800 42
and the number of days they will be working, Colossal III 15,360 9,600 45
you can compute the gp cost of labor per the Colossal IV 30,720 19,200 50
daily wage for each laborer type (given on Colossal V 61,440 38,400 55
Table 2-12). City-mech A 122,880 76,800 60
Materials costs are based primarily on use City-mech B 245,760 153,600 65
of iron. Wood and stone are also used, but City-mech C 491,520 307,200 70
the primary cost driver is iron. One pound City-mech D 983,040 614,400 75
of iron costs 1 sp, as detailed in the PHB. City-mech E 1,966,080 1,228,800 80
In general, the materials cost multiplied by City-mech F 3,932,160 2,457,600 85
10 indicates the number of pounds of iron
required to build the mech. For clockwork TABLE 2-14: MECH TYPE: MAN-POWERED
mechs, multiply by 9 pounds. Necromantic Size Labor Cost (man-hours) Materials Cost (gp) Mechcraft DC
mechs require no iron, just an awful lot of Large 240 150 24
corpses (see below). Huge 480 300 28
Materials costs are strictly materi- Gargantuan 960 600 32
als. They dont include labor or the cost Colossal 1,920 1,200 36
of acquiring the materials. Transporting Colossal II 3,840 2,400 41
1,536,000 pounds of iron to build a city- Colossal III 7,680 4,800 46
mech is going to cost quite a bit, even Colossal IV 15,360 9,600 51
if your build site is located right next to Colossal V 30,720 19,200 56
a mine. Material requirements for city- City-mech A 61,440 38,400 61
mechs might also be greater than a region City-mech B 122,880 76,800 66
can produce in a year, requiring waiting City-mech C 245,760 153,600 73
time to acquire the materials even if labor City-mech D 491,520 307,200 81
is available to build them faster. City-mech E 983,040 614,400 89
Once calculated, labor times sometimes City-mech F 1,966,080 1,228,800 99
seem high. Keep in mind that building a mech is
much more complicated than building a house. TABLE 2-15: MECH TYPE: ANIMATED
The mechanisms are intricate and detailed, and Size Labor Cost (man-hours) Materials Cost (gp) Mechcraft DC
most laborers have little to no experience in Large 480 300 26
constructing such designs. Furthermore, the Huge 960 600 30
mechs metal infrastructure must be smelted, Gargantuan 1,920 1,200 34
shaped, cooled, reheated, reshaped, and con- Colossal 3,840 2,400 38
tinually worked until it is in the right position. Colossal II 7,680 4,800 42
Warping wood can be just as time-consuming. Colossal III 15,360 9,600 46
In a world where workshops for performing Colossal IV 30,720 19,200 50
these tasks are still uncommon, it takes longer Colossal V 61,440 38,400 54
than one would expect. City-mech A 122,880 76,800 58
Steam-powered mechs are expensive and City-mech B 245,760 153,600 62
time-consuming. They are difficult to con- City-mech C 491,520 307,200 66
struct at any size. City-mech D 983,040 614,400 70
Man-powered mechs require half the City-mech E 1,966,080 1,228,800 74
materials and labor of steam-powered City-mech F 3,932,160 2,457,600 78
84 2
CHPT.
#

TABLE 2-16: MECH TYPE: CLOCKWORK Incremental Improvements


Size Labor Cost (man-hours) Materials Cost (gp) Mechcraft DC Few mechs have standard profile for their
Large 960 800 40 sizes. Most are slightly different in one
Huge 1,920 1,600 44 regard or another. If a mechs Str, Dex, Fort
Gargantuan 3,840 3,200 48 save, Ref save, speed, or HD is different
Colossal 7,680 6,400 52 from its size standard, use the following
Colossal II 15,360 12,800 54 steps to determine the added labor and
Colossal III 30,720 25,600 56 materials costs. Complete all steps for
Colossal IV 61,440 51,200 60 both labor and materials.
Colossal V 122,880 102,400 64 1. Divide the labor cost and materials cost
City-mech A 245,760 204,800 68 for the mechs size and type by 6. This is
City-mech B 491,520 409,600 72 the base incremental cost.
City-mech C 983,040 819,200 76 For example, a standard Gargantuan
City-mech D 1,966,080 1,638,400 80 clockwork mech has a Strength of 26. A
City-mech E 3,932,160 3,276,800 82 special model built by Habiddy Higger-
City-mech F 7,864,320 6,553,600 86 builder has a Strength of 29, which is closer
to that of a Colossal mech. For step 1, you
would divide the labor cost of a standard
mechs. They are relatively easy to build at DC, but they require precision fitting and Gargantuan clockwork mech (3,840) by
smaller sizes but become progressively more top-notch materials in order for the nec- 6, for a result of 640 man-hours.
difficult as the size increases. It takes an essary enchantments to take hold. Thus, 2. Find the difference between the mechs
expert engineer to design a city-mech that their labor and material costs are compa- standard attribute value and the value
can be powered by human labor. rable to steam-powered mechs. They also for the nonstandard mech. This is the
Clockwork mechs are much more labor- require certain magical components, as nonstandard difference.
intensive than other mechs. They require detailed later. Habiddy Higgerbuilders mech has
careful, detailed work. Moreover, they are Necromantic mechs require very little a Strength of 29 versus a standard
far more expensive, requiring higher qual- labor mostly just to arrange the corpses Strength of 26, for a difference of 3.
ity materials and more of them. All of these into the proper positions for reanimation 3. Find the difference between the mechs
factors together make them much more dif- and their materials are measured in Medium standard attribute value and the standard
ficult to build. corpses, not gold. The Mechcraft DC is also value for the next size increment. This is
Animated mechs are rather simple in rather low, but the spellcasting requirements the standard difference.
construction, resulting in a low Mechcraft (detailed later) are not. A standard Gargantuan clockwork
mech has a Strength of 26, while a
TABLE 2-17: MECH TYPE: UNDEAD standard Colossal clockwork mech has
Size Labor Cost (man-hours) Materials Cost (corpses) Mechcraft DC a Strength of 30, for a difference of 4.
Large 240 4 26 4. Divide the nonstandard difference by the stan-
Huge 480 8 30 dard difference to get a percentage value.
Gargantuan 960 16 34 3 divided by 4 is 75%.
Colossal 1,920 32 38 5. The extra cost is that percentage of the
Colossal II 3,840 64 42 base incremental cost (from step 1).
Colossal III 7,680 128 46 The cost is 75% of 640 man-hours, or
Colossal IV 15,360 256 50 480 extra man-hours. The same percent-
Colossal V 30,720 512 54 age applies to the extra gold cost.
City-mech A 61,440 1,024 58 The DC of building a mech with incre-
City-mech B 122,880 2,048 62 mental improvements is automatically the
City-mech C 245,760 4,096 66 average of the DCs for a standard mech
City-mech D 491,520 8,192 70 of that size and the standard mech of one
City-mech E 983,040 16,384 74 size larger. The DC for building a mech
City-mech F 1,966,080 32,768 78 with incremental deficiencies (e.g., lower
Strength than usual) is the same as the base
DC for that size.
85
CHPT.
#
2

Armor The sum of all of these variables is the City-mech A 9 days


Once a mechs basic chassis is built, the mechs final cost. City-mech B 10 days
armor costs are factored in. Applying armor City-mech C 11 days
is part of the basic labor requirements of a Animated Mechs City-mech D 12 days
mech, but it is not included in the materi- Animated mechs have additional require- City-mech E 13 days
als cost. Armor cost is fixed according to a ments. The creator must have the feat Craft City-mech F 14 days
mechs size, as shown on Table 2-18. Wondrous Item. If the animated mech will
incorporate any magical weapons (as is Finally, animated mechs are vulnerable to
Base Cost often the case), the designer must also dispel magic (see page 96). The elves learned
A mechs base cost is defined as the cost of have the relevant feats (Craft Wand, Craft this lesson the hard way after dwarven spell-
labor, materials, and armor. This becomes Magic Arms or Armor, or others as appro- casters were deployed on board Stenian
relevant when considering improvements to priate). Additionally, the spells geas/quest combat mechs. The dispel effect is tempo-
its profile or specialized traits. and polymorph any object must be cast. If the rary, but the window of vulnerability is often
mech is smaller than a city-mech, limited enough to lose a mech. Some creators now
Final Cost wish is also required; if city-mech sized or imbue their mechs with magical immunity,
The final cost for a mech is determined by larger, wish is required. similar to that of a golem. This is possible
adding labor cost, materials cost, and armor In addition to the construction time only with animated mechs and is a byproduct
cost. The cost of incremental improvements outlined above, animated mechs require of their creation rituals.
and weapons is then added to the total, as are additional time for magical rituals. Only the Granting an animated mech magic immu-
any specialized payloads. To all this is added creator can conduct these rituals. The time nity raises the cost by 30,000 gp, doubles the
a fixed cost, which covers workspace, tools, required varies according to the mechs size: length of the necessary rituals, and grants
scaffolding, magical components (where Mech Size Ritual Casting Time the following benefits:
appropriate), and other such things. The Large 1 day Magical Immunity (Ex): A mech with
fixed cost depends on the mechs type, as Huge 2 days this descriptor is immune to all spells, spell-
follows: Gargantuan 3 days like abilities, and supernatural effects.
Steam-powered 2,000 gp Colossal 4 days It is not possible to construct animated
Man-powered 750 gp Colossal II 5 days mechs with built-in spell abilities (such as
Clockwork 4,000 gp Colossal III 6 days protection from evil) and magical immunity.
Animated 20,000 gp Colossal IV 7 days Note that the magical immunity does not
Undead 10,000 gp Colossal V 8 days prevent the mech from using magic items
(such as a fireball wand) provided the item
TABLE 2-18: ARMOR COST BY MECH SIZE (IN GP) does not affect the mech.
Size Material* Flesh** Clay/Bone** Wood Stone Iron Steel
Large 0 5 10 20 40 50 Necromantic Mechs
Huge 0 10 20 40 80 100 Necromantic mechs have additional
Gargantuan 0 20 40 80 160 200 requirements. The creator must have the
Colossal 0 40 80 160 320 400 feat Craft Wondrous Item. If the necro-
Colossal II 0 80 160 320 640 800 mantic mech will incorporate any magical
Colossal III 0 160 320 640 1,280 1,600 weapons (as is often the case), the designer
Colossal IV 0 320 640 1,280 2,560 3,200 must also have the relevant feats (Craft
Colossal V 0 640 1,280 2,560 5,120 6,400 Wand, Craft Magic Arms or Armor, or oth-
City-mech A 0 1,280 2,560 5,120 10,240 12,800 ers as appropriate). Additionally, the spells
City-mech B 0 2,560 5,120 10,240 20,480 25,600 animate dead, animate objects, bane, geas/quest,
City-mech C 0 5,120 10,240 20,480 40,960 51,200 and resurrection must be cast.
City-mech D 0 10,240 20,480 40,960 81,920 102,400 In addition to the construction time out-
City-mech E 0 20,480 40,960 81,920 163,840 204,800 lined above, undead mechs require addition-
City-mech F 0 40,960 81,920 163,840 327,680 409,600 al time for magical rituals. Only the creator
can conduct these rituals. The time required
*Mithral and adamantine are not listed. Mechs are rarely built entirely of these materials. Mithral costs twenty times steel, varies according to the mechs size, as with
while adamantine costs fifty times steel. animated mechs.
**Flesh and bone armor are possible only on necromantic mechs.
86 2
CHPT.
#

Making the Mechcraft Check new trait, attribute change (such as making mechs, especially those that have performed
Once a mech has been constructed, and after the mech stronger), or special payload is well in battle. Mechs usually arent named
all labor has been completed and all gold calculated according to the standard pro- until after several encounters, at which point
spent, the creator makes a Craft (mechcraft) cess (given above). If an addition requires the mechs name will reveal itself in the
check. The check to determine whether the removing an existing trait or piece of equip- events of the combat.
mech is successfully built is made using the ment (such as a weapon occupying a certain In the end, your characters should be left
creators Craft (mechcraft) skill. This is slot), one third of the original labor cost for piloting mechs that are known far and wide


similar to an architect building a skyscraper that piece of equipment must be paid. (If as theirs and only theirs.
or a mechanic building a race car: although the original per-item equipment cost is not
dozens or hundreds of laborers are toiling known, the GM can decide that it is 5%, 10%,
under his direction, it is the characters plan- or more of the overall labor cost.) This cov-
ning and technical insight that ultimately ers removal costs. Then the cost of the new
determine whether the design is successful. piece is added. If necessary, a new Mechcraft MECH COMBAT
The laborers are assumed to be competent check is made, but usually minor changes
enough to follow his instructions thats
why the designer must be there every day,
and why he must employ overseers so no
dont require a check.
Only two changes simply cannot be made
to an existing mech, as follows.
M echs are extremely difficult to destroy.
Their hardness ratings sap the damage
of any attacks. Their immense sizes and corre-
modifier is needed for construction error. First, you cannot change an existing sponding high hit dice grant them practically
It all comes down to the designers skill in mechs size. This is determined by the basic inexhaustible reservoirs of hit points. Luckily,
crafting mechs. infrastructure, which cannot be altered destroying them isnt always the goal. They
If the check is made, the creators con- without rebuilding the entire mech. are extremely valuable to both sides of most
struction has been successful. Second, you cannot change an existing conflicts, so capturing enemy mechs is just
If this check is failed by 5 or less, the mech mechs power source, except to downgrade as important as destroying them. Tripping
is inoperable but can be repaired. The creator it to man-powered. The nature of the power and entangling mechs are important combat
can spend another 20% of the mechs cost and source affects building decisions made when tactics, as are boarding actions.
make another check one month later. the mech is first constructed. These cannot When destruction does matter, the best
If this check is failed by a margin of 6 or be altered without rebuilding the mech from most enemies can hope for is to pound, pound,
more, the mechs basic design is inoperable. the ground up. and pound again until the mech has passed
All labor and materials costs are wasted. The Other than that, all aspects of a mech may its yellow critical threshold, at which point
materials can be recovered by spending one be modified over time. criticals become far more likely. Mechs that fall
third of the labor costs necessary to build generally do so due to internal critical damage.
the mech, but otherwise, the whole project Personalizing Mechs Mech combat varies little from the
is a waste. A new attempt must start at square Player characters with mechs are encouraged standard combat rules. This book is a role-
one with the planning stage. to personalize them. Aside from customized playing game, not a tactical wargame, so it
It is possible to take 10 or take 20 on this weapons or payloads, this can cover the full assumes that most mech combats incorpo-
check, but doing so delays all aspects of the range of appearance. Paint color, pattern, rate no more than a handful of combatants.
mechs construction by a factor of 10 or 20, and detail are immediate choices. Do you In other words, it isnt designed for mass
from planning to labor costs. In most cases, prefer camouflage, kettle-black with chrome mech combat. Future supplements will
this produces completely unreasonable lining, or red because it makes it go faster? describe large-scale mech-to-mech com-


timespans, unless the creator has an extra 10 Ornamental features can include spikes, bat at a strategic level. For the time being,
to 20 times more laborers than he needs. trophies from defeated opponents, animal this section describes how to incorporate


skins, totems, firing baskets, cupolas, skulls, mechs into the standard combat sequence
chains, chrome, racing stripes, exposed without much difficulty.
BUILDING ONTO AN engines, thick armor, living vegetation, kill
EXISTING MECH marks, painted insignia, or customized imag-
ery (such as the sharks teeth on WW2 fighter SUMMARY OF MECH

M ost mech jockeys take to modifying


their creations, especially adventur-
jets). Since DragonMech is set in medieval
times, you can also include chivalric heralds,
COMBAT ROLLS

ers who recover neat parts from defeated


mechs. Building onto an existing mech is
a simple process. The cost of adding any
coats of arms, banners, and flags.
Finally, you have the ultimate personaliza-
tion: a name. Most mech jockeys name their
M ech initiative = mechs Dexterity mod-
ifier + pilots Dexterity modifier + rel-
evant pilot feats (e.g., Improved Initiative).
87
CHPT.
#
2

TABLE 2-19: SUMMARY OF MECH-RELATED CHECKS


Condition Skill/Ability Base DC* Page
Move mech through difficult terrain Mech Pilot 10 87
Move mech through extremely difficult terrain Mech Pilot 20 87
Climb in a mech Mech Pilot As Climb +4 88
Jump in a mech Mech Pilot 10 + 5/stride 88
Bull rush in a mech Mech Pilot Enemys bull rush result 88
Dock mech on a city-mech Mech Pilot 15 88
Avoid being trampled on failed docking Reflex 5 88
Deploy mech from a city-mech Mech Pilot 10 89
Pry open a mechs porthole Strength 28 (break) 92
Climb up a mechs legs Climb 15 93
Hook a mech with a grappling hook Ranged touch attack 93
Grab hold of a passing mech Dex/Jump 15 93
Ride a moving mech w/out Mech Rider feat Balance 10 96
Avoid being trampled after falling off mech Reflex 10 96
Target a specific visible crew member past 100 ft. Spot 15 93
Target randomly determined visible crew Spot 10 93
Avoid mechs called shot to crew compartment Reflex Opposed 91
Trip a mech with another mech Standard trip check 94
Right a downed mech Mech Pilot 20 94
Infantry pull down a mech Cooperative trip check 95
Dodge a mechs trample attack Reflex/Mech Pilot 15 95
Mech trample a target above its safe range Reflex 10 95
Dispel animated mech (smaller than city-mech) Dispel check 26 96
Dispel animated mech (city-mech or larger) Dispel check 28 96
Dispel undead mech Dispel check 24 96

*Plus any modifiers described in the text.

Mech AC = 10 + mech size modifier (+ pilots Fuel Sources Difficult Terrain


Dex modifier if he has Mech Dancer feat). Steam-powered mechs require fuel. A Huge Difficult terrain is even more difficult for a
Mech melee attack modifier = mechs mech requires 1 ton of coal for every 24 hours mech, because if it falls over then its vulner-
Strength modifier + mechs size modifier of continuous operation. Each size incre- able. Terrain as far as mechs is concerned is
+ gunners Dexterity modifier + gunners ment higher doubles the requirement. Thus, defined as follows:
mech attack bonus. for normal 8-hour days, a Huge mech uses Passable: Even plains, light underbrush,
Mech ranged attack modifier = mechs 1 ton every three days, while a Gargantuan roads, bedrock, clifftops, other flat areas.


Dexterity modifier + gunners Dexterity mech uses 2 tons every three days. A ton of Difficult: Forests, thick undergrowth, light
modifier + gunners mech attack bonus. coal costs between 20 and 200 gp, depend- to moderate hills, snow, shallow sand.
ing on local conditions and availability. Extremely difficult: Steep slopes, jungle,
Wood can also be used, but it is less effec- deep sand or desert, rocky or uneven terrain,
MOVING A MECH tive. A mech requires three times as much mud, swamp.
wood as coal. Wood costs 20 to 100 gp per Note that the size of the mech determines

M oving a mech isnt always as easy as it


might seem. Bad terrain can disable
even the mightiest of mechs, obstructions
ton (see page 139).
A mechs fuel bins are designed to hold
nine days worth of coal (or three days of
the scale of the terrain that counts as dif-
ficult. For example, a one-man mech might
have trouble with a soft, sandy beach, but it
can block their passage, and a simple charge wood). Extra space can be converted at the takes a field of enormous boulders to create
can knock one over. rate of a half-ton per PU. difficult terrain for a city-mech. Most city-
mechs can ignore even forests and steep
slopes; only mountains, seas, or unusually
88 2
CHPT.
#

large objects (such as castles and redwood Climbing fails, that mech is downed. The DC for each
trees) get in their way. Mechs with arms and maneuverability of check is the other mechs bull rush result.
There is no penalty for going through perfect or good can climb. This requires For example, lets say a Gargantuan mech
passable terrain. a Mech Pilot check against the same DCs with Str 24 (Str bonus +7, size bonus +12)
Traveling through difficult terrain requires listed under the Climb skill, except that a +4 bull rushes a Huge mech with Str 20 (Str
a Mech Pilot skill check every hour (DC 10). penalty is applied to the DC to reflect the bonus +5, size bonus +8). The Gargantuan
Failure by 5 or less means the mechs speed is limited mobility of the mech, and the mechs mech rolls 14, which gives it a result of 33
halved as it picks its way through the terrain. maneuverability penalty (if any) is applied to after bonuses. The Huge mech rolls 8, which
Failure by more than 5 means the mech falls the roll. gives it a result of 21. The Gargantuan mech
over (see below under Downed Mechs). Failing a climbing attempt can be devas- pushes back the Huge mech. To keep himself
Traveling through extremely difficult ter- tating. The mech falls. The usual 1d6 damage from falling over, the Gargantuan mech must
rain requires a Mech Pilot check every hour per 10 feet fallen, up to 20d6, applies. This make a Mech Pilot check against DC 21. The
(DC 20). Passing the check means the mechs damage penetrates hardness. In addition, for Huge mech must make a Mech Pilot check
speed is halved. Failure by 5 or less means the every 6 that comes up, the mech takes one against DC 33.
mechs speed is quartered. Failure by more critical hit (against whatever critical thresh- Obviously, smaller mechs tend to fall
than 5 means the mech falls over. old it was in before the fall). over more easily. But with a lucky roll, the
Running raises the DC by 4. Fighting in smaller mech can lose the bull rush and still
melee raises the DC by 2 and necessitates a Jumping watch the attacker fall over. Bull rushing is a
check every round. Mechs of sufficient maneuverability can dangerous maneuver in a vehicle as clumsy
jump. Vertical jumps arent even up for as a mech.
Stepping over Obstructions discussion; there simply isnt enough lift
A mechs legs can clear obstructions much in any engine for mechs to make reasonable Docking on a City-mech
higher than can the common man. The exact vertical jumps. City-mechs have docking bays where smaller
height depends on its maneuverability class, Horizontal jumps are possible with a mechs can anchor themselves. Getting onto
as listed on page 73. Obstructions up to this Mech Pilot skill check. Jumps up to double one of these docking bays is a frightening task.
height can literally be stepped over at move- the mechs stride (a mechs stride is equal The bays are attached to the city-mechs feet
ment cost equal to the height but no other to its reach, which is half its height) are or ankles, meaning they swing huge vertical
necessary check. Obstructions taller than DC 10, triple its stride is DC 15, quadruple distances as the mech walks. A boarding mech
this must be climbed. is DC 20, and quintuple is DC 25. No mech must time its movement to the city-mechs,
A mechs stride is equal to its reach. It can can jump more than five times its stride. A then jump onto the docking bay at just the
clear this distance with a single step. Greater running start of at least equal to the dis- right moment. One misstep can mean being
distances require a horizontal jump. tance to be jumped is required. crushed by the city-mechs foot. Only veteran
The pilot must make a Mech Pilot check, pilots make these docking attempts.
Running and Charging minus any modifiers for the mechs maneu- The docking bay drops to within 10 feet of
A mechs top speed is double its listed speed. verability class. ground level. On even terrain, a mech with
With a run action it moves at double speed, If the check succeeds, the mech jumps at least a 10-foot clearance can simply step
no faster. Mechs moving this fast suffer a 2 and lands OK. onto the mech. Uneven terrain makes gaug-
penalty to all ranged attack rolls, and their If the check fails by 5 or less, the mech ing the distance more difficult. Note that
maneuverability class is considered one falls short but does not fall over. a mechs vertical clearance depends on its
worse while running. If the check fails by more than 5, the mech maneuverability and its height, as described
Steam-powered and clockwork mechs can falls short and automatically falls over. Roll above; generally, any mech of Colossal II size
move at double speed for a maximum dura- 1d6 to determine its facing when it lands (see or larger can clear 10 feet even if it is clumsy,
tion of one out of every three hours. Any lon- page 94). The pilot does not get a check to with the clearance of smaller mechs varying.
ger will overheat their engines. Man-powered see if he can adjust its position as it falls. A mech without 10 feet of vertical clear-
mechs can run for only one half-hour out of ance must jump to make the docking bay. This
every six hours. Any faster will start causing Bull Rushing is even more dangerous; if the jump fails, the
nonlethal damage to the laborers at the rate Bull rushing isnt advisable in a mech unless mech cannot even attempt to dock and must
of 1d4 points per half hour. Undead and ani- youre prepared to go down. After the bull make the Reflex save described below (DC
mated mechs can run indefinitely. rush is resolved, both the attacker and 5) or be crushed by the city-mech.
Mechs can charge as normal, though the defender must make Mech Pilot checks to Once a mech has sufficient vertical clear-
above conditions apply. retain their balance upon impact. If either ance to dock (whether through stepping or
89
CHPT.
#
2

jumping), the pilot must make a Mech Pilot of height.) In this case, mechs on the ground mechs jump modifier based on maneuver-
skill check (DC 15, +2 on difficult terrain, could dock only once every four rounds (and ability does not apply to this roll; its more
+4 on extremely difficult terrain). This then only if they could keep up with it). of a fall than a jump.) If the check succeeds,
measures his timing. If the check is passed, the mech lands on its feet and can make an
the mech gracefully steps onto the passing Deploying a Mech Fleet immediate attack action (though it cannot
city-mech. City-mechs keep fleets of smaller mechs in move until next turn).
If the check is failed, the mech steps too their hangars, ready to defend the mother If the check fails, the mech fails to land


soon or too late, missing the docking bay. ship at all costs. Deploying a smaller mech on its feet. Determine randomly how it lands
The mech must immediately make a Reflex from the dock of a city-mech isnt quite as using the rules for downed mechs (below).
save (DC 5). If the save fails, the mech falls dangerous as boarding the mech in the first
under the city-mechs foot, suffering full place (though that is necessary when the
trampling damage from the city-mech. battle is over), but its just as harrowing. BASIC MECH COMBAT
A mech that misses a docking attempt Mechs deployed from a city-mech always
and is not crushed must then run after the
city-mech, position itself again, and try
once more to dock. City-mechs rarely stop
leave from the rear of the docking bay, and
always step off when the foot theyre on is
the trailing foot. This minimizes the chance
O nce a pilot boards his mech, they
become intertwined. Their statistics
interact, their combat abilities merge, and
(it takes a lot the success of
of effort to each is largely
start one mov- dependent on
ing again), but the other. Basic
they will walk mech combat
in circles to involves coor-
allow smaller dinating two
mechs multiple separate sets of
attempts to stats, plus the
dock. They will complexities of
also launch multiple crew
signal flares to members acting
indicate where in unison. These
they expect are complicated
to step, giving issues, but with
smaller mechs simple rules
time to get into they can be
position. solved.
Note that
some city-mechs Piloting a
have strides that Mech
are greater than The first step is
their speeds. the mechs pilot.
For example, A normal char-
Nedderpik is acter can move
size City-mech or fire a mech,
E. Its height is but not both. To
1,200 feet, giv- shoot or fight in
ing it a stride of melee, he can-
600 feet, yet its not move the
speed is only 180 ft. Its massive feet swing that they will be crushed on a misstep. mech at all (not even a 5-foot step). This isnt
laboriously through the air, touching the The deployment process requires jumping a question of moving and shooting at a pen-
ground only once every four rounds. (Calcu- from the docking bay to the ground, usually alty; the character simply cannot do both. He
late this with stride divided by speed, round- a distance of 10 feet. The pilot must make a lacks the coordination and concentration. In
ing up. Remember that stride is equal to half Mech Pilot skill check against DC 10. (The order for the mech to both move and fire in
90 2
CHPT.
#

the same round, a gunner must be control- giving them an armor bonus to AC. result from normal combat have little applica-
ling the weapons. Mech AC = 10 + mech size modifier tion to machines the heights of buildings with
With the Mechwalker feat, a pilot can (+ pilots Dex modifier if he has Mech strange anatomies, time-delayed responses to
operate one weapon in the same round he Dancer feat). gunner input, and jerky motions.
moves (provided the cockpit is physically Because mech armor is so thick (and the No base attack bonus is determined by
designed to give him access to the neces- mech itself is built of metal), these rules the mechs hit dice. The gunners Dexterity
sary controls). He may move the mech up to rely more on hardness than armor class for modifier is included because mechs are pow-
double its normal speed (a mechs running combat with mechs. Besides, mechs are ered by joysticks, handles, and other sorts of
speed), but if so he suffers a 2 penalty to enormous they ought to be easy to hit. controls. Its a lot like playing a video game.
ranged attack rolls (the usual penalty for a The mechs Strength affects how well it pen-
running mech). If the mech is to fire more Attack Rolls etrates enemy armor, but the gunners Dex-
than one weapon per round, it needs gunners A mechs attack bonuses are determined terity affects how accurately he maneuvers
for the excess weapons. slightly differently than with other crea- those powerful mech arms.
With the Mechidextrous feat, a pilot can tures. First, a few general rules: Note that some weapons do not use the
operate two weapons in the same round In mech combat, you always add the mechs Strength (such as buzzsaws). This is
he moves (provided the cockpit is set up gunners Dexterity modifier to attack noted in the weapon descriptions.
to allow this). A 3 penalty applies to both rolls, whether its melee or ranged. The Ranged: A mechs ranged attack bonus is
attack rolls. No pilot can operate more than gunners Strength modifiers are never determined as follows:
two weapons at once, unless they are linked added (though the mechs Strength modi- Mech ranged attack modifier = mechs
to fire as one. fiers are). Dexterity modifier + gunners Dexterity
For weapons with a crew, use the highest modifier + gunners mech attack bonus.
Initiative Dexterity among the crew. The mechs Dexterity is used because it
A mech has a base initiative score deter- In mech combat, you dont use base attack determines how finely the mechs weapons
mined by its Dexterity. The pilots modifiers bonus. You use mech attack bonus. Some can be positioned and aimed. The gunners
are then added to this: classes have a separate mech attack bonus ability to work the controls (based on his
Mech initiative = mechs Dexterity modi- characteristic (mech jockeys, mech dev- Dexterity) may offset the mechs basic
fier + pilots Dexterity modifier + relevant ils, assimilated). All other classes use half clumsiness.
pilot feats (e.g., Improved Initiative). their base attack bonus, rounded down, Multiple Attacks: Classes with mech
Only one initiative roll is made for each for their mech attack bonus. attack bonuses can receive multiple attacks
mech. All characters on board the mech A gunner must be proficient with his with mech weapons, per the usual rules.
fight on that initiative count. If a boarding weapon or take the usual 4 penalty. Classes without mech bonuses never receive
action is ongoing and there is combat inside Note the distinction when these rules dis- more than one attack per round with their
the mech, you may roll a subinitiative to cuss pilot (of which there is never more mech weapons, regardless of base attack
determine order of movement inside the than one per mech) and gunner (of which bonus or number of attacks.
mech. Within the greater conflict, however, a mech may have several). Mech Profiles: Each mech profile on
all actions in the mech are assumed to take Melee: A mechs melee attack bonus is page 98 includes a base melee attack and
place at the same time. determined as follows: base ranged attack entry. These include all
Mech melee attack modifier = mechs modifiers due to the mech. The pilots modi-
Armor Class Strength modifier + mechs size modifier fiers are then added to these to determine
A mechs armor class is determined solely + gunners Dexterity modifier + gunners the net modifier.
by its size modifier, unless the pilot has the mech attack bonus.
Mech Dancer feat. The mechs Dexterity does If the gunner is a mech jockey, mech devil, Attacks of Opportunity
not modify its armor class. In the context of or assimilated character, he has a separate Attacks of opportunity between mechs
mechs, Dexterity has more to do with the mech attack bonus. Otherwise, his mech attack are generally resolved normally, with a few
ease of aiming a massive mechanical arm than bonus is equal to half his base attack bonus, important exceptions.
the ability to dodge attacks. Even a dexter- rounded down (except for characters with the A mech firing a ranged mech weapon
ous mech is a big, clunky machine. Thus, Mechanized Combat Practice feat). A fighter into melee does not provoke an attack of
the mechs Dexterity affects its attack rolls who trains for decades with every known weap- opportunity.
but not its AC. Since most mechs have low on is awesome in a swordfight, but hes useless A mech may not take attacks of oppor-
Dexterity to begin with, this also helps offset with a set of levers and a joystick. The kines- tunity against creatures boarding it or
the effects of relying on hardness instead of thetic feel, tactical sense, and raw skill that attacking it. The mech does not have the
91
CHPT.
#
2

agility to strike targets on itself (and even mech. This determines their ability to dodge Critical Hits
if it did, it would risk damage to itself), the mechs weapon as it tries to fillet them. Most mechs are machines. As their defenses
nor can it react quickly enough. Each crew member who passes the opposed degrade, their most vulnerable components
A mechs unarmed attacks do not provoke save escapes damage. Those who fail, how- become exposed. This is dangerous and
attacks of opportunity. ever, split the mechs damage roll with the increases the likelihood that they will suffer
mech. Half damage from the attack is divided critical hits.
Grappling equally between all affected crew members, In the traditional rules, constructs (a cate-
Mechs can not grapple. They are not flex- with the rest going to the mech. gory that includes mechs) are immune to criti-
ible enough really to restrain one another. For example, a defending mech has a cock- cal hits. This rule was developed in the para-
Moreover, grappling would invariably result pit with three crew and a separate gunners digm of magical constructs such as golems,
in them both prone on the ground, which compartment with two crew. The attacking which are animated lumps of iron or clay with
nobody wants. mech uses a piercing weapon to stab the cock- no internal anatomy of which to speak.
pit. The attack succeeds and the player rolls Most mechs are different. Like a car, they
Called Shots 28 points of damage. If any of the crew mem- have a very specific anatomy with some
It is possible to target a specific component bers fail their saves, 14 points will be divided parts that are more important than others.
of a mech its steam cannon, left arm, right between them. The three crew members each You can detach the battery from a running
knee, cockpit. Rules for targeting a specific make a Reflex save, opposed by the mechs car without slowing it down but if you
crewmember are described on page 93; in single Reflex save. Two of the crew fail. There- damage the alternator, then its game over.
general, a Spot check is necessary to pick out fore, each of those two takes 7 points of dam- Mechs function similarly, though the parts
a human-sized creature on a large moving age. The remaining 14 points go to the mech, involved are powered by steam, clockwork
object like a mech. less its hardness of 10. So the mech takes 4 components, or manpower.
Targeting larger elements is easier. Any points of damage from the strike, while two Animated and undead mechs are immune
major component of a mech (equal to twice crew members each take 7 points. to critical hits. All other mech types are sus-
the size of a human or larger) can be targeted ceptible. Critical hits to these mechs require
with a called shot. Smaller components Basic Mech Combat Summary critical rolls (as usual). With steam-powered,
require a Spot check (DC 1015, depending Normal pilots can either move or fire a mech. clockwork, and man-powered mechs, con-
on size) in order to pick them out of the With the Mechwalker feat, a pilot can move firmed critical hits that cause at least 1 hp of
whirling morass of potential targets. a mech in the same round he fires a weapon. damage (after accounting for the mechs hard-
Called shots are automatically full-round With the Mechidextrous feat, a pilot ness) also cause additional component dam-
actions. By pausing to aim its next shot can move a mech in the same round he age, based on the critical hit table for each
carefully, the attacker provokes an attack of fires two weapons. mech power type. These tables are found on
opportunity. Finally, a 4 penalty applies to 2 penalty to ranged attacks when running pages 74, 76, and 77. This component damage
the attack roll. or charging in a mech. is in addition to the crits extra hp damage.
If the attack hits, the GM resolves the Mech initiative = mechs Dexterity modi- Note that damage from the critical hit
effects. Generally an attack upon a weapon fier + pilots Dexterity modifier + relevant tables bypasses a mechs hardness rating.
may cause damage to the weapon, an attack pilot feats (e.g., Improved Initiative). This damage takes place internally, far
on an arm may damage the arm, and so on. Mech AC = 10 + mech size modifier beyond the mechs hard armored shell.
Called shots against the boiler have no addi- (+ pilots Dex modifier if he has Mech
tional effect on most mechs, since it is one Dancer feat). Critical Thresholds
of the best-armored parts of the mech. Mech melee attack modifier = mechs All mechs have four categories of damage:
The most effective target for called shots is Strength modifier + mechs size modifier green, yellow, orange, and red. These critical
the cockpit or gunners ports. In this case the + gunners Dexterity modifier + gunners thresholds are defined by the hit point totals
attacking mech specifically tries to damage the mech attack bonus. at which the mech becomes more vulner-
mechs interior so that it can hit crew inside. In Mech ranged attack modifier = mechs able. Thresholds are determined by percent-
most cases, only piercing weapons are capable Dexterity modifier + gunners Dexterity age amounts depending on the mechs power
of reaching deeply enough into the mech to modifier + gunners mech attack bonus. source, as described on page 73. For example, a
damage the crew; some slashing weapons may Called shots suffer a 4 penalty and provoke steam-powered mech has the thresholds green,
work depending on the mechs design. an attack of opportunity; targeted crew areas yellow 50%, orange 25%, red 10%. That means
If a called shot against a crew area suc- receive opposed Reflex saves to escape damage. that a mech with, say, 100 hit points would
ceeds, the crew in that area must make enter its yellow threshold when reduced to 50
opposed Reflex saves with the attacking hp, orange at 25 hp, and red at 10 hp.
92 2
CHPT.
#

Each threshold has a different range of


results for critical hits. Green is the least
dangerous, while red is generally fatal.
Regardless of threshold, every confirmed
critical hit against a mech that causes at least
1 hp damage after accounting for hardness
results in a roll on the mechs critical hit
a window.) The best-constructed military
mechs, particularly those of the Stenian
Confederacy, even have periscopes and view-
ports so the crew can lock down completely
if need be. Theres no easy way to target such
crew with longbows or steam guns unless
they leave their cover for some reason.
A

BOARDING A MECH

mech can be boarded in one of sev-


eral ways.
By entering through open passages. Some
mechs have open tops, glass cockpits, or
table, according to its type.Additionally, Older mechs, particularly those that have other easily bypassed entryways.
the mech becomes progressively more sus- been salvaged by the rust riders, as well as By ripping a hole through the surface
ceptible to critical hits as it becomes dam- poorly designed mechs like those fielded by with a specialized weapon, such as a bore
aged. Within the yellow threshold, the threat the orcs, may have much less protection. launcher or rust bomb. This allows direct
range of all attacks is increased by +1. At the entry into any area of the defending mech
orange threshold, the threat range rises by Insufficient Crew that the attacking mech can reach.
+2, and it rises by +3 at the red threshold. Mech crew are considered to be multifunc- By dealing enough damage to the mech
tional, so they can crew weapons even while that holes appear in the armor. Except
Mech Critical Hits Summary tending the engines. The pilot is the only one with specialized weapons designed to
Animated and undead mechs are immune to who must have the ability to do something tear holes, most attacks do not leave entry
critical hits. else while attacking. Otherwise, the full mech points large enough for a human. A mighty
All other mech types are susceptible to crew can be counted toward weapon use. steam cannon hit might leave a hole only
critical hits. A mech with less crew than its full allot- one foot across, just wide enough for the
There are four critical thresholds: green, ment will have problems operating. A mech cannonball! A single attack that deals at
yellow, orange, and red. always needs at least one crew member to least 20 points of damage creates a hole
Effects of critical hits are more severe at pilot. If the pilot is able to fire weapons, big enough for Medium creatures to
each critical threshold. he may. Steam-powered, clockwork, and pass (though it may be 20 feet from the
Threat range of attacks is increased by man-powered mechs then need at least half ground!). Additionally, a mech reduced
+1 at yellow threshold, +2 at orange, and their total crew allotment simply to keep to its orange critical threshold has been
+3 at red. the engines running. This includes things damaged enough that the Swiss cheese
A confirmed critical hit causing 1 hp or such as stoking the fires on steam-powered effect allows boarders to find at least 1d4
more damage also causes component dam- mechs, turning the cranks on man-powered holes suitable for entry.


age according to each mech types critical ones, and checking the spring torque on By entering through a mechs portholes.
hits table. clockwork mechs. Any less than half of the Anyone who manages to climb onto a
total crew and the engines shut down, stop- mech can try to enter through a porthole.
ping the whole mech in its tracks. A mech that is downed is particularly vul-
CREW Once the engine stops, the crew can nerable to such boarding actions, whether
still fire weapons that dont depend on it was tripped or voluntarily sat down.

A mech without a crew is useless. Mechs


depend on their crews for operation, and
a crew depends on its mech for protection.
the engine, such as catapults or javelins,
provided they have sufficient crew. Melee
weapons usually require the engines to move
Portholes are invariably locked. They have
a break DC of 28, the same hardness as
the mechs armor, and 40 hit points. With
Either without the other is vulnerable a fact the limbs theyre mounted on, and mechani- most normal-sized portholes, up to four
that many mech hunters seek to exploit. cally powered weapons (such as bore punch- Medium creatures can cooperate in try-
ers or steam cannons) obviously require ing to pry it open. This uses the rules for
Crew Protection the engine. These weapons cannot be fired cooperative combined skill attempts, as
As a general rule, the crew of any recently without sufficient crew. outlined in the PHB: For each additional
built mech is well protected. Portholes lock Crew members occupied in hand-to-hand participant who passes a Strength check
securely. The crew windows are protected by combat do not count toward the mechs crew (DC 10), the team leader adds +2 to
reinforced steel mesh or visorlike slats that (see below). his check. Additionally, using a crowbar
give the crew 9/10 cover. (This protection adds +2 to the Strength check of anyone
also limits the crews visibility, so a stealthy doing so (which adds only +2 to the team
opponent who makes it under the mech leaders net roll but makes it easier for the
unseen can go undetected climbing the others to pass their Strength checks).
mech until he either makes a noise or passes By entering through firing ports. Firing
93
CHPT.
#
2

ports can be closed with iron shutters, goes by, where failure indicates a chance for Attacking the Crew
in which case they are treated like port- trampling damage (Ref DC 10 to avoid). after Boarding
holes. But if they are open or being used, Once a character is on board a mech, There are two ways to resolve boarding
a creature can try to climb through. This he must make Balance checks to stay on actions. The first way is to prepare a detailed
is accomplished with an Escape Artist or board (see page 96) until he actually breaks map of the mechs deck plans. Boarders then
Dexterity check (DC 20, +4 bonus for through a porthole or other entry. move through the mech exactly as if it were
each size increment smaller than Medium Climbing onto or boarding a mech does not a dungeon or building, engaging crew when
of the attacker, 4 penalty for each size provoke attacks of opportunity from the mech. they encounter them.
penalty larger). If an enemy is already fir- This method is complicated and time-
ing through the port, the invader must also Targeting the Crew consuming, however, and deck plans for
make an opposed Strength check to push Exposed crew on a mech or those visible most mech types are not readily available.
him out of the way. through cockpits are vulnerable to having Therefore, an easier way is to resolve com-
Getting onto the mech in the first place being picked off with ranged attacks or bat abstractly, without the use of a map
is another concern or grid. Boarders
entirely. Bore are automatically
launchers make it assumed to enter in
easy, and its also a position to attack
easy if the mech is the crew. The crew
downed. Otherwise, is always arranged
climbing a mechs with the least
legs requires a important members
Climb check. The in the most vulner-
base DC to climb able positions, so
a mechs leg is 15, unless multiple
+2 if the mech is boarding parties are
in motion, +4 if attacking several
the mechs legs are areas, the boarders
oiled. The base DC are assumed to have
to climb with a rope to fight through
is 10 with a knotted layers of unimport-
rope, or 15 with an ant crew before
unknotted rope. reaching the pilot.
A creature climb- (Optionally, the
ing a mech does GM may rule that if
not need to make a an attempt to board
Balance check as if a mech through
it were riding unless mechanized means,
it attempts to attack, pry open a porthole, or magic. This is resolved as follows. such as with a bore launcher, yields a critical
take another action (see page 96). Once it Attackers within 100 feet can freely target hit, then the boarders arrive at the central
attacks, it counts as riding rather than board- anyone they see. control area.) The defender can declare how
ing the mech. Attackers 101 feet away or further may have his crew is arranged (engine room staff at
A ranged touch attack with a grappling hook difficulty distinguishing between the crew the outer edges, then weapon crew, then
allows the character to swing on board and members they see, or even picking them out the pilot), but once declared this cannot
bypass the Climb check. Otherwise, getting against the backdrop of the moving mech. They be changed.
to the Climb check requires fast reflexes and must make Spot checks to pick out particular The following rules apply to combat inside
avoiding the mechs trample. If the mech is crew members on the mech, as follows: a mech:
in motion, the character must make be able Condition DC The total number of boarders cannot exceed
to reach the mech with a standard action or Target a specific visible crew member the mechs available PU for crew and stor-
charge, or ready an action for when it passes (pilot, steam cannon gunner, etc.) 15 age. (For example, if the mech has 8 PU
by. Then a Dexterity check (DC 15) or a Jump Target a randomly determined devoted to crew and storage, it cannot
check (DC 15) is needed to grab on as the mech visible crew member 10 absorb more than 8 Medium boarders.)
94 2
CHPT.
#

Boarders can occupy the same PU as crew. flails, chain tentacles, and changlers are others are designed such that they need
If this happens, then all combat on board among the most common. A pilot can also assistance to be raised.
the mech is automatically grappling until attempt to trip an enemy mech as a melee When a mech is downed, determine its fac-
more space opens up. On a mech with full attack, though this is dangerous. ing by rolling 1d6. The mech pilot can imme-
PU, the maximum number of boarders is A trip attack with a mech is resolved simi- diately make a Mech Pilot skill check against
the same as the number of crew (assuming larly to a normal trip attack, with the follow- DC 20 to try to fall into a favorable position; if
the boarders and crew are the same size), ing modifications. the check is successful, he may choose to add
and all combat is grappling. If the trip attack is made with a weapon, 2 or subtract 2 from the 1d6 roll.
No defender can be flanked, ever. There follow the usual tripping rules. Apply modi- Roll Facing
simply isnt enough room. The insides of fiers for the mechs maneuverability, their 12 Face up
mechs are small, cramped quarters where Strength or Dexterity scores (per the usual 3 Left side
you can barely fit one person into most rules), and their sizes. For easy reference, 4 Right side
control areas, much less two. The only the table below summarizes trip check 56 Face down
exception to this is in specially designed bonuses based on a creatures size. The mechs facing determines which
mechs with luxurious quarters. Size Trip Check Bonus weapons it can use and how easy it will be to
All combats are one on one; excess attack- Large +4 get up, as described below.
ers or defenders may not participate in the Huge +8 Getting up is determined by a Mech
combat (even with ranged weapons). Gargantuan +12 Pilot check against DC 20, modified by the
Ranged weapons cannot be used to fire Colossal +16 trip modifier for its maneuverability class.
into combats inside a mech. The interior Colossal II +20 As you can see, the check is quite difficult
quarters are twisted and cramped, with no Colossal III +24 an inexperienced pilot is often finished
room for shots fired more than 10 feet. Colossal IV +28 once his mech is down. The check can be
Spells or attacks with area effects hit Colossal V +32 attempted repeatedly until it is made. Once
randomly determined combatants in the City-mech A +36 the check is successful, the process of get-
general area. City-mech B +40 ting up takes 1d6 full-round actions.
Mechs may be built with secure crew cab- City-mech C +44 A downed mech is considered prone,
ins, as indicated on page 81. In such cases, City-mech D +48 though the rule is slightly different than
a boarding party cannot reach the crew City-mech E +52 usual. Enemies have a +4 bonus to attack it
unless it breaks through the door. Magnet City-mech F +56 in melee, but they have no penalty for tar-
bombs and rust bombs are often used in A mech that fails to be tripped can try to geting it with ranged weapons mechs are
these situations. trip its attacker, per the usual rules. large enough that they are still viable targets
Attackers move vertically through the mech Mechs with detachable flails (or other such when on their sides. Note that a downed
(as in, if they are trying to reach the head) at tripping weapons) can drop them to avoid mech in the wrong position may not be able
a rate of 10 ft. vertically for every 30 ft. of the trip. Mechs with built-in weapons can- to counterattack in melee.
expended movement. This covers finding not drop them, unless the weapons are spe- Face down: The mech can use only weap-
and climbing stairs, hatches, and ladders. cially designed for such (e.g., the changler). ons on its rear, or shoulder- and head-mount-
Very large mechs (City-mech A or bigger) The pilot may opt to use his modifier in ed weapons that can swivel 360 degrees. No
are large enough that boarders may need the Mech Pilot skill in place of the mechs penalty to getting up.
time just to find the crew. These situations Strength or Dexterity, if it is higher. Face up: The mech can use all forward-
should be resolved with at least a gen- If a mech is tripped, it is considered mounted weapons but cannot fight in melee
eral deck plan that is prepared in advance. downed. if its attackers are outside of its reach. For
(After all, how many city-mechs are in your example, a 15-ft.-tall mech with a 5-ft. reach


game? Probably no more than a couple, Downed Mechs cant even reach its own head or toes, so
enough to prepare deck plans for.) A mech can be downed by a trip, by infantry enemies attacking from those sides are
pulling it down, by a critical hit, or by bad out of its reach. (Always assume the reach
terrain. Any one of these can be enough to is measured from the center of the mech.)
TRIPPING A MECH put it under. Getting up is extremely difficult the DC
A downed mech isnt a pretty sight. While is raised by +4.

K nocking a mech over is one of the best


ways to disable it. Many mechs have
weapons designed to trip their enemies;
a human can easily right himself, a mech is
awkward and inflexible. Mechs with low
maneuverability have difficulty getting up;
Left side: Able to use all weapons on its
right side and none on its left. Determine
randomly which way the mech faces; all
95
CHPT.
#
2

forward-mounted weapons are aimed in that attackers make Strength checks against Trample
direction. The DC to get up is raised by +2. DC 10. For each that succeeds, the team Instead of moving, any mech may make a tram-
The mech pilot can choose to put the mech leader receives a +2 to his roll. ple attack against any creature or mech within
face down or face up instead of trying to get The mech makes its check using its Strength its reach. The trample causes damage as below.
up from a side position; no check is required bonus, plus the usual +4 size bonus for Characters within the trampled area may
to change its position in this way. each size larger than Medium that it is (as make attacks of opportunity, or forego them
Right side: As above, but on the right side. listed above under the tripping section). in order to dodge the trample. They may
Additionally, the mech applies any bonuses attempt to dodge with either a Reflex save
Pulling Down a Mech to trip checks due to its maneuverability or Mech Pilot check, whichever is better.
One of the most shocking defeats the Stenian and construction (e.g., +4 for steady feet, The DC for this save is 15. (Smaller mechs are
Confederacy ever faced was when a horde of as described on page 81). faster, but larger mechs have bigger feet that
orc rabble unexpectedly pulled down an If the horde succeeds in its combined trip require more movement to dodge, so the


early-model Juggernaut mech, pried open its check against the mech, the mech is top- same number is used for both.) Pilots with
portholes, and slaughtered the unprepared pled. It is now downed, as described above. the Mechdancer feat may add their Dexter-
crew inside. It was after this that Juggernauts ity bonus to the DC necessary for victims to
were equipped with flame nozzles. avoid the trample.
Infantry can pull down mechs using these SPECIAL ATTACKS A trample victim that successfully dodges
rules. the trample may immediately grab onto the
Pulling down a mech requires a trip check.
Attackers who can stand adjacent to the
mech (diagonals included) may try to pull
M echs have unusual structure and weap-
onry that occasionally demand unusual
actions. The following special attacks are
mechs leg as a free action. It still must make
a Climb check to get up the leg (see page 93).
The Largest Target entry indicates
it down with their bare hands (generally by available to mechs, as well as to unmounted the largest size creature that the mech can
rocking it back and forth). This is a standard creatures with the appropriate weaponry. trample. Note that, based on these sizes,
action; if the mech moves, the attackers city-mechs can trample smaller mechs. This
will probably have to follow it to make Unarmed Attacks can be dangerous, however. Trampling a
their attempt. Attackers in such a position A mechs unarmed attacks are massive large target can backfire on a vehicle with
are generally vulnerable to trampling. For fists of metal or stone backed by hydraulic unstable feet, a category into which many
example, a Juggernaut has a face of 10 ft. systems capable of producing superhuman mechs fall. A mech trampling a creature larg-
by 10 ft., allowing 12 Medium (5-ft. face) strength. They are quite dangerous. er than its Safe Target size must itself make
attackers to reach it all of whom could The basic unarmed damage of a mech a Reflex save (DC 10). If the save is failed,
be trampled on the Juggernauts action. depends on its size. This is detailed on page the trampling mech is tripped by the trample
Attackers unable to stand adjacent to the 72 and repeated below for reference. Add attack. Regardless of whether the save fails
mech may use ropes or chains with grappling the mechs Strength modifier to the damage. or succeeds, the target is still trampled.
hooks. They must all be pulling in the same This is lethal damage. Mech Size Largest Target Safe Target Damage
direction or their efforts cancel each other A mech does not provoke an attack of Large Tiny Tiny 1d6
out, but their labor can still be combined opportunity when making an unarmed attack. Huge Small Small 2d6
with the rocking of creatures adjacent to Size Unarmed Dmg. Gargantuan Medium Small 3d6
the mech. Latching on a grappling hook Large 1d6 Colossal Large Medium 4d6
requires a ranged touch attack. Thereafter Huge 1d8 Colossal II Huge Medium 5d6
the creature may pull, joining in the com- Gargantuan 1d10 Colossal III Gargantuan Large 6d6
bined skill attempt. The mech may jerk the Colossal 1d12 Colossal IV Colossal Huge 7d6
rope or chain out of the pullers hands by Colossal II 3d6 Colossal V Colossal II Gargantuan 8d6
succeeding in an opposed Strength check Colossal III 2d12 City-mech A Colossal III Colossal 9d6
and simply walking away. (For this check, use Colossal IV 5d6 City-mech B Colossal IV Colossal II 10d6
a modifier for each participants size as well Colossal V 3d12 City-mech C Colossal V Colossal III 11d6
as the Strength modifier: +1 for Large, +2 City-mech A 7d6 City-mech D City-mech A Colossal IV 12d6
for Huge, +4 for Gargantuan, etc.) City-mech B 4d12 City-mech E City-mech B Colossal V 13d6
The attackers make their trip check as City-mech C 9d6 City-mech F City-mech C City-mech A 14d6
a cooperative combined skill attempt, City-mech D 5d12
as outlined in the PHB. The strongest City-mech E 11d6
attacker is the team leader. The other City-mech F 6d12
96 2
CHPT.
#

Dispelling Animated Mechs the mech. Weapons whose effects were not If the check is successful, the character
Animated mechs are powered by magic. dispelled may still be activated manually can hang on and release one hand to make
Unless the creator spends the extra time and per their usual terms e.g., a fireball wand an attack (see the Mech Rider feat for details
money to make them immune to magic, they could be fired if someone were outside the on making such an attack). If the check is
are vulnerable to dispel magic effects. Mechs mech grasping the wand and uttering the failed, the character falls off the mech. He
with long-ranged weapons (such as the Rod- command word (though remember that the must make an immediate Reflex save (DC
walker and its fireball wands) are out of danger wand cant be aimed because the arm its 10) or fall under the mechs feet and suffer
from the medium-ranged dispel magic to begin attached to is frozen), or a dancing weapon trampling damage. Either way, hes left in the
with, but those built for close combat would could be deployed if someone could reach dust as the mech keeps on walking.
be better off with magic immunity. Encoun- it and command it to attack. Keep in mind the size of the mech that the
ters with wizards powerful enough to dispel Any spells that were cast on the mech, such characters are riding. Its all well and good to
a mechs power source are rare, but a single as protection spells, are also dispelled. hang 16 people off of a Colossal II mech, but
such encounter can be fatal. The mech is considered a standing, immo- only a few will be at ground level. The rest
Unless the caster states otherwise, a bile target. Its effective Dex is 0 (5 to AC will be hanging off its torso or arms, well out
dispel magic cast at a mech automatically is and Reflex saves). of reach to strike passing creatures.
a targeted dispel centered on the mystical The mech is considered a helpless A mech can support riders according to its
energy that animates the mech and also defender. Melee attacks against it gain size, as follows. This table indicates the total
affects all mech-mounted magical weapons. a +4 bonus. It is vulnerable to coup de number of riders and the number that are at
This disrupts the mechs ability to walk, turn, grace actions, but, of course, this confers ground level (able to strike normal unmounted
move in any way (including open and close no benefit because animated mechs are opponents). Note that riders automatically
crew compartments), aim weapons, and acti- immune to critical hits. block as many firing ports as they are in number
vate weapons and items built into the mech As with all dispel magic spells, the effect (e.g., if a mech has five firing ports, the first five


plus it may also dispel the powers of the lasts for 1d4 rounds, after which the mech riders will automatically block them).
weapons themselves, all in one fell swoop. recovers. Size Total Riders Ground-level Riders
To find the dispel DC for an animated Large 1 1
mech, use the following standard caster Huge 2 2
levels. Some mechs may have higher caster RIDING A MECH Gargantuan 4 2
levels, depending on the creators, but none Colossal 8 4
will have lower. Generally the DC applies
both to the mechs power source and to all
of the mechs components fireball wands,
T he rust riders are famous for having only
a few rickety, poorly repaired mechs for
entire tribes but managing to fit everyone
Colossal II
Colossal III
Colossal IV
16
32
64
6
10
15
dancing weapons, etc. unless they were cre- in the tribe onto the mech. Usually, the tribe Colossal V 128 20
ated by different wizards. members hang off the mech, grasping hand- City-mech A 256 30
Animated mechs smaller than a city-mech: holds or leather straps, striking at enemies as City-mech B 512 45
caster level 15 (dispel DC 26) the mech passes by. City-mech C 1,028 70
Animated mechs city-mech or larger: Riding a mech is like riding an animal, but City-mech D 2,056 110
caster level 17 (dispel DC 28) much, much harder. The mechs movement is City-mech E 4,112 160
Undead mechs of any size: caster level 13 jerky and erratic, it takes massive steps, and City-mech F 8,224 240
(dispel DC 24) the force behind its every move is tremen- Note that riding a mech can be done
Make one dispel check for the mechs dous. On top of all that, removing one hand offensively. Even if boarders cannot pry open
central system, then make additional checks to make an attack makes it all the more diffi- a mechs portholes, they can use their bod-
for other magic items on board (such as one cult. Its akin to hanging onto the outside of ies to cover viewports, or can toss grenades
check for each of the four fireball wands on a a roller-coaster with only one hand. through firing ports. A crew member with his
rodwalker). A mech whose central system is Characters attempting to hold onto a viewport blocked is effectively blinded for
successfully affected by a dispel spell in this mech must make a Balance check each the purposes of mech movement and attacks.
way suffers the following consequences: round. The DC is 10 + the mechs speed in Blinding the pilot of a one-man mech in this
The mech grinds to a halt. It cannot move, mph (see page 71) +4 if the mech is oiled way is a heroic thing to encourage your char-
turn, or aim weapons in any way. Locked to prevent boarders. If the attack requires acters to do (provided they understand all
compartments, doors, portholes, cockpits, lifting both hands off the mech, the DC is the risks, of course).
and other passages cannot be unlocked. increased by 4.
No weapons may be activated from within
97
CHPT.
#
2

A
RANGING SHOTS

nyone with a ranged weapon may fire


a ranging shot to gauge his accuracy.
A ranging shot is determined with a normal
attack roll. If the attack roll is successful, it
A
INDIRECT ATTACKS

n attacker with the right kind of ranged


weapon can lob a projectile at an oppo-
nent he cannot see, hoping to hit him indirect-
ly. This sort of attack is aided immeasurably by
a spotter. The attack roll suffers a 4 penalty
if you have a spotter with direct line of sight
to the target who is able to relay precise
coordinates, or 8 if you have no spotter.
If you have no spotter, the attack is auto-
matically aimed at the last point where you
saw the enemy.
causes no damage. Instead, it grants a +2 cir- a spotter (someone who relays coordinates to If an indirect attack misses, it will still
cumstance bonus to subsequent attacks. This the attacker, telling him where to fire), but land somewhere. With explosive attacks and
is called the ranging bonus. a spotter isnt always necessary. When you others that have area effects, determine
If the initial ranging shot misses, it still grants launch a catapult over the castle walls hoping the location of the hit in case someone is
a +1 ranging bonus to subsequent attacks. A to hit something, or you lob a steam can- within the area. Use the rules in the PHB
second ranging shot can then be attempted. non shot into a narrow defile in the distance for grenadelike weapons, except that the
Regardless of hit or miss, the second ranging because you saw an enemy mech charge there, distance of deviation for indirect attacks is
shot raises the ranging bonus to +2. you are making an indirect attack. 2d6 feet per range increment. For arrows,
A ranging bonus can never be greater than Ranged weapons that can make indirect bolts, and other such projectiles, there is
+2. It is lost if the attacker moves in any way, attacks include grenades, bows, crossbows, no need to determine the location of the
or if he is attacked in melee. Furthermore, and slings, as well as those indicated in Table hit; a miss is a miss.
the attacker is considered flat-footed as long 3-3: Siege Weapons. Keep in mind that most indirect attacks are
as he retains his ranging bonus. Attempting An indirect attack can be aimed only at fired in an arc-shaped trajectory. You cant fire
to duck or dodge disrupts his aim and elimi- an opponent whom the attacker has knowl- a bow indirectly at a target 200 ft. distant when
nates the ranging bonus. edge of, either through prior sighting or via youre in a cavern with 10 ft. ceilings!
98 2
CHPT.
#

D
REPAIRING
DAMAGED MECHS

amaged mechs can be repaired using


the Craft (mechcraft) skill, as described
on page 40. Repairs are made according to
Mech Name
Barbagula
Bastion
Daughter, The
Dignitary
Fangbiter
Faction
Irontooth

Irontooth
Human traders
Irontooth
TABLE 2-20: MECHS

Dwarves (obsolete)
Size
Huge
Colossal
Colossal
Colossal II
Gargantuan
Power
Steam
Steam
Clockwork
Steam
Steam
Price (gp)
3,000
5,624
19,310
13,911
4,250
hit points lost or, in the case of critical hits Incinerator Dwarves (Stenian) Colossal II Steam 11,765
and special effects, the category of repair. Iron Maiden Irontooth Colossal III Steam 16,639
Unless noted otherwise, critical hits resulting Janzeters Amazing Mobile
from the green or yellow threshold are minor Cannon, Mk. I Dwarves (Stenian) Colossal III Steam 40,937
repairs, those resulting from the orange Juggernaut Dwarves (Stenian) Gargantuan Steam 7,788
threshold are major repairs, and those result- Lancer (dwarven) Dwarves (Stenian) Gargantuan Steam 10,699


ing from the red threshold are critical repairs. Lancer (elven) Elves Gargantuan Animated 32,390
Mother, The Irontooth Colossal IV Clockwork 61,198
Rodwalker Elves Huge Animated 112,616
Scale Hunter Dwarves (Stenian) Colossal II Steam 19,702
Scorpion Dwarves (Stenian) Colossal II Steam 15,932
MECH GALLERY Skull Crusher Orcs Colossal IV Manpower 18,301
Slaughtergore Unknown (unique) Gargantuan Undead 20 gp + 16 corpses
AND TECHNICAL Smiggenboppers
Perambulatory Orc Gnomes Gargantuan Clockwork 8,702
READOUTS Talon Dwarves (traders) Colossal Steam 12,400
Totem Mech tribes Gargantuan Manpower 1,988

M echs are now quite common on


Highpoint, and a number of standard
models have emerged. At the same time,
Verdant Fury
Viper
Elves (unique)
All
Huge
Gargantuan
Animated
Clockwork
232,616
10,756

plenty of unique mechs are crafted by inge-


nious (or crazy) gearwrights. This section If the mech has less crew than this number, Speed: The mechs base speed. Its maxi-
describes some of the most common and it cannot fire every weapon, unless it uses mum speed is twice this number. See page
most interesting mechs. special rules indicated in the profile. Most 71 for miles-per-hour equivalents.
This section could be organized in a num- mechs have more weapons than they can Maneuverability: The mechs maneuver-
ber of ways: by name, by mech size, or even fire in one round, for versatility.) ability class. See page 73 for details on
by the race or nation that deploys the mech. Firing Ports: How many members of the crew the various maneuverability classes.
Weve opted for the simplest solution: alpha- can fire personal weapons from the mech. AC: The mechs armor class. If the pilot has
betical by name. Table 2-20 offers additional Hit Dice: The mechs hit dice. This is the Mech Dancer feat, his Dexterity fur-
summaries for easy reference. rarely used. ther modifies the mechs AC.
Hit Points: The mechs maximum hit Hardness: A number indicating the mechs
Explanation of Terms points. Most mechs will have some unre- hardness and where it is derived from.
Mech stats are presented using this format: paired battle damage, actually clocking in This number is subtracted from damage
Size: The mechs size. at less than their hit point entries. inflicted on the mech.
Power Source: The mechs power source. Critical Thresholds: The hit point totals at Base melee attack: The mechs base melee
Payload Units: The mechs PU. which the mech drops from one critical attack bonus, before the gunner or pilots
Height: The mechs height. threshold to another (e.g., Green, Yel- modifiers are factored in.
Space/Reach: The mechs face and reach. low 264, Orange 132, Red 53 means the Base ranged attack: The mechs base
Note that a mechs stride is equal to its mech goes to yellow threshold at 264 hit ranged attack bonus, before the gunner
reach (half its height). points, orange at 132, and red at 53). This or pilots modifiers are factored in.
Crew: This entry indicates the crew necessary affects the severity of critical hits. Unarmed damage: How much damage the
to keep the mech functional. (In parenthe- Base Initiative: The mechs base initiative mech does with an unarmed blow.
ses is the number of crew members required modifier, which is further modified by Trample: Details on how much damage the
to fire every weapon on board in one round. the pilots bonuses or penalties. mech does with a trample, and what size
99
CHPT.
#
2

creatures it can trample. See page 95. Labor Requirements: Total man-hours Space/Reach: 5 ft. by 5 ft./5 ft.
Saves: The mechs saves. needed to build the mech. Crew: 1 (weapons: 2)
Abilities: The mechs abilities (really only Construction Time: An estimated con- Firing Ports: 7
Str and Dex). struction time based on a reasonable Hit Dice: 12
Mechcraft DC: The difficulty class of number of laborers. Shorter or longer Hit Points: 66


the Craft (mechcraft) check needed to construction times are possible with Critical Thresholds: Green, Yellow 33,
design the mech. more or fewer laborers. Orange 17, Red 7
Base Planning Time: How long it takes Base Initiative: 0
to come up with blueprints for building Speed: 50 ft. (fast legs)
the mech. BARBAGULA Maneuverability: Good
Base Cost: The mechs base cost (which is Size: Huge AC: 8
the, well, base for any modifications). Power Source: Steam Hardness: 8 (stone)
Total Cost: The total cost to build the Payload Units: 7 (extra weapon mounts) Base melee attack: +4
mech, including weapons. Height: 15 ft. Base ranged attack: 0
Unarmed damage: 1d8+6
Trample: largest Small; safe Small; damage 2d6
Saves: Fort +2, Ref 2, Will
Abilities: Str 22, Dex 10, Con ,
Int , Wis , Cha
Mechcraft DC: 33
Base Planning Time: 66 days
Base Cost: 656 gp
Total Cost: 3,000 gp
Labor Time: 960 man-hours
Construction Time: 12 days
(10 avg. laborers plus 1 overseer)
Options: Extra weapon mounts (2),
fast legs
Payload Usage
PU Use
1 Crew
6 Onboard weaponry
7 Total
The barbagula is a nasty little mech
favored by Irontooth clans (and rust riders,
when they can get them). A barbagula has
long legs and a light build. Its right arm is
equipped with a changler and its left arm has
an oversized lance.
Barbagulas are used to ambush isolated
mechs and to fight in packs against
more difficult targets. They are
built for speed. A skilled
mech jockey can
execute extremely
effective hit-and-run
attacks with a barbagula. The lance is used in
the initial charge, followed up by a trip attack
from the changler. Once the target is down,
it is either boarded or lance-charged repeat-
edly by other barbagulas.
100 21
CHPT.
#

No consistent design is seen like the castle towers it was mod-


among barbagulas. The basic eled on with squat, heavy legs
concept was perfected by the and short, stubby arms. It has no
Irontooth clans, who built several head per se. The internal frame is
variations. iron but the armor is stone, iden-
Copycat models have since tical to that used in most castles.

been seen among other forces, In fact, if the bastion were to rest
often with iron or steel armor. itself alongside a castle wall, from


a distance it would look like part
of the castle.
BASTION
Size: Colossal
Power Source: Steam DAUGHTER, THE
Payload Units: 16 Size: Colossal
Height: 35 ft. Power Source: Clockwork
Space/Reach: 15 ft. by 15 ft./15 ft. Payload Units: 18 (extra
Crew: 4 (weapons: 3) weapon mounts)
Firing Ports: 13 Height: 35 ft.
Hit Dice: 48 Space/Reach: 15 ft. by 15 ft./15
Hit Points: 264 ft.
Critical Thresholds: Green, Yel- Crew: 2 (weapons: 1)
low 132, Orange 66, Red 26 Firing Ports: 14
Base Initiative: 1 Hit Dice: 48
Speed: 60 ft. Hit Points: 264
Maneuverability: Average Critical Thresholds: Green,
AC: 2 Yellow 132, Orange 66, Red 26
Hardness: 9 (stone, Colossal) Base Initiative: 3
Base melee attack: +2 Speed: 60 ft.
Base ranged attack: 1 Maneuverability: Good
Unarmed damage: 1d12 +10 AC: 2
Trample: largest Large; safe Medium; Hardness: 13 (steel, Colossal)
damage 4d6 Base melee attack: +2
Saves: Fort 0, Ref 4, Will Base ranged attack: +3
Abilities: Str 30, Dex 8, Con , Unarmed damage: 1d12+10
Int , Wis , Cha Trample: largest Large; safe
Mechcraft DC: 39 Medium;
Base Planning Time: 78 days damage 4d6
Base Cost: 2,622 gp Saves: Fort 4, Ref 0, Will
Total Cost: 5,624 gp Abilities: Str 30, Dex 16, Con
Labor Requirements: 3840 man-hours , Int , Wis , Cha
Construction Time: 48 days Mechcraft DC: 52
(10 avg. laborers plus 1 overseer) Base Planning Time: 104 days
Payload Usage Base Cost: 6,925 gp
PU Use Total Cost: 19,310 gp
4 Crew (does not include weapons)
12 Onboard weaponry Labor Requirements: 7,680
16 Total man-hours
The bastion was one of the first dwarven Construction Time: 96 days
models ever to be constructed and it shows. (10 avg. laborers plus 1 overseer)
It is essentially a walking castle. The torso is Special: Extra weapon
disproportionately tall and narrow much mounts (2)
101
CHPT.
#
2

Payload Usage
PU Use TABLE 2-21: ONBOARD WEAPONS
2 Crew Location Arc of Fire Weapon (damage, range in ft., other) PU Crew
16 Onboard weaponry Barbagula Onboard Weapons
18 Total Left arm Melee Large lance (2d6+6/x3) 2 1
The daughter is usually deployed in pairs Right arm Melee Huge changler (1d10+6, +4 to trip checks) 4 1
by the mother (see page 109). The daughters Total 6 2
harry and harass enemy mechs while the
mother pulls them in. Generally the daugh- Bastion Onboard Weapons
ters are there only to defend the mother, Right arm Melee Huge axe blade (2x8+10/x3) 4 1
but they will engage offensively if necessary. Left arm 180 forward Gargantuan ballista (3d10/x3, 200) 8 2
They look like walking buzzsaws the buzz- Total 12 3


saw takes up more than two thirds of their
height, placed vertically in their torso. The Daughter Onboard Weapons
Torso Melee Colossal buzzsaw (3d12/1920/x3) 16 1
Total 16 1
DIGNITARY
Size: Colossal II Dignitary Onboard Weapons
Power Source: Steam Left arm 180 forward Gargantuan steam cannon (3d10/x3, 950) 8 2
Payload Units: 41 Right leg 360 Gargantuan flame nozzle (2d8, 50) 8 1
Height: 50 ft. Total 16 3
Space/Reach: 25 ft. by 25 ft./25 ft.
Crew: 8 (weapons: 3) Fangbiter Onboard Weapons
Firing Ports: 27 Left arm Melee Huge sword blade (2d8+8/19-20) 4 1
Hit Dice: 96 Right arm Melee Huge barbed sword blade (2d8+8/1920/x3) 4 1
Hit Points: 528 Total 8 2
Critical Thresholds: Green, Yellow 264,
Orange 132, Red 53 Incinerator Onboard Weapons
Base Initiative: 2 Right foot 180 left Huge flame nozzle (2d8, 30, fire) 4 1
Speed: 70 ft. (fast legs) Right foot 180 right Huge flame nozzle (2d8, 30, fire) 4 1
Maneuverability: Average Torso 90 forward Huge steam cannon (2d10/x3, 1,000 ft.) 4 2
AC: 2 Left foot 180 left Huge flame nozzle (2d8, 30, fire) 4 1
Hardness: 14 (steel, Colossal II) Left foot 180 right Huge flame nozzle (2d8, 30, fire) 4 1
Base melee attack: +4 Total 20 6
Base ranged attack: 2
Unarmed damage: 3d6+12 Iron Maiden Onboard Weapons
Trample: largest Huge; safe Medium; Right arm Melee Huge bore puncher (1d10, 5 ft. reach, ignores hardness) 4 1
damage 5d8 Right arm Melee Huge hooked axe blade (2d8/x3) 4 1
Saves: Fort 0, Ref 4, Will Left arm Melee Gargantuan bore puncher (2d8, 10 ft. reach) 8 1
Abilities: Str 34, Dex 6, Con , Total 16 3
Int , Wis , Cha
Mechcraft DC: 42 Janzeters Amazing Mobile Cannon, Mark I Onboard Weapons
Base Planning Time: 84 days Center torso 90 forward Colossal III steam cannon w/explosive shells (8d12+1d10, 800) 64 3
Base Cost: 5,725 gp Total 64 3
Total Cost: 13,911 gp
Labor Requirements: 7,680 man-hours Juggernaut Onboard Weapons
Construction Time: 96 days Right arm Melee Huge axe blade (2d8+8/x3)/sword blade (2d8+8/1920) 4 1
(10 avg. laborers plus 1 overseer) Right arm 180 forward Medium flame nozzle (2d8, 10, fire) 1 1
Special: Fast legs (+20 ft.) Left arm 180 forward 2x linked Medium flame nozzles (2d8, 10, fire) 2 1
Shoulders 360 Huge steam cannon (2d10/x2, 1,000) 4 2
Total 11 6
102 21
CHPT.
#

Payload Usage
PU
8
9
8

16
Use
Crew
Secure passenger quarters
Room for up to 8
Medium passengers
Onboard weaponry

Size: Gargantuan
FANGBITER

Power Source: Steam


Payload Units: 13 (extra weapon mounts)
Height: 25 ft.
Space/Reach: 10 ft. by 10 ft./10 ft.
41 Total Crew: 3 (weapons: 2)
The dignitary was developed by human Firing Ports: 13
traders based out of Edge. It is designed Hit Dice: 24
to impress wealthy travelers with the solid Hit Points: 132
protection it affords. The passengers are Critical Thresholds: Green, Yellow 66,
secured in what is Orange 33, Red 13
essentially a large Base Initiative: 1
iron vault. The Speed: 40 ft.
mechs fast legs Maneuverability:
ensure it can out- Average
run most enemies, AC: 6
and its two simple Hardness: 8 (stone)
weapons give it Base melee
basic protection attack: +4
against most ene- Base ranged
mies, whether they attack: 1
attack in numbers Unarmed damage:
or singly. 1d10 +8
Dignitaries Trample: largest
do not include Medium; safe Small;
sleeping quarters; damage 3d6
they are designed Saves: Fort +2,
for short hauls. Ref 2, Will
Trips are priced Abilities: Str 26,
according to time Dex 8, Con , Int
required, gener- , Wis , Cha
ally on the order Mechcraft DC: 36
of 2040 gp per Base Planning
hour. When city- Time: 72 days
mechs come near Base Cost: 1,311 gp
Edge or other trad- Total Cost: 4,250 gp
ing towns, small Labor Requirements:
swarms of dignitar- 1,920 man-hours
ies will approach Construction
them, acting as Time: 24 days
well defended taxis (10 avg. laborers
for those who fear plus 1 overseer)
assault. Special: Extra weapon mounts (3)
A number of larger dignitary models Payload Usage
incorporate sleeping quarters for longer PU Use
excursions. 3 Crew
2 Passengers
8 Onboard weaponry
13 Total
103
CHPT.
#
21

The fangbiter is a Critical Thresh-


popular mech type olds: Green, Yel-
among the rust rid- low 264, Orange
ers. Whenever they 132, Red 53
capture a mech they Base
frequently strip Initiative: 2
off its old weapons Speed: 50 ft.
and re-equip it as a Maneuverabil-
fangbiter. ity: Average
The fangbiter AC: 2
fights in two stages. Hardness: 12
First, it closes for (iron, Colossal II)
melee. Depending Base melee
on the nature of the attack: +4
enemy mech, this Base ranged
may involve attacks attack: 2
from the barbed Unarmed
blade in order to damage: 3d6 +12
hold the enemy Trample:
mech in position, or largest Huge;
may be a straightfor- safe Medium;
ward battle from the damage 5d8
normal sword blade on the fangbiters left arm. Saves: Fort 0, Ref 4, Will
The second stage involves the passengers. As Abilities: Str 34, Dex 6, Con ,
do most rust riders, they have the Mech Rider Int , Wis , Cha
feat. They emerge from the mechs portholes Mechcraft DC: 42
and begin attacking. (The portholes lock Base Planning Time: 84 days
behind them automatically and they all have Base Cost: 5,565 gp
keys.) If there are infantry attackers, up to two Total Cost: 11,765 gp
rust riders can fight them at ground level. Oth- Labor Requirements: 7,680 man-hours
erwise, they attack the enemy mech: attempt- Construction Time: 96 days
ing to board it, hitting it with grenades if they (10 avg. laborers plus 1 overseer)
are available, or simply climbing on it and Payload Usage
blocking visibility. Depending on the mechs PU Use
preparations for combat, as many as four rust 8 Crew
riders may be already riding on the mech (four 4 Arm gunners


being the max that can fit on a Gargantuan 20 Onboard weaponry
mech; see page 96). 32 Total
The incinerator
is a dwarven anti-
INCINERATOR infantry mech. It is
Size: Colossal II designed to comple-
Power Source: Steam ment other mechs,
Payload Units: 32 not to be deployed on its
Height: 50 ft. own, as it lacks the weaponry
Space/Reach: 25 ft. to take on other mechs. It acts as a
by 25 ft./25 ft. wing man for mechs that are vulnerable
Crew: 8 (weapons: 6) to infantry.
Firing Ports: 21 The incinerator is named after the four
Hit Dice: 96 flame nozzles mounted on its feet. They are
Hit Points: 528 only five feet from ground level, just the right
104 21
CHPT.
#

height for attacking infantry. The incinerators


arms are disproportionately large, particularly
its hands, which are in the shape of gigantic
fists. Protruding from each hand are two fir-
ing ports. Two dwarven gunners sit in each fist,
equipped with whatever their mission calls for:
crossbows, steam guns, or flasks of burning oil.
Their high elevation gives them a good vantage
IRON MAIDEN
Size: Colossal III
Power Source: Steam
Payload Units: 64
Height: 75 ft.
Space/Reach: 35 ft. by 35 ft./35 ft.
point for firing at nearby infantry, especially as Crew: 16 (weapons: 3)
the mech pilot maneuvers the arms into the Firing Ports: 35
best possible position. Hit Dice: 144
The mechs fifth firing port is in its torso, Hit Points: 792
next to the steam cannon mounted there. Critical Thresholds: Green, Yellow 396,
The steam cannon is almost always Orange 198, Red 79
used for firing at tough-look- Base Initiative: 2
ing or distant infantry Speed: 80 ft. (fast legs)
targets rather than Maneuverability: Poor
other mechs, but AC: 2
it is available for Hardness: 14 (iron,
antimech use if Colossal III)
the need arises. Base melee
There is attack: +6
one more Base ranged
distinguish- attack: -2
ing feature of Unarmed damage:
the incinera- 2d12 +1d6 +14
tor. Its legs are (combat spikes)
almost perfectly Trample: largest
smooth. The Gargantuan; safe
muzzles of the Large; damage 6d6
flame nozzles Saves: Fort 0, Ref 4,
extend less Will
than 3 from the Abilities: Str 38, Dex
mechs legs, and 6, Con , Int , Wis ,
the seams between Cha
the armored plates Mechcraft DC: 45
are perfectly snug. Base Planning Time: 90 days
This makes the legs Base Cost: 11,130 gp
extremely difficult Total Cost: 16,639 gp
to climb, as described Labor Requirements: 15,360
below. man-hours
Construction Time: 96 days
Special (20 avg. laborers plus 2 overseers)
The entire surface of the mech is made Special: Fast legs, combat spikes
as smooth and rounded as possible, to mini- Payload Usage
mize the ability of infantry to climb it. Climb PU Use
checks against an incinerator have a 2 cir- 16 Crew
cumstance penalty. Moreover, ranged touch 32 Boarding party
attacks to latch a grappling hook or other 16 Onboard weaponry
climbing device on also suffer a 2 penalty. 64 Total
105
CHPT.
#
21

The iron maiden is one of the most feared Space/Reach: 35 ft. by 70 ft./15 ft.
mechs on Highpoint, with good reason. Crew: 16 (weapons: 3 plus see below)
Not only is it operated by the Irontooth Firing Ports: 44
Clans (whose mech devil pilots are superior Hit Dice: 144
to those from all other mechdoms), but it is Hit Points: 792
built from the ground up for one purpose: Critical Thresholds: Green, Yellow 396,
boarding and capturing enemy mechs. Orange 198, Red 79
Since very few mechs have security crews Base Initiative: 2
on board, a single enemy boarder can usual- Speed: 60 ft.
ly take out even the most heavily defended Maneuverability: Poor
mech. On top of that, the iron maiden is AC: 2
ferocious in appearance: Its face is a styl- Hardness: 14 (iron, Colossal III)
ized skull, it is covered in jagged Base melee attack: +6
spikes, and its Base ranged attack: +2 (precision aiming)
Unarmed damage: 2d12 +14
Trample: largest Gargantuan; safe Large;
damage 6d6
Saves: Fort 0, Ref 4, Will

body and
weaponry are
twisted and demonic
in appearance.
A fully equipped iron maiden
holds 32 raiders plus crew and weapons.
Usually the raiders are seated 16 to a bore
puncher. They are equipped with daggers,
hand axes, and longswords (the former
for close-quarter fighting, if necessary),
and sometimes magnet bombs as
well. The magnet bombs arent
useful for mechs that are
to be captured, but for
getting inside a mech
and rapidly disabling
it, they cant be beat.
Iron maiden crew are well aware
of the effectiveness of their tactics. They
are always armed and armored for close- Abilities: Str 38, Dex 6, Con ,


quarters fighting, in case they themselves Int , Wis , Cha
should be boarded. Mechcraft DC: 45
Base Planning Time: 90 days
Base Cost: 11,130 gp
JANZETERS AMAZING Total Cost: 40,937 gp
MOBILE CANNON, MARK I Labor Requirements: 15,360 man-hours
Size: Colossal III Construction Time: 96 days
Power Source: Steam (20 avg. laborers plus 2 overseers)
Payload Units: 80 (extra weapon mounts) Options: Extra weapon mounts (16),
Height: 40 ft. precision aiming
106 2
CHPT.
#

Payload Usage
TABLE 2-22: ONBOARD WEAPONS PU Use
Location Arc of Fire Weapon (damage, range in ft., other) PU Crew 16 Crew
Lancer Onboard Weapons 64 Onboard weaponry
Right arm Melee Huge sword blade (2d8+Str/19-20) 4 1 80 Total
Head 360 Wand of magic missile (level 9) (5x 1d4+1, 190) 1 1 Janzeters amazing mobile cannon was
Left arm Melee Huge lance (2d8+Str/x3) 4 1 the first howitzerlike device constructed on
Total 9 3 Highpoint. It is one of the oddest-looking
mechs in existence. The chassis is long and
The Mother Onboard Weapons short, unlike other mechs, and supports a
Right arm 180 forward Gargantuan chain tentacle (2d8, 100) 8 3 single enormous steam cannon for practi-
Left arm 180 forward Gargantuan chain tentacle (2d8, 100) 8 3 cally its entire length. Balanced in the exact
Total 16 6 center of the barrel are two legs that bend
backward, like a horses. At the rear of the
Rodwalker Onboard Weapons cannon rests a large, clear glass dome, laced
Left arm, top 180 forward linked fireball (lvl. 10) wand (10d6, 800, 20 ft. area) 1 1 by iron bands like those on a B-52 bomber,
Left arm, bottom 180 forward linked fireball (lvl. 10) wand (10d6, 800, 20 ft. area) 1 0 from which the gunners take their aim.
Right arm, top 180 forward linked fireball (lvl. 10) wand (10d6, 800, 20 ft. area) 1 0 To make the picture all the more bizarre,
Right arm, bottom 180 forward linked fireball (lvl. 10) wand (10d6, 800, 20 ft. area) 1 0 a thirty-foot-long zeppelin floats from each
Total 4 1 end of the massive barrel. One crew member
mans each zeppelin. The zeppelins help sup-
Scale Hunter Onboard Weapons port the weight of the cannon and its huge
Left shoulder 360 Gargantuan javelin rack (2d8 (x5), 250) 8 2 ammunition supply, which cannot be lifted
Left arm Melee Gargantuan lobster claw (2d12/1920) 8 2 by the legs alone. When the mech is resting,
Right shoulder 360 Gargantuan chain tentacle (2d8, 100) 8 3 the legs lock into a backward position and
Right arm 180 forward Huge steam cannon (2d10/x3, 1,000) 4 2 the zeppelins descend. When it is ready to
Right arm Melee Huge axe blade (2d8+12/x3) 1 move again, the zeppelins rise up, providing
Total 28 10 the extra lift necessary for the mechs legs
to propel it. They also serve another crucial
Scorpion Onboard Weapons purpose: keeping the barrel steady while the
Left arm Melee Huge lobster claw (2d8/1920) 4 2 mech moves. Without both zeppelins, the
Left arm 180 forward Gargantuan steam cannon (3d10, 950) 8 2 mech tilts like a seesaw as it walks, giving it
Right arm Melee Huge lobster claw (2d8/1920) 4 2 an effective Dex of 0 and a speed of 30 ft.
Tail (rear) 360 degrees Gargantuan chain tentacle (2d8, 100 ft., ignore hardness) 8 3 Janzeters model has since been refined
Total 24 9/special into a four-legged version that does not
require the zeppelins (mark II), as well as
Skull Crusher Onboard Weapons more reasonably proportioned models that
Right shoulder 360 Colossal ballista (4d10/x3, 200) 16 3 carry weapons more suited to their size (mark
Right arm Melee Colossal axe blade (3d12+12/x3) 16 1 III and IV). The original mark I is the classic
Left shoulder 180 forward Colossal catapult (4d8, 400) 16 3 that established Janzeters reputation as a top-
Left arm Melee Colossal axe blade (3d12+12/x3) 16 1 notch coglayer, however, and thus it is worth
Total 64 8 examination by any student of mechcraft.
The amazing mobile cannon is generally
Smiggenboppers Perambulatory Orc Onboard Weapons used for guarding strongholds, mountain pass-
Location Arc of Fire Weapon (damage, range in ft., other) PU Crew es, river routes, and other controlled terrain
Right arm Melee Huge axe blade (2d8+8/x3) 4 1 zones. Janzeters invention is unwieldy and
Right arm 90 forward Medium flame nozzle (2d8, 10) 1 1 ponderous to maneuver, but it is nonetheless
Left arm Melee Huge ballista (2d10/x3, 200) 4 1/special ten times easier to position than horse-drawn
Total 9 3/special cannons, and far more powerful.
107
CHPT.
#
21

Special overlapping layers of reinforced canvas). If a


Precision Aiming: Janzeter designed his zeppelin takes even a single point of damage,
mobile cannon for use as nothing more than it is punctured.
a cannon on legs. As such, he installed a
complicated system of different-sized gears
that allows extremely precise positioning of JUGGERNAUT
the cannon barrel without moving the mech Size: Gargantuan
itself. A large wheel allows for big shifts in Power Source: Steam
position (measured in yards), a second small Payload Units: 14 (extra weapon mounts)
wheel swings the barrel in one-foot incre- Height: 25 ft.
ments, and a third wheel shifts its position Space/Reach: 10 ft. by 10 ft./10 ft.
one inch at a time. As a result, the mobile Crew: 3 (weapons: 5)
cannon receives a +4 bonus to ranged Firing Ports: 14
attacks (reflected in the profile above) at Hit Dice: 24
an additional cost of +2,000 gp. This system Hit Points: 132
works only on mechs whose weapons are Critical Thresholds: Green, Yellow 66,
housed on the main chassis. Orange 33, Red 13
Zeppelin Rangefinding: The zep- Base Initiative: 1
pelins are usually retracted once the Speed: 40 ft.
cannon is parked, so as to reduce Maneuverability: Average
its profile. They can be raised to a AC: 6
height of up to 300 ft. above ground Hardness: 10
level, however. From this position (iron)
they afford a spectacular view of Base melee
surrounding terrain (especially attack: +4
when the mech is already posi- Base ranged
tioned on a mountain) and can attack: 1
assist the mech in finding tar- Unarmed
gets and firing ranging shots. damage: 1d10
Additionally, the crew member +8
in the zeppelin can help the Trample:
cannon fire indirectly by shout- largest
ing coordinates for targets that Medium; safe
the ground-based crew Small;
cannot see. damage 3d6
The zeppelin Saves: Fort
crew is usu- +2, Ref 2,
ally equipped with Will
steam guns, which Abilities:
it uses to pick off any Str 26, Dex 8,
infantry that approach the Con , Int ,
mech. Wis , Cha
Critical Hits: Any critical hit Mechcraft DC: 36
that would normally cause damage Base Planning Time: 72 days
to the mechs arms instead hits one of the Base Cost: 1,391 gp
zeppelins, puncturing it and impeding the Total Cost: 7,788 gp
mechs movement as described above. Crew Labor Requirements: 1,920 man-hours
in a deployed zeppelin that is punctured fall to Construction Time: 24 days
the ground, taking damage as usual. The zep- (10 avg. laborers plus 1 overseer)
pelins can be targeted independently; they Options: Extra weapon mounts (4)
have AC 12 and hardness 10 (due to multiple
108 21
CHPT.
#

Payload Usage treated as a sword. The flame nozzle on the left


PU Use arm cannot be used while also using the melee
3 Crew weapons unless it is left on full blaze.
11 Onboard weaponry The driver may operate the arms or the
14 Total steam cannon. With a full crew, the steam
cannon may fire in the same turn the arms
also attack.
For construction purposes, the axes and
punching blades are considered one weapon.


The The cost is double the sum of the two weap-
juggernaut is the ons normal cost.
archetypal dwarven mech.
As were the earliest dwarven mech
prototypes, it is built to resemble a heavyset, LANCER
25-foot-tall dwarf, complete with a stylized Steam Version
face and metal beard. Charging into battle at Size: Gargantuan
the head of an army, it is inspiring at least Power Source: Steam
to dwarves, who often use juggernauts to lead Payload Units: 12
virtually any assault, whether or not mechs (extra weapon
should be involved. Juggernauts are deployed mounts)
even in defensive situations, if only to rally Height:
the troops. 25 ft.
A juggernaut has no hands. Space/Reach:
Instead, its arms terminate in 10 ft. by 10 ft./10 ft.
rounded, fistlike appendages Crew: 3 (weapons: 3)
bristling with weapons. An axe Firing Ports: 12
head is built into the sides of its Hit Dice: 24
right fist, and a huge punching Hit Points: 132
blade extends from the front. A Critical Thresholds: Green, Yellow 66,
total of three flame nozzles are Orange 33, Red 13
built into the arms, one behind Base Initiative: 1
the axe head on the right and two on Speed: 40 ft.
the left fist. Finally, a steam cannon is Maneuverability: Average
mounted between the shoulders. AC: 6
The juggernaut is an all-purpose mech, Hardness: 10 (iron)
intended for combat in almost any situa- Base melee attack: +4
tion. When fighting other mechs, it uses Base ranged attack: 1
its steam cannon until it has reached close Unarmed damage: 1d10+8
combat range, then fights with axe and Trample: largest Medium; safe Small; dam-
punching blades. Juggernauts generally age 3d6
reserve their flame nozzles for infantry, but Saves: Fort +2, Ref 2, Will
in desperate times they are not above turn- Abilities: Str 26, Dex 8, Con ,
ing all three nozzles on full blaze. Even with Int , Wis , Cha
the risk of explosion, a round or two of Mechcraft DC: 36
three full-blaze flame nozzles will destroy Base Planning Time: 72 days
most opponents very quickly. Base Cost: 1,391 gp
Total Cost: 10,699 gp
Special Labor Requirements: 1,920 man-hours
Weapon Combos: With the left arm, the jug- (plus magic items)
gernaut can attack with either its flame nozzle Construction Time: 24 days (10 avg. labor-
or an axe blade or the punching blade, which is ers plus 1 overseer)
109
CHPT.
#
21

Special: Extra weapon mounts (2) of which only a few have been sighted. The
Payload Usage power source and armor vary between the
PU Use two models, as does appearance, but other-
3 Crew wise they are nearly identical. Both feature a
9 Onboard weaponry lance and sword as weapons, plus the crucial
12 Total distinguishing mark: a wand of magic missile
embedded in a head-mounted turret.
Animated Version Lancers are used against normal crea-
Size: Gargantuan tures, not mechs. The powerful close
Power Source: Animated (dispel DC 26) combat weapons can leave devastating
Payload Units: 10 wounds, while the wand of magic missile
Height: 25 ft. is used when attacked by multiple
Space/Reach: 10 ft. by 10 ft./10 ft. opponents or those who can take a
Crew: 1 (weapons: 3) lot of punishment.
Firing Ports: 10 The Stenian version of the lancer
Hit Dice: 16 includes one crew member for each
Hit Points: 88 weapon, but the elven version has
Critical Thresholds: Not subject to criti- only a single pilot. He invariably has
cal hits the Mechidextrous feat.
Base Initiative: +3 A typical combat encounter with a
Speed: 60 ft. lancer begins with magic missiles at long
Maneuverability: Good range. Once the enemy is in charging range,


AC: 6 the mech charges in with its lance. Then it
Hardness: 15 (mithral) uses its sword blade to finish the enemy off.
Base melee attack: +0
Base ranged attack: +3
Unarmed damage: 1d10+4 MOTHER, THE
Trample: largest Medium; safe Small; dam- Size: Colossal IV
age 3d6 Power Source: Clockwork
Saves: Fort , Ref +2, Will Payload Units: 128
Abilities: Str 18, Dex 16, Con , Height: 110 ft.
Int , Wis , Cha Space/Reach: 55 ft. by 55 ft./55 ft.
Mechcraft DC: 34 Crew: 13 (weapons: 6)
Base Planning Time: 68 days Firing Ports: 51
Base Cost: 5,231 gp Hit Dice: 192
Total Cost: 32,390 gp Hit Points: 1,056
Labor Requirements: 1,920 man- Critical Thresholds: Green, Yellow 528,
hours (plus magic items) Orange 264, Red 106
Construction Time: 24 days (10 Base Initiative: 1
avg. laborers plus 1 overseer) Speed: 80 ft.
plus rituals (3 days) Maneuverability: Average
Special: AC: 2
Payload Usage Hardness: 18 (steel, Colossal IV)
PU Use Base melee attack: +8
1 Crew Base ranged attack: +1
9 Onboard weaponry Unarmed damage: 5d6 +16
10 Total Trample: largest Colossal; safe Huge;
The lancer is an extremely common mech damage 7d6
model among the Stenian military. They did Saves: Fort 4, Ref 0, Will
not actually develop the concept; it is mod- Abilities: Str 42, Dex 12, Con ,
eled after the far less common elven variety, Int , Wis , Cha
110 21
CHPT.
#

Mechcraft DC: 60 But Egwerd surprised them. The secret


Base Planning Time: 120 days of the mother lies not in its weapons, but
Base Cost: 55,398 gp in what it gives birth to. Its bulbous torso
Total Cost: 61,198 gp has hangar space for two Colossal mechs.
Labor Requirements: 61,440 man-hours Working together, the three-mech team
Construction Time: 110 is nigh invulnerable. The two daughter
(70 avg. laborers plus 7 overseer) mechs (described on page 100) each
Payload Usage wield a single massive buzzsaw. When in
PU Use combat to kill, the mother anchors a target
13 Crew and drags it in, while the daughters slice
64 Hangar space it to ribbons. When in combat to capture,
(room for two Colossal mechs or the daughters harass enemy foes while the
one Colossal II mech) mother anchors them and draws them into
35 Boarding party or passengers her hangar, then hauls them off.
16 Onboard weaponry The mothers greatest boon is that she
128 Total doesnt just kill enemy mechs; she captures
Egwerd Turn- them and brings
screw is a gnome them home. She
coglayer of great is always deployed
renown and with two daughter
infamy. He pio- mechs in her han-
neered the art of gars, but by the
clockwork mechs, time she returns,
producing many of they invariably
the early models. walk alongside her,
These he sold to since her hangars
the highest bidders, are filled with cap-
and soon his mer- tured enemies.
cenary inclinations
became clear. He Special
left the comfort of Engulf: The moth-
his city-mech home er can engulf enemy
for the Irontooth mechs. Her hangar
Clans, where he bay is designed to
knew his techni- open up and scoop
cal skills would in attackers. This is
let him live like a done in one of two
king. Since then ways.
he has indeed been The first way is
treated like royalty, the simplest: The
provided he continues to churn out top-notch mother uses her chain tentacles to drag the
mech designs for his hosts. Back in the Stenian enemy mech into her hangars. Any mech
Confederacy, he is considered a traitor. dragged into the mothers space is automati-
The mother is one such top-notch mech. cally engulfed by her hangars.
It is a large, bulbous creation of rather The second way is more difficult. The
comedic proportions: a large belly, stout mother must make a successful unarmed
legs, and short arms. It has only two weapons melee attack against an adjacent mech,
a chain tentacle on each arm and was followed by a successful opposed Strength
thought laughable by the first Irontooth check. The adjacent mech is then engulfed
clansmen to see it, just before they were by her hangars.
about to order Egwerd evicted.
111
CHPT.
#
21

As soon as an enemy mech is engulfed, Total Cost: 112,616 gp (including fireball


the mothers boarding party smashes open wands), 142,616 with magical immunity
the portholes (usually with rust or magnet Labor Requirements: 960 man-hours
bombs) and slaughters the crew. An enemy (plus magic items)
mech inside the mother can escape only by Construction Time: 14 days
forcing open the hangar doors (Strength (10 avg. laborers plus 1 overseer) plus
check, DC 35) or blasting through them fireball wands and rituals (2 days)
(hardness 12, 100 hp). Captured mechs Other Prerequisites: Fireball wands have
can continue to shoot at the interior of separate creation requirements and XP cost
the mother as long as the crew is able. Such Payload Usage
attacks automatically hit (and have a 25% PU Use
chance of hitting another mech inside the 1 Crew
hangar if more than one is there). 4 Onboard weaponry


Remember that mechs stored in hangars 5 Total
occupy space equal to double their PU. The rodwalker is inextricably associated
with the elves. No other race has pro-
duced such an elegant yet powerful
RODWALKER mech. The rodwalker is a slim bipedal
Size: Huge mech a mere 13 feet in height. Its con-
Power Source: Animated (dispel DC 26) struction is rounded and distinctively
Payload Units: 5 elven, with flowing lines and no
Height: 13 ft. sharp edges.
Space/Reach: 5 ft. by 5 ft./5 ft. A rodwalkers head is
Crew: 1 (weapons: 1) a bulbous oval shape,
Firing Ports: 5 attached to the
Hit Dice: 8 body via a
Hit Points: 44 rounded
Critical Thresholds: neck.
Not subject to
critical
hits
Base
Initia-
tive: 4
Speed: 50 ft.
Maneuverability:
Perfect
AC: 8
Hardness: 15 (mithral)
Base melee attack: +0
Base ranged attack: +4
Unarmed damage: 1d8+4
Trample: largest Small; safe Small; The pilot
damage 2d6 rides in the head. The head is hunched
Saves: Fort 0, Ref +2, Will and the whole mech seems to lean forward
Abilities: Str 14, precariously, but it is nonetheless well bal-
Dex 18, Con , anced. The mech is magically powered, as
Int , Wis , Cha evidenced by the narrow body cavity and lack
Mechcraft DC: 30 of any visible mechanization.
Base Planning Time: 60 days The rodwalker gets its name from its four
Base Cost: 2,616 gp arms, which are merely short struts that sup-
112 21
CHPT.
#

port long cylindrical rods. Each rod is con- Crew: 8 (weapons: 10)
structed of lightweight metals and loaded Firing Ports: 23
with 50 charges of the fireball spell. They are Hit Dice: 96
actually unnecessarily large fireball wands, Hit Points: 528
although they resemble oversized rods Critical Thresholds: Green, Yellow 264,
because they are designed to be used as clubs Orange 132, Red 53
if the mech ever has to fight at close range. Base Initiative: 2
Of course, with 200 fireball charges, few Speed: 50 ft.
rodwalkers ever Maneuverability:
have to enter Average
melee. The rod- AC: 2
walker was the Hardness: 12
first effective use (iron, Colossal II)
of offensive magic Base melee
in a mech and is attack: +4
now fairly common Base ranged
among the elven attack: 2
mech fleets. As Unarmed dam-
with all magically age: 4d6 +12
powered mechs, Trample: largest
it is susceptible to Huge; safe Large;
dispel magic effects, damage 5d8
but with the fireball Saves: Fort 0, Ref
spells long range, 4, Will
and the overlap- Abilities: Str 34,
ping fields of fire Dex 6, Con ,
created by teams Int , Wis ,
of rodwalkers, it is Cha
rarely in danger. Mechcraft DC:
Certain rod- 42
walker variants use Base Planning
wands charged with Time: 84 days
spells other than Base Cost:
fireball, particularly 5,565 gp
for special missions. Total Cost:
19,702 gp
Special Labor
The rodwalkers Requirements:
arms can be fired individually, in which case 7,680 man-hours
the pilot can fire a maximum of one per Construction Time: 96 days
round, or in unison, in which case all four are (10 avg. laborers plus 1 overseer)


activated at once and must all be aimed at the Special: Extra weapon mounts (4), combat
same target. spikes, steady feet (+4 to trip checks)
Payload Usage
PU Use
SCALE HUNTER 8 Crew
Size: Colossal II 28 Onboard weaponry
Power Source: Steam 32 Total
Payload Units: 36 (extra weapon mounts) The scale hunter was developed by the
Height: 50 ft. dwarves specifically for hunting dragons. It
Space/Reach: 25 ft. by 25 ft./25 ft. is built to fire on a dragon continuously until
113
CHPT.
#
2

it closes, withstand its charge, then crush the


dragon in melee. Dragons that elect to fight TABLE 2-23: ONBOARD WEAPONS
with spells or long-distance weapons are met Location Arc of Fire Weapon (damage, range in ft., other) PU Crew
with a barrage of javelins and cannonballs, Talon Onboard Weapons
plus a chain tentacle intended to drag them Right arm Melee Huge buzzsaw (2d8/1920/x3, ignore hardness) 4 1
into range of the lobster claw and axe blade. Left arm Melee Huge buzzsaw (2d8/1920/x3, ignore hardness) 4 1
Total 8 2Talon
Special
The mechs right arm features a huge axe Totem Onboard Weapons
blade with a cannon barrel protruding from Shoulders 180 forward Huge catapult (2d8, 300) 4 2
its haft. If the steam cannon is fired, the Total 4 2
mech may not make an axe blade attack. If
the axe blade is used first, however, the mech Verdant Fury Onboard Weapons
can fire the cannon unaimed as it swings the Torso 360 4x +1 dancing longswords (1d8+1/1920, 5 ft.) 4 0
blade. If the axe blade hits its target, there is Total 4 0
a 50% chance that the cannon will be aimed
such that it is directed at the same target. In Viper Onboard Weapons
such a case, the mech can make an immedi- Right arm 180 forward Huge steam cannon (2d10/x3, 1000) 4 1
ate attack with the cannon right after the axe Left arm Melee Huge sword blade (2d8+8/1920) 4 1


blade attack. Otherwise, the cannon shot Total 8 2
fires wild and misses.

Base Cost: 5,565 gp


SCORPION Total Cost: 15,932 gp
Size: Colossal II Labor Requirements: 7,680 man-hours
Power Source: Steam Construction Time: 96 days
Payload Units: 32 (10 avg. laborers plus 1 overseer)
Height: 50 ft.
Space/Reach: 25 ft. by 25 ft./25 ft.
Crew: 8 (weapons: 9 but see below)
Firing Ports: 21
Hit Dice: 96
Hit Points: 528
Critical Thresholds: Green, Yellow 264,
Orange 132, Red 53
Base Initiative: 2
Speed: 50 ft.
Maneuverability: Average
AC: 2
Hardness: 12 (iron, Colossal II)
Base melee attack: +4
Base ranged attack: 2
Unarmed damage: 3d6 +13
Trample: largest Huge; safe Medium;
damage 5d8
Saves: Fort 0, Ref 4, Will
Abilities: Str 36, Dex 6,
Con , Int ,
Wis , Cha
Mechcraft DC: 42
Base Planning Time: 84 days
114 21
CHPT.
#

Other: Stability (+2 Balance and trip; see cannon. If it uses its lobster claw first and
below), above average Strength scores a hit, however, it may immediately fol-
Payload Usage low up with a free attack with the steam can-
PU Use non, using the same crew. This attack must be
6 Crew aimed at the opponent hit by the lobster claw.
2 Storage Stability: The scorpions low build makes
24 Onboard weaponry it more stable than other mechs of its size. In
32 Total addition, it is intentionally built with legs that
The scorpion is a vicious dwarven mech are nearly solid metal. It is exceptionally heavy
designed for mech-to-mech combat. It is built for a mech its size and thus very well grounded.


to destroy other mechs, not capture them. A scorpion receives a +2 bonus to Balance and
It has a squat, chitinous design stylized to trip checks. This raises the base cost by 10%.
resemble a scorpion. The left arm features a
lobster claw with a steam cannon built into its
base. The right arm has another lobster claw. SKULL CRUSHER
A chain tentacle is built into a scorpionlike Size: Colossal IV
tail turret that has a 360-degree field of fire. Power Source: Manpower
Both weapons are designed to be used at the Payload Units: 128
same time as the Height: 110 ft.
accompanying lob- Space/Reach: 55
ster claw. ft. by 55 ft./55 ft.
The scorpion Crew: 64 (weap-
was first deployed ons: 8)
by the Stenian Firing Ports: 51
Confederacy. Sev- Hit Dice: 160
eral models were Hit Points: 880
built, but it was Critical Thresh-
soon discontinued olds: Green, Yel-
in favor of simpler low 528, Orange
models such as 308, Red 176
the juggernaut. Base Initiative:
The scorpion is 3
ferocious in com- Speed: 50 ft.
bat and far more Maneuverability:
dangerous than Clumsy
the juggernaut, AC: 2
but it is expensive Hardness: 16
and complicated to (iron, Colossal IV)
build. The Stenian Base melee
military considers attack: +4
it excessive for Base ranged
general use. attack: -3
Unarmed dam-
Special age: 6d6 +12 (com-
Weapon Combos: bat spikes)
If the scorpion fires Trample: larg-
its steam cannon, it est Colossal; safe
may not use its left Huge;
lobster claw, since damage 7d6
its arm is being Saves: Fort 2,
steadied to aim the Ref 4, Will
115
CHPT.
#
2

Abilities: Str 34, Dex 4, Con ,


Int , Wis , Cha
Mechcraft DC: 51
Base Planning Time: 102 days
Base Cost: 12,410 gp
Total Cost: 18,301 gp
Labor Requirements: 15,360 man-hours
Construction Time: 48 days
(40 avg. laborers plus 4 overseers)
Special: Combat spikes
Payload Usage
PU Use
64 Crew
64 Onboard weaponry
128 Total
The skull crusher is a typical orc mech.
Most of its crew is slaves, who turn mas-
sive wheels in its torso in order to keep it
running.
Despite its straightforward construction
and simple armament, its combat tactics
are fairly sophisticated. The skull crusher
targets nomad bands, small settlements, and
other isolated communities. The mech itself
is there primarily for intimidation; it is the
300 orc warriors who accompany it on foot
who do most of the killing and looting.
Skull crushers avoid combat with other
mechs as much as possible, but when forced
to engage, they simply charge headlong into


melee, bringing the axes to bear as quickly
as possible.

SLAUGHTERGORE
Size: Gargantuan
Power Source: Undead
Payload Units: 10
Height: 25 ft.
Space/Reach: 10 ft. by 10 ft./10 ft.
Crew: 1 (weapons: 0)
Firing Ports: 10
Hit Dice: 20
Hit Points: 110
Critical Thresholds: Not subject to
critical hits
Base Initiative: +1
Speed: 30 ft.
Maneuverability: Poor
AC: 6
Hardness: 6 (bone)
116 21
CHPT.
#

Base melee attack: +2 its motives are or who created it, although it
Base ranged attack: +1 does seem to be culling corpses and keeping


Unarmed damage: 1d10 +6 certain ones but no one knows what its
Trample: largest Medium; safe Small; criteria for decisions are.
damage 3d6
Saves: Fort +2, Ref 0, Will
Abilities: Str 22, Dex 12, Con , SMIGGENBOPPERS
Int , Wis, Cha PERAMBULATORY ORC
Mechcraft DC: 34 Size: Gargantuan
Base Planning Time: 68 days Power Source: Clockwork
Base Cost: 20 gp + 16 corpses Payload Units: 10
Total Cost: 10,020 gp + 16 corpses Height: 25 ft.
(does not include weapons) Space/Reach: 10 ft. by 10 ft./10 ft.
Labor Requirements: 960 man-hours Crew: 1 (weapons: 3 but see below)
Construction Time: 8 days (10 zombie Firing Ports: 10
laborers) plus rituals (3 days) Hit Dice: 24
Payload Usage Hit Points: 132
PU Use Critical Thresholds: Green, Yellow
1 Crew 66, Orange 33, Red 13
9 Storage Base Initiative: 3
10 Total Speed: 50 ft.
Slaughtergore is a thorough- Maneuverability: Good
ly repulsive undead mech that AC: 6
has been sighted wandering Hardness: 10 (iron)
the endless plains, near Base melee attack: +4
the sight of a major battle Base ranged attack: +3
between orcs and human Unarmed damage: 1d10 +8
nomads. It is suspected Trample: largest Medium; safe
that a necromancer Small; damage 3d6
visited the location Saves: Fort 2, Ref +2, Will
shortly after the battle, Abilities: Str 26, Dex 16,
animated a work crew, Con , Int , Wis ,
and then assembled his Cha
mech on the spot. Mechcraft DC: 48
Slaughtergore Base Planning Time:
looks like a horrific, 96 days
restitched humanoid. Base Cost: 3,422 gp
A grotesque montage of Total Cost: 8,702 gp
body parts composes the torso, Labor Requirements:
with complete bodies, broken in the middle 3,840 man-hours
for joints, making up the limbs. No weapons Construction Time: 48 days
are visible. It is presumed that the creator (10 avg. laborers plus 1 overseer)
intends to add them at a later date and simply Other Prerequisites: Pilot must have at
did not have the materials at his impromptu least 2 steam powers to operate ballista
construction site to build them. reloader Special: Steam powers (automa-
Slaughtergore has been raiding cemeteries tor + animator) attached to ballista
and burial sites across the endless plains but Payload Usage
has not initiated any direct attacks on living PU Use
creatures. In the few combats in which it has 1 Crew
been observed, it has fought with unarmed 9 Onboard weaponry
slams before retreating. No one knows what 10 Total
117
CHPT.
#
21

Smiggenboppers Perambulatory Orc is the Smiggenbopper and his associates went on


result of an early experiment in clockwork to build several more perambulatory walkers,
mech technology. Although its interior is a styled in different forms (dwarf, gnome, giant,
positively fantastic example of clockwork etc.). Because the automatically reloading
technology, its exterior is intentionally unfin- ballista requires a pilot skilled in steam pow-
ished. It was designed by Pobloppy Smiggen- ers, however, they were never commissioned
bopper, a gnome coglayer with a rather en masse by the Stenian Confederacy or other
unusual sense of humor, as a way to frighten mechdoms, and are now quite rare.
orcs. The entire mech resembles an oversized
metal orc, somewhat comical in appearance. Special
Its right arm holds a huge axe (with a hidden Steam Powers: The ballista has been modi-
flame nozzle for back-up); in its left arm is a fied to reload automatically. After firing
ballista built to resemble a crossbow held by each round, the automator + animator steam
the mechs oversized hands. powers reload a new spear as a standard


The Perambulatory Orc was somewhat action. It can thus fire every round even with
effective. It did indeed frighten several orc only one crew member.
tribes on their first encounters with it, when
they invariably mistook it for a powerful orc
god. After a few encounters, however, they TALON
made the connection to the gnome and Size: Colossal
dwarf foot soldiers who usually followed Power Source: Steam
behind, and now they fear it only for its mor- Payload Units: 40 (extra weapon mounts,
tal abilities (such as the very large axe that heavy payload)
hurts quite a bit when it hits). Height: 35 ft.
118 21
CHPT.
#

Space/Reach: 15 ft. by 15 ft./15 ft. group of independent dwarven mech operators


Crew: 4 (weapons: 2) whose back-road trade routes were profitable
Firing Ports: 32 but extremely dangerous. Prior to the talon,
Hit Dice: 48 most mechs were built for either combat or
Hit Points: 264 transport, not both. The talon combines those
Critical Thresholds: Green, Yellow 132, functions. It is expensive for its size, but thats
Orange 66, Red 26 okay the traders can afford it.
Base Initiative: 1 A talon is built for transporting goods
Speed: 50 ft. or passengers (whichever currently pays
Maneuverability: Average the best), and includes sleeping space for
AC: 2 passengers. Along with the crew, up to four
Hardness: 11 (iron, Colossal) passengers can sleep comfortably, or up to
Base melee attack: +2 (+0 with buzz- 12 uncomfortably. When the mech has no
saws) passengers, the sleeping area is put to use
Base ranged attack: 1 ferrying goods.
Unarmed damage: 1d12 +10 The talon tries to stay away from combat
Trample: largest Large; safe Medium; but is equipped with the most effective
damage 4d6 bang-for-the-buck if fighting is unavoidable.
Saves: Fort 0, Ref 4, Will A pilot will generally run from ranged weap-
Abilities: Str 30, Dex 8, Con , ons, if the terrain permits a favorable escape,
Int , Wis , Cha or run toward the target if he has no escape
Mechcraft DC: 39 route, hoping to close for use of the buzz-
Base Planning Time: 78 days saws. Talons rarely face organized
Base Cost: 2,782 gp mech opposition, so they
Total Cost: 12,400 gp dont have to worry
Labor Requirements: about long-range
3,840 man-hours firefights against
Construction Time: 48 days disciplined ene-
(10 avg. laborers plus 1 overseer) mies. Their com-
Special: Extra weapon mounts (8), bats usually involve solitary or
heavy payload paired rust riders or Irontooth clansmen, or


Payload Usage whatever monsters inhabit the terrain they
PU Use travel through.
4 Crew
8 Onboard weaponry
12 Storage or passengers TOTEM
16 Sleeping area Size: Gargantuan
40 Total Power Source: Manpower
The talon is a specialized transport mech Payload Units: 10
built to fend for itself. It was developed by a Height: 25 ft.
Space/Reach: 10 ft. by 10 ft./10 ft.
Crew: 6 (weapons: 2)
Firing Ports: 10
Hit Dice: 20
Hit Points: 110
Critical Thresholds: Green,
Yellow 66, Orange 39, Red 22
Base Initiative: 1
Speed: 30 ft.
Maneuverability: Poor
AC: 6
119
CHPT.
#
21

Hardness: 5 (wood) with unarmed attacks. It is poorly equipped


Base melee attack: +0 for battle, because it doesnt have enough
Base ranged attack: 1 crew to move and fire at the same time! After
Unarmed damage: 1d10 +4 allowing for the necessary laborers to keep
Trample: largest Medium; safe Small; the mech moving, and the space required
damage 3d6 for the catapult and pilot, theres no room
Saves: Fort 0, Ref 2, Will left for two gunners on the catapult. In order
Abilities: Str 18, Dex 8, Con , to fire the catapult, two of the laborers must
Int , Wis , Cha leave their posts to man the weapon or, if
Mechcraft DC: 32 the pilot has the Mechwalker feat, only one
Base Planning Time: 64 days laborer must leave his post to help the pilot
Base Cost: 656 gp fire, but being one laborer short still leaves
Total Cost: 1,988 gp the mech without enough manpower to
Labor Requirements: 960 man-hours move. The totem would be far more effec-
Construction Time: 12 days tive in combat if it had a weapon with a crew
(10 avg. laborers plus 1 overseer) requirement of 1, but most mech tribes cant
Payload Usage afford such expensive equipment.
PU Use A totem mech is usually decorated
6 Crew (5 laborers + pilot) according to the beliefs of its tribe, hence
4 Onboard weaponry the name. It is stylized to resemble an
10 Total eagle, bear, dragon, or whatever other crea-
The itinerant mech tribes take any mech ture the tribe reveres. It is painted in cer-


they can find, fix it up as best they can, emonial patterns and sometimes features
and then live out of it. (These tribes are streamers or flags.
described in more detail on page 169.)
The totem is not a specific mech per se but
could be considered representative of what VERDANT FURY
a mech tribe might use. It was originally Size: Huge
steam-powered but was discarded after Power Source: Animated (dispel DC 26)
being heavily damaged in battle. The mech Payload Units: 5
tribe found it in this condition. Lacking the Height: 15 ft.
facilities and technical expertise to repair Space/Reach: 5 ft. by 5 ft./5 ft.
it, they stripped out the steam engine Crew: 1 (weapons: 0)
and put in an oarlike apparatus by which a Firing Ports: 5
human crew could power it. The original Hit Dice: 8
steam-powered weapons were chucked to Hit Points: 44
make way for the larger crew, and the iron Critical Thresholds: Not sub-
armor (which was already substantially ject to
damaged and rusted) was peeled off to critical hits
reduce the weight. Finally, a simple weap- Base Initiative: 4
on, one that the tribe could understand, Speed: 50 ft.
was installed: a catapult. Maneuverability: Perfect
A totem mech such as this will not survive AC: 8
an encounter with a better-made mech. It Hardness: 15 (Mithral)
can barely penetrate the hardness rating of Base melee attack: +0
any iron-armored mech in its size category. (+14 with Juna as pilot)
It is used primarily to defend the mech tribe Base ranged attack: +4
from raiders of all kinds, and for hunting Unarmed damage: 1d8 +2
large beasts that provide a good many meals. Trample: largest Small; safe Small;
In combat, the totem mech lobs catapult damage 2d6
shots for as long as possible, then closes Saves: Fort 0, Ref +2, Will
120 21
CHPT.
#

Abilities: Str 14, Dex 18, Con ,


Int , Wis , Cha
Mechcraft DC: 30
Base Planning Time: 60 days
Base Cost: 2,616 gp
Total Cost: 232,616 gp (including magic
items), 263,876 with magical immunity
Labor Requirements: 960 man-hours
(plus magic items)
Construction Time: 12 days (10 avg. labor-
ers plus 1 overseer) plus dancing weap-
ons, robe of blending, and rituals (2 days)
Other Prerequisites: Dancing weapons
and robe of blending have separate con-
struction time and XP cost.
Special: Hide +21 (+4 natural, +15 robe of
blending, +4 Dex, 2 size)
Payload Usage
PU Use
1 Crew
4 Onboard weaponry
5 Total
Verdant Fury is a unique elven mech fre-
quently sighted in the forests of Heral. It is
manned by Juna Darkwalker, an elven ranger
(Rgr 12, Dex 14) who watched his grove be
destroyed by the lunar rain. He and his for-
mer adventuring companions constructed
four mechs, one for each of them, and
returned to their homelands to guard against
the rising tide of chaos.
Verdant Fury is a 15-foot-tall mech of
the most elegant proportions. It is slender
and graceful, with a torso only barely large
enough to contain Juna. Its mithral armor is
hidden by an outer layer of bark pulled from
dead trees, giving it the appearance of a tall,
narrow, walking tree. Clinging vines grow
from soil pots built directly into the mech,
wreathing it in a camouflaging greenery. (In
fact, it has been mistaken for an unusual tre-
ant more than once.) It has no visible weap-
ons, but its slender arms clearly move with
strength and power.
Verdant Fury fights with four magically
enchanted +1 dancing longswords. These are
sheathed in hidden tubes in its torso and are
deployed at Junas command. His preferred
strategy is to hide until an enemy is within
striking range, then engage with the mechs
unarmed attack (a simple slam). One danc-
121
CHPT.
#
21

ing longsword is then deployed (as a standard Hit Dice: 24


action) on each subsequent round while the Hit Points: 132
mech continues to slam. By staggering the Critical Thresholds: Green, Yellow 66,
release of the dancing longswords, the mech Orange 33, Red 13
ensures that at least one dancing weapon is Base Initiative: 3
available on most rounds, despite their need Speed: 60 ft. (fast legs)
for rest. (This staggered attack results in a Maneuverability: Good
number of dancing weapons per round in this AC: 6
pattern: 1-2-3-4-3-2-1- Hardness: 12 (steel)
0-1-2-3-4-3-2-1-0-etc.) Base melee attack:
+4
Special Base ranged attack:
Dancing Weap- +3
ons: Verdant Fury Unarmed damage:
is designed to fight 1d10 +8
creatures, not mechs. Trample: Largest
It would stand little Medium; safe Small;
chance in a mech-on- damage 3d6
mech battle, but is well Saves: Fort 2, Ref
equipped for weed- +2, Will
ing out orcs, lunar Abilities: Str 26, Dex
minions, and other 16, Con , Int ,
enemies of the forest. Wis , Cha
Its dancing weapons Mechcraft DC: 48
fight at Junas base Base Planning Time:
attack bonus plus their 96 days
enchantment bonus Base Cost: 3,462 gp
(+13/+8/+3). They Total Cost: 10,756 gp
stay within five feet of Labor Require-
the mech, dancing for ments:
up to four rounds and 3,840 man-hours
then requiring four Construction Time:
rounds of rest, exactly 48 days
like normal dancing weapons. (10 avg. laborers plus 1 overseer)
Hide: Verdant Fury has one other enchant- Special: Fast legs (+10 ft.)
ment: The properties of a robe of blending Payload Usage
were built into its hide during construction. PU Use
Additionally, it is designed with bark-skin and 1 Crew
vinery to blend into the forest, granting it a 1 Open


natural +4 bonus to Hide checks when in for- 8 Onboard weaponry
ested terrain (where it is always found). 10 Total
The viper is one of the most common
clockwork mechs. First built by an eccentric
VIPER dwarven coglayer in Edge, it quickly caught
Size: Gargantuan on as a great mech for one-man owner-opera-
Power Source: Clockwork tors. It is rarely seen in military service, but
Payload Units: 10 a number of variants have been built to guard
Height: 25 ft. trading caravans and dignitary mechs. The
Space/Reach: 10 ft. by 10 ft./10 ft. extra space allows the pilot to sleep on board
Crew: 1 (weapons: 2) if he desires, which is more than welcome
Firing Ports: 10 these days.
plate 4 As mechs have evolved,
so too have weapons designed to destroy them.
123
CHPT.
#
3

T
EQUIPMENT
he coglayers of Highpoint produce a never-ending
variety of intriguing new equipment. This chapter
A

WEAPON DESCRIPTIONS

xe Blade: Many mechs wield gigantic


axes, whether hafted and held in the
hand or welded directly onto the arm. These
are the stats for axe blades of various sizes.
introduces some of those items. Some have one blade while others have two,
some have curved edges while others are
straight, and some are hooked and others
mechs come in so many sizes, it is neces- are not. Certain specialized versions may
STARTING GOLD sary to present stats for weapons in the have other uses, such as hooked axes that can
same range of sizes. The number of hands draw an opponent near. See the entry for the

T
Class
he new classes presented in this book
receive starting gold as follows.
Amount (average)
required to use the weapon depends on
the size of the weapon and the size of the
wielder. Treat a weapon as one-handed if it
hooked axe for more information.
Ballista: The crew of a ballista must
perform two separate tasks: loading the
Clockwork ranger 6d4 x 10 (150 gp) is the same size as the wielder. A weapon spear and winding the rope. It is impos-
Coglayer 10d4 x 10 (250 gp) that is smaller than its wielder is light. A sible to perform both at once. A ballista
Constructor 6d4 x 10 (150 gp) weapon that is one size increment larger with full crew can fire every round. With
Mech jockey 5d4 x 10 (125 gp) than the wielder requires two hands. less than a full crew, reduce its firing rate
Stalker 5d4 x 10 (125 gp) Weapons two or more size increments by one round for every missing crew mem-


Steamborg 6d4 x 10 (150 gp) larger than the wielder generally cannot ber. For example, a Huge ballista missing
be used. one crew member could fire only once
A weapons size category isnt the same every other round.
as its size as an object, but for purposes of Barbed Blade: Any sword blade may
mech payload usage (measured in payload be barbed at extra cost. This increases its
WEAPONS units, or PU), a weapon occupies space damage on critical hits (without affecting
based on its size category. For example, a the threat range) and can be used to trap

T he weapons listed below are orga-


nized by name, with the various sizes
listed under each weapon name. Many of
Medium lobster claw is sized for Medium
characters, but is actually a Tiny object. If
placed on a mech, however, it still takes 1
opponents. For example, a Huge barbed
sword blade would have a critical rating
of 1920/x3.
the weapons are designed for use only on PU as if it were a Medium object. Why? Any target damaged by a barbed blade
mechs. Sizes designed for use by a normal Because building a weapon into a mech must make a Reflex save (DC 18) or be
humanoid are prefaced by personal; usually requires more than just the weap- caught on the barbs.
those designed for smaller creatures (usu- on. It takes weapon mounts, additional The attacker can choose to leave the
ally coglings) are designated as cogling. steam engine capacity, and seating and blade in the barbed opponent or hang
Weapons larger than size Colossal III controls for the crew. on to it. If he hangs on to it, the target
are not built on a regular basis. Such cannot move beyond the attackers reach
weapons are considered unique, requiring unless he succeeds in an opposed Strength
an exotic weapon proficiency all of their check, which wrests the blade from the
own. Unique weapons cannot be acquired attackers hand. Mech devils may attempt
on the open market; they must be custom-
built. Players can build their own version TABLE 3-1: GRENADES
of a unique weapon only by acquiring the Weapon Cost Damage Blast Radius Range Increment Weight
plans, studying the original, or devoting Magnet bomb*,** 150 gp 4d6 0 ft. 10 ft. 2 lbs.
substantial research time to researching Pressure bomb** 50 gp 2d6 10 ft. 10 ft. 1 lbs.
the design. Rust bomb** 500 gp Special 5 ft. 10 ft. 1 lbs.
The weapon statistics that follow use
size category conventions common to *This weapon ignores a mechs hardness rating.
the 3.0 edition of the d20 rules. Because **This weapon can make indirect attacks (see page 97).
124 3
CHPT.
#

TABLE 3-2: MECH WEAPONS MELEE AND RANGED


Weapon Cost Damage Critical Range Weight Type Crew PU
Axe Blade
Huge 120 gp 2d8 x3 40 lbs. Slashing 1 4
Gargantuan 250 gp 2d12 x3 65 lbs. Slashing 1 8
Colossal 900 gp 3d12 x3 130 lbs. Slashing 1 16
Colossal II 2,500 gp 5d12 x3 230 lbs. Slashing 1 32
Colossal III 5,000 gp 7d12 x3 400 lbs. Slashing 1 64
Barbed Blade x3 Same + 1x Same Piercing Same Same
Bomb Launcher
Huge 250 gp Varies Varies 40 ft. (max) 30 lbs. Varies 1 4
Bore Puncher*
Huge 400 gp 1d10 x2 Melee, 5 ft. reach 35 lbs. Piercing 1 4
Gargantuan 1,200 gp 2d8 x2 Melee, 10 ft. reach 45 lbs. Piercing 1 8
Colossal 3,000 gp 4d6 x2 Melee, 15 ft. reach 60 lbs. Piercing 2 16
Colossal II 5,000 gp 3d12 x2 Melee, 20 ft. reach 120 lbs. Piercing 2 32
Colossal III 7,000 gp 5d12 x2 Melee, 30 ft. reach 250 lbs. Piercing 3 64
Buzzsaw*
Huge 2,000 gp 2d8 1920/x3 600 lbs. Slashing 1 4
Gargantuan 4,000 gp 2d12 1920/x3 1,200 lbs. Slashing 1 8
Colossal 7,000 gp 3d12 1920/x3 2,400 lbs. Slashing 1 16
Colossal II 10,000 gp 5d12 1920/x3 4,800 lbs. Slashing 1 32
Colossal III 13,000 gp 8d12 1920/x3 9,600 lbs. Slashing 1 64
Chain Tentacle*
Gargantuan 1,400 gp 2d8 x2 100 ft. 1,000 lbs. Piercing/Bludgeoning 3 8
Changler
Huge (+4) 120 gp 1d10 x2 150 lbs. Bludgeoning 1 4
Gargantuan (+6) 360 gp 2d8 x2 225 lbs. Bludgeoning 1 8
Colossal (+8) 1,600 gp 4d6 x2 425 lbs. Bludgeoning 1 16
Colossal II (+10) 3,600 gp 3d12 x2 750 lbs. Bludgeoning 1 32
Colossal III (+12) 7,200 gp 5d12 x2 1,300 lbs. Bludgeoning 1 64

Escape Artist checks (DC 18), which allow rated into that of the larger weapon. A Bomb Launcher: A bomb launcher is
escape without wresting the blade from bayonet used in melee is treated exactly as loaded with grenades, which are launched
the attackers hand. dagger, with one special exception: a crea- out in a wide spray at nearby targets. It is
Once the attacker lets go, the target can ture stabbed by a bayonet is perfectly posi- effective against hordes of attacking infan-
rip out the barbed blade, causing damage tioned for the attached ranged weapon to try, as well as mechs that fight in melee. It
equal to half the original attack. The target be discharged safely. A character who hits is extremely expensive, as the grenade
cannot heal or be repaired until the blade a target with his bayonet can proceed to ammunition is costly.
is ripped out. make ranged attacks against that target A bomb launcher fires up to five gre-
Bayonet: A bayonet must be fixed to without provoking attacks of opportunity nades per round. The attacker determines
a ranged weapon with a barrel, such as a from that target. These ranged attacks still how many are fired each round. Each gre-
flame nozzle, steam gun, or steambreath- provoke attacks of opportunity from other nade is fired somewhere in the forward
er. Anyone proficient with such a ranged creatures who threaten the attacker. Once arc, determined by rolling 1d6. With 12:00
weapon is automatically proficient with the target is hit with the bayonet, the char- being straight ahead (as on a clock face),
bayonets affixed to them. Because the bay- acter can continue to make ranged attacks a 1 indicates a shot at 10:00, 2 is 11:00, 34
onet is fixed to the weapons barrel, it can without incurring an attack of opportu- is 12:00, 5 is 1:00, and 6 is 2:00. Each gre-
be wielded at the same time as the ranged nity until the target creature moves out of nade encounters the first target in its way,
weapon; furthermore, its PU is incorpo- melee range. or explodes at the max range of 40 ft. If
125
CHPT.
#
3

TABLE 3-2 CONTINUED: MECH WEAPONS MELEE AND RANGED


Weapon Cost Damage Critical Range Weight Type Crew PU
Explosive Shells x3 +1d10 x2 Same Same Piercing Same Same
Flame Nozzle
Huge 300 gp 2d8 x2 30 ft. 45 lbs. Fire 1 4
Gargantuan 600 gp 2d8 x2 50 ft. 90 lbs. Fire 1 8
Colossal 1,500 gp 2d8 x2 80 ft. 150 lbs. Fire 1 16
Colossal II 2,500 gp 2d8 x2 120 ft. 300 lbs. Fire 1 32
Colossal III 6,000 gp 2d8 x2 180 ft. 500 lbs. Fire 1 64
Flail
Huge 30 gp 1d12 1920/x2 30 lbs. Bludgeoning 1 4
Gargantuan 90 gp 3d6 1920/x2 45 lbs. Bludgeoning 1 8
Colossal 400 gp 5d6 1920/x2 85 lbs. Bludgeoning 1 16
Colossal II 900 gp 4d12 1920/x2 150 lbs. Bludgeoning 1 32
Colossal III 1,800 gp 6d12 1920/x2 260 lbs. Bludgeoning 1 64
Hooked Axe x2 Same Same Same Slashing Same Same
Lance
Large 30 gp 2d6 x3 30 lbs. Piercing 1 2
Huge 90 gp 2d8 x3 50 lbs. Piercing 1 4
Gargantuan 200 gp 2d12 x3 85 lbs. Piercing 1 8
Colossal 600 gp 3d12 x3 160 lbs. Piercing 1 16
Colossal II 1,800 gp 5d12 x3 270 lbs. Piercing 1 32
Colossal III 4,400 gp 7d12 x3 450 lbs. Piercing 1 64
Lobster Claw
Huge 1,000 gp 2d8 1920/x2 30 lbs. Bludgeoning and Piercing 2 4
Gargantuan 2,000 gp 2d12 1920/x2 60 lbs. Bludgeoning and Piercing 2 8
Colossal 3,000 gp 3d12 1920/x2 90 lbs. Bludgeoning and Piercing 2 16
Steambreather
Huge 175 gp 2d8 x2 30 ft. 60 lbs. Fire 1 4
Gargantuan 600 gp 2d12 x2 40 ft. 120 lbs. Fire 2 8
Colossal 1,000 gp 5d6 x2 50 ft. 240 lbs. Fire 2 16
Sword Blade
Huge 120 gp 2d8 1920/x2 30 lbs. Piercing 1 4
Gargantuan 250 gp 2d12 1920/x2 50 lbs. Piercing 1 8
Colossal 900 gp 3d12 1920/x2 100 lbs. Piercing 1 16
Colossal II 2,500 gp 5d12 1920/x2 175 lbs. Piercing 1 32
Colossal III 5,000 gp 7d12 1920/x2 300 lbs. Piercing 1 64

multiple grenades travel on the same arc, technology. The weapon itself is a long it leaves the shaft far enough to punch a hole
all attacks are considered to happen simul- spike sheathed in a cylindrical case, powered in whatever is nearby, then is retracted. A
taneously (meaning that if a target on that with a steam engine at the base of the case. bore puncher is treated as a melee weapon
arc is killed by the first grenade, the next The steam engine builds up pressure to just with reach, though it can attack any square
grenade to travel that arc will also explode below its breaking point, then releases it within its reach.
where it was, potentially wasting the shot). all as a massive hydraulic burst. The release Bore punchers are close-combat weap-
The shooter has no control over the angle of so much pent-up pressure launches the ons capable of punching repeated holes
or distance of each grenade. Their trajecto- spike down the cylindrical shaft. The shape in the same point on an enemy mech. The
ries are always determined randomly. of the spike channels its power perfectly, benefit over traditional weapons is that
Bore Puncher: A bore puncher is a simple sending it through armor with such ease that the bore puncher facilitates boarding
application of steam-powered hydraulic it ignores hardness. It is anchored such that enemy mechs. A bore puncher attack that
126 3
CHPT.
#

TABLE 3-3: SIEGE WEAPONS RANGED


Weapon Cost Damage Critical Range Weight Type Crew PU
Ballista
Huge 500 gp 3d6 x3 120 ft. 200 lbs. Piercing 2 4
Gargantuan 750 gp 5d6 x3 180 ft. 250 lbs. Piercing 2 8
Colossal 1,000 gp 7d6 x3 250 ft. 300 lbs. Piercing 3 16
Colossal II 1,400 gp 5d10 x3 300 ft. 350 lbs. Piercing 3 32
Colossal III 1,800 gp 6d10 x3 350 ft. 450 lbs. Piercing 3 64
Catapult**
Huge 550 gp 3d6 x2 150 ft. 250 lbs. Bludgeoning 2 4
Gargantuan 800 gp 5d6 x2 200 ft. 300 lbs. Bludgeoning 5 8
Colossal 1,100 gp 6d6 x2 250 ft. 350 lbs. Bludgeoning 5 16
Colossal II 1,500 gp 7d6 x2 300 ft. 450 lbs. Bludgeoning 6 32
Colossal III 2,000 gp 8d6 x2 400 ft. 500 lbs. Bludgeoning 6 64
Javelin Rack
Huge 1,000 gp 2d6 (x3) x2 200 ft. 350 lbs. Piercing 2 4
Gargantuan 2,000 gp 2d8 (x5) x2 200 ft. 450 lbs. Piercing 2 8
Colossal 3,000 gp 2d10 (x8) x2 200 ft. 650 lbs. Piercing 2 16
Steam Cannon**
Huge 3,000 gp 2d10 x3 1,000 ft. 200 lbs. Piercing 2 4
Gargantuan 4,000 gp 3d10 x3 950 ft. 300 lbs. Piercing 2 8
Colossal 5,200 gp 4d10 x3 900 ft. 400 lbs. Piercing 3 16
Colossal II 6,500 gp 6d12 x3 850 ft. 500 lbs. Piercing 3 32
Colossal III 8,000 gp 8d12 x3 800 ft. 600 lbs. Piercing 3 64
Unique Weapons
City Killer 100,000 gp 12d12 x3 1,000 ft. 1,200 lbs. Piercing 6 128
Viper Fang* 60,000 gp 4d20 x4 Melee, 20 ft. reach 900 lbs. Piercing 1 128

penetrates the enemy mechs hardness drives the bore can be regulated carefully greataxe on which they are based.
regardless of damage inflicted can by a trained operator, in order to minimize Buzzsaw: The buzzsaw is the most devas-
be left in place to allow boarding. Board- damage caused to the mech about to be tating application of steam engine technol-
ing can begin immediately (and usually boarded (and presumably captured). The ogy. Buzzsaws are driven by massive steam
does, since the boarding party is seated operator can choose how many dice to engines that are far more powerful than
right behind the bore). A maximum of six roll for damage, but this must be declared they need to be. This results in the sharp,
creatures can pass through a hole in a full before making the attack roll. toothed blades spinning at horrific speeds,
round, half as many in half a round. If the Note that a bore puncher left in place capable of ripping through the heaviest
enemy mech does not move in its follow- from one round to the next can also be armor. Requiring only a single engineer to
ing turn (whether by choice or because used for the receiving mech to send board- operate, they are efficient and deadly far
it is tripped or held in place by a barbed ers into the attacking mech, provided it beyond their size. They are also enormously
blade, hooked axe, or other weapon), no has troops positioned properly and no expensive and extremely heavy.
attack roll is necessary to continue the boarders are blocking their way in. Buzzsaws are specially designed for
boarding process. Otherwise, the bore Buzzaxe: Developed by ferocious sawing through metal. They automatically
must be launched again. steamborg warriors, the buzzaxe is a ignore the first 10 points of hardness on
Bore punchers are always mounted modified greataxe. A line of vibrating any target. Because they are powered inde-
on mechs. They can punch holes large steam-powered teeth is set a half-inch pendently, the wielder (whether mech or
enough for creatures two sizes smaller to back from the razor-sharp axeblade. The man) does not add its Strength bonus to
pass through. For example, a Huge bore initial wound is magnified as these teeth their attack or damage rolls.
puncher can create a hole suitable for tear into the target. These mighty weapons An enemy that simply comes into
one Medium creature. The pressure that do even more damage than the standard contact with a mech-mounted buzzsaw
127
CHPT.
#
3

TABLE 3-4: EXOTIC WEAPONS MELEE AND RANGED


Weapon Cost Damage Critical Range Weight Type Crew PU
Bayonet
Personal (Small) 10 gp 1d4 19-20/x2 1 lb. Piercing 1 Special
Buzzaxe
Cogling (Medium) 60 gp 1d12 x3 12 lbs. Slashing 1 1
Personal (Large) 80 gp 2d8 x3 18 lbs. Slashing 1 2
Buzzsaw
Personal (Large) 450 gp 1d10 19-20/x3 40 lbs. Slashing 1 2
Chattersword
Personal (Large) 120 gp 2d6+1d3 x3 20 lbs. Slashing 1 2
Flame Nozzle
Cogling (Medium) 240 gp 2d8 x2 10 ft. 20 lbs. Fire 1 1
Personal (Large) 290 gp 2d8 x2 15 ft. 30 lbs. Fire 1 2
Lobster Claw
Personal (Medium) 300 gp 1d10+4 1920/x2 12 lbs. Bludgeoning and Piercing 1 1
Signal Flare
Medium 20 gp 1d6 x2 100 ft. 2 lbs. Fire 1 2
Steam Gun
Cogling (Medium) 300 gp 1d8 x2 160 ft. 6 lbs. Piercing 1 1
Personal (Large) 350 gp 1d10 x2 200 ft. 8 lbs. Piercing 1 2
Steambreather
Cogling (Medium) 300 gp 1d10 x2 15 ft. 25 lbs. Fire 1 1
Personal (Large) 350 gp 1d12 x2 20 ft. 40 lbs. Fire 1 2

must make a Reflex save (DC 15) or take a specialized weapon designed to entangle diately tightened and the target may not
full damage. If the mech is grappling or and immobilize small mechs. It is a heavy, move outside the radius of the attack range
connected to an enemy, it may make an stout chain 500 feet long with a large, until he escapes. The attacker can attempt to
opposed Strength check to pull the enemy barbed spear point at one end. It can be drag the defender closer (and vice versa!) as
directly into the path of the buzzsaw, in used in two ways. a movement action. Escaping the chain and
which case no save is allowed. This attack The first method uses the tentacle as a dragging an opponent closer are resolved
is brutally effective when combined with spear. On a hit, the attacker reels in the with opposed Strength checks. Even if the
weapons that let the mech pull enemies tentacle, drawing the smaller mech into defender loses the opposed roll, if his check
into close range. striking range. This method does not is high enough (DC 28), he breaks the chain
Catapult: The crew of a catapult must require the tentacle to pierce the mech and is free. A dragged opponent is pulled half
perform two separate tasks: loading the fully, only for it to embed far enough for its normal movement toward the attacker.
bucket and winding the rope. It is impos- it to gain a hold, so it ignores the mechs On a successful flail attack, the attacker
sible to perform both at once. A catapult hardness but cannot do more than 1 point may attempt a trip, as with a flail. He
with full crew can fire every round. With of damage. (The chain tentacle may also receives a +2 bonus to his Strength check
less than a full crew, reduce its firing rate be launched to cause normal damage, in due to the extra length of the chain, which
by one round for every missing crew mem- which case it will not embed but does fac- wraps around an opponents legs several
ber. For example, a Huge catapult missing tor in an enemy mechs hardness.) times. He may not drop the chain if he los-
one crew member could fire only once The second method uses the chain as a flail, es the Strength check.
every other round. in a trip attack. The chain is wrapped around Some coglayers have experimented with
Many catapults in Highpoint have been the targets legs in an attempt to trip it. larger chain tentacles designed for use
souped up by ambitious coglayers. Some The attacker must declare how he is using against larger mechs, but no chains are
feature spring-based tension or even com- the chain tentacle before rolling his attack. strong enough to contain the strength of
pact, folding pendulums. On a successful spear attack, the target is the city-mechs.
Chain Tentacle: The chain tentacle is chained to the attacker. The chain is imme- Changler: A changler, or chain tangler,
128 31
CHPT.
#

is a mass of ten long chains attached to a


mechs arm. Each chain is as long as the
mech is tall. They can be reeled in partially
so as not to trip the mech. On attacks they
are fully extended and flailed against an
opponents legs in a trip attack.
The number and length of attacking
chains grants a bonus to your check when CHATTERSWORD
making a trip attack, as indicated in the
weapon stats. The chains are designed to
detach under sufficient pressure. If you are
tripped during your own trip attempt, you
can avoid the trip by detaching 1d4 chains.
As long as at least one chain remains, the
weapon can be used as normal.
Changlers can also be used effectively
by cooperative attackers. If you are the
second or subsequent attacker to make a
trip attack on your target this round, you
receive a +2 bonus to your trip check.
Chattersword: A chattersword is a prim-
itive version of the modern chainsaw. It
is a greatsword equipped with rows
of teeth that saw in a constant rota-
tion, powered by the steam engine
at its base. It causes gruesome wounds
that are very slow to heal.
Damage from a chattersword takes
place in two phases. The weapon causes
2d6 points of damage on a successful hit.
These wounds are torn and jagged, and
open even further as the victim moves. If a
victim sustains damage and makes any vig-
orous motion (which includes practically
any combat action) within the next ten
rounds, he must make a Fortitude save (DC
14) on the first round in which he moves.
On a failed save, the ragged chattersword
wounds have torn open even further and
cause an additional 1d3 points of damage.
STEAM CANNON
City Killer: This is the largest steam can-
non known to exist. Built by Shar Thizdics
forces as a symbol of their might, it is now
being installed in their first city-mech. It
has been fired only twice in test shots, and
the incalculable amount of steam pressure
necessary to launch its massive cannonballs
has raised concerns about what might hap-
pen if it misfires. It could conceivably
bring down the entire city-mech. The mere
existence of the weapon is considered by
129
CHPT.
#
31

many Stenian generals to be an act of war:


Why build such a weapon except to attack
their city-mechs? The ramifications of its
construction remain to be seen.
Explosive Shells: Any steam cannon
may be equipped with explosive shells.
They spray shrapnel in all directions upon
impact. All creatures within a radius of 20
SWORD BLADE
ft. take 1d10 damage, with a Reflex save
(DC 20) for half. Note that the steam can-
nons main target takes normal steam can-
non damage plus 1d10, while targets within
the blast area take only 1d10 damage.
Flail: Flails may be used to make trip
attacks against other mechs. As with
normal flails, a mech may drop its flail
(if possible) to avoid being tripped by an
opponent on their own trip attempt.
Flame Nozzle: Flame nozzles are
primitive flamethrowers. A danger-
ously combustible mixture of min-
eral spirits and natural oils is held in
a canister, which is worn on the back in
man-portable versions. With the pull of a
trigger, this fuel is channeled through an
aiming tube into the path of a pilot flame,
which ignites it in an immolating blaze.
The size of the weapon affects the area,
not damage, since the flames are the same
temperature regardless of how much fuel
is set ablaze.
A flame nozzle attack is cone-shaped.
Its range increment is its maximum range.
All creatures in the area suffer the indi-
cated damage due to the heat and flame.
Additionally, they may catch on fire. They
can make a Reflex save (DC 15) to avoid
igniting. Creatures on fire immediately
take an additional 1d6 points of damage
and continue taking damage each round
until they succeed in another Reflex save
BARBED SWORD
to extinguish the fire. Attempting to put
out the fire is a full-round action.
The canister full of volatile chemicals is
a viable target. The man-portable version
has hardness 10 and can be pierced with 10
hit points of damage. A pierced canister
explodes. The person wearing the canister
takes 6d6 damage and automatically catch-
es on fire. All creatures within 30 feet of
him take 3d6 damage (Reflex save at DC 15
130 31
CHPT.
#

for half) and may also catch on fire (Reflex


save at DC 15 to avoid).
A flame nozzle can fire 15 shots before
the canister must be refueled. Refueling
is expensive it costs one quarter of the
flame nozzles original cost.
A flame nozzle normally fires a single,
targeted burst of chemicals, but if the
fuel pump is left on it will spew flames
indiscriminately. This isnt advised for
safe use but is sometimes quite handy.
If the player opts to leave the fuel pump STEAM GUN
on (known as full-blazin it), the flame

nozzle fires twice each round, once at the


beginning of the players turn (before any
movement or attacks) and again after all
the players movements and attacks. This
consumes three times the normal amount
of fuel (meaning a fully loaded canister
can sustain a full blaze for only 5 rounds)
and runs the risk of igniting the canister
itself. On any attack roll of a natural 1, the
fuel canister explodes. This destroys the
flame nozzle, deals 6d8 points of damage
to the user (whether mech or man), deals
2d8 points of damage to everything within
half the nozzles range increment, and also
causes any other flame nozzles within the
affected area to explode.
Putting a flame nozzle on full blaze
requires a standard action, as does taking
a flame nozzle off of full blaze.
Hooked Axe: An axe of any size may be
hooked backward at the points. This hook is
used to trap opponents and draw them near.
A hooked axe has the same stats as a
regular axe of its size. On a successful
hit, the target must make a Reflex save
(DC 15) or be hooked. A hooked target
cannot move beyond the attackers reach. RUST BOMB SIGNAL FLARE
It may still make attacks as normal. It may
try to escape with a free action each turn;
make another Reflex save or Escape Artist
check (DC 15) to determine the success of
131
CHPT.
#
31

escape attempts.
The attacker may try to pull a hooked
defender closer (and vice versa!). Resolve
this with an opposed Strength check. The
defender may also tug the axe out of the
attackers hand with a successful opposed
Strength check.
Once a target is hooked, the axe may
not be used again until it is unhooked. The
attacker must keep his grip on the axe. If
he lets go, the axe remains hooked in the
JAVELIN RACK target and leaves his possession.
Javelin Rack: A javelin rack is a massive
ballista designed to launch multiple bolts
at once. It is used against fast-moving aer-
ial targets, where a hail of javelins is more
likely to hit than a single shot. The bolts
are smaller than those fired by a ballista of
the same size, but more of them are shot.
Each javelin rack fires a number of bolts
as indicated in its profile (3x for Huge, 5x
for Gargantuan, etc.). All bolts must be
aimed at the same target, but a separate
attack roll is made for each.
When reloading, the bolts can be rolled
onto the ballista frame and will automati-
cally slide into the proper location. This
makes them fast and easy to reload, but
you still need people around to lift the
ten-foot long bolts.
Lance: Some mechs are equipped with
enormous lances. A mech-mounted lance
deals double damage on a charge. Lances
have reach: They may be used against foes
at twice the mechs normal reach, but can-
not be used to attack adjacent foes.
Lobster Claw: Lobster claws are pow-
erful hydraulic claws that catch a target in
their pincers and crush it. The edge of the
pincer is sharp, but much of the damage
comes from the engine-powered compres-
sion of the two pincers. Although usually
very large weapons designed to rend holes
in the outer armor of mechs, they can also
BALLISTA be built as personal equipment.
A personal lobster claw is worn like a
glove. A small engine powers the claw. The
user attacks by catching the enemy within
the claws arc then quickly activating the
engine with a button inside the glove. This
locks the pincers together almost instantly.
132 31
CHPT.
#

Because the compression force of the


lobster claw is powered by an engine, the
wearers Strength modifier does not apply
to attacks or damage. Personal lobster
claws have an effective Strength of 18, as
indicated in their damage. If a personal lob-
ster claw is for some reason disabled, it can
still be swung as a club. An individual
wielding a lobster claw cannot use
any other weapon in that hand,
but mechs are often designed
with a small projectile weapon
built into the base of the lob-
ster claw.
A target hit by a lobster
claw must make a Reflex save
(DC 10) or be caught by it.
Once caught, the target is con-
sidered grappled.
Magnet Bomb: A magnet bomb
is a pressure bomb ensconced in sev- BUZZSAW
eral powerful magnets. The blast is tightly
focused to maximize armor penetration.
Thus, it has no effective area of effect,
even though it is a grenade, but it automat-
ically penetrates material hardness when
properly applied. If the user throws it at
a metal object and succeeds in a ranged
touch attack roll, the magnet bomb has
a 50% chance of properly sticking to the
target. Once stuck, it can be removed only
with great effort (Strength check, DC 25).
Whether or not it attaches, it explodes
110 rounds after the throw. The duration
is set by the attacker as part of the throw
action. Magnet bombs can also be planted
directly onto a target with a touch attack,
in which case they automatically stick.
A magnet bomb does not automatically
make a hole big enough for a human to pass
through. See page 92 for details on boarding.
Pressure Bomb: A pressure bomb
includes a mix of highly flammable chemi- FLAIL
cals surrounded by a layer of water, in turn
surrounded by nails, barbs, sharp stones,
and other debris. The chemicals are
ignited via a wick prior to being thrown.
(This counts as part of the attack action.)
The burning chemicals heat the water to
its bursting point, whereupon it explodes.
The ensuing explosion showers the deadly
133
CHPT.
#
31

debris over a wide area.


Rust Bomb: A rust bomb is an extreme-
ly difficult-to-manufacture mundane item
that has gained widespread use only with
the growing prevalence of mechs. It is a
simple pressure bomb made of wood and
filled with a fine dust. The main compo-
nent of the dust is a rust-inducing agent
derived from the glands of rust monsters.
Other components keep the rusting agent
from clumping and help carry it on the
wind so it spreads widely.
Attacks with rust bombs are touch
attacks. When the rust bomb explodes,
AXE BLADE all metal within the blast radius is imme-
diately affected as if it had been hit by a
rust monster. This creates huge holes in a
mechs armor and is extremely useful for
boarding parties.
Signal Flare: This isnt a weapon per se,
but a useful device for coordinating mech
activities. Its a steam-powered fuse that
burns a bright red. It is immediately obvi-
ous from a distance of 1,000 ft. in the dark
and 500 ft. in daylight; beyond that, a Spot
check (DC 10) will reveal it. City-mechs
often fire signal flares to indicate where
they will be stepping, so smaller mechs
can make docking attempts.
Steam Cannon: A steam cannon is
very much like the traditional medieval
cannons we know: a stout barrel for fir-
ing cannonballs. It uses steam pressure to
launch the cannonballs, however, and the
cannonballs themselves do not explode;
they are useful only insofar as the impact
HOOKED AXE
of their collision.
Larger steam cannons actually have short-
er ranges than their smaller counterparts.
The reason is simple: Whereas traditional
cannons can simply add more gunpowder
to create a larger blast, steam cannons
cant just add more steam. A limit exists
to how much steam pressure can be safely
maintained, and the large steam cannons
have reached this limit. The size of their
projectile increases faster than the launch-
ing power of their steam engine.
Steam Gun: A steam gun is a fantastic
steam-powered rifle. It fires sling bullets
with an excellent range. The weapon itself
134 31
CHPT.
#

has a four-foot-long barrel with a stock on


the end. A small steam engine sits between
the stock and barrel. The user fires it like a
normal rifle. It has some quirks, however.
The sling bullet is launched via a steam-
pressure method, and it takes time to build
up the steam pressure. The steam gun can
be fired only once every other round.
A steam gun can also fire stones, which
cause 1d6 damage, or handfuls of pebbles,
nails, and other loose rubble, which cause
1d4 damage. Firing anything other than a nor-
mal sling bullet incurs a 1 attack penalty.
Steambreather: A steambreather fires
a hissing cloud of scalding, white-hot
steam. An unprotected creature is boiled
alive in seconds.
A steambreather attack is cone-shaped. Its
range increment is its maximum range. Attacks
from a steambreather count as fire attacks.
Medium and Large steambreathers are
man-portable. They consist of a backpack
water reservoir with a steam-powered
pump at its base. A hose extends from MAGNET BOMB
the pump to a long-barreled mouth that
requires two hands to wield. Steambreathers
of size Huge, Gargantuan, and Colossal
consist of the same parts but must be
mounted on mechs.
A steambreather can fire 10 times before
its water reservoir is exhausted. Steam-
breathers are extremely heavy because they
require so much water. When its water sup-
ply is exhausted, a steambreather weighs
one third of its starting weight.
Sword Blade: This category includes
any large sword blade, whether its sharp
on one or both sides, curved or straight, or
otherwise unusual.
Viper Fang: Viper Fang is a modified
bore launcher developed for damaging
(rather than boarding) well armored
mechs. The bore itself is larger but much PRESSURE BOMB
more streamlined. It lacks the hollow
space for boarders and, in fact, can-
not be used for boarding. The shaft has
been shortened, reducing its reach but
increasing the force with which it strikes
opponents. It is the perfect weapon for
puncturing enemy hulls, but it has never
been used. The builder, a dwarven gear-
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3

wright named Hepef, died shortly after


its completion, and it now sits forlornly in
his laboratory, awaiting commissioning by


some city-mech that can use it.

ARMOR
G earmail: Armor made of tiny gears and
cogs sewn together. Usually the gears
are scrap parts no longer usable for their
original functions. From a distance, gearmail
looks like a poorly made suit of scale mail
or chainmail. Up close, its clearly a jerry-

TABLE 3-5: ARMOR


Armor Cost Armor Bonus Maximum Dex Bonus Armor Check Penalty Arcane Spell Failure Speed (30 ft.) (20 ft.) Weight
Light armor
Pilots armor 60 gp +3 +7 1 10% 30 ft. 20 ft. 15 lbs.
Medium armor
Gearmail 40-70 gp +4 +3 4* 25% 20 ft. 15 ft. 35 lbs.
Heavy armor
Hydraulic armor 3,500 gp +10 +0 8* 50% 30 ft.* 20 ft.* 200 lbs.*

*See description.
136 31
CHPT.
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rigged effort. Gearmail is not the work of


professional armorers, but the product of
resourcefulness among peoples who lack
proper armor but have no shortage of excess
engine parts. It is common among clockwork
rangers and coglings.
The scrap parts used to make gearmail
are invariably coated in grease from the
times when they were used for their
intended functions. This makes the wearer
slippery. Grapple checks against someone
wearing gearmail suffer a 2 penalty. Note
that this is a penalty subtracted from the
attackers grapple check, not a bonus
added to the wearers grapple check. Its
not any easier for him to grapple, but its
harder for others to hold onto him.
This greasy coating increases the
armors check penalty by an additional
2 for Climb checks, but reduces the
check penalty by 2 for Escape Artist
checks. If a trained armorer were
to make gearmail, he could clean
it thoroughly to remove the
grease. But this isnt an option
for the people who regularly
wear this kind of armor.
Gearmail is rarely bought and
sold. Its usually built by scavengers
in gear forests for their own use. The
listed cost is the range that they might
demand to sell a suit.
Hydraulic Armor: Hydraulic armor
is the medieval equivalent of powered
armor. The user wears a metal frame that
must be custom-fitted to his physique
when the armor is built. (If characters find GEARMAIL
discarded hydraulic armor, they have only
a 25% chance that the armor will fit a crea-
ture of the same size.) Tubes and wires are
coiled about the frame, which is in turn
encased in a solid iron shell. Mounted
on the back of the shell, protected by an
iron hood, is a clanking steam engine that
coughs forth black smoke incessantly.
The iron shell completely encloses the
wearer, much like a suit of full plate mail.
It includes a helmet, gloves, and boots. The
iron shell is thick and durable, far heavier
and denser than even the strongest plate
mail, and provides a staggering +10 bonus
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31

to armor class. It is remarkably inflexible,


however, granting a 8 armor check penalty
and a max Dexterity bonus of +0.
Even though hydraulic armor is heavy,
its weight is offset by the steam engine,
which generates hydraulic pres-
sure to amplify the strength
of the wearers limbs.
Hydraulic armor
always feels as if it
HYDRAULIC ARMOR weighs one tenth of
what it really does;
for purposes of
encumbrance,
thats all that
matters. Further-
more, the wearer
is able to move at full
speed due to the muscu-
lar amplification (though he
may still run only triple his normal
speed). If the wearer is on a horse or a
rickety rope bridge, however, then the full
weight of the armor will certainly become
an issue!
Due to the hydraulic power coursing
around the wearers limbs, his effective
Strength is increased to 20 while wearing the
armor. The armor also includes a number of
built-in steam powers, some custom devel-
oped for the hydraulic armor. These include:
Air filter. As long as the helmet is on and
the visor closed, the wearer receives a
+4 bonus to saves against any kind of gas
or airborne poison.
Visor shades. The visor darkens rapidly
in response to bright light. While the
visor is down, the wearer receives a
+4 bonus to saves against blindness.
For effects that do not normally allow a
save, he now receives one.
Slam attack. The heavy fists of the armor
can be used to make slam attacks. The
wearer is never considered unarmed.
He can make a slam attack at his usual
base attack bonus, for damage 1d6 plus
his Strength modifier, with which he is
always considered proficient.
Stability. The heavy, grounded nature of
hydraulic armor grants the wearer a +4
bonus to defending against bull rushes
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CHPT.
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(as if he were unusually stable).


Steam powers. The steam engine of the
hydraulic armor can also be used to run
steam powers.
Concealment. The massive bulk of
hydraulic armor is difficult to conceal.
As if that werent enough, the steam
engine constantly pours forth
smoke. The wearer suffers a 8
penalty to Hide checks.
Jumping. The hydraulic armor
offsets its own weight in a jump by
transferring power out of the arms and
augmenting the wearers leg strength
even more. For jumping purposes, the
hydraulic armor counts as one-tenth
its weight, no armor check penalty is
rolled, and the wearer uses the suits
Strength of 20.
Learning to use hydraulic armor requires
its own specialized feat slot: Armor Profi-
ciency (hydraulic). It takes 15 minutes,
with assistance, to don hydraulic armor.
Pilots Armor: The inside of a mech BORE PUNCHERS
cockpit is anything but comfortable, as every
mech jockey has learned. The mechs jarring
motion causes armor to start chafing very
quickly, resulting in an extremely uncom-
fortable ride (and possible injury). Anything
more durable than padded armor will chafe,
but mech crew worried about
boarders or (worse still) mech
weapons penetrating their hull
need the best armor they can get.
Enter pilots armor. Specially devel-
oped by the Stenian Confederacy and now
widespread among mech jockeys, it is built for
comfort and protection against the weapons a
mech jockey most commonly faces. The areas
most subject to chafing thighs, abdomen,
buttocks, and ribs are all padded. Other
areas are covered in leather. The outer arms
and legs, plus the chest and abdomen, are
covered in steel studs (as studded leather
armor), but the whole back of the armor is
just comfortable strips of padded and leather
armor with no studs. Steel bars jointed at the
elbows and knees run lengthwise down the
outside of the legs and arms, offering pro-
tection from large weapons and any kind of
slashing attacks.
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31

Overall, the armor provides


good protection from the
front, great protection
from the sides, and lim-
ited but comfortable
protection from the
rear. It is quite compli-
cated to produce but, as
any mech jockey will tell


you, well worth the price.

FLAME NOZZLE UNUSUAL ITEMS


Item Cost Weight
Coal, 1 lb. 110 cp 1 lb.
Fruits and vegetables x20x30 standard
Gearplugs 150 gp 2 lbs.
Mensite, 1 lb. 100 gp 1 lb.
Stethoscope 10 gp 1 lb.
Wisp cloak 8 gp 1 lb.
Wood, 1 lb. 15 cp 1 lb.
Coal: Coal is burned to
power steam engines. The
mech fleets have created
a burgeoning market in
coal. The price varies
according to supply and
demand, and the local
availability of wood.
Fruits and Veg-
etables: The fields
and orchards of
Highpoint have
been laid waste, and
with them, the continents agricultural
output. A healthy supply of mushrooms,
potatoes, and other funguses, tubers,
STEAMBREATHER and roots is available, but wheat, corn,
and leafy greens are hard to come by. As
the mechdoms reclaim territory, this has
created a burgeoning market in farming,
which is now a very lucrative career. It has
also created a new kind of treasure: fruits
and vegetables. Dried or preserved speci-
mens can be sold for upward of twenty
times their former prices. Fresh fruit and
rare varieties fetch thirty times. Good
wine is also rare, as many vineyards have
been destroyed. Of course, many a charac-
140 31
CHPT.
#

ter would rather enjoy the luxury of eating


such food and drink rather than selling it!
Gearplugs: Gearplugs resemble a
telephone made of cast iron. One end
has an earpiece and mouthpiece, which
are connected to a complicated box with
a thick black cable. Coming out of the
other end of the box is a series of plugs
with sharp metal ends. The metal ends are
plugged into any steam engine. Through
an advanced process, the user can then
instruct the engine on what to do. For
most engines, this is limited simply to
saying start, faster, stop, or the
like. However, with intelligent engines or
others capable of taking commands, this
allows for communication.
Mensite: Mensite is a rare metal found
in lunar asteroids. It is easy to quarry
but difficult to locate. Mensite was first
dismissed as useless, since it is relatively
brittle and has an extremely low melt-
ing point. These soon became points of
endearment, however, after it was learned
that in its liquid form it will mix with BOMB LAUNCHER
water- and oil-based solutions, including
magical potions. Combined with potions
and alloyed with other metals to make it
stronger, mensite is extremely useful for
building constructs with magical proper-

STEAM CANNON

ties. Magic users, especially the elves of


Larile Nation, will trade two pounds of
gold for a pound of mensite.
Stethoscope: A stethoscope is built
with the finest craftsmanship available.
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CHPT.
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This petite metal listening device makes


it easier to hear whats going on in an
engine, granting a +1 bonus to checks in
any engineering or mech skill related to
fixing or disabling a device (including
Disable Device, Craft (mechcraft), and
CATAPULTS Profession (engineer)).
Wisp Cloak: These nonmagical cloaks
are worn by the Wisps, a nomadic tribe of
the endless plains. The cloak is made of a
camouflage-patterned fabric and includes
numerous deep but small-mouthed pock-
ets designed to hold dirt. The wearer plants
long ivies in these pockets, and once they
are grown he is literally cloaked in living
vegetation. This grants a +2 circumstance
bonus to Hide checks in wilderness areas.
A wisp cloak is inexpensive but requires
three months of growing time before it is
effective; alternatively, a fully grown cloak
can be purchased for triple the usual price.
The ivies in a wisp cloak must be watered
and cared for as any plant.
Wood: This is scrap wood used to power
a steam engine. The price varies according


to local conditions. Generally wood costs
one half of what coal does.

MECH-RELATED
MAGIC ITEMS

B lood-powered Engines: An experi-


mental drow mech captured by the
dwarves of Duerok features a blood-powered
engine. It literally runs off of living creatures,
which are sucked dry by the engine. This
horrific process is semimagical in nature,
requiring certain enchantments when creat-
ed as the drow did, but some coglayers have
found ways to duplicate the processes with a
blood pump (see page 56). These devices are
banned in the Stenian Confederacy, Duerok,
and most other civilized lands.
Ethereal Catapult: An ethereal
catapult is designed to penetrate mech
armor. It is a normal catapult that has been
enchanted to transform its projectiles
into ethereal matter when launched. The
shooter designates a target, and the pro-
jectiles immediately transform back when
142 31
CHPT.
#

they have breached the target. The


effect against mechs is devastat-
ing: The catapult launches an
ethereal projectile that mani- LOBSTER CLAW
fests (becomes hard) once
its already inside the mech,
bypassing its armor and caus-
ing severe damage.
Ethereal catapults make touch
attacks armor bonuses to AC dont
matter. They bypass all hardness and,
because they manifest inside the tar-
get, have a threat range of
1720. Any weapon can be
enchanted thus, but so far
the effect has been limited
to catapults.
Strong transmutation;
CL 12th; Craft Magic Arms
and Armor, Craft Wondrous Item,
blink; Price 70,000 gp + cost of weapon.
Intelligent Engines: Rumors exist of
eccentric steam mages who have used the
same magic that creates intelligent swords
to imbue their steam engines with sentience.
These steam engines are fully self-aware,
capable of guiding and piloting mechs with
no human input. One such ghost mech
walks the endless plains, searching for the
orc brigands who killed its creator like any
other common mech jockey.
An intelligent engine must be enchanted
as a magic item, per the usual rules. In all
respects it is just like any other intelligent
item. It may have the ego to overcome its
creator, or may acquiesce to his demands.
Magnetized Ring Gates: These have so
far not been used in battle, but the Tannan-
liel elves are extremely excited about the
potential applications. They appear to be a
set of unusually large ring gates (like those
described in the DMG), almost three feet
in diameter. One is anchored in place on a
mech. The other is launched via a catapult.
The launched gate has been enchanted to
adhere magnetically to the first metal item
it touches (generally a mech, of course). CHAIN TENTACLE
Once the second ring gate is secured to
the side of an enemy mech, the weapons
power becomes clear. The magnetized ring
gates allow an object put through one to
143
CHPT.
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3

emerge out of the other, through any wall battle to notice somethings wrong. to restrain the victim, and drain energy at the
or obstruction it is attached to. In other Spell Furnace: A spell furnace converts rate of 10 spell level equivalencies for each hit
words, the elves can launch boarding par- magical energy into kinetic force. It can be point drained.
ties straight into the interior of the enemy used to power a mech with spells. Its energy
mech without so much as piercing its hull. requirements are identical to those indi- Enchanting Mechs
Or they could toss handfuls of grenades cated for the steam mages synergy ability Many factions have practiced the enchant-
into its innards. Once they have mastered (see page 37); for example, a spell furnace ment of mechs to a certain degree. The
the use of these weapons, the nature of could power a Large mech with 10 spell lev- elves cast protection from arrows when
mech combat could drastically change. els of energy each day. Any steam-powered, facing Stenian steam cannons, while the
Luckily for the dwarves, magnetized ring gates clockwork, or man-powered mech smaller dwarves have discovered judicious use of
are hard to make and even harder to use. than city-mech size can have a spell furnace protection from elements is useful against the
Strong conjuration; CL 17th; Craft Won- substituted for its regular engine at an addi- fireball-launching rodwalkers. One famous
drous Item, gate, passwall; 60,000 gp; Weight: tional cost of 100,000 gp. Creating a spell elven ambush involved casting invisibility
5 lbs. each. furnace requires the Craft Wondrous Item on a small fleet of mechs. Another famous
Speaking Engines: More than one feat and must be done by a caster of at least coglayer won a battle against a rivals
mech jockey has had a wizard friend cast a 10th level who also possesses 10+ ranks in much-larger mech by persuading a con-
permanent magic mouth on his steam engine. Knowledge (steam engines). structor friend to enchant his entire mech
Usually several magic mouth spells are in Certain cruel underdeep races have cre- with rusting grasp.
effect, each instructed to speak on a cer- ated spell furnaces that suck the magical energy Affecting a mech with spells generally
tain mechanical condition: Speak when out of extraplanar and magical creatures. One requires multiple casters and the Com-
the boiler is too hot, speak when the gears particular favorite utilizes the energy put off bine Spell metamagic feat. Otherwise, the
are out of alignment, and so on. This makes by fire elementals. This painful torture leaves mech is usually too large to be affected.
diagnosing engine problems a lot easier, the victim a desiccated husk. Such spell furnaces See page 43 for more details.
and warns the engineer if hes too busy in cost twice as much to build, require facilities

LANCE
plate 5 The battles on Highpoints surface
reflect a much larger divine conflict.
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CHPT.
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4

bottommost plateau that is deluged with


seawater for six months each year.

THE WORLD OF DRAGONMECH One other terrain feature has significantly


shaped Highpoint, and that is the Endless


River. The Endless River remains at a fairly
constant elevation relative to sea level over
ies that are underwater for half the year and the 2,000 miles it runs. Since Highpoint
above water the other half. Among the more itself varies drastically in elevation, this
common races are amphibious variants of means the Endless River runs underground
HIGHPOINT elves, humans, and dwarves, as well as a num- for more than half of its length. During the
ber of other creatures. Of the races that have low-water months, the Endless River is a nav-

H ighpoint is a continental landmass in


the game world called DragonMech.
The many residents of Highpoint refer to the
established permanent settlements, many
are amphibious.
Third, land forms change over the course
igable underground water route. During the
high-water months, it is a raging whitewater
that only a fool would enter. The 1,000 miles
world at large by a number of names in several of the year. Certain land bridges appear of underground channels its waters have


different languages, but we will keep it simple only during the low-water months. Vast carved beneath the plateaus of Highpoint are
by referring to it simply as DragonMech. floodplains vanish under the sea for six the entry points for a vast underdeep realm.
Other landmasses are to the east and months at a time. As a result, trade routes
west, but Highpoint remains the undeniable are highly seasonal.
focus. In all the lands affected by the lunar Thus the reason for Highpoints name: Of CLIMATE AND SEASONS
rain and lunar dragons, only the residents of all the continents, it is, on average, the great-
Highpoint have evolved an effective defense
mechanism: the mech. Over the centuries to
come, the world will be reshaped by what
est distance above high-water sea level. The
continent itself is actually a series of stacked
plateaus with a mountain range at the top. The
A s a rule of thumb, eastern Highpoint
is temperate to warm, while western
Highpoint is warm. The east is moist, with
happens on Highpoint. lowest plateau shelf, to the west, is an enormous some very wet tropical areas in the northern
The world of DragonMech is subject to desert floodplain called the Wet Desert. Half forests and wet swamps to the south. The
one particularly unusual environmental fea- the year its a shallow saltwater ocean; the other west is consistently dry, even during the
ture, in addition to its collapsing moon: widely half, its a parched expanse of sun-heated sand. high-water months, which bring only saltwa-
varying seasonal water levels. The seas around The easternmost shelf is higher than the western ter, not fresh water. The very southernmost
Highpoint (and throughout the entire world) one, such that the eastern coastline is a single, reaches are noticeably cooler than else-
rise and fall by more than 30 feet over the unbroken cliff stretching for nearly a thousand where, though still temperate overall.
course of the year. This is caused by wide sea- miles. Historically, the cliff has been tall enough The residents of Highpoint divide their
sonal temperature swings near the poles, which to resist even the highest floodwaters, leaving years into only two seasons: low-water and
trap and then release huge quantities of arctic the easternmost plateau dry for the entire year. high-water. This is not the same as a dry and
ice on a regular cycle. It is more than simple Since the lunar rain, however, enhanced tidal a rainy season, since the source of the water
tidal action, which of course is present as well. action has brought the peak water levels over the isnt rain. In eastern Highpoint, the differ-
The close presence of the moon has massively cliff edges for the first time. ence in seasons is greatest for the cultures
altered tidal patterns, which only further exac- The eastern reaches are the most popu- along the Endless River, the borders of
erbates the seasonal water levels. lous. The most inhabitable area is the end- which expand by more than five miles as the
The implications of the seasonal water less plains, a vast expands of gentle hills floodplains are filled. Lakes and other rivers
levels, combined with the altered tidal influ- covering the easternmost plateau. The are also affected, though not as dramatically.
ence, have shaped the course of life on High- next plateau to the west is the flatland, In western Highpoint, high-water affects
point in three ways. First, stable settlements in contrast to the roughlands which abut the entire region, as the Wet Desert is com-
beside waterways are impossible. Coastlines it still further west. The great Boundary pletely flooded.
shift by huge distances, back and forth, Peaks divide the roughlands into two. In our vernacular, high-water corresponds
over the course of the year. This inability Weather patterns send most of the conti- to spring and summer, while low-water
to establish permanent settlements in natu- nents moisture to the east of the Bound- corresponds to fall and winter. The winter
rally advantageous places contributes to the ary Peaks, meaning the western regions are months know snow in eastern Highpoint,
planets intensely nomadic lifestyle. hot and dry. They descend through three particularly in the more southern regions,
Second, amphibious life is more common. plateaus of scrub, rocky hills, dry savanna, but the dry skies of the west bring only icy,
One humanoid race, the slathem, lives in cit- and hostile desert into the Wet Desert, the howling winds.
146 4
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T
TIMEKEEPING

he Stenian Confederacy uses the old


Duerok system of timekeeping, which
has its roots in underground settlements
under constant siege. This is the most preva-
the endless traders traditionally arrive in
Duerok. (They reach Edge shortly thereaf-
ter; see page 161.) This is a time of excite-
ment, visitors, and news from afar.
Highwater: The point at which the waters
peak.
Duerok: A month of holidays. The hard-
working dwarves of Duerok have only six hol-
that werent flattened were instead excori-
ated by the thick particulate mist of red-hot
debris that fell with the large meteors.
The surface world was destroyed by the
lunar rain. Most vegetation was reduced to
mere stumps. Cities and towns were largely
flattened, unless they were built under the
lee of a cliff, in a narrow-mouthed canyon, or
lent system on Highpoint, especially since idays, all of which take place in this month. in some other relatively protected location.
most of the nomadic human tribes use no By now, the traders have left and it is time By bizarre luck, a few settlements survived in
system of time whatsoever. to relax. The six holidays (one per week) a still-habitable state, but they are the excep-
The Stenian system has six weeks per honor dwarven virtues: thrift, discipline, tion, not the rule.
month and six days per week, over the course clan, honor, strength, and valor. Nowadays, By the time the lunar rain forced the sur-
of seven months, for a total of 252 days per the holidays are recognized but no one stops face world underground, it also began to let
year. The days are Diggon, Axon, Digget, working. Times are simply too dangerous. up. It wasnt long before much of the moons
Suron, Suret, and Surol. Flero: By this time the waters have begun surface had been ripped clean off, leaving
Diggon: First day of the week. Among to recede. only solid bedrock exposed. That bedrock
the underground dwarven strongholds, it Jealo: A time of want. The bounty of high- was too strong for the planets gravity to tear
was traditionally the first day of digging in water is slowly being consumed. off. Over the course of a decade, the pace of
their never-ending quest to expand their Lowwater: The waters of the Endless the rain slowed. Soon the large meteors were
holds. It also included general communal River are at their nadir. Everyone looks for- extremely rare. After a while, the excoriat-


activities for those incapable of or unneeded ward to them rising again and bringing the ing haze was rare, too.
for digging. On mechs now it is usually a day excitement of Cammerce. Now the meteor rain is largely sustainable.
of communal activity, which can include On most nights it is like a heavy sandstorm
making repairs, shoveling coal, cleaning, or dumped from the sky: a thick, soupy particu-
other such things. LUNAR CYCLE late mist that scrapes at the skin. It is painful
Axon: Second day of the week and tradi- and can be deadly to the unprotected, but
tionally the day of martial training. Still used
on many mechs to practice fighting drills.
Digget: Third day of the week and the sec-
T he moon is literally the largest object
in the sky at all times. Depending on
the landscape, it occupies as much as three
most surface dwellers know how to handle it.
Of course, the occasional meteor storm still
occurs, which is none too pleasant, but such
ond day of digging (or communal activity). fourths of the sky. Visible even during the occurrences are rarer and rarer.
Suron: Fourth day of the week and first day, it is an oppressive reminder of the When characters embark on wilderness
day of personal work, which varies according worlds problems. treks, randomly generate the nature of the


to the trade of each person. The moon still follows a regular cycle, lunar rain each evening, according to Table
Suret: Fifth day of the week and second but since it is so close to the planet, the full 4-1. Add +4 on a full moon.
day of personal work. surface is visible at all times. Parts or even
Surol: Final day of the week and third all of the surface may be shaded, but they
day of personal work. In centuries past, are still visible, and on the night of a full MAJOR REGIONS
when Duerok was strong and well defend- moon, the reflective qualities of the mas-
ed, this eventually became a day of rest.
Since the start of the lunar rain, however,
that tradition has disappeared. It is once
sive satellite make the night literally almost
as bright as the day. L ooking at a surface map of Highpoint, it
has four main areas, reading from east
to west: the endless plains, the flatland, the
more a day of work. Lunar Rain roughlands, and the western deserts. But the
The seven months follow the natural cycle In the hundred-odd years that the lunar rain wide range of elevations in Highpoint neces-
of high-water and low-water, as follows: has poured down upon Highpoint, its nature sitates defining its regions in three dimen-
Arie: The first month of the year is when has changed considerably. In the early years, it sions. A cross-section map would reveal five
the waters are at their midpoint. It is roughly was a veritable bombardment. Huge meteors elevations of civilization: the moon, which
equivalent to spring. crashed to the surface each night, blasting the is close enough to interact with the planets
Cammerce: The waters of the Endless ground into a fine dust. Almost nothing could surface; the surface, which encompasses the
River rise as the second month appears. sustain such a beating, and those creatures four main areas named above; the subsur-
Near the end of the second month is when that didnt seek shelter were killed. The few face, which is the areas within a half-mile
147
CHPT.
#
4



148 4
CHPT.
#

TABLE 4-1: LUNAR RAIN CONDITIONS


Roll (d20) Lunar Rain Conditions
1 No lunar rain. Such evenings are extremely rare. In cities, they are celebrated with dancing, drinking, and general merriment under the clear sky.
216 Painful haze. Lunar particulate matter falls from the sky. Someone standing outside feels like hes being sandblasted. It is abrasive and painful, but usually not deadly. Characters
wearing any armor of +1 or better protection, or creatures with natural armor of +2 or better, are undamaged. Other creatures suffer 1d4 points of nonlethal damage per hour of
exposure. All creatures have a 1% chance each evening of being hit by a small meteorite that causes 1d6 points of damage. Exposed armor, vehicles, and buildings suffer scuffing
and minor damage that must be repaired at least once every six months.
1718 Small meteor shower. The sky is ablaze with shooting stars. As the painful haze, above, but in addition, all exposed creatures have a 25% chance per evening of being struck by a
small meteorite that causes 1d6 points of damage.
1920 Large meteor shower. As above, but the sky is literally glowing with shooting stars, and their constant impact creates a resonant booming sound in the distance. Every so often,
a huge boulder hits the ground. All sane creatures take cover. All exposed creatures have a 25% chance per hour of being struck by a meteorite. If struck, roll 1d6. On 14, they
suffer that much damage. On 56, roll 1d6 again and add the result to determine damage. If the second roll is 56, roll yet again, and so on.
21+ Meteor storm. Cover isnt enough you need to be underground to be safe! Its like a fireworks show at close range. The sky is full of fire, the ground is booming, and there
is no safety. Anyone exposed at all takes 1d3 points of damage per hour from the dense, grating particulate matter. In addition, he must make a Reflex save (DC 20) once every
half hour or be hit by a meteor. If hit, he takes damage determined by rolling 1d10 and squaring the result (e.g., a roll of 3 means 9 points of damage, while a roll of 10 means
100 points of damage).

of the surface or the Endless Rivers under- of the underdeep. The victorious surface upturned in the ensuing chaos. Whats left of
ground boundaries, and includes places like dwellers soon found their victories hollow the meteor-pocked surface is now divided
Duerok and other dwarven strongholds; the as successive waves of surface-dwelling refu- into loosely organized mech-ruled king-
underdeep, which is the region below the gees followed behind them, pounding their doms, or mechdoms, wherein the notable
subsurface; and the Stygian depths, deep, new subsurface homes. Wave after wave of locations are the highly mobile city-mechs
deep down, beneath even the underdeep, defeated surface dwellers was subsequently themselves. The few remaining surface
an alien realm that no surface dwellers knew pushed into the underdeep. Eventually even settlements are veritable fortress-cities,
until their flight from the lunar rain forced the underdeep was at war, and it was then enclosed in massive stone walls powerful
them ever deeper into the earth. that displaced underdeep residents traveled enough to resist the lunar rain and repulse
Prior to the lunar rain, the surface world so far into the earth that they encountered the lunar dragons.
interacted routinely with the subsurface, the Stygian depths. These hellish regions Thus, this gazetteer will describe the dam-
which was heavily populated with dwarves, even now remain a place of mystery, for very aged remnants of continental Highpoint and
orcs, and other underground civilizations. few visitors there have returned to tell their the mobile mechdoms of the new surface
Trade and warfare occurred at the edges of the stories. But their mere existence is now world. Mechs are uncommon in the chaotic
plateaus and along the borders of the Endless established as fact, where for eons it was melee that is still the subsurface and under-


River. The underdeep world rarely ventured considered fiction. deep, so descriptions of those areas will be
into the subsurface, much less the surface left for another time as will coverage of
world, and the Stygian depths were unknown. the moon, which influences the world dra-
After the lunar rains began, much of the matically but is for now still another planet.
entire surface world tried to cram itself
into the subsurface. Thanks to the plateau A HIGHPOINT
structure of Highpoint, a much greater THE NOMADIC PEOPLES
underground area was available to accom- GAZETTEER
modate them than on any of the planets
other continents. Even so, it wasnt enough
room. The subsurface dwellers defended A gazetteer of Highpoint is, in fact, a very
melancholy undertaking. The world has
B efore delving into the details, we should
establish a crucial fact that will contribute
to your understanding of Highpoint. Civilized
their entry points against the refugees. Most changed so drastically over the preceding life on Highpoint has always been itinerant.
were overwhelmed, and the surface world half-century that many of what would have Three factors contributed to this. First, the
crowded into the subsurface. The defeated once comprised the most notable locations erratic water levels made permanent civiliza-
subsurface races were either exterminated are now utterly ruined. Even the subsur- tions near primary water sources impossible,
or forced further underground, where they face and underdeep, which were never and the extreme changes in natural resources
encountered and warred with the denizens directly exposed to the lunar rain, have been between low-water and high-water encour-
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4

aged mobility. Second, the massive herds and in their powerful bunkers and unassailable Now, the endless plains are a smoldering
bountiful wild plant life of the precatastrophe castles, they are protected from all but the wasteland. The central region is forsaken
endless plains made hunting and gathering worst meteor storms. The lunar and bleak. Whats left of the landscape has
just as productive as settled agriculture. dragons are a threat, as been ruined by lunar dragons and the bur-
Finally, the preponderance of humans always, but even they give rows they dig. The swamps and lakes of the
and orcs in the endless plains made pause when faced with a southern regions are filled with rising levels
some degree of wandering almost well defended castle. of lunar sludge and sediment. The northern
inevitable, as both of these races The biggest threat forests were most resistant to the lunar rain
are short-lived, impatient, and con- to these remaining city- but were nonetheless damaged by the lunar
stantly in motion. states is water. Although dragons. Many of the mighty oaks and elms
Of all the races, only the elves and some are located near have been shattered or toppled. Those still
dwarves maintained extensive permanent natural supplies year-round, standing are being eroded into stumps with
civilizations, the dwarves thanks to their the low-water season strands oth- every evenings lunar rain.
subsurface regions that were only marginally ers. The city-state of Chemak is a notable Over the entire endless plains, the nomad-
affected by the seasons, and the elves due to example: Since the disappearance of the ic human peoples built only a dozen large,
their more sedentary proclivities. The grand surface nobles, Chemak has constructed permanent cities. Many were destroyed;


forests of the northern endless plains are enormous, well guarded reservoirs in order four still stand. The four surviving cities are
home to a greater settled population (mostly to survive the low-water months. Glatek, Edge, Stilt City, and Chemak.
elven villages) than the rest of the endless
plains combined. Similarly, the dwarven Glatek
strongholds of Duerok are home to a greater CONTINENTAL HIGHPOINT Glatek sits in a sheltered valley just below
settled population than the rest of the the bluffs of the western plateau. It sprang up
flatland and roughlands combined. Around The Endless Plains from natural trade lanes between the slathem,
these islands of stability, humans, orcs, and The endless plains were once the epicenter humans, and elves: It is equidistant from the
even a great number of elven and dwarven of Highpoint. If a war was fought, it was elven forests to the northeast, the slathem
nomads swirl in constant motion. there. If an invention was created, it was cities to the west, and the human tribes to
Or, more aptly, swirled (past tense), since there. If you wanted adventure and novelty, the southeast. Its economically important
these surface civilizations have now been change and surprises, the endless plains were position led naturally to a permanent settle-
largely reshaped. Nonetheless, Highpoints where you went. ment of traders, middlemen, and merchants.
inherent restlessness made the transition The endless plains were divided into three At its peak it was a thriving
to the new mechdoms surprisingly natural. principle regions. The northern tip was metropolis of more
Many of the tribes that once wandered the the great temperate and tropical than 5,000 perma-
endless plains with spear in hand now wan- forests, primarily settled by elves nent citizens,
der the same areas in iron-clad mechs. The but with no lack of humans, orcs, plus thou-
mechdoms and loosely affiliated mech tribes and goblins. From there to the sands more
are, in the most basic political and social Endless River were rolling hills traders and
sense, no great change for most inhabitants. and grasslands, interspersed nomads at
Nonetheless, on this nomadic world, with the occasional mountain, any given
permanent settlements did exist. Among forest, and lake. This area was time. Now
sedentary tribes, the basic unit of civiliza- the heart of the endless plains, it is about
tion was a city-state, rather than a kingdom. a swirling morass of nomadic half that size.
These scattered city-states often depended cultures that constantly traded Glatek is a
heavily on the nomads, in some cases uti- and warred. South of the Endless vertical city, but
lizing nomadic water traders to survive the River, the grasslands gave way gradually to unlike our modern
low-water months. At the same time, they swamps and lake lands. vertical cities, Glatek goes
required extensive protection against other No great kingdoms existed in the endless down under the earth. Over thousands of years
nomads and were often organized around plains. A few city-states ruled their sur- of trading, the amphibious slathem carved out
ancient, impregnable fortifications. rounding areas, and loose tribal alliances an underground channel to the city by enlarg-
While the nomads transitioned easily to created what could be called nations, but ing a naturally occurring labyrinth of corridors
life on a mech, only the well armored city- no entity ever approached the status of king- connecting Glatek to the seas to its north and
states still remain on the surface. Sequestered dom, much less empire. west. When completed, these corridors
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opened into the ocean below sea level and older than 400 years has a floor set about one have multilevel basements descending from
were flooded. The slathem then used them as foot lower than street level. Buildings newer their ceilings, sometimes held in place by
an underground expressway to Glatek. than 400 years about a third of the city, huge wooden timbers or metal braces. The
These corridors are flooded year-round, mostly outside the inner perimeter are bottoms of the larger caverns (at least those
but when they reach Glatek they ascend in a built on top of the flat wall. The presence above high-water sea level) have multistory
series of vast high-ceilinged natural caves. At of the flat wall is general knowledge but is buildings which stretch up to almost touch the
ground level, Glatek sits 30 feet above high- not immediately obvious, since the wall has bottoms of the basements above them. Bridges
water sea level and 60 feet above low-water cobblestones and normal road materials set and walkways connect all levels of these truly
sea level, meaning the caves underneath it into it. Unless someone specifically asks or three-dimensional urban areas. The bottom-
have from 30 to 60 feet of usable air space, overhears other discussion, or unless one most areas, flooded from the high-water flood
depending on the season. sets foot in an older building with a lower line to the low-water line, are mostly floating
As a result, most buildings in Glatek are floor level, it is not noticeable. docks and fixed slathem residences, and below
only one story high but are at least three The citys design proved eminently useful that are more slathem areas.
stories deep. Some are much deeper. This during the lunar catastrophes, for a number of In a unusual development, Glateks
underground area is called the bottomcity. reasons. The bottomcity provides protection undercity slums are, in fact, above ground.
The citys docks are floating platforms in the during the lunar rains. The steep inner perim- The bottomcity is the wealthiest part of
bottommost areas of the bottomcity. Slathem eter wall is a perfect refuge from which to town, especially the bottomcity centermost
swim directly to the docks, do their trading, repel lunar dragons, especially since the city under the inner perimeter. The docks are
and leave without ever seeing daylight. put in place a battery of swivel-mounted bal- controlled by the well-to-do slathem mid-
As a trade center and thus a point of con- listae. The underground slathem waterways dlemen and brokers who distribute slathem
centration for wealth, Glatek was long used provide a source of water. (Saltwater though trade goods into the upper areas, and thus
to defending itself. Its unique layout situated it is, with proper treatment it is drinkable.) are anything but seedy. The citys slums are
its valuables and warehouses in the bottomc- And the slathem themselves can provide sea- the surface areas, which become progres-
ity, safe from ground attack. Nonetheless, food for trade, although relations between sively worse as one gets closer to the perim-
the city council constructed a series of three the slathem and the citys rulers were perma- eter. Beyond that is the refuge of scavengers
powerful walls. The first, or old wall, was nently damaged when the slathem exploited and refugees.
built some 700 years ago. It is twenty feet the situation to charge what many considered The city is ruled by the same merchant
high and was once the wall of a castle at to be utterly unreasonable prices. council that has always ruled. All of the
the citys center. It now provides an inner As a result, Glatek still stands. The areas council members are human. The merchant
perimeter, since the city has since expanded beyond the inner perimeter have been council is a purely commercial organiza-
beyond. The second, or new wall, is twelve heavily damaged by dragon raids and are tion; membership is ostensibly hereditary,
feet high and surrounds the entire city. In occupied primarily by scavengers and but mercantile power is a much
days past, the areas outside the new wall refugees who arent admitted more powerful deciding fac-
were filled with the tents and campgrounds into the inner perimeter. tor. Newly wealthy trad-
of nomadic traders. The inner perimeter is ers always manage to
The third, or flat wall, is 400 years old, now heavily guarded at secure a spot (usually
the same age as the new wall. It is not a wall all times, against both by threatening to
proper but a stone floor covering all the dragons and surface cut off their sup-
citys thoroughfares. In effect, it is a flat, raiders. Glateks pliers or custom-
solid stone wall one foot deep, sealed by reputation for wealth ers, depending
the best stone craftsmen exactly as a wall persists and it has had on whos on the
would be sealed. Tunneling into the bot- to resist not just tribal council), and trad-
tomcity areas requires breaking through this nomads but the occa- ers ruined by mis-
flat wall, or breaking into a building where sional mech clan as well. fortune always seem
the bottomcity is otherwise accessible. But it stands nonetheless, to resign (thanks to the
Since only residents have access to buildings with its inner perimeter intact other members threats to
leading into the bottomcity (including the and the bottomcity unharmed. bankrupt what little they have left
few public staircases, which are always well The bottomcity is an arrangement of large if they dont).
guarded), only residents and acknowledged underground caverns filled with scaffolding All members of the council are wealthy
guests can reach the bottomcity. of various materials. The shallow caverns, as residents involved in one of the citys major
As a result of the flat wall, any building well as the upper heights of the deeper ones, commodities or at least, one of the citys
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4

former major commodities, since most are no complex mechanical elevators, and magical from struts set into the cliffs are usually
longer commercially viable. Herbs, spices, flying devices. One old legend even talks no more than one or two rooms. Count-
fine fabrics, and delicate elven creations about a dwarf who built a long-gone elevator less rope bridges make horizontal travel
no longer flow from the northeast forests, powered by steam siphoned from the waterfall quite easy for the locals, but they dont
nor do grains, fruits, livestock, and hides itself. The better solutions were all funded by all hang at the same height; traveling any
flow from the endless plains, nor seafood tolls, the tolls sustained the toll-takers and significant horizontal distance necessarily
and shells from the slathem to the west. The their families, and over time Edge became, entails a lot of vertical movement as well.
principal commodities now are metal, spare essentially, a vertical mercantile highway. Thats for locals, mind you; toll-payers are
parts, and weapons from the flatland; the Now Edge is just that: a vertical mercan- usually restricted to the vertical passage
inferior but serviceable hides and preserved tile highway. Within a mile of the waterfall they paid for.
meat of sea creatures captured by the slath- in either direction are hundreds of routes No public thoroughfares go from top
em; slaves and meat from the endless plains; up the cliff, including all of the options to bottom. Locals can always travel freely
and timber from the humans and elves. Times described above. The simplest are half-orc through the routes of their friends or rela-
have changed. porters, who will lug goods up and down the tives, but all outsiders have to pay their way
Glatek sits far beyond the borders of both nearly vertical staircases for a small fee (plus through. Climbing is an option, but its a
the Stenian Confederacy and the Legion, the staircase toll, of course, paid each way long, sheer climb, made all the worse by the
but both factions consider it a prize. Even up and down). The most expensive are the waterfalls mist, which coats the ascent, and of
in todays wrecked society, the city is a major gnomish and dwarven eleva- course any climbers will be ridiculed
commercial hub, and much money stands tor contraptions, and all the way up, to the point of
to be made by whoever controls it. Larile the occasional wiz- locals throwing vegetables
Nation trades actively with Glatek and con- ard with fly spells. and produce at outsiders
siders it an ally, not a potential conquest. One ambitious selfish enough to deny
Area: Two square miles (horizontal area) dwarf even set them their livelihood.
Population: 3,000 permanent residents; about carving a The base of the
5001,000 itinerant traders; 5001,000 scav- set of normally waterfall is home to
engers and refugees proportioned a sprawling dock dis-
Composition: Permanent residents: 70% stairs inside trict, with warehouses,
human, 15% half-elf, 5% elf, 5% slathem, 5% the cliff, all the inns, taverns, and auc-
others; itinerant traders: 33% human, 33% elf, way to the top, tion houses. Goods are
33% slathem through which he stored, bought, sold, and
Alignment: Lawful neutral now admits foot traffic shipped here, both before
for a modest toll. As you and after crossing the water-
Edge may have surmised, Edges chief fall. The top of the waterfall is an
Edge is nestled at the base of a great cliff beside industry is the transport of goods up and enormous cave mouth. The narrow natural
the thousand-foot-tall waterfall where the down a 1,000-foot-tall cliff. bank of the Endless River has been widened
Endless River emerges from the underdeep. Over the years, the cliff itself has been substantially on both sides to make room
Whereas some cities are built on opposite hollowed out to make room for settlers, and for boats unloading after their journeys
banks of rivers, Edge is built on opposite banks struts have been embedded in it to support through the underdeep. This upper landing
of the waterfall. The city literally rises along the hanging houses parallel to the cliff face. is not as large as the one at the base of the
face of the cliff. It has flat areas at its top and Now the entire cliff is honeycombed with waterfall, however, simply because its area
base but most of its area is vertical. dwellings. Many of these are occupied by is limited by cave walls. Some dwellings
Edge evolved through a natural conver- the porters, toll-takers, and tinkerers who are behind the waterfall itself, including
gence of the surface races of the endless tend to the various vertical transportation the church of Fhurlin, the most powerful
plains and the subsurface races that dwell routes. The rest house shops, inns, and all entity in Edge.
along the underground stretches of the End- the various craftsmen and specialists that Edges existence is made possible by the
less River. The chief obstruction to their trade would spring up around any settlement. vital importance of trade along the Endless
was the waterfall itself, which was a major The physical layout of Edge is narrow and River. The Endless River flows underground
impediment to the transport of goods. A vertical. Landings dot the rise from base to for a thousand miles. Over this distance it
variety of solutions evolved: hand-chiseled top, and the buildings honeycombing the connects all the major settlements of the
staircases of nearly vertical dimensions, rope- cliff maintain a consistent depth of roughly underdeep, from the dwarves and goblins to
and-pulley systems, gnome inventors with 20 feet into the cliff. Residences hanging the derro and drow. Not all of this connec-
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tion is positive, of course; the river it was spared the battles fought at
is used as much for war as for trade. most entrances to the underdeep.
But much of it is used for trade, and Instead, its chief misery was a loss of
many of the underground societies tolls, as wave after wave of refugees
send their offerings downstream overwhelmed the staircase guards
to Edge, where they fill their great and simply ascended wherever
demand for the products of the end- they saw fit. Over time the flow of
less plains. Hides, livestock, spices, refugees slowed and normal trade
seeds, vegetables, and more are resumed, and the citys residents
brought to Edge from the endless were once more able to exert con-
plains, where they are exchanged trol over the staircases and elevators
for the products of the underdeep: that provide their sustenance.
fungi, metals, gems, and rare The lunar dragons have not been
stones. These supplies go up and a major problem in Edge. Although
down beside the waterfall at Edge in the reasons arent entirely clear,
an endless cycle, by which the resi- the residents attribute this to
dents of Edge make their living. three causes: First, secure in their
A visit to Edge is an experience. cliffside homes, theyre hard to get
Nothing compares to the sight of 50 to. Second, the preponderance of
half-orc porters hauling live, squeal- caravan guards among the traders
ing hogs two at a time up a staircase visiting Edge means the dragons
1,000 feet tall, or a precariously bal- are met with a large fighting force
anced pulley-powered rope elevator whenever they do appear. Finally,
lowering basket after basket of ore, the residents of Edge think their
or a shrewd halfling telling you only god, Fhurlin, has protected them.
one gold piece more will let you use Unlike the rest of the planet, reli-
a slide at the top of his staircase that gion remains strong in Edge.
will save you the effort of walking Edge hosts a huge festival at the
back down, or a strange gnome end of each low-water season. The
on spring-wrapped stilts proudly arrival of the endless traders marks
describing his new invention that its traditional beginning. Although
will get you to the top in a jiffy. You it was disrupted for several years
can find other ways to the top, of during the onset of the lunar rain,
course the cliff face extends for it has now begun again. Nomads
hundreds of miles in both direc- from across the endless plains
tions, and there are places to pass journey hundreds of miles to meet
but outside of Edge its always a the traders and see what they have
dangerous uphill trip, and paying a brought, and now some mech tribes
mere one silver piece for the use of make the trip, too. Mechanical parts
a staircase with halfling lemonade and supplies are entering the trade
vendors at landings along the way economy more and more, and the
is a good deal from most peoples endless traders often arrive with
perspective. cargoes of questionably obtained
Despite the lunar catastrophes, but highly desirable mech parts.
traffic at Edge has slowed only a Edge is governed by the church
modest amount. The initial onset of Fhurlin, the god of roads and trav-
of the lunar rains sent a huge flow el. Fhurlin is known by many other
of refugees into the underdeep, and names across the world, including
many passed through Edge on their Fharlan, Fhlarnghn, and Flarygng.
way. Edge itself has barely enough His churchs ability to govern is
room to house its own residents, so used loosely in this case. Edge has
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always had a fractured, volatile political Stilt City third level is concentrated at the citys core,
base. As a focal point for opportunists and Stilt City is a tiered city on the edge of the in a nonagricultural area dedicated to gov-
wayfarers, and a place that a great number of Tyratian River. To the locals, the city is called ernment, military, religious, and commercial
parties have an interest in keeping open for Tyrat, but outsiders have called it Stilt City for districts. Because the third level is never
travel, Edge has always been resistant to any so many generations that the name has stuck. flooded, it is built much more solidly than
organized government. The toll-takers can Stilt City is built on the Tyratian flood the lightweight latticework of the second
fund their own private guards, and the citys plains, so close to the river that it is com- level. While most farmers use poles or logs as
proximity to the waterfall makes most city pletely submerged when it floods during the the stilts to support their residences, the city
services easy to solve (just dump it over the high-water months. The city has answered center is built on huge stone pillars, which
edge, eh?). The myriad variety of travelers this natural obstacle with a unique solution: support wooden, brick, or stone buildings at
(and, consequently, toll-takers) from across a tiered design supported by stilts. The citys the third and sometimes second level. At the
the underdeep and surface realms prevents lowest level, ground level, is farmed during heart of the city is an imposing stone keep,
any sort of consistent outlook on politics. the low-water season. The second level, sup- raised to the height of the third level, from
After the failure of a number of attempts at ported by a system of stilts and latticework, which the king rules.
government ranging from collective coun- is raised twenty feet above the lower level. The citys unique design generates a
cils to merchant strong-arming to military During low-water, the second-level lattice- prodigious agricultural output. Its tiers
takeover the church of Fhurlin emerged work is kept clear, to allow sunlight to filter allow it to remain productive year-round.
almost unnoticed as the most powerful force through to ground level. Given that its one of only a few stationary
in the community. Despite all other disagree- When high-water comes, the farmers of agricultural societies in the endless plains,
ments, Edges residents have one thing in Stilt City carry reeds and mud to the second Stilt City controls the market for miles
common: an affinity for the life of the traveler level. The latticework is strengthened and around. Twice a year, near the end of each
and trader. Nearly three fourths of the popula- woven reed mats are arranged to help hold of its two growing seasons, it hosts a huge
tion worships Fhurlin in one form or another, a foot-deep layer of mud. Then this layer market week where nomads from hundreds
and many tithe regularly. The church is the of mud is planted and farmed as the floods of miles around come to trade for its fruits,
common link between residents, and from engulf the ground below. The farmers have vegetables, grains, and spices. The rest of
them to passers-by, and is generally recog- specially bred certain varieties of rice to the year, a coterie of middlemen expands
nized as the towns governing authority. Over produce exceptionally long roots, long outward from Stilt City, trading dried and
the years, its parish guard has become the enough to hang into the water below. The preserved foodstuffs.
de facto town guard. The head cleric of Fhur- water levels slowly rise, eventually reaching The only downside to the stilt design is
lin is effectively the citys mayor, though his to just above the height of the second level. that it creates an undercity, both literally
powers are limited to maintaining order and At this time the rice is har- and figuratively. The areas directly under the
settling disputes and his funding is con- vested. By the time city center are never farmed. Because of the
tingent on the unpredictable whims the floods begin natural shelter they afford, the first and some-
of tithing. In effect, Edge is a very to subside, the times even second levels of the city center
democratic city, for though the woven reed are home to all sorts of vermin and squatters
church itself selects its head mats have during low-water. The city guard fights a
cleric, the citys residents rotted, and constant battle against such riff-raff, a battle
determine his budget, and the mud that is only somewhat successful. The city
unpopular decisions are usu- from the doesnt have enough guardsmen to attend to
ally changed after the ensuing second the citys mundane affairs and chase off squat-
decline in tithing revenues. level slides ters. Moreover, any time a farm is abandoned,
Area: One square mile (hori- back to its second-level latticework becomes a home
zontal area) ground level, for squatters until high waters and disrepair
Population: 1,300 permanent where it is mixed eventually wash it away. Most such squatters
residents; 200400 itinerant traders with the rich alluvial are merely roughneck nomads, but cases of
Composition: Permanent residents: 35% deposits and replanted for small goblin tribes, dire animals, and even an
human, 30% dwarf, 15% halfling, 10% half-orc, the low-water season. ankheg down there have been known.
10% gnome; itinerant traders: 40% human, The third level of Stilt City is thirty feet Stilt City has a feudal system headed by
40% dwarf, 15% halfling, 5% other above ground level. It is the residential and King Lorshay, an unambitious man terrorized
Alignment: Neutral business district. Most farms will have one by the challenges of modern survival. Many
or two third-level dwellings, but most of the generations ago, King Lorshays visionary
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ancestors claimed the area, built the city boundaries have long marked the edges of the city. With the orcs trapped, the Chemak forces
center, and pioneered the stilt farming sys- orc expansions that the native humans have then burned that section of their own city to
tem. By medieval standards, the fact that the contended with for millennia. Thousands of the ground. Any orcs that survived the flames
entire city center is suspended thirty feet years ago, a human warlord named Chemak were slaughtered by archers on the walls. The
above ground level is a stunning achieve- organized several tribes into a single fighting fire was easily contained by the walls,
ment; nothing else is like it in the world. The force, which he led in an epic campaign and at the cost of a mere 1/32
King commands a strong military, funded by against the orcs. Claiming a huge area of their city, the Chemaks
taxes on the farmers in his domain, and the for his human followers, he built his were able to annihilate
city center serves also as a keep in which to personal castle where Chemak now the orc force complete-
house his forces. A small coterie of second- stands. He fostered a militaristic ly. This strategy has
ary nobles rules the areas around Stilt City, society dedicated to discipline and since become known as
some from traditional dwellings (located self-defense, an attitude initially con- a Therug fire.
on hills, of course), others from their own trary to the humans nomadic lifestyle The Therug fire tech-
smaller stilt colonies. but which became widely accepted after nique illustrates an impor-
Today, however, King Lorshay is an old its success in repelling the orcs was repeat- tant aspect of the Chemak
man whose habits of luxury have been put edly demonstrated. mindset, handed down from Chemak himself
to the test. Under assault from lunar rain Times change, and though Chemaks and best expressed in an old Chemak adage:
and lunar dragons, he doesnt know what domain withstood the orcs for generations, Sacrifice a finger to save the thumb, sacri-
to do. Stilt City has suffered heavily at the they eventually grew strong enough to do fice the thumb to save the hand, sacrifice
hands of the dragons, which routinely rip battle once more. Now most of the citys the hand to save the whole, and sacrifice the
through the fields in search of prey. The lat- history is lost to time, with only two clear whole to destroy the enemy. The Chemak
ticework provided some early camouflage, memories remaining: the name of Chemak, are ruthless warriors who subvert individual
but the dragons have learned, and now they and the constant war with the orcs. The city needs to the greater good. Their society is
routinely shred the latticework to find of Chemak expanded on the castle at its founded on military codes, and their outlook
whats underneath. The Kings forces have core and eventually came to be what it is on the world is essentially hostile.
successfully kept them away from the city now: a militaristic fortress-city that answers It has taken the residents of Chemak
center, but can repel them from the fields all threats with crushing force. close to three thousand years to build
only with heavy losses. On top of that is The city of Chemak is the most heavily for- their city to its current form. The amount
the lunar rain, which makes upkeep on the tified city on Highpoint, possibly in the whole of stone required for the fortifications
citys infrastructure all the more difficult. world. At its center is a huge castle towering long ago exceeded whats locally available;
Stilt Citys productively has declined nearly 150 feet into the sky taller than some Chemaks main import for as long as anyone
markedly in the past generation, and it has mechs. The castle is surrounded by six con- can remember has been workable stone. The
lost much of its population as residents have centric walls at two-hundred-yard intervals, city is now far beyond what is necessary for
fled to more sheltered areas. Those who with a series of eight straight axis walls protection from the orcs. No one would
stayed are mostly the farmers with fields dividing each concentric ring into eight sec- even consider attacking Chemak now. It is the
closest to the city center, where they can tions. Each section of each ring has only four best protected city in the known world, to
seek shelter when under attack. It remains to entrances, via a gate on each wall of the sec- the point where no reason exists to continue
be seen how much longer the city will last. tion. In times of invasion, the defenders can building it but the residents nonetheless
Area: Fifteen square miles (entire bar- make successive retreats through the walled do so. Repairing and expanding the fortifica-
ony); one half square mile (city center) city sections, creating a practically endless tions has become almost a religion, carried
Population: 3,000 permanent residents: series of defensible bastions. on by the citys military for no reason other
500 in city center; remainder in farming In one battle that is now legend, a large orc than it is all they know how to do. Except for
districts force led by the warlord Therug attacked the the old, young, and disabled, the entire city
Composition: 90% human, 5% elf, 5% half-elf city soon after the construction of the third is required to serve in the military, alternat-
Alignment: Lawful neutral concentric ring. The Chemak defenders sent ing between active and reserve duty, mean-
all civilians into the central castle, then feigned ing rough 60% of the citys population is on
Chemak a retreat, luring Therug and his orcs through a active duty at any time.
Chemak is an impregnable fortress-city. It breach in the outer gate. As soon as the orc Since the onset of the lunar rain, this
sits at the far eastern edge of Highpoint, force was through the breach, the defenders obsession with building has paid off. Che-
between the Tyratian River to the south sealed the four entrance gates and spread out mak stands completely unaffected by the
and the forests to the north. Those natural on the walls overlooking that section of the worlds tragedies. The solid stone construc-
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tion resists the worst of the lunar rains abra- Composition: 75% human, 10% elf, 5% half- but the ravines were no help against dragons
sion, and the high, close-set walls keep most elf, 5% halfling, 5% other (but no half-orcs) used to such conditions. Rook was one of the
of the particulate matter from reaching the Alignment: Lawful neutral first cities to be laid to waste by the invading
residential buildings below. Chemak long dragons. Now the wind whistles through its
ago set up defenses against aerial assault, and The Ruined Cities battered ruins and empty mines, and more
these have since proved useful against the Edge, Stilt City, Glatek, and Chemak are than one dragon nests there.
lunar dragons, which, after constant defeats, the luckiest cities on the endless plains, Rook has one other claim to fame: Shar
have simply stopped attacking Chemak. for they still thrive. The other major popu- Thizdic. The charismatic leader of the
Chemak is governed by a hereditary lation centers have been destroyed by the Legion was born in Rook to a long line of
king who can trace his lineage to the lunar dragons. Their ruins are now home sheep herders. His humble
original Chemak himself. A council of to monsters, scavengers, looters, beginnings only
generals handles day-to-day governing, treasure-seekers, adventurers, make his history
dividing the city and its surrounding lands cults, lunatics, and refugees, all the more
into districts. The generals are treated as who are still preyed upon by tragic. As
nobility, but it is a meritocratic nobility, the dragons that return peri- Rook came
for advancement is largely contingent on odically. under pro-
success in the military. Three of the most impor- gressively
The current king is Krecham IX. In real- tant ruined cities are Besse- heavier
ity, the line to Chemak himself is blurred at mer, Rook, and Lebra. assaults
a number of points where powerful generals Bessemer: Bessemer, the from the
claiming spurious heritages sparred over tree city, was a glorious place invading
thrones left vacant by kings without heirs. of supernatural beauty. Elves dragons, Shar
The history of Chemak is filled with bloodless composed the city from living trees, Thizdic organized
military coups (and a few bloody ones, too). which were guided over thousands of his fellow yeomen
Despite its impregnable walls, Chemak years to grow into a living framework. The to make a stand while the
rules a fairly limited domain. Its military delicate interlocking branches housed citys aristocracy made plans for flight. Shars
tactics have always been defensive, and its artisans, craftsmen, musicians, performers, ragtag army of farmers, herders, miners,
generals have never succeeded in expanding mages, and artists. Below the tree city were and tradesmen surprised an overconfident
its zone of influence, but not for lack of try- elven and human farmers who cultivated dragon that had come to raid the city. They
ing. Every few generations, another general small plots. ambushed it and launched several volleys of
decides Chemak should rule Highpoint and Unfortunately, Bessemer was built for razor-sharp grappling hooks before it could
puts together an army to give it a go. These beauty, not security. Its mages saved them- take to the wing. It lifted off but was hauled
invasions routinely fail, often for the same selves but not the city, which was too deli- back to earth by ropes held fast by hundreds
two reasons. First, no other major population cate to resist the dragons. Bessemer is now of peasant warriors, who then set upon its
concentrations exist to be taken near Che- a thicket of twisted, charred trees, some thrashing, bound form with pikes, hatch-
mak. Little benefit comes from conquering standing, most flattened. It is occupied by ets, and pitchforks. The dragon was fatally
nomads; they simply move away, and youre the worst sort of forest life, including the wounded, and although it escaped on the
left with empty ground and a hungry army. haunted forestrati, with some elven refugees wing, it was soon found dead not far away.
Second, expansionist campaigns are limited still sheltered under its collapsed branches. But it would prove to be a hollow vic-
by the high-water season and its floods. Stilt Rook: Rook was a mountain metropolis tory for Shar. The mortally wounded dragon
City has proved this point repeatedly, as nestled among one of the few mountain rang- collapsed from the sky directly atop his
countless invading forces over the years have es on the endless plains. It was an ancient city familys cottage. All of his family was crushed
retreated rather than be stranded there for that had traded gems, wool, ores, and other beneath its dying weight. The next day, five
six months at a time. At times, Chemaks mountain byproducts with the nomads for as dragons arrived on a revenge mission. They
influence has been felt as far as five hundred long as anyone could remember. utterly destroyed the city, toppling its build-
miles away, but these expansionist periods In an unfortunate twist of fate, the moun- ings to the very foundations. Shar Thizdic
always give way. tains around Rook are the highest point in all was one of the few survivors. He fled to the
Area: One hundred square miles (current the endless plains, and it was there that the endless plains as his home, family, and com-
domain); one square mile (city itself) lunar dragons first sought to roost. Rook had munity smoldered behind him.
Population: 3,500 permanent residents always relied on the vertiginous precipices Lebra: Lebra was a quiet city in the heart
(inside the city) of its surrounding terrain for protection, of the Lilat Forest. It was home to the halls of
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the White Congress, the preeminent mages library. It is rumored that the White Con- representatives, as well as factions that
association of the elves. The White Congress gress itself does not know. In truth, in order went underground.
kept its library in a magnificent marble build- to protect their greatest treasure, they Stavians: The Stavians are fast riders.
ing in the center of Lebra. In fact, Lebras entrusted a powerful extraplanar creature The tribe is divided into two competing
economy depended in large part on magic, with keeping the library safe. They reasoned clans: those who ride horses and those who
as the White Congress and the mages who it would be safest if not even they knew ride dusk devils, the insectoid creatures
frequented its concerns were the reason the where it was. This mysterious extraplanar brought to Highpoint by the dusk runners
rest of the city existed. Farms, shops, and denizen now protects the library, somewhere (see page 160). Many, many centuries ago,
craftsmen settled in Lebra primarily to pro- unknown to anyone. The same barkeeps who the two Stavian clans were one and the same.
vide for the needs of the wealthy mages and once walked inside the library say the library When some tribesmen tried to domesticate
the adventurers who visited them. will reappear in Lebra exactly 501 years after the dusk devils, the others retreated into
The library of the White Congress was it disappeared assuming the current land- conservative tradition, insisting that horses
reputed to be quite small. The building lord doesnt break his promise, of course. were the mark of a true Stavian. Now the two
housing the tomes was enormous, but The White Congress has until that 501st year clans are bitter rivals, each claiming their
those privileged enough to have seen the to rid the planet of dragons and make it safe own mount is the mark of a true Stavian. The
library (which included many a barkeep, for the librarys return. Stavians are the largest of the nomad tribes,
if you believed them) attested to the fact The ruins of Lebra are a popular adventuring with some four thousand tribesmen spread
that it was merely two hundred volumes or site. The predominance of magic prior to the between many bands.
so. Each book was at least two feet thick, citys destruction means its remains are littered All Stavians are incredible riders. They
however, if not more, and usually had pages with more than their fair share of magic items. are raised on the backs of their mounts,
measuring three or more feet wide. Aside And persistent rumors say that a side effect of trained to ride before they can walk. Tribes
from that, the magical books had their own the librarys vanishing act is mysterious portals are always on the move, camping in the
arcane energy, which manifested as they that, if activated, will take one to the librarys same place for never more than a week. They
were read. Some books would float, others extradimensional home. But the portals are survive by foraging and hunting small game.
produced light; others displayed an illusion rumored to be very, very small . They respect no political boundaries, even
concerning what was being read. It was said those of dangerous enemies; they believe
that a room was built for each book, and so Nomads the whole world belongs to all its people,
great was the knowledge contained in each of the Endless Plains and the worst crime a man can commit is to
room that most mages in the White Congress The cities were not the only places where block the passage of his neighbor.
read no more than eight or ten of the books many people lived. The endless plains were Stavians are fundamentally peaceful and
in their lives. known for their tribes of nomadic humans, rarely express aggression toward other crea-
Lebra was well prepared for the coming of some of which reached great numbers. tures. When forced to battle, Stavi-
the dragons, seeing how it was stocked to the Perpetually mobile, they fared ans value speed and agility
brim with powerful wizards, but their abili- well against the dragons, over all else. They strike
ties had limits. The citys natural defenses for they had no homes to fast, rely on maneu-
were drained, the lunar rain had already destroy. Some outran verability to out-
weakened it from above, and the dragons the dragons, others flank and confuse
attacked again and again. The dragons had avoided them, others their opponents,
left Glatek and Chemak alone after the cit- stood and fought. and retreat in the
ies defended themselves, but not Lebra. It The lunar rain ulti- face of any con-
seemed as if they had a particular interest mately did them in, certed defense.
in the library. Their attacks elsewhere were for they could not Their combat tac-
haphazard, but they were coordinated and escape from that. Some tics always empha-
persistent when it came to Lebra. of the nomadic tribes still size their riding abil-
In a final, desperate move, the surviv- wander, though their ranges ity, showcasing amazing
ing members of the White Congress called are restricted to areas with boul- skills and incorporating
down some unimaginable enchantment ders, hills, forests, caves, and other maneuvers possible only on
and the great library suddenly disappeared. places of protection from the sky. The rest horseback: fast charges, constant harrying,
Then the wizards left Lebra to be destroyed have fought their way underground. circling maneuvers, and channeled stampedes
by dragons. Prior to the catastrophes, the five largest of native animals.
No one knows what happened to the tribes were these. All still have surfaceside Stavian culture and art is based on their his-
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tory of riding. Disputes are resolved by races, were usually rejected by the tribes of both half-orc, which they apply only to first-gen-
obstacle courses, and other contests of mount- parents. Over many generations were thus eration crossbreeds.
ed ability. Crafts requiring fixed implements born the Thurd. Unfortunately, the Thurd have done little
(such as pottery and its kilns, or blacksmithing The Thurd are a tribe of self-propagat- to escape their heritage, and they live as orcs
and its forges) are absent among them. Instead, ing half-orcs. Most are second-, third-, do. They are hunters and raiders, preying
they focus on crafts that can be completed from or fourth-generation crossbreeds, whose on both human and orc tribes just as they
the back of a horse. They are famous for their ancestors are half-orc for that many genera- themselves are preyed upon by their orc
weaving and leatherworking, especially the tions back before a purebred human or orc forebears.
costumes they create for their mounts. They can be found. They have reached the point The Thurd have a culture of reptile wor-
trade with peoples ship. No one
across the conti- remembers how
nent and are known this originated,
everywhere. but it is now deeply
Each Stavian ingrained. Their
band is led by a sha- gods have reptil-
man (cleric) and ian shapes and
headman (fighter). their totems are
Due to tribal train- always reptilian.
ing and many years They prefer to wear
of hunting practice, reptilian hides, and
a number of the their chieftains are
tribes males will be always cloaked in
low-level fighters. ferocious snake-
Arcane magic users headed cloaks.
are rare. Each Thurd band
Human char- is led by a chieftain
acters of Stavian (mid-level barbar-
origin treat Ride as ian). Many mem-
a class skill, regard- bers of the band
less of their profes- will be low-level
sions. Additionally, barbarians. They
they receive a +2 are usually accom-
bonus to all Ride panied by some
checks. Their purebred humans
class-based weapon and orcs, who may
proficiencies are be sympathizers,
limited to weapons lovers, or slaves.
that can be used Wisps: The
from the back of a Wisps are a tribe of
mount, regardless human wanderers,
of their class nor- with some half-elf
mal benefits. This representation.
excludes all Large Always on foot,
weapons. Additional proficiencies must be where they no longer consider themselves they are masters of camouflage, concealment,
purchased as feats. crossbreeds. For all practical purposes, and silence. They travel in widely dispersed
Thurd: The Thurd are violent, simple- they are their own race of creature. They groups, communicating with hand signals and
minded crossbreeds. The endless plains acknowledge this with the word Thurd mirrors. They always spot others before they
have always housed legions of orcs, and it itself, which is a noun describing the race of themselves are spotted. The wear clothes that
was inevitable that some would mate with people whose ancestors are orcs and humans, blend in to the terrain. Their cloaks incorpo-
their human neighbors. Surprisingly, many not someone whose direct parents are orc rate special pockets designed to hold dirt and
such matings occurred, but the offspring and human. The Thurd still retain the word sod, into which are planted long ivies so they
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are literally clothed in living vegetation. They fringes of the flooded areas. Because they trophe, the several varieties of giant worms
survive by gathering and some hunting, but produce their own food, they are invariably indigenous to Highpoint were considered
their impact on the local environment is so the best-fed of all nomads. annoying vermin. They were attacked when
negligible that they are very difficult to track. The Gur are highly valued among the seen, for they had the potential to destroy
Wisps have a reputation for appearing nomad tribes for the variety of food they can a farmers fields completely in mere hours,
out of nowhere. Theyll melt out of offer. Most other tribes have very limited but were otherwise ignored. The worms,
the underbrush to trade or food choices, but the Gur always have an which resemble the earthworms we know
warn off intruders, then abundance of domestic crops. Each but are as long as forty feet, travel in packs
disappear just as fast. Gur tribe will specialize in one or two just below the surface. As they devour the
People from the flat- seasonal crops, but by trading with roots of plants, they sometimes leave surface
land consider them several tribes of Gur, any nomad can furrows, much like gophers, and it is by these
supernatural, but the secure a good variety for his meals. furrows that they were hunted.
tribes of the endless Arcane magic runs high among After the lunar rains began, desperate farm-
plains know they are the Gur, perhaps due to their food ers took shelter in the tunnels left behind by
nothing more than excep- surpluses, which let them support tribe the worms. Thanks to this close proximity, the
tionally skilled rangers. members who do nothing but study magic farmers learned more about the worms than
The Wisps are the smallest of the major (usually focused on improved food produc- ever before, including the startling discovery
tribes, but their reputation is known to every- tion). The Gur have developed a whole that the worms dont actually devour roots.
one. They are prized as trading partners, for school of agricultural magic, including spells They devour the earth itself, including roots
they always bring the rarest goods to swap: that improve the yield of seeds, eliminate or anything else that happens to be within it.
uncommon spices, rare fungi, obscure gems, pests, and exterminate weeds. They excrete any plant and mineral residue, as
and exceptional plant specimens. Sometimes The Gur are almost all human, with a few well as most of the soils nutrients, retaining
it seems as if they have no mundane items. elves living among them. They are a very the dirt itself and a variety of nutrients pecu-
But they choose their trading partners care- populous tribe concentrated in the regions liar to their own strange anatomy. They actu-
fully and generally keep to themselves, a skill beside the Tyratian River, Endless River, and ally metabolize the dirt. In other words, the
which theyre very good at. southern swamps. worms didnt compete with humans for plant
Wisps are found most often in the north- Hypsies: The hypsies are a tribe of half- matter; they competed with the plants for the
ern forests and the plains just below them. ling traders and performers. Each hypsy band dirt itself. Strangest of all, the worms excre-
Almost every adult in a wisp band will have at is a noisy, colorful wagon train that brings ment was suitable for a variety of purposes,
least one class level as a ranger. More expe- excitement wherever it goes. Hypsies travel depending on the soil: sometimes metalwork-
rienced wisps will also have one or two levels with all manner of exotic creatures, includ- ing, in areas with high ore concentrations;
as rogues. A Wisp band is led by the most ing tamed beasts and enslaved or charmed sometimes even human consumption, in areas
experienced member. monstrous humanoids. Individual families with lots of roots, since it consisted primarily
Human characters of Wisp origins always specialize in unusual skills acro- of digested plant matter in a soup of highly
treat Hide and Move Silently as class skills, batics, fire-eating, animal concentrated nutrients.
regardless of the professions they choose. handling, knife-throw- Thus were born the worm farmers.
Additionally, they receive a +1 bonus to all ing and they put on Initially these nomads simply followed
Spot checks. They do not receive the 4 extra shows wherever they the worms in their tunnels, living off
skill points usually awarded to humans at go. Canny hypsy trad- their byproducts. The worms, which
first level. They do receive the additional ers personify caveat are unintelligent and fairly oblivious,
skill point at each subsequent level. emptor, for they barter werent bothered in the slightest. The
Gur: The Gur are seasonal farmers. While endlessly for the best farmers were primarily humans and hal-
almost all other nomads are hunter-gather- deal and are known to pass flings, but included some orcs, dwarves,
ers, the Gur are an agricultural people. Some fake magic items as real ones. and elves (whose elven egos were quite
tend naturally occurring fruit or vegetable distressed with their newfound occupa-
groves, which they harvest before moving New People tion). Now, after several generations, worm
on. Others farm fast-growing crops, usually In every catastrophe, some people will farmers have begun to herd their worms
in two cycles. During low-water, they sow change their ways to survive. Highpoint has and breed them for adaptations most useful
dry crops on the banks of fertile waterways. seen a number of such survivors. to the farmers: specifically, deep-divers,
When high-water comes, they rapidly travel Worm Farmers: The worm farmers are which stay away from the surface and dont
to dry ground, then farm wet crops at the the strangest of them all. Before the catas- leave furrows, and shakers, whose natural
160 4
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self-defense mechanism is a sonic attack. As vulnerable to the lunar dragons, so theyve the lunar rain. Their steeds are the ferocious
worm farmers have proliferated, they have adapted to occupy a unique niche: They travel dusk devils, multilimbed insectoids native to
created an entire economy living ten to thir- at night, when the lunar rains are strongest and the other side of the globe. Dusk devils are
ty feet beneath the soil. Territorial worm the dragons are generally sedentary. tremendously fast and tremendously strong;
wars have occurred, and some human worm Once confined to the western deserts, tor- they can move at twice a horses running
farmers are even losing pigmentation and togs are now proliferating. Some act as mes- speed for days at a time and can lift up to ten
developing darkvision as they adapt to their sengers and traders, but most are scavengers times their own body weight. They have been
moist, dark, dirty homes. and raiders. Surface dwellers let their guard known to outrun even dragons.
Tortogs. The tortogs are a race of stout, down at night literally so in many cases, Dusk runners are called such because they
stolid humanoids whose time has come. since the guards come indoors and the tor- love to run the dusk. This impressive sight
Tortogs stand about five feet tall but are very, togs count on this fact. They are now despised is seen only rarely in Highpoint, whenever
very broad. Their legs are as wide around as as brigands by most surface settlers. the dusk runners happen to come through.
a mans chest. Their broad, snub-nosed faces Dusk Runners. In times past, the world With the lunar rain at their heels, they spur
lack necks and in many way resemble the face of DragonMech was home to innumerable their dusk devils to maximum speed and
of a tortoise. They have a natural body armor nomad cultures, some of which wandered race across the open plains, challenging
of thick, overlapping bands, like that of an the entire world. These world-walkers were the meteor-laden twilight to catch up with
armadillo, which covers their entire body. seen only once in a generation, when they them. Of course, it always does, but their
Tortogs are slow and unwieldy, though tre- brought amazing goods and fantastic tales mad, headlong charges before the lunar rain
mendously strong. Since the lunar rain they from far-flung lands. Now these nomads have are a sight to behold.
have found themselves to be in high demand, been largely destroyed. These days, dusk runners are rare as always.
for one simple reason: They are effectively The dusk runners are the last of the true When they come through, entire cities grind
immune to the rains effects. Short of a full- world-walkers. They travel the globe in a to a halt for parties and trading. Dusk run-
blown meteor storm, the lunar rain simply cant perpetual westward trajectory, rising at ners are never trusted but always welcome,
penetrate their thick body armor. They are still dawn and bedding down at dusk to wait out for they bring novelty and amazement to a
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world sorely lacking such diversions. The Orc Hordes and certainly cant be beat by a tribe of
Endless Traders. The endless traders are The endless plains have been home to Stavians. Orc mechs are considered easy tar-
named after the Endless River, which they nomadic orc hordes for as long as anyone can gets by the Irontooth Clans and Legion, but
traverse once a year. They start at high-water remember. Disorganized, chaotic, violent, theyre still avoided, since orc mech jockeys
in Edge or even further east, from whence and stupid, these brutes have been the chief are prone to dangerous behavior such as
they travel overland to the west, crossing the impediment to the progress of civilization. ramming attacks and even suicide collisions.
Boundary Peaks and descending southward While the humans advanced from tribes to From the orcs perspective, its well worth
to the westernmost mouth of the Endless cities, the dwarves built monumental strong- destroying his own mech if he can capture a
River, where it first enters the subsurface. holds, and the elves crafted tree cities over better one in exchange. As a result, much of
On a normal journey, they reach this point thousands of years, the orcs remained sim- the orc mech tactics revolve around breaking
just as low-water begins. There they buy ply orcs. No advancement in orc society has into an enemy mech and sending swarms of
boats and salt from slathem of the Wet Des- come for as long as anyone can remember. orcs to kill the crew from the inside, leav-
ert, whose economies have come to depend Until now. Mechs mean different things ing the mech intact for takeover. Thus, the
on supplying these traders. to different people, and to orcs they mean ramming attacks. Orc mechs are usually
The traders then sail the entire distance brute force, pure and simple. Unlike elven equipped with massive spiked fists that are
of the Endless River, retracing their steps magic or dwarven stonework, mechs have hollow and filled to the brim with orc war-
underground and in the opposite direction. an immediate, obvious use and dont require riors. On a successful ram, the spike pen-
Along the way they trade the goods accumu- aged experts to master. Anybody can steal a etrates the enemy mech and the orcs inside
lated on their surface journey for the prod- mech, and, as the orcs have proven, almost board it, fighting their way through the
ucts of the subsurface. They always trade at anybody can build a mech, though the crafts- underdefended mech innards to the head,
a profit, of course. By the time they emerge manship is a different matter entirely. where they slay the mech jockey and take
at Edge near the end of low-water, they are Impressed by the power of the mechs, over the mech.
laden with objects and foodstuffs available the orc hordes of the endless plains have The orc hordes pose a unique threat to
only underground. Then they sell their boats embarked on a plan to build their own fleets. Highpoint. Theyve always been trouble,
and begin the cycle again. The initial phase consisted entirely of cap- first as nomadic raiders, then as the nasti-
The endless traders are as old as Highpoint turing enemy mechs. Then the orcs tried to est creatures trying to seek shelter under-
civilization itself. Ever since the banks of the build their own. Amazing as it may seem, ground. Now theyve adapted to surface
Endless River were colonized, someone has orc engineers exist, though they are never life and developed mechs that make them
supplied their trade needs, and the endless as skilled as their dwarven or human coun- uniquely dangerous. Luckily, the hordes
traders trace their origins back to the earliest terparts. Lacking advanced metalworking, remain disorganized, chaotic, and stupid.
such traders. Several tribes of endless traders stonecunning, or magic with which to build Only a dozen or so functioning orc mechs
actually exist, but outsiders make little attempt their mechs, the orc engineers resorted to an exist, and they dont cooperate. But if ever
at distinguishing them. They are a culture unto old standby: slaves. a great leader were to unite them, all of the
themselves, with their own pidgin trade lan- The orc mechs are huge, clunky affairs endless plains would be in danger.
guage and secretive magical rituals centered powered by slaves. The slaves turn wheels,
around selling. By most accounts, this magic row oars, crank levers, and do all manner The Flatland
is nothing more than illusions to make goods of other laborious tasks in order to provide The flatland is a great swath of rocky terrain
seem more valuable than they really are. But the mechs power. Depending on the size of between the endless plains and the rough-
the few outsiders admitted to their the mech, merely a dozen slaves may lands. Mechs were first developed on the
hearths testify otherwise. Theyve be cranking levers in a galley, or flatland, and it was there that the earliest
witnessed the conjuration of thousands toiling to turn mas- dwarven mech jockeys tested their mettle
salable items out of nowhere, sive cogs in the bowels of a against lunar dragons. The ancient dwarven
the transmutation (not illu- city-mech. stronghold of Duerok still stands, and its
sion) of defective goods into This reluctant, inefficient offspring, the Stenian Confederacy, controls
perfect condition, and, on power source, combined with most of the flatland. But the real place for
some occasions, consultation the low state of orc engineer- adventure remains the endless plains, for
with otherplanar forces on mat- ing, means orc mechs are slow, there the enemies of the dwarves gain power
ters surely considered mundane by sluggish, and underpowered. But and plot their own mechanized invasions.
any other society, such as the highest price at theyre still mechs. An orc mech may not The flatland is separated from neighbor-
which a vegetable can be sold before buyers be a match for an equal-sized dwarf mech, ing regions by towering cliffs and enormous
will turn away. but it can take out most organic creatures, mountains. To get to the endless plains, one
162 4
CHPT.
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must negotiate vertical faces as much as the protection of the Stenians. The Legion is described below. What remains of the old,
3,000 feet high. They are a major impedi- reputed to be developing routes to the flat- sedentary culture is few and far between.
ment to trade and transportation that have land for the ultimate purpose of invasion. Some notable locations are these:
been slowly conquered over many, many As a result of these actions, it is now pos- Duerok: The oldest and greatest of the
centuries. Many trails now traverse the sible to get a mech up or down the cliffs. Sev- dwarf settlements, located alongside the
cliffs, all of them laced with switchbacks and eral staircases can be negotiated by expert Endless River in the western flatlands near
steep ascents. None is easy, but they allow mech jockeys (Mech Pilot, DC 30, failure the beginning of the roughlands. It is a mas-
for travel at least on foot. means a fall of 1d10x100 feet). The Stenian sive stronghold, housing more than 300,000
Getting a mech across the cliffs is another Confederacy devotes special attention to dwarves over the course of a seemingly end-
matter entirely. The Stenian Confederacy guarding these passages but does not catch less underground labyrinth. Smaller protec-
is content with that remaining the status every mech to go through. torates once stretched out in all directions,
quo, since the cliffs provide a substantial Most of the flatland is now dominated but most fell during the wars following the
natural barrier. Other factions are not. The by the mechdoms: the Stenian Confed- lunar rain. Duerok itself has seen both land
Irontooth Clans and rust riders want new ter- eracy, Irontooth Clans, rust riders, and area and population shrink by almost half
ritories for raids, especially areas not under mech tribes are common here. They are over the past decade, as the clan leaders
163
CHPT.
#
4

retreated to more defensible positions and to its interior, but none has returned with mate would render it a desert, but the barren
attrition cost them life after life. Though anything promising. low-water months are further exacerbated
Dueroks relations with the Stenian Confed- Edge: Edge is the point where the flatland by the extensive salt deposits left behind by
eracy are often upset by differing attitudes meets the endless plains. It has already been the retreating sea. Not only does it have no
on traditional clan rule, even a fool recog- discussed in detail, but it is worth pointing water, but the ground itself leeches moisture
nizes that the Stenians are Dueroks best out that extensive settlements exist on Edges from those who walk it. Thus the wasteland
hope for survival. high side, fanning out into the flatland. has earned its appellation.
Vermil: Vermil is the center of worm Those seasonally deposited salt deposits
farming on the flatland, and the largest worm The Roughlands are valuable, very valuable. Salt is so plentiful
farmer settlement anywhere. This bizarre and Boundary Peaks in the first months of low-water that one can
city is an endless maze of worm-built tun- The Boundary Peaks are tall mountains literally scrape it from the rocks of the des-
nels, with no organization whatsoever. No that cut Highpoint in two. To the east are ert. The endless traders start each years new
tunnel is flat; they intersect in some places advanced cultures occupying the flatland and journey by buying huge quantities of salt from
while passing over and under each other in endless plains. To the west are empty barbar- the denizens of the Wet Desert. Then they set
others. Vermil has no central market, nor ian lands. The area immediately surrounding sail on the Endless River, plying that salt for a
any other centralized area. The myriad local the Boundary Peaks is called the roughlands, thousand miles in darkened realms where it is
worms tend to herd together (locating each for obvious reason: It is a massive, unbroken a precious commodity.
other through some sort of worm radar or stretch of irregular, boulder-strewn ground. No mechs are in the Wet Desert, for it
specialized tremorsense), and the location No trade routes or easy trails go through has no civilization capable of building them.
of the largest herd tends to be where the the roughlands. The terrain is too irregular Even the wandering nomads of the endless
elders, mercenaries, merchants, and traders for mechs to traverse. The only outsiders to plains are more advanced than the frightful
are. Vermil is notable not just for its strange- cross the roughlands are the endless traders, creatures populating the Wet Desert. The
ness but for its might; the worm farmers who make an annual transcontinental trek. most populous of the desert tribes are the
have discovered that they can strand a mech They must vary their routes each year, thanks zuleps, a species of humanoid dinosaur that
by digging tunnels around it, and Vermil is to the freak flash floods that originate in the has a barbaric, warlike culture. The zuleps
their first attempt to leverage their growing Boundary Peaks and change the landscape are so violent they would choose civil war
power. Most mechs are hesitant to come any- every few months. It is an arduous journey, over peace just to have something to do.
where near this place due to the thin, fragile but the endless traders continue to make it. Alongside the zuleps live a variety of other
nature of the ground crust, criss-crossed as it Some people whisper that they know some- primitive creatures, including insectoids,
is by endless tunnels. thing no one else does that the Boundary horrid reptilian creatures, and ferocious,
Great Standing Dwarf: Depending on Peaks house an advanced civilization that solitary dragons.
whom you listen to, this oddity is a gift from hides itself from the world but most If you believe the eastern loremasters,
Dotrak or simply an ancient curiosity. In people scoff at such nonsense. necromancers lairs and long-lost ruins are
one section of the cliff between the flatland buried alongside the zulep camps, but no
and the endless plains, a thousand-foot-tall The Wet Desert one has ventured out to look for the truth.
dwarf has been carved from the rock. The The Wet Desert is the westernmost peninsula Anksleg, a renowned endless trader, prob-
dwarven figure is stylized with sharp edges of Highpoint, known to the rest of the conti- ably summed it up best: Were it not for the
and flat surfaces. As far back as anyone can nent as merely a distant curiosity. Except salt, no sane creature would venture to that
remember, it has been a strange relic with for the deserts own residents, the endless scorched, parched, violent tract of lifeless-
no remembered purpose. The legends of traders are the only sentient creatures to see ness. And even with the salt, no endless
Duerok say it is a relic of ancient times, the area. Few are the men who have reason to trader will travel out of sight of the great
carved as a reminder that all dwarves come venture there, though the Pretominin Heads cliffs. Nothing but misery is to be found in
from the earth. But since the Second Age may change that. the Wet Desert. Suffice it to say, no human,
of Walkers has begun, a new interpretation The name of the Wet Desert originates dwarf, or elf has ever set foot in the western-
has arisen: It is a carving of a mech, left to in its unusual circumstances. It is the low- most expanses of the Wet Desert at least,
remind the world of what passed long ago. est point on Highpoint, the only area of no one has done so and returned to tell of it.
Some proponents of Dotrak even claim it is the continent to sit below the high-water The Wet Desert may receive new visi-
a mech, magically transformed to stone and line. For half of the year, the entire western tors soon. An ancient relic known mostly
melded with the rock. A number of adven- peninsula is underwater. For half of the year, to endless traders and eastern loremas-
turers have journeyed to the Great Standing the peninsula is a scorched, lifeless desert. ters is getting renewed attention since
Dwarf intent on finding the secret entrances Even under normal circumstances, the cli- the advent of the mech. This relic is the
164 4
CHPT.
#

Pretominin Heads, named for the tribe mech beneath. Why would a mech be bur- political boundaries, mechdoms are fluid
of zuleps that lives in its regions. The ied in the sand? How would one even bury territories defined solely by a mechs abil-
Pretominin Heads are a series of massive a mech? How did the mechs travel so far ity to keep order. The largest mechdoms
sculptures of dwarven heads. They vary in west? What ancient technical secrets are are policed by multiple city-mechs capable
size, but the smallest is more than thirty hidden inside? Questions abound. The of keeping even lunar dragons at bay. Each
feet wide. Buried under sand and rubble Gearwrights Guild has talked frequently of city-mech governs a large swath of territory,
at the edge of the Wet Desert, they have the heads but has no interest in sponsoring which it patrols and protects in exchange for
long been considered nothing more than an expedition. Why should we prove what tribute from the locals.
curiosities. But the gearwrights claim they we already know? they ask. A smaller mechdom may literally be noth-
are the heads of buried mechs from the Anksleg, the endless trader, claims to have ing more than the area in the immediate
long-lost Age of Walkers. seen the Pretominin Heads up close. The vicinity of a handful of mechs. The smallest
The first head sits just at the base of the zuleps stay away from them, he says, but mechdoms are unruly nomads who stick
cliff beside the Wet Desert. The next one theyre quite protective it took a healthy close to a lone mech for the protection it
is a half-mile west, and they continue at bribe to get close. We just did it for curiosi- provides. Some mechs welcome this for the
such spacing well into the desert. Only four tys sake, many years ago. Are they mechs? I trade and protection from ground forces


have been seen by western travelers, but the dont know. But I do know it is easy to scrape that it provides; others consider the nomads
zuleps say more may be found further into the salt from their smooth metal sides. to be parasites and leeches getting a free ride
the desert. Those within the high-water from the hard work of the mech-dwellers.
mark are caked in rust but largely intact an The largest mechdom is the Stenian Con-
extraordinary feat for iron that has spent half MECHDOMS federacy, a collection of five city-mechs and
of every year soaked in saltwater. a veritable fleet of smaller mechs dedicated
Many an adventurer now speaks of trav-
eling to the Pretominin Heads and trying
to enter one, perhaps to discover a buried
A new kind of political entity has arisen
in Highpoint: the mechdom. Whereas
traditional kingdoms are defined by fixed
to establishing order in the flatland. The Iron-
tooth Clans compete with the Stenians for
dominance of the flatland and have expanded
165
CHPT.
#
4

into the endless plains as well. The Larile ment, the five city-mechs patrol large swaths a price. The Stenians rule their territory with
Nation unites many of the elven mechs in the of territory. Each has more than 40,000 square an iron fist. Their patrols are both loved and


northern forests. Found almost everywhere miles to its name. These safe zones are feared. When in the field, the mech patrols
are the unpredictable rust riders. incredibly safe by current standards. They are have final say in all matters of justice. They
situated in a rough pentagonal shape which is can execute a petty thief for stealing one
defended by the smaller mech armies. The copper piece if they deem it necessary to
THE STENIAN total area patrolled by the Stenians is more maintain order. To make matters worse, the
CONFEDERACY than 200,000 square miles, a vast territory by patrols are not immune to corruption, and
any medieval standard. the racial differences between the patrols
Outside the safe zones, the Stenian (which are primarily dwarven) and the sur-
lands arent particularly safe. Aside from the face population (which has more humans
inescapable lunar rains and occasional incur- than dwarves) sometimes lead to tension.
sions by lunar dragons, no shortage exists of The city-mechs swear allegiance to the
the usual fantasy monsters ready to wreak Confederacy, in which all five are supposedly
With order and stability come havoc. Moreover, the general disorder and equal. But they are not, and the bickering
peace and tranquility. breakdown following the catastrophes have between them, though always orderly, is not
led to bandit gangs, marauders, and petty always confined to merely political channels.

T he Stenian Confederacy is an alliance


of mechanized walkers dedicated to
bringing order to the flatland, through force
warlords across the continent, not to men-
tion rust riders, the Irontooth Clans, and
other mech-based raiders.
All the major ruling powers are fundamental-
ly lawful, so their means are never destabiliz-
ing, but they are not necessarily good. For
if necessary. Founded by dwarves of Duerok Nonetheless, the Stenian lands are safer example, one city-mech may choose not to
heritage, Stenians are convinced that the than almost anywhere else. Just as a policeman eliminate raiders but instead to chase them
only way to weather the catastrophes is with in a ghetto deters crime when he is present, so into the territory of its neighbor. Decisions
an organized society working as one. While does a Stenian mech patrol. Sweeping through to expand the territory governed by the
most humans see the collapse of social their territories on a regular basis, the light city-mechs are always contentious. Although
institutions as a result of the planets catas- patrols act as mobile police, guard, judge, jury, the primary consideration is military might
trophes, Stenians see it as one of the causes. and executioner. Those who find deep-seated (expressed in terms of available mech
In their minds, the repercussions of the lunar problems, such as a particularly intractable patrols), secondary considerations always
rain would have been far less traumatic if a warlord or orc tribe, will request heavily armed include bickering over which city-mech gets
strong, organized government had existed to reinforcements who are left behind to fight a the larger territory.
plan and facilitate migrations into the under- prolonged battle while the patrol continues on The five city-mechs are Durgan-lok, Ned-
deep (or, as they tacitly acknowledge only its route. Eventually, all patrols report back to derpik, Lokag, Thuron, and Goria. Durgan-lok
among themselves, organize a concerted one of the city-mechs, which act as the nerve was the first operational city-mech ever to be
defense against the surface dwellers). centers of the entire confederacy. built and, although aging, is by far the most
The driving force of the Confederacy is to The city-mechs themselves have become distinguished mech in the fleet. Among the
bring order to an ever-larger territory. The more than simple military headquarters. aristocrats, a residence on Durgan-lok is far
five city-mechs are constantly enlarging the They are now social and political centers, more prestigious than one anywhere else.
fleets of mechs that serve under them, so as as well. As the surface world threats subside, This has led to its own share of problems, as
to secure and patrol larger domains. Some they are slowly becoming less militarized. bidding wars erupt and the city-mechs more
people even talk of building a sixth city- On-board farmers and craftsmen are being and more become the province of the wealthy
mech. Though Stenians view their actions as replaced by wealthy merchants and political rather than true havens for the oppressed.
noble, they are fundamentally driven by an patsies, who do whatever they can to secure Despite its problems, however, the Stenian
urge for self-preservation, for they believe the prestigious (and safe) housing on a city- Confederacy is still an overwhelmingly posi-
order will prevent future catastrophes. mech. In a strange twist of fate, the Stenian tive force in the world. It has brought order
The Stenian Confederacy was formed by Confederacy is actually attracting new citi- and safety to a large area that previously had
a strong alliance between five like-minded zens out of the subsurface and underdeep. none whatsoever. It can repel even the lunar
city-mechs. They serve as home base for a vast These refugees are a mix of commoners dragons from its safe zones and keeps the
fleet of smaller mechs. All Stenian mechs are looking for some protection and aristocrats rest of its territory largely safe, as well. The
strictly regimented, and mech crews live like seeking to spend their wealth on safety. fact that it has internal squabbling is, in one
military officers. Since a city-mech can travel Unfortunately, the order and relative sta- sense, a good thing: It means time exists to
more than 400 miles in a day of solid move- bility of the Stenian Confederacy come with pay attention to something other than the
166 4
CHPT.
#

pressing urges of survival.


All religions are tolerated in the Stenian
Confederacy, which itself has no official
religion or patron deity. The atheism engen-
dered by faith in steam technology is taking
hold, however, and most mech-dwellers are
either atheistic or worshippers of Dotrak.
Each Stenian city-mech is commanded

THE IRONTOOTH CLANS
brutal as their battles with outsiders, as they
settle them via ritualized mech combat.
These ritualized combats, or jousts as
they are called, are one of the best training
venues available for mech jockeys. Jousts are
used not only for resolving conflicts but also
as training and entertainment whenever the
excuse arises. Nearby clans meet regularly for
by two co-officers: the mech commander jousting, and any sort of holiday, victory, or
and the policy commander. The mech com- Metal is power. other celebration is often an excuse for clans
mander is in charge of all daily operations from far and wide to congregate for a joust.
relating to the mech and its military fleet.
This includes repairs and construction,
where it will travel and what areas the fleet
T o the Irontooth Clans, the mech is the
ultimate weapon, and he with the most
powerful weapon lives the longest. The
Jousting mechs use only close-combat
weapons, which they dull with thick layers
of clay or hide, then coat with a thin layer
will patrol, and all aspects of military opera- Irontooth are dedicated to securing power of wet dye. They strike real blows but at
tions. The policy commander is sometimes by building bigger, stronger, and deadlier half-power, enough to leave a dent and a
a single person, other times a council. It mechs, through whatever means possible. dye stain. The low-power levels minimize
is in charge of interaction with the rest of If such a thing as barbarian mech jockeys the advantages of larger, stronger mechs,
the Stenian mechs, diplomacy in regard to could exist, the Irontooth would be they. and a joust with mismatched mechs can
outside entities, and laws and policies con- The founding Irontooth were dwarves still be won by the better pilot. The win-
cerning taxation, military service, housing scarred by the devastation of their clans. ner is decided when observers (by general
allocation, and crime. Seeing their engineering skills as the only raucous consensus) decree one mech to
Beneath each of these commanders is a means to survive, they turned their backs be inoperative. Disagreement between
large organization with many, many layers on the failures of traditional dwarven partisan observers often leads to joust
of middle management. The five mech com- society (at least as they saw it) and sought riots, which themselves are part of the
manders are the gearwrights responsible power through metal to ensure their entertainment.
for constructing each of the five founding future survival. Their rebellious sentiments The jousts are extremely valuable for
city-mechs. No established succession plan and chaotic nature left them amenable training pilots. Despite their bawdy lifestyle
exists for the mech commanders, though in to living arrangements unheard of among and chaotic nature, Irontooth mech jockeys
the event of a death, the Gearwrights Guild other dwarves, including small social units, are considered the best in all the mechdoms.
(which is quite powerful on all the a nomadic lifestyle, and even multiracial It is not unheard of for mech jockeys from
mechs) will probably end clans half-orcs are now common other mechdoms to compete in the jousts,
up deciding the new on their mechs, as are humans provided a sufficient truce or neutrality can
candidate. and gnomes. be achieved. This is almost always granted,
Area: Approxi- The Irontooth Clans at least for the duration of the joust, since
mately 200,000 are indeed plural; the the Irontooth love such events. Officially,
square miles Irontooth have no single the outsider always loses, since no Irontooth
Population: centralized government. observer will judge the joust in his favor, but
18,000 in city- They are organized into privately, some of the best outside pilots
mechs; another clans of three to six have been offered membership in an Iron-
10,000 in smaller small to medium-sized tooth clan after a well fought joust.
mechs; approxi- mechs which range across Most members of a particular clan are
mately 300,000 on the flatland and nearby related by blood ties, but many clans will take
the surface areas of the endless plains. on like-minded members of other races if
Composition: Mech- Although they all fly the flag of they have something to offer. In these clans,
dwellers: 75% dwarves, 20% the Irontooth and share a similar per- the power always rests with the dwarves, but
gnomes, 4% halflings, 1% humans. Surface- spective on survival, they are otherwise com- the other races are respected and treated as
dwellers: 25% dwarves, 25% gnomes, 35% pletely disorganized. Like a wolf pack, they equals. A clan is ruled in name by the eldest
humans, 15% others. will unite against outsiders but frequently male, although in practice the strongest of
Alignment: Lawful neutral fight among themselves. Nonetheless, his children is often the real power. Mechs
conflicts among Irontooth are not nearly as are considered the property of the clan, not
167
CHPT.
#
4

of individuals. The clans ruler will claim the


best mech, with others distributed accord-
ing to clan rank. A mech may change hands
due to inheritance, the death of its previous
owner, or, in some cases of even rank, chal-
lenges as adjudicated by jousts.
The Irontooth survive by a combination of
LARILE NATION
stealth and long-ranged weapons. They have
developed an impressive array of camouflage
techniques, both magical and mundane. They
make use of some fairly large mechs, but few
are city-mechs, as dispersion and conceal-
ment are integral to their philosophy. In the
tall forests (or at least whats left of them),
raiding and protection rackets. They have lit- it is possible to conceal one of the treelike
tle loyalty to those they protect and their elven mechs at least from a distance and
protection disappears quickly in the face the Larile travel in widely separated groups
of a real threat. The various clans relocate Answer hard with soft and soft with hard. to minimize the chance of detection. Using
frequently, and often the only distinction magical means, they observe and predict the
between a raid and a protection arrangement
is the length of their stay.
The name Irontooth comes from the
T he Larile Nation is a loosely organized
band of elven mechs occupying the rem-
nants of the Lilat and Heral forests, in the
movements of the lunar dragons, planning
their movements accordingly.
The Larile mechs are tall and lanky, built
mechs themselves, which are ornamented northern endless plains. When the dangers of to resemble trees for both aesthetic and
with spikes, studs, barbs, and no shortage of the lunar invasion became clear and word of the practical reasons. Most have terraced sides
razor-sharp serrated edges. They are by far dwarven mechs reached the forests, the elves where living undergrowth has been culti-
the most viciously designed mechs currently embarked on an epic campaign to transplant vated as camouflage. Some mechs even have
in operation, in many ways the martial artists their treetop villages into walking fortresses. large trees growing from their shoulders and
of mechs. Irontooth pilots practice a disci- Their tall, lithe mechs bear little resemblance heads, usually the offspring of the grand old
pline called mech fu and are able to use their to the squat, heavy creations of the dwarves, tree that once housed the arboreal village
mechs to inflict damage at close quarters in even less so when one considers that the source now living on the mech.
ways no other pilots could manage. The skill of their locomotion is magic, not steam. Life on a Larile mech is much like life in
of their pilots has earned them the nickname Each village built one or more mechs to the elven forests once was. Few in number
mech devil among other mechdoms. house its hundred-odd residents. In most vil- and simple in ambition, the elves rarely
On top of that, each Irontooth mech is lages a single, ancient tree had long sheltered have conflicts among themselves. Decisions
a case study in customization. No two are the residents, and rather than watch that tree are made informally, by the eldest or most
alike. Individual mechs feature custom- slowly be killed by the lunar rain, the elves accomplished elves, and dissension is rare.
built weapons of a startling variety. Many elected to use its wood to build their mechs. Many elves of the northern forests did not
are designed with aesthetic intentions to Each village then planted a sapling from that have the chance to build a mech before their
resemble skeletons, giants, dragons, and tree in the heart of the mech, where elven villages were destroyed. Larile mechs with
other motifs. Some are astoundingly beauti- woodsmen now tend to its every need. The extra space readily accept these refugees.
ful; others are revoltingly deadly. elves hope that someday the lunar rain will Wherever possible, the Larile protect elves
All Irontooth are accomplished tinkerers, end and they can abandon their mechs, plant still living on the surface. In general, they
and most have at least one level as a mech the sapling, and grow a new village from the have a very positive relationship with the
jockey or coglayer. Because of their open- remnants of their old. denizens of the forest, both elven and other.
mindedness, steamborgs are In the wake of the disasters suffered by The flagship of Larile Nation is the
fairly common, too. the elves of the northern forests, the Larile city-mech Tannanliel. Tannanliel is gener-
Area: No fixed area; philosophy is one of avoidance and pre- ally independent but is very protective of its
roam over most of flat- vention. They know too well the price elven allies and is actively allied with the rest
land and nearby areas of conflict, as their shattered sylvan vil- of Larile Nation.
of endless plains lages can attest. Now they have become Area: Approximately 15,000 square miles
Population: mobile villages, able to avoid a threat Population: Roughly 10,000 in mechs;
Roughly 10,000 scat- as easily as confront it. When the enemy another 30,000 still scattered in the forests
tered over approximately is strong, they slink away into the forests, Composition: 96% elves, 3% half-elves,
50 clans disappearing from sight. When the enemy 1% others
Composition: 60% dwarves, 10% gnomes, is alone or weak or vulnerable, they launch Alignment: Neutral good
15% humans, 10% half-orcs, 5% others massive coordinated strikes, seeking com-
Alignment: Neutral plete annihilation.
Thus, Larile combat tactics focus on
168 4
CHPT.
#

THE RUST RIDERS


huge group, mainly for reasons of self-pres-
ervation. They always have between 20 and
30 mechs in the gang. Lone outlaws look-
ing for companions are the main source of
new mechs; mechs are lost as broken-down
mechs are left behind, along with their occu-
pants, free to rejoin if they can catch up.
THE LEGION

Life among these penned savages is


nothing short of uncivilized. Bullying is United we stand, united we conquer.
Hit him again! Huh huh! commonplace, no law exists but the sword,

W hat happens when a mech jockey goes


bad? If he takes his mech with him, he
and personal disagreements are settled with
blood. Their nature is essentially chaotic,
and were it possible to survive outside each
T he Legion is a militaristic mechdom of
growing power centered in the endless
plains. Led by the fiery human warlord Shar
likely joins the rust riders, a bickering, nasty others company, they would. But the group Thizdic, the Legion espouses one and only
band of outlaws, bandits, outcasts, and speed offers a necessary protection in this difficult one virtue: military might. With his polemic
freaks who roam all areas of Highpoint. age, so they stick together. speeches, optimistic ambition, natural
The rust riders are known as such only by Being accepted as a rust rider is a relative- charisma, and tragic personal history, Shar
outsiders. They call themselves the gang, ly simple process. As with any outlaw gang, Thizdic has persuaded dozens of scattered
the boys, or other such names. But rust you just have to hang with the crowd and take nomadic tribes to work together. He is
riders is a very suitable name, for their a few knocks. If you can defend your posses- building the largest human army ever known
mechs are often poorly maintained and sions and survive your compatriots, youre on Highpoint, a feat attributable to him and
visibly rusty. Lacking connections, knowl- accepted as tough enough for the crowd. him alone. He is a rare leader, the kind that
edge, mines, foundries, and wealth, the rust The one major advantage of being a rust arises only once in a thousand years, and now
riders are already at a disadvantage when it rider is learning their fight on the run is his time. It remains to be seen what his
comes to maintenance, but an even bigger techniques. As a group of outlaws always success will mean to the rest of the world.
stumbling block is their essential laziness under threat of capture, they have devel- The Legion is organized into a single large
and irresponsibility. They are, after all, oped a number of techniques for fighting army. The largest units are chapters. Cur-
bums and outcasts. Despite their numbers, from moving mechs. From their pilots rently nine chapters operate, each consist-
they are never able to muster the organized, improved accuracy while moving to their ing of 2,000 combatants, as well as several
disciplined labor forces necessary to build crews ability to strike blows on nearby tar- hundred additional support personnel and
new mechs, much less effect major repairs gets from a moving mech, the rust riders are noncombatants (mostly families). In theory,
on old ones. renowned for their on-the-hoof techniques. each chapter lives in a city-mech with an affili-
The rust riders survive by raid- Hit-and-run is their specialty, and ated nomadic tribe. In practice, the Legion
ing and plundering. They are anyone who lives with them has constructed only two city-mechs so far,
essentially scavengers. long enough will become one of which is assigned to Shar Thizdic and
Surface dwellers are quite good at it. his direct companions. All but one chapter
acceptable targets The Stenians attack are scattered throughout a variety of smaller
but mechs are rust riders on sight. mechs until their city-mechs are completed.
even better, since Area: None The structure of the chapters is perhaps
a raided mech nomadic Shar Thizdics greatest triumph. Rather than be
provides both Po p u l a t i o n : organized around existing tribal loyalties, each
supplies and Estimated at chapter is composed of fighting men drawn
spare parts and, approximately from a dozen or more tribes. The nomadic,
depending on the 5,000 people, orga- family-oriented tribes of the endless plains
condition of the nized in gangs of 20- have never before divided in this way. But Shar
target after the battle, 30 mechs Thizdics silver tongue has brought many a mira-
possibly a commandeered Composition: 40% cle, not least of them this, and the advantages of
mech. Lone or unprotected humans, 25% dwarves, 15% half- such a structure are obvious at least to him.
mechs from other mechdoms are con- orcs, 10% orcs, 10% others Tribal loyalties are splintered, the only common
sidered ideal targets. Alignment: Chaotic neutral loyalty among each chapter is to the Legion, and
The rust riders always travel as a single, the discipline and fighting efficiency achieved
169
CHPT.
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4

by this are incomparable. The chapters are the


most effective fighting force the humans of the
endless plains have ever known.
The nine chapters are named by Shar
Thizdic in honor of what he calls the
Fighting Virtues. They are Honor, Valor,
Strength, Ferocity, Friendship, Loyalty,
MECH TRIBES
How these tribes get hold of mechs varies.
Sometimes they repair damaged or deserted
mechs that they come across. In some cases
they ride in jury-rigged contraptions that
even the rust riders have abandoned. Other
times they trade for their mechs. But usually,
they steal them. Although it seems unthink-
Speed, Discipline, and Insight. Despite their able that a bunch of spear-wielding tribes-
names, they are trained identically. Officers men could take down a mech, they can if they
are rotated between chapters to ensure can get inside and slay the crew. And that
consistency and, more importantly to Shar Its my turn to sleep on board! happens, especially on small mechs when the
Thizdic, to guarantee loyalty to him rather crew stops to sleep at night without properly
than a particular chapter.
Shar Thizdics stated ambitions are
simple: to build a fighting force capable of
W hile the aforementioned mechdoms
are the largest organized political enti-
ties among the mech-dwellers, many, many
scouting their surroundings.
A tribe that includes a mech always has at
least one member with basic proficiency in
retaking the endless plains from the lunar others exist. Any nomadic tribe lucky enough mech repair. (If it didnt have such a mem-
dragons. But some unsettling signs of his to capture or purchase a mech will often ber to begin with, he shows up quickly and
true intentions surface. He has never pub- crowd on board, choosing to live in squalid, claims family connections as soon as he hears
licly stated as much but is clearly pro-human cramped conditions aboard a safe mech rather of the captured mech!) But even if the resi-
to an extreme, going so far as to ban non- than sleep unsafely on the surface. dent expert is extremely competent for a
humans from living on chapter mechs. He These small groups, whose lives are cen- mech tribesman, he still has no easy source
delights in telling ancient legends claiming tered around one or sometimes two mechs, of replacement parts. In general, tribal
humans once owned all of Highpoint and are called mech tribes. Some mech tribes mechs are never in good repair.
were the progenitors of the other races. And are affiliated with others, usually based on It is not unheard of for a mech tribe to
the training he gives his chapters covers a lot family ties, but can rarely bring more than live in its stationary, broken-down mech for
more than simply fighting lunar dragons. three or four mechs together in one place. extended periods while the tribe searches
Nonetheless (or perhaps consequently), They are fundamentally nomadic tribes that, for supplies to restart it. The mech is just too
he is rabidly popular among the human through good fortune or brute force, have valuable to give up. In some cases, the tribe
tribes, who are following him eagerly. He managed to get hold of a mech. will strip out the original, nonfunctioning
rules like a king and is worshipped like a god. A mech tribe is a strange sight. In the steam engine and install a manual engine
To outsiders, he is considered a major threat. middle of a scraggly band of nomads is the similar to those found in orc mechs great
The Stenian Confederacy views him with mech, usually a fairly small one that wasnt wheels or oars that, when turned or rowed,
growing alarm, and Larile Nation, with its hard to capture. Hanging out of every avail- power the mechs gears. The existence of
typical long-term view, is already strategiz- able opening and sometimes hanging these manual power sources has created a
ing for the conflict that he will onto the outside of the mech itself are market for slaves among some mech tribes.
inevitably bring. people of the tribe. They may Stenian patrols and soldiers of the Legion
Area: Central end- look completely ferocious in automatically stop and question mech tribes
less plains their native or traditional whenever they are sighted, working on the
Po p u l a t i o n : garb. A herd of goats and assumption that if they are using a mech, it
4,000 on city- cows is tethered to the was probably stolen.
mechs, 8,000 mechs waist or ankle Area: Anywhere on the endless plains and
more on smaller via long cords. A few flatland
mechs, 80,000 wagon-towing horses Population: Usually 1040 people per
surface dwell- trudge alongside the mech, with extended family groups in other
ers in affiliated mech, while a bevy of tribes of up to four times that number
tribess children tromps along Composition: Any, depending on the tribe
Composition: underfoot. Periodically, Alignment: Usually lawful or neutral
100% humans the mechs weapons will let
Alignment: Lawful neu- loose a blast toward a distant
tral (tending toward lawful evil) target, just so the kids can guffaw at
the explosion.
170 4
CHPT.
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T

THE CITY-MECHS
he flatlands even terrain and proxim-
ity to the dwarves of Duerok made it
the perfect training ground for mechs. The
contained mobile populations in existence,
and among the largest permanent settle-
ments in a world where most cities have been
destroyed. Those two facts have earned them
the appellation city-mech.
The best known of the city-mechs are the
first four that were built and the one most
recently finished. The first four are Durgan-
the surface. Sereg, a dexterous warrior per-
sonally trained by Parilus to be Dueroks first
mech jockey, guided his small mech toward
the first lunar dragon he saw. The dragon rav-
aged the mech, shattering its legs with a few
tail slaps and promptly beheading it. Sereg
was lost in the wreckage, but so too was the
dragon, which was fatally cleaved by a final
early experimental combat mechs engaged lok and Nedderpik, the first two city-mechs blow from the mechs oversized battleaxe.
their first dragon opponents here on the ever built, both dwarven in origin; Tannan- Sereg became a hero, hundreds of other war-
flatland. Their quick success prompted rapid liel, the only elven city-mech; and Rebirth, riors clamored to pilot the next mech, and
evolution, and now the immense city-mechs the first human city-mech, built and now Parilus soon had all the resources of Duerok
stride across the same land, keeping even the occupied by Shar Thizdic and the Legion. at his disposal.
dragons at bay. The most recently finished city-mech and Parilus divided his labor force in two.


The mechs rule the flatland. They are becom- currently the most notorious is Haven, the Under the instruction of master blacksmiths
ing common on the endless plains, as well. The Legions second city-mech. and novice coglayers hastily instructed by
mech kingdoms, or mechdoms, are rapidly the junior gearwrights Parilus had brought
usurping the power of traditional governments. with him, the first half churned out progres-
Even those mechs not part of a mechdom wield DURGAN-LOK sively more advanced battle mechs, which
surprising influence. Alliances with them are And thats how Parilus saved the dwarves. were soon beating back the lunar dragons
courted by the mechdoms and the traditional with some degree of success.
power structures. Most dwarven mechs are
affiliated somehow with Duerok or the Gear-
wrights Guild. Many elven mechs are loosely
D urgan-lok was built out of desperation.
The lunar dragons were running ram-
pant over the surface world. Surging hordes
The second half was relocated to the larg-
est cave Duerok could muster, where they
were set to work under a shroud of secrecy.
connected via Larile Nation, and almost all are of refugees pressed at every entrance to the Each worker knew what his finished com-
informally allied with dwarf or human mechs of subsurface. The lunar rain was destroying the ponent should look like, but not what it was
similar alignment, with the notable exception dwarves trading partners. Chaos, death, and for or how it would be used. Parilus himself
of the Legion, which eschews nonhumans. The disaster threatened from every quarter. personally directed the construction. Some
human mechs are almost all part of the Legion. Then came Parilus, a stooped, white- workers grew jealous of the other group,
Orc mechs are still few but are a potential haired dwarf claiming to be the eldest of the whose battle mechs were regularly fighting
threat far in excess of their number. They have Master Gearwrights. Only the most ancient glorious combats against the lunar dragons
loose ties to the tribes that built them but, like dwarves remembered the Gearwrights Guild, while they labored in obscurity.
most orc war bands, will come to each others which was only a legend passed on from their Then Parilus ordered the now-operational
aid only if the odds and plunder are good. own grandfathers grandfathers. fleet of battle mechs to clear a one-mile-
Most powerful of all, though, are the Parilus claimed to have journeyed more wide area of the surface. They must defend
city-mechs. With the population of a city, than a thousand miles through underdeep this area with their life, he said. The second
the firepower of an army, and the mass of a tunnels. He left the Master Repository, the group of laborers, now thrust into the spot-
small mountain, they are military machines great library where the eldest gearwrights light, began hauling their components to
without peer. Almost a dozen completed stored their sacred knowledge, when he the protected zone. Huge scaffolds were
city-mechs now walk the flatland, as do a few heard of Dueroks troubles. In eons past, constructed, massive pulleys began lifting
on the endless plains. Many more are in vari- Duerok had aided the Guild, and Parilus pieces into place, and the marvel of Durgan-
ous stages of completion. And mech builders would repay the favor. lok was born.
everywhere are constantly striving to create Parilus brought with him four massive Stories of the huge mechanical dwarf
ever-larger models. tomes, each more than two feet thick, with spread like wildfire. From the deepest drow
By traditional standards, a more appropri- stamped metal pages covered in technical to the wildest woodsman, every creature in
ate name for the city-mechs would be vil- diagrams. In normal times he would have Highpoint heard of this fantastic invention.
lage-mechs or town-mechs. No city-mech been dismissed as a crazy old tinkerer, but in The dwarves had built a mechanical walker
has a standing population greater than 4,000 this desperate age he was the only one who so large that even a lunar dragon could not
residents, far short of the 5,000 to 12,000 laid claim to a workable solution. challenge it. Defended against raiders by a
residents that would normally make up a Hundreds of thousands of man-hours fleet of smaller battle mechs, it soon carved
town. Nonetheless, they are the largest self- later, the first dwarven mech jolted its way to a safe zone out of the ruins of the flatland.
171
CHPT.
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4

172 4
CHPT.
#

For the first time, a place existed where even both of these are raw materials easily located when he built Durgan-lok; he left the dwarves
the lunar dragons feared to tread. through prospecting or mining. quite a bit to learn on their own.
Parilus slipped away soon after the com- Designed in a way that only a dwarf could In name, Durgan-lok is part of the Stenian
pletion of Durgan-lok. With no goodbyes, love, Durgan-lok is laid out exactly as if it Confederacy, but in many respects it remains
he took his four metal tomes back to the were a mountain stronghold. It features lots an extension of Duerok. It still follows


Master Repository. Three junior gearwrights of vertical faces, tunnels, crawlspaces, and the Duerok clan leadership model and is
stayed behind to carry on the tradition of the enclosed areas. Durgan-lok is not recom- extremely protective of its homeland.
Gearwrights Guild. Parilus was hailed as a mended for claustrophobes but dwarves
hero, and in admiration, the first dozen or so love it. It is essentially a walking dwarven
mothers to give birth on Durgan-lok named stronghold. NEDDERPIK
their male sons Parilus. Physically, Durgan-lok is the smallest of You want the Gearwrights to save you?
Durgan-lok was the first city-mech ever all the city-mechs. It is squat and wide, com- Fine. Then go live with them.
constructed. It is fully self-sufficient. Built posed of an iron skeleton with stone armor.
to include areas for agriculture, livestock,
living quarters, tradesmen, specialists,
administrators, a military garrison, a small
Its as close as a city-mech can get to being a
walking castle. It measures roughly 500 feet
in height. Since its designed for dwarves, it
A fter Parilus departure, the revived Gear-
wrights Guild rapidly grew in power. The
Guilds contributions are what ultimately
marketplace, and even civilian passengers, can fit a lot more useful space into its 500 feet saved the dwarves, but in the process much
it can produce everything it needs. The only of height than a human-scaled city-mech, and of the traditional dwarven power structure
commodities sometimes lacking on Durgan- has a permanent population of around 950 was alienated. Once-mighty axe warriors
lok are quality fuel and metals for repair, but dwarves. Parilus did not reveal all his secrets were now seconded to dexterous pilots; the
173
CHPT.
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4

advice of clerics went unheeded when it


interfered with the engineers whims. When
the Gearwrights proposed the construction
of a second city-mech that would be entirely
outside the control of Duerok, the undercur-
rents crystallized into a public rift.
Nedderpik, the second city-mech, was
intended from the start to be fully inde-
pendent of Duerok. The simmering
resentment that erupted alongside
its construction cemented its
independence and set the wheels
in motion for the creation of the
Stenian Confederacy, whose
founding members were Ned-
derpik and Durgan-lok.
Nedderpik was designed and
built by the Gearwrights Guild with
a pioneer homestead approach. All those
who participated in its construction
would have a place on it but they would
be required to leave Duerok behind for-
ever. Where Durgan-lok still maintained
strong connections to Duerok, the
residents of Nedderpik would be true pio-
neers, accepting the Gearwrights Guild
as their ruler and braving life on the
flatlands in a new stronghold unlike
any that had preceded it.
Nedderpik is a radical departure from
the technology of Durgan-lok. Where
Durgan-lok was firmly planted in the lets
build a mobile castle school of design (a
concession some say Parilus had to make
for the dwarves to accept the idea of a city-
mech), Nedderpik is truly a mechanized
walker. Its designers severed the tie to tradi-
tional geographic connections and designed
a fully functional walking city. Its interior,
although scaled to dwarves, doesnt feel like
a misshapen dwarven stronghold. Instead, it
incorporates the structure of the mech to
best protect its inhabitants.
Living quarters and vital areas are in the
centermost regions. The outer areas are
the shops, work areas, farms, and livestock.
The upper levels are intentionally set
aside for the aristocracy (a distinction that
wasnt built into the design of Durgan-lok
and had to be retrofitted to its quarters),
while the bottom levels (above the hangars)
174 4
CHPT.
#

are built like a true city sewer or dungeon turbulent period in the planets history. villages that have taken refuge on Tannanliel.
they are dangerous areas, used for engine Most elven mechs were small affairs, hous- Tannan accepts any and all elves who need
rooms, refuse, and sewage, sealed and well ing perhaps a hundred or so elves, depending protection, though once they are on board
protected from the rest of the mech, and on stealth and speed to survive. But one he requires them to contribute to the mechs
designed to provide a buffer from ground- great mage, among the most powerful of defense, and, in the long term, hone their
level invaders. the already powerful elven wizards, vowed to magical abilities to the point where they can
Where Durgan-lok was populated by take the fight to the enemy. The arch-mage construct their own mechs.
dwarven traditionalists with strong heredi- Tannan, with the aid of several of his distin- Because the magical operation of Tan-
tary ties to the clan culture, Nedderpik is far guished colleagues, shaped the still-living nanliel is so much more efficient than the
more independent. It is governed by a coun- wood of a Lilat grove into a veritable conduit steam-driven engines of the dwarves or
cil charged with representing the interests for magical energy. This magical walking the blatantly wasteful labor systems of the
of the crew. Considering the close quarters tree construct is the mightiest of the elven orcs, the elves have far more space to devote
on board the mech and the ease with which mechs. It is the walking tree of Tannan, or, to living quarters, and far more room for
a mutiny could occur, the council is quite in the sylvan tongue, Tannanliel. specialists trained in something other than
representative. It includes a strong faction Tannanliel is the first and only elf city-mech. steam mechanics. Thus, Tannanliel includes
from the Gearwrights Guild, as well as a clan It is taller than any other mech from any other a fairly large military force housed in its
leader and a military appointee. race, measuring almost 2,200 feet tall at the middle torso.
In a sense, the crew of Nedderpik really top of its highest towers. Graceful and thin, The lower torso and thighs are home to
are pioneers, frantically trying to escape the it looks like the consummate elven design, at tradesmen and other specialists: the carpen-
warfare of the dwarven strongholds, hoping once resembling a sleek tower, an ancient tree, ters and blacksmiths who keep things run-
for a new kind of life aboard a city-mech. Ned- and a powerful magical construct. ning. Finally, in the rest of the leg area, the
derpik is ruled by dwarves but open to any race Tannanliel is built entirely of enchanted elven peasants live, farming small protected
willing to accept the Guild; its population trees, their still-living roots, limbs, and terraces hanging off the mechs legs.
includes a sizable gnome contingent, as well trunks bound together in architectural form Tannanliel has little to fear from the out-
as many halflings and a few humans. (More to match Tannans vision. These trees still side world. It is perhaps the most powerful
humans might join except that life in the low- live, drawing nourishment from the earth mech in existence. Its very structure is alive,
ceilinged design is cramped, to say the least.) whenever the mech halts for the night, repel- capable of growing and of healing wounds. It
A sense of idealism runs through the mechs ling intruders with the vines that live on their is a single massive artifact, a conduit of magi-
corridors; the crew knows theyre at the cut- exterior, growing and repairing themselves cal energy through which Tannan and his
ting edge of a whole new kind of life. as directed by Tannan. legions of mages can launch batteries of fire-
Nedderpik stands a little more than Tannanliels internal structure reflects the balls and other spells at attacking creatures.
1,200 feet tall. It is squat and broad, like all elven attitude. Its vertical levels are not divid- No lunar dragon has stood against it nor,
dwarven designs, but uses far more metal ed according to use or function, but rather for that matter, has any other creature.
than stone in its construction and thus has according to a magical hierarchy. The entire But Tannanliel is vulnerable from the
more available space. It supports a perma- mech is ruled by the five arch-mages who built inside. Tannan himself is inextricably linked


nent population of more than 3,500 dwarves, it. They reside in the mechs highest levels, to the mech. His will controls it, directs it,
gnomes, halflings, and humans. within its head and in the living tree-towers and sustains it, though the magical energy
that reach high off its shoulders and back. required is so great that he frequently calls
Protected by Tannans magic, these tree-tow- upon other great spellcasters to aid him.
TANNANLIEL ers repel the lunar rain with pitiful ease. As the months go by, Tannan appears more
Our forests are dead. Below them are the residential quarters of and more drained. Some rumors say that the
But they live in Tannanliel. the rest of the mechs mages, according to burden of sustaining Tannanliel is too great.
their ranks within the Order of Tannanliel, Some say he accepted favors from powerful

T he traditional seat of power among the


elves of Highpoint has always been the
great northern forests of the endless plains.
a recently organized mages council devoted
to the magic of golems, constructs, and, of
course, mechs. The Order is responsible for
extraplanar creatures to build Tannanliel,
and those favors are now being called in.
Others say the strain of Tannanliel is simply
As the Lilat and Heral were razed by the keeping the mech running. It occupies the too great for one elf to bear. But one thing is
lunar rains, the elven villages built small mechs arms and upper torso. certain: Tannans intentions and behavior are
mechs to house saplings from their great The next tier includes ranks of warriors, indisputably noble. Everything Tannanliel
trees that had long sheltered them, then archers, and other defenders of the mech. has done has been to aid the elves, be it by
embarked on these mechs to wait out this Most are drawn from the dozen or so elven fending off dragons or taking in a never-ending
175
CHPT.
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4

stream of elven refugees. It is an engine of


vengeance that the enemies of the elves have
learned to fear.

REBIRTH AND HAVEN


No dragon will ever again claim
the life of a man.

S har Thizdics powers of persuasion are so


great that he built a city-mech with them.
His flight from Rook left him not just home-
less but without family or friends in unfamiliar
terrain being scoured by hostile forces. He
talked his way into employment with a tribe
of nomadic Gur, then spent the next several
years bouncing between tribes of Gur, Stavi-
ans, and endless traders. He even spent an
extended period underground, seeking refuge
with a burgeoning band of worm farmers. His
magnetic personality brought him welcome
wherever he went, and the people listened to
his ambitious plans for retaking the endless
plains. The fires of revenge burned within his
heart, and he gave voice to anger that all the
nomads felt. But what could he do that had
not already been tried?
Shar became an informal envoy between
disparate tribes. He traveled constantly,
visiting old friends, making new ones, and
forging ties between historically separated
peoples. He was the consummate diplo-
mat, making relationships where none had
existed before. He wielded the friendship
of thousands of nomads but what could he
do with it? Together they could stand against
a handful of dragons, but not the army that
walked the land.
Then word reached Shar of the fabulous
mechanical walkers being built by the
dwarves of Duerok.
For the first time in his life, Shar sought
out dwarves. Though an insular upbringing
had biased him against the demihumans, a
bias that was further reinforced when the
dwarves defended their mountain enclaves
against humans rather than coming to their
aid, he now had use for them. He traveled
to Edge, where he made contact with a
number of traditional engineers. They, too,
had heard of what Parilus was doing, but
176 4
CHPT.
#

Then Shars peo-


ple finally finished a BEAUTY HAS PASSED
working mech. The most depressing result of the lunar rain is the
The first success end of natural beauty. Where sylvan forests once
energized the tribes, reached to the sky, ashen tree trunks now waste
who arrived from away. Where green plains once rolled into the ho-
miles around to ride rizon, gray pockmarked wastes now scar the land.
the human-built Where variegated flowers once blossomed, charred
mech. Shar certainly bones feed the worms.
didnt downplay The sight of beautiful things is now treasured more
the pride in human than it ever was. The peoples of all Highpoint
accomplishment, cultures welcome any trader carrying colored
even though the beads, vibrant fabrics, or rare plants that survived
designs were the catastrophe. Beautiful flowers now sell for
entirely the work of hundreds of gold pieces. Industrious halflings
dwarven engineers. cultivate pockets of greenery wherever they can,
As the tribes mar- selling the turf or blossoms to nobles and homesick
veled at the walker elves. Many gnomes have turned their tinkerers
they had built, Shar interest to primitive hydroponics, attempting to
was also careful to cultivate greenery in the drab steel-gray world of
avoid pitting the a city-mech.
mech against the For an adventurer or opportunist, the quest for
dragons. It was a beauty can be a real occupation. Many areas have
symbol he could not regrown since the lunar rain became less danger-
they were no gearwrights. Still, said Shar, afford to see destroyed. He rushed produc- ous, but greenery is still far rarer than it used to be.
could you find a way to build one of these tion on several more of the small mechs, Where once a king would pay a fortune for an exotic
walkers? If the price were right prob- while at the same time, unknown to most of blossom, now a city-mechs ruler will pay a fortune
ably, answered the dwarves. his people, he formalized his enslavement of simply for a bouquet of daffodils. Characters who
Shar returned to the plains, where his silver the dwarves, who had long ago ceased work- once lived in sylvan areas, or whose older relatives
tongue swayed the tribes one by one. He con- ing voluntarily. His engineers were now loyal still remember the romantic days of woodland life,
vinced them to congregate in one place, where only under threat of death. may be personally motivated to seek out a surviv-
they could build a mech under the direction Thus were born the beginnings of the ing grove or flowering tree. Old growth can still
of the dwarves. Never would they work for Legion, a chapter that culminated in the be found in some gullies and stream banks, rocky
the dwarves, though. The dwarves might have completion of Rebirth, the Legions first inclines, the lees of fortunately placed hills, and the
the knowledge, but they would work for the city-mech. Rebirth is the least advanced of rare shelters created by advantageous arrangements
humans. Together Shar and the tribes would all city-mechs now walking. It was designed of outcroppings, cliffs, and enclosed spaces.
raise the first great city-mech of the endless by engineers under duress, was constructed
plains, and the humans would be reborn. by unskilled labor, and is maintained by self-
Shars vision didnt go quite as planned. taught coglayers. Humans played a more
The nomad tribes werent particularly disci- important role in its construction than with mechs and its the most powerful human
plined, and the most basic concepts of engi- prior Legion mechs largely because most entity walking the endless plains. Tannan-
neering were far beyond them. The dwarves of the dwarven engineers were killed in one liel is the only force on the endless plains
chafed at the poor treatment they received. way or another before Rebirth was com- that could confront it, but Tannanliel
Despite being the masterminds behind the pleted and their lack of expertise shows. stays in the traditionally elven areas of the
whole project, they were treated like ser- Rebirth has routine mechanical failures, is northern forests.
vants, an attitude that was encouraged by powered in large part by hard labor (usu- Rebirth is, first and foremost, a symbol of
Shar, who seemed to have some gripe against ally contributed by Legion military men or resurgent human power. With Rebirth and its
them. The early mechs were one failure after enslaved orcs), and would certainly lose any mech fleet, the tribes have pushed back the
another. Some tribes grew disillusioned and battle with another city-mech. dragons. Shar Thizdic has consolidated his
left. Attrition wore away the others as the That said, it is backed by thousands of power, using Rebirth as his mobile citadel.
dragons continued their rampages. devoted tribesmen and a fleet of smaller Its fame has drawn more and more tribes-
177
CHPT.
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4

men, who still arrive from distant parts mech, the value of technical knowledge has Constructing a Clockwork Elf
with every passing day. Shar is well aware of increased exponentially, and the gearwrights The majority of the Master Repositorys
Rebirths limitations, an awareness he shares have grown powerful once more. volumes are printed using a Guttenberg-like
with no one. Let the tribesmen think they are Though many believe the current age to device that the Guild makes available to its
all powerful. With their backing and Shars be the first time that mechs have walked members. Even so, by conservative esti-
leadership, they soon will be. the earth, the gearwrights claim otherwise. mates, the time required to study, collect,
Haven is the most recent accomplishment According to them, the steam engine pre- and print the millions of volumes it contains
of the Legion. It is the second human city- dates even the elves. Long before the gods is more than 50,000 years. The few volumes
mech. The dwarves of the flatland and the gave magic to the elves, they say, the dwarves to have made it out of the Master Repository
elves of the northern forests are far more were using steam-powered mechanical walk- (usually via theft or bribed gearwrights, as
worried about Haven than Rebirth. Rebirth ers to dominate the surface world. They the library is closed to outsiders) hint at this
was symbolic but weak. With Haven, Shars retreated underground only after elven wiz- great age. They are printed on stamped metal
coglayers learned from their mistakes. It ards finally mastered the arcane arts. When plates, capable of lasting much longer than
corrects the weaknesses of Rebirth and is, in these primitive mechs were finally out- any paper book. Their languages vary, cover-
fact, on par with some of the weaker dwarven matched by the great wizards, the dwarves ing a gamut of variants that could be dialects
city-mechs. It is a huge accomplishment for stopped developing steam technology in but could just as likely be historical deriva-
a young race with no gearwright heritage. favor of perfecting the fighting and divine tives. And their publication dates are always
If they continue such rapid progress, the arts in their cramped underground quarters. listed in two formats. One is a mysterious
Legions fourth or fifth city-mech may rival Lest the knowledge be forgotten entirely, a Guild system, consistent between volumes
the best creations of the dwarves. handful of dedicated engineers formed the but unlike any modern system of dating. The
Rebirth and Haven are both tall city-mechs. Gearwrights Guild, which has preserved the other format varies according to whatever
Rebirth stands 900 feet tall, while Haven tops ancient knowledge for millennia. calendar was used by the governing dwarf
in at 1,300 feet. Each houses a population of a Not everyone believes this account, least society at the time and includes formats


little more than 2,000 humans. so the elves. Even many dwarves consider the generally recognizable to outsiders. Using
gearwrights claims to be nothing more than the familiar formats to triangulate the Guild
a thinly veiled bid for legitimacy. After all, system, it is clear that, if the Guild system is
steam technology is widely misunderstood accurate, some of the tomes were published
and still distrusted. A claim of primal origins tens of thousands of years ago.
IMPORTANT might be nothing more than the gearwrights The physical location of the Master
attempt to seem authentic. Repository is another clue to its age. It lies
ORGANIZATIONS But some signs indicate that the gear- deep down in the underdeep, deeper than
wrights might not be lying at all. First is the any other dwarven settlement. The gen-

T his section describes some of the impor-


tant organizations of Highpoint. Others
described elsewhere in this book include the
Guild library, known as the Master Reposi-
tory. This seemingly prehistoric relic of an
older time is vast beyond comprehension,
eral vicinity of the Repository is common
knowledge, though the specifics are well
hidden, not only by secrecy, but also by the


College of Constructors (see page 47) and with floor-to-ceiling bookshelves lining bewildering passageways of the underdeep,
White Congress (see page 157). narrow corridors over an area nearly as tall the horrible creatures that dwell therein,
and wide as a large town. Every book in the and the gearwright guards (both living and
library focuses on the gear-driven arts in constructed) that defend the passages. The
THE GEARWRIGHTS GUILD some form or another, but the topics are route is fundamentally dead: an underground
hopelessly vast. A brief sampling: causeway through layer after layer of utterly

T he Gearwrights Guild is an ancient order


of dwarven engineers, technicians, and
coglayers. It exists to further research in the
A Detailed Analysis of Piston Length with
Respect to Refining Mechanized Bipedal Motion
Simulating Draconic Flight with
abandoned ruins. Some of these barren areas
are old dwarf or duergar cities, others com-
pletely alien. But one thing is common to
mechanical sciences, known to its members Mechanical Wings all: The deeper one goes, the older the ruins,
as the gear-driven arts. The Guilds fortunes Powering Steam Engines with the and the Repository is deepest of all.
have waxed and waned over the years; it Blood of Magical Beasts The Master Repository notwithstand-
has been powerful at times and practically A Survey of Steam Tanks across the ing, another sign of the Guilds age is the
nonexistent at other times, according to the Dwarven Kingdoms walkers. The Guild claims that it has relics
vicissitudes of the age. Now, with the com- Improving Shaft Wrapback Time in the of the Age of Walkers, as its members call
ing of the lunar rain and the advent of the Mark XI Cogular Engine, Goranian Model the premagical era where dwarven mechs
178 4
CHPT.
#

ruled the surface. Some of these odd-look- Apprentices and journeymen make up the own highly advanced mechs. But the knowl-
ing walkers were the first mechs to walk lower ranks. Above them are guildsmen edge leap from their designs to those of the
the surface world after the lunar rain. Their proper, known as gearwrights. Five ranks of Master Gearwrights is such an order of mag-
design is archaic and unusual, incorporating gearwright exist, with the guild nitude that the Masters are not worried.
dwarven imagery from before the memory of officers above them. In the past, the Guilds numbers
any living society. Detractors claim this is Three divisions of have ranged from only a few
merely cosmetic deceit. But the Gearwright equally ranked dozen to many thousands.
mechs are indisputably better than any other guild offices Reliable reports say that
mechs, bar none. They use hidden technolo- administer to the Master Repository
gies, not shared outside of Guild circles. guild affairs: itself supports the popu-
Are these ancient secrets or modern innova- the Reposi- lation equivalent of a
tions? No one outside the Guild knows for tors, who small town, so in its years
sure, but it is certain that no other faction manage the of weakness the Guild
has duplicated them. guilds knowl- probably retreated to the
The last clues to the Age of Walkers are the edge resources; Repository. But now the
most compelling of all: ancient walkers buried the Maintenors, Guilds services are needed.
underground like ruins of a bygone age. In the who manage the Generals and kings will pay
past, these strangely shaped underground guilds physical resources handsomely for a well constructed
dungeons were considered nothing more (such as active mechs); and the mech, and coglayers everywhere clamor
than that: unusual dungeons. Now scholars Cogulors, who draw on the Repositors and for the chance to learn the Guilds secrets.
are revisiting some of the known dungeons Maintenors to engage in active research. The Guild is rapidly growing. Few large
to determine whether they are, in fact, the Two ranks exist within each of these offices mechs are without at least one gearwright
inner passageways of ancient, buried mechs. (e.g., senior repositor and junior repositor). on board; city-mechs are proud to boast of
The Pretominin Heads, a series of gigantic At the very top of the guild are the Master a small library maintained by resident gear-
metal heads half-buried in the sands above the Gearwrights, of whom never more than three wrights. But gearwrights swear loyalty only
Wet Desert, are rumored to have catacombs exist. They are the most experienced repre- to the Guild. Currently their strength is such
beneath them. Could these be ancient mechs sentatives of each office, and together they that they are granted freedom of passage by
mired eons ago in the sand? According to the set the Guilds policies on all things both most sovereigns, even in wartime but the
human sage Lizicus, the great Standing Dwarf internal and external. wings of fortune are fickle.
of the flatland cliffs may be no statue at all, The Guild is so old, and its secrets so Joining the Gearwrights Guild is a huge
but an ancient mech turned to stone. Now no great, that members become exposed to pro- step in the career of any coglayer. For more


shortage of adventurers remember dungeons gressively more knowledge as they advance. information on the gearwright prestige class,
that seemed mundane at the time but which, At the very top, the Master Gearwrights see page 29.
in retrospect, seemed to have a generally understanding of steam engine technology
humanoid shape, albeit underground. And the (and physics and engineering in general) is
deepest ventures into the Stygian depths have mind-boggling. They are able to design THIEVES GUILDS
brought back reports of impossibly ancient mechs that are exponentially more efficient
hangars holding prehistoric mechs in pris-
tine condition, many of them constructed in
networks of caverns so large the mechs could
than anything else walking the world today.
Their methods are true to the steam engine,
and although they may utilize arcane compo-
O nly so many places exist to hide in the
cramped spaces of a city-mech. The
underworld survives there with the unset-
almost walk to the surface. nents, they do so according to the principles tling knowledge that, with enough effort,
According to the Gearwrights Guild, these of physics, not magic. Yet they rarely do more the authorities can always locate them. Yet
are no mysteries at all, but testaments to the than design these extraordinary mechs, and dishonest dealing is an innate aspect of the
power and history of the steam engine. The for good reason: The knowledge is theirs and human condition, and no society lasts long
Guild claims the steam engine can rival even theirs alone. A working model could easily without breeding some variation of a thieves
the most powerful magics, given the right fall into the wrong hands. guild. Mechs are no exception.
circumstances, and the lunar rain is a sign that Thats not to say that the Guild doesnt The thieves guild is generally active in the
the Second Age of Walkers is now at hand. have its own mechs. Quite the contrary, it affairs of many mechs, though not from the
The guild is structured as any other guild, has some of the most powerful mechs walk- perspective you might imagine. Diplomacy
though the rewards of knowledge available ing today. Nonofficer gearwrights are free and power brokering are more important than
to those at higher levels are substantial. to wander the world, and many do so in their stealth and secrecy when dealing with an insular
179
CHPT.
#
4

mech government. Many a thieves guild enjoys night). Another specializes in luring wealthy The distinction between a rogue and a
a transactional relationship with the mech individuals to social events whenever the stalker is fairly minor, but they are indeed


commander, operating almost as an unofficial mech stops at a town, then pickpocketing two separate classes. Stalkers are described
extension of his political power. In exchange the crowd. Still another is nothing but a on page 21 as a variant rogue class.
for regulation of slums and the undercity, middleman, fencing stolen goods imported
control of serious crime, and a steady flow of from other mechs.
information, the government overlooks the This may leave rogue characters wonder- DRAGONMECHS
guilds minor thefts and extortion some of ing what theyre to do. Minor pickpocketing
which can be quite profitable.
For the mech commander, this is a nec-
essary evil. The outside world is dangerous
and other petty crimes will be ignored for
a while, but no guild will tolerate serious
crime or extended sprees. Characters have
T he DragonMechs are a special unit of
the Stenian Confederacy dedicated to
battling lunar dragons. Membership in the
enough without having to deal with domes- two options: connect with the guild, or DragonMechs is a point of pride, and the unit
tic crime. An alliance with the thieves guild practice their trade outside areas in its carefully selects its members, who are called
keeps them under his control (nominally) control. Alternatively, they could fight the dragon hunters. Normally 10 dragon hunter


while letting his forces focus on external guild, but thats almost guaranteed to be a mechs are active, all piloted by the best mech
threats. If the poor are subject to extra losing battle. jockeys in the Confederacy. All DragonMech
taxes or wealthy visitors occasionally are pilots are at least 14th-level mech jockeys,
robbed well, so be it. In the world of and most have spent some time training with
DragonMech, thats the lesser of two evils. THE STALKERS the Irontooth Clans a punishable offense
This relationship between government among the rank-and-file but an informal pre-
and the guild isnt public. In fact, most of
the guild itself is unaware of it, as is the mech
commanders staff. Few residents would tol-
T he role of a rogue has changed. Where
once he spent his time plotting entry to
guarded keeps and defended villas, he now
requisite among the DragonMechs.
The DragonMechs pilot a variety of
mechs. They train in group tactics and are
erate such a deal were it known. It becomes must devote the same energy to entering especially deadly in pairs or trios. When
apparent only by situation: Mysterious politi- mechs. Certain rogues now specialize in this deployed, they pick mechs that complement
cal pressure ends the guards investigation difficult task, and an informal term has arisen each other for example, one may have
into a series of merchant burglaries, against to describe them: stalkers. weapons to ensnare or entangle a dragon
the protests of the guards; the strange coin- Stalkers are not organized in any formal while his partner has piercing weapons that
cidence that right before the visiting baron way. As practitioners of a newly developed can damage a netted dragon without break-
was robbed, the city-mech guard was alerted art, they generally know each other and are ing the net. The unit has a wide range of
to the sighting of a lunar dragon and had to be connected socially. Most stalkers were men- mechs at its disposal and can commandeer
diverted from protecting him. The guild gen- tored by older stalkers when they were just mechs from other units at will.
erally understand the delicacy of their posi- starting out. In the military hierarchy of the Stenians,
tion in effect, their protection depends Stalkers are feared by mech commanders, the DragonMechs are a special unit that
on keeping crime to a level the population who see them as dangerous shadows able to reports directly to the top. They are
deems tolerable so they dont let things get bypass carefully constructed defenses. A outside the usual chain of
out of hand. In some cases, the guild punishes single skilled stalker with good timing can command and have great
crime more ruthlessly than the law. Rogues enter a mech at ground level, make her discretion to undertake
who break ranks and start a crime spree will way to the control room, kill the mech missions as they see
find themselves put out of commission very commander, and walk the mech off a fit. This lets them
quickly by the guild itself. cliff before anyone knows any better. react quickly and
In effect, this limits crime to a managed It has been known to happen. adeptly to reports of
system of burglary, extortion (primarily pro- Of course, even while mech com- lunar dragons. After
tection rackets), and monopolies. One guild, manders fear enemy stalkers, they also an engagement they
on a Stenian city-mech, profits by control of make connections with those who can be can assess the situation and
the local blacksmith trade. Thanks to the used to strike at their enemies. Stalkers are decide whether to regroup or pur-
organization of the guild, the blacksmiths now firmly embedded in the culture of the sue a dragons cohort to its lair.
now charge more than three times what they mech. They are the ninjas of DragonMech: The DragonMechs are celebrities among
used to, with a healthy cut of that finding its stealthy warriors able to topple a thousand- the Stenians. Little boys on every mech dream
way into the guilds hands (and would-be foot-tall metal behemoth with a single well of someday battling dragons as a DragonMech.
discount blacksmiths disappearing in the placed dart.
plate 6 There is no shortage of
monstrous opponents in DragonMech
181
CHPT.
#
5

1d20 and add the clerics level and Wisdom


modifier. On a roll of 15 or better, the cleric

CREATURES successfully determines if a creature is lunar


in origin. This is a flash of insight provided by
the clerics deity in its war against the lunar

T

he changes afflicting Highpoint have brought more gods and requires no effort on the clerics
part. The GM should make the check.
than just mechs to the surface. New creatures have
appeared, whether dropped from the moon or brought
LYCANTHROPES
forth by mechanical research. Whats more, Highpoint
was already home to a variety of unusual life forms.
Taken together, these new creatures present great T he close proximity of Highpoints moon
makes control of lycanthropy difficult.
All Control Shape checks on Highpoint suffer
potential for adventure. a 5 penalty. Checks while in the presence of a


lunar creature have an additional 1 penalty.

LUNAR CREATURES terrestrial elements. They seem to be made of


something similar but subtly different, which

L

unar creatures are a new creature type. does not respond to elemental influence in
Highpoints moon is large, and the range the same way as terrestrial creatures. NEW CREATURES
of lunar creatures is as diverse as that of the Physical Requirements: Lunar creatures
Earth. All lunar creatures share certain traits, must breathe air just as terrestrial creatures
however. These are primarily due to two fac- do. They also must eat, though the nutrients CLOCKWORK PUPPET
tors: first, their completely alien psychology, they extract from food are totally different Warder, Medium Construct
and second, their extraterrestrial origin. from what we extract. They do not drink Hit Dice: 2d10+20 (31 hp)
Creatures with the lunar subtype have the water, but it is said they require a different Initiative: +0
following traits: form of sustenance that terrestrial creatures Speed: 30 ft.
Alien Psychology: Lunar creatures think cannot see. AC: 14 (+4 natural), touch 10,
in strange patterns. They are still rational, Lunar Physiology: The exact physiology flat-footed 14
but their thought processes and nervous of a lunar creature varies according to its BAB/Grapple: +1/+2
systems are built differently. Terrestrial crea- species, but all share certain things in com- Attack: Slam +2 melee (1d6+1)
tures have a hard time recognizing patterns mon. They all have skin that is interlaced Full Attack: Slam +2 melee (1d6+1)
in these bizarre mentalities. Lunar languages with corrugated or ribbed tubes, like abnor- Space/Reach: 5 ft./5 ft.
are themselves hard enough to learn; reading mally large blood vessels. The tubes undulate Special Qualities: Construct
the mind of a lunar creature is practically slightly and are disturbing to watch. Lunar Saves: Fort +0, Ref +0, Will 5
impossible but it can be done. creatures have oily, opalescent blood that is Abilities: Str 12, Dex 10, Con ,
Due to their alien psychology, lunar crea- a creamy semitranslucent white in color. Int , Wis 1, Cha 1
tures receive a +10 bonus to saves against Immunity to Lycanthropy: Lunar crea- Environment: Any land or underground
all mind-influencing effects (charms, com- tures cannot under any circumstances be Organization: Solitary
pulsions, phantasms, patterns, and morale affected by lycanthropy. From what limited Challenge Rating: 1/2
effects), all mind blasts and other psionic research has been conducted, it appears they Treasure: See text
attacks, and all attempts to detect their already have a form of lycanthropy in their Alignment: Always neutral
thoughts, read their minds, or otherwise blood, a version that does not provoke any Advancement: As clockwork puppet
penetrate their consciousness. sort of shape changing, and what surface-
Elemental Attacks: Lunar creatures dwellers know as lycanthropy may be a Shocker, Large Construct
always take half damage from air, fire, and mutated form of the original lunar trait. Hit Dice: 3d10+30 (46 hp)
water attacks, or no damage on a successful Lunar Detection Check: Clerics and pal- Initiative: +0
save. They take double damage from earth- adins of terrestrial deities may automatically Speed: 40 ft.
based attacks and magic. The lunar creatures sense if a creature is of lunar origin. They AC: 15 (1 size, +6 natural), touch 9,
themselves are not composed of traditional must already be aware of the creature. Roll flat-footed 15
182 51
CHPT.
#

BAB/Grapple +2/+9 in use, built by as many imaginative coglay-


Attack: Slam +5 melee (1d8+3 and 3d4 ers. This section describes two of the more
electricity) or shock +2 ranged touch common models. If they have treasure, it is
(3d4 electricity) whatever they were built to guard.
Full Attack: Slam +5 melee (1d8+3 and 3d4
electricity) or shock +2 ranged touch Warder
(3d4 electricity) The warder is a specialized construct used
Space/Reach: 5 ft./5 ft. to warn away trespassers. It is a tall, lanky
Special Qualities: Construct robotic-looking creation with a face carved
Saves: Fort +0, Ref +0, Will 5 into a very stern expression.
Abilities: Str 16, Dex 10, Con , A warder always guards a fixed area. It
Int , Wis 1, Cha 1 will never leave that area. A warder states a
Environment: Any land or underground predetermined warning in a loud voice to
Organization: Solitary any creature that passes within twenty feet. If
Challenge Rating: 1 something tries to pass, it attacks. It will not
Treasure: See text pursue those who flee; it will even stop attack-
Alignment: Always neutral ing if trespassers back off past twenty feet.
Advancement: As clockwork puppet Warder: clockwork puppet (x4) + noise-
A wide variety of clockwork puppets are maker + discriminator.
183
CHPT.
#
51

Shocker Coglayer
The shocker is a basic assault construct, built Small Humanoid (Halfling)
to attack enemies with an electrical shock. Hit Dice: 3d4 (8 hp)
Shockers are usually built to attack anyone Initiative: +2
who comes near, though they may be designed Speed: 15 ft.
with a discriminator to be more useful. AC: 17 (+1 size, +2 Dex, +4 gearmail),
The shockers ranged shock attack is an touch 13, flat-footed 15
electrical attack with a range of 10 feet. It is BAB/Grapple: +1/-4
also wired to deliver the shock on impact in Attack: Dagger +1 melee (1d41); or dagger
melee. Make the slam attack first; if that hits, +5 ranged (1d41); or cogling steam-
the slam transmits the shock damage as well. breather +4 ranged (1d10)
If the slam misses, make a second attack to Full Attack: Dagger +1 melee (1d41); or
see if the ranged shock attack hits. dagger +5 ranged (1d41); or cogling


Shocker: clockwork puppet (x8) + spark steambreather +4 ranged (1d10)
generator + amplifier + amplifier. Space/Reach: 5 ft./5 ft.

COGLING
Warrior
Small Humanoid (Halfling)
Hit Dice: 1d8 (4 hp)
Initiative: +1
Speed: 20 ft.
AC: 15 (+1 size, +1 Dex, +3 studded leath-
er), touch 12, flat-footed 14
BAB/Grapple: +1/-4
Attack: Longsword +1 melee (1d8-1); or
heavy crossbow +3 ranged (1d10)
Full Attack: Longsword +1 melee (1d8-1);
or heavy crossbow +3 ranged (1d10)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Cogling traits
Saves: Fort +3, Ref +3, Will +1
Abilities: Str 8, Dex 13, Con 10,
Int 11, Wis 11, Cha 11
Feats: Gearstride
Skills: Climb +0, Hide +8*, Jump +2,
Move Silently +5
Environment: Gear forests
Organization: Scouts (24 plus coglayer),
squad (510 plus coglayer crew), or band
(1140 plus noncombatants and clock-
work ranger leader)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
184 51
CHPT.
#

Special Attacks: Steam powers Environment: Gear forests


Special Qualities: Cogling traits, Organization: Solitary or as cogling leader
3rd level cloglayer Challenge Rating: 5
Saves: Fort +2, Ref +5, Will +3 Treasure: Standard
Abilities: Str 8, Dex 15, Con 10, Alignment: Usually neutral
Int 14, Wis 9, Cha 10 Advancement: By character class
Feats: Alertness, Gearhead, Gearstride Coglings are feral halflings who
Skills: Climb +0, Craft (blacksmithing) +9, dwell in gear forests. They are rap-
Craft (mechcraft) +12, Disable Device idly diverging from their halfling
+10, Hide +8*, Jump +0, Knowledge root stock as they change to meet
(steam engines) +12, Knowledge (mechs) their new environment. Constant
+9, Listen +6, Mech Pilot +5, Spot +6, toil in the hot, polluted bowels
Move Silently +7 of vast engine rooms has twisted
Environment: Gear forests their outlook on the world, mak-
Organization: Solitary, crew (24), or part ing them less trusting and more
of cogling band hostile than normal halflings. They
Challenge Rating: 3 are hardier and fiercer, less connected
Treasure: Standard to the world outside the gear forest, and
Alignment: Usually neutral extremely protective of their homes.
Advancement: By character class Coglings look like abnormally pale, white-
skinned halflings coated in grease and sludge.
Clockwork Ranger Their regular environment exposes them to
Small Humanoid (Halfling) no shortage of sludge as it is, and when scout-
Hit Dice: 5d10 (28 hp) ing or making war they coat themselves in oil
Initiative: +7 to help them hide in the gear forest.
Speed:30 ft.
AC:18 (+1 size, +3 Dex,+4 chain shirt) Combat
(+1 Dodgefeat vs. one opponent), Coglings are always encountered in gear for-
touch 14, flat-footed 15 ests, where they skulk about unseen. While
BAB/Grapple: +5/+1 their coglayers repair leaks and keep the
Attack: Battleaxe +4 melee (1d8/x3); or engines running, the cogling warriors stalk
heavy crossbow +9 ranged (1d10) intruders. They attack in the most dangerous
Full Attack: Battleaxe +4 melee (1d8/x3) areas of the gear forest, where an intruder is
and handaxe +4 melee (1d6/x3); or heavy most likely to slice himself to ribbons by fall-
crossbow +9 ranged (1d10) ing into a mass of gears. Sometimes a single
Space/Reach: 5 ft./5 ft. volley of crossbow bolts is all it takes to
Special Attacks: Spells, Favored send an enemy running into an oil slick that
enemies: +1 vs. vermin, +2 vs. will do him in. If forced to enter combat,
constructs coglings steer fights to areas where they can
Special Qualities: Cogling traits, claim at least one-half cover from the gear
5th level clockwork ranger forests obstructions.
Saves: Fort +5, Ref +6, Will +3 Coglings raise domesticated grease lizards.
Abilities: Str 10, Dex 16, Con 11, They position the lizards dens in places to
Int 9, Wis 13, Cha 10 be defended, and animal handlers frequently
Feats: Dodge, Endurance, fight with grease lizards by their sides.
Gearstride, Improved Initiative, Steam Powers: A typical cogling coglayer
Track, Two-Weapon Fighting has eight steam powers. Usually they use
Skills: Climb +0, Handle Animal +6, Heal them to build the following device:
+4, Hide +11*, Jump +0, Listen +1, The Black Immolator: A specialty of the
Move Silently +7, Search +1, Spot +4, coglings, the black immolator is a vicious
Use Rope +3, Survival +5 clockwork puppet that detonates itself in a
185
CHPT.
#
51

fiery explosion when on the brink of death. needing major repairs, never knowing that
It uses the steam power combo clockwork legions of coglings keep things running in
puppet + clockwork puppet + animator + their silent bid for free passage.
voice command + discriminator to create Coglings rely on stealth and the hazard-
a six-legged, insectoid-looking puppet of ous environment they occupy to win battles.
rough-hewn iron. The puppet is coated in Intruders in the gear forest are silently tailed
grease (as are all cogling creations) and fit- until their intentions are assessed. If they
ted with pilot light + amplifier + pump to seem friendly or innocuous, the coglings will
give it a small flamethrower. let them pass. If they seem hostile or damage
Black Immolator, Clockwork Puppet: the gear forest in any way, the coglings will
CR 1; Small Construct; HD 1d101; hp 4; Init strike from the darkness, driving the intruder
+1 (Dex); Spd 20 ft.; AC 14 (+1 Dex, +1 size, into a whirling gear or other deadly hazard.
+2 natural); Atks +1 melee (1d4, slam), or A cogling band always has at least
+1 ranged (1d6 fire, pilot light + amplifier + one coglayer, usually more than
pump); SQ construct traits, immolation; AL one. The band is led by a clock-
N; SV Fort +0, Ref +1, Will 5; Str 10, Dex 12, work ranger.
Con , Int , Wis 1, Cha 1.
Skills: Hide +5, Move Silently +1. Cogling Characters
Immolation (Ex): Cogling coglayers order It is rare for a cogling to leave its
a clockwork puppet on the verge of death natural environment, but it has
to rupture its own fuel supply and aim its happened. Some venture into the
pilot light at itself. This causes a 10 ft. x 10 ft. populated areas of a mech, where their
explosion, centered on the black immolator, traditional cousins teach them to clean the
inflicting 2d6 damage to the clockwork pup- oil from their bodies and assimilate into
pet and 1d6 damage to all else within range normal society. Coglings differ from normal
(Reflex save at DC 14 to take half damage). halflings as follows:
Spells: Cogling clockwork rangers are Additional +1 bonus to Reflex saves (total
typically 5th level. They know one spell, usu- of +2 when combined with the halflings
ally enginemasters grasp. usual +1 bonus to saves): Coglings grow
Skills: *Outside their dens, coglings coat up in an extremely dangerous environ-
their faces and bodies in thick black sludge. ment. Those who live to adulthood have
They receive a +2 circumstance bonus to learned to react to the unexpected on a
Hide checks in gear forests. regular basis.
Low-light Vision: Coglings are raised in
Society the poor light of the gear forest. They can
Coglings live in small bands in the gear see twice as far as a human in starlight,
forests of city-mechs. Each band patrols its moonlight, torchlight, gear forests, and
own area of the gear forest. Although some similar conditions of poor illumination.
coglings are employed by a city-mechs gear- They retain the ability to distinguish color
wrights to take care of minor repairs, and detail under these conditions.
most cogling bands are illegal Coglings do not receive the usual halfling
stowaways, living in the gear forest bonus to saving throws against fear, nor do
without the knowledge of the society they receive a bonus to Listen checks.


that occupies the mech. If discovered, Automatically receive Gearstride feat.
they are liable to be evicted. The sur- Favored Class: Clockwork ranger.
est chance of discovery is if the mechs
crew has to repair the engines, so they
fight viciously to protect the gear for- CRUMBLE BUG
est and keep it in top working order. Many Diminutive Vermin
a dwarven coglayer has taken pride at the Hit Dice: 1/8 d8 (1 hp)
number of years his mech has run without Initiative: +2
186 51
CHPT.
#

Speed: 20 ft., burrow 5 ft. crumble bug bite rusts an area about equal
AC: 16 (+2 Dex, +4 size), touch 16, to its own body size (24 square inches). As a
flat-footed 14 Diminutive creature, that means it takes two
BAB/Grapple: +0/17 bites to rust a Tiny weapon, four bites to rust
Attack: Bite touch 1 melee a Small weapon, eight bites to rust a Medium
(1d25 plus rust) weapon or suit of armor, and sixteen bites to
Full Attack: Bite touch 1 melee rust a Large weapon. Weapons and armor that
(1d25 plus rust) are partially rusted lose 1/4, 1/2, or 3/4 of
Space/Reach: 1 ft./0 ft. their damage or armor bonus, as applicable.
Special Abilities: Rust A crumble bugs rust affects magical met-
Saves: Fort +0, Ref +2, al, too, though at one-fourth the usual rate.
Will +0 Note that the rusting bite is a touch
Abilities: Str 1, Dex 14, attack, but only the crumble bugs
Con 10, bite can convey the rusting
Int , Wis 8, Cha 1 acids. This means metal
Skills: Climb +6, Hide +8, weapons can be used to
Listen +6, Spot 2* attack a crumble bug with-
Environment: Any land or out risk that they will rust
underground, near metal on contact.
Organization: Mass (210), Burrow: Crumble
Swarm (11100), or Colony bugs dig tunnels in
(1011,000) areas of dense metal, be
Challenge Rating: 1/8 they thick mech walls or under-
Treasure: No coins; normal goods and ground lodes. When under attack they
items; no nonmagic metal burrow through their tunnels to protection.
Alignment: Neutral Skills: *Crumble bugs receive a racial
Advancement: penalty to Spot checks because their heads
Crumble bugs are multilegged, foot-long are always found buried in the metal they
metal-eating insects. They are feared by are eating.
mech-dwellers, who kill them on sight. Many
mechs have cats, dogs, and other domesti- Illegal Crumble Bugs
cated pets specially trained to sniff out and Not only are crumble bugs killed on site
slay these vermin. Luckily, crumble bugs aboard mechs, but it is generally illegal to
reproduce slowly and have small appetites. raise them or harbor them. They are like an
They are usually discovered before they do assassins tools: If you own them, you cant
too much damage. be up to any good. Consequently, many
thieves do own them. On most
Combat mechs, the thieves guild
Crumble bugs are slow to react to intrud- keeps a small swarm
ers. They are always found with their heads of crumble bugs, as
buried in their current metal snack. When do disreputable coglay-
attacked, they mill about in confusion. Half ers. These have many
counterattack while the remaining half flee. uses: sabotaging enemy
Those who stay to fight will themselves flee coglayers, blackmailing
after 1d4 rounds. the mech crew (do it or
Rust (Ex): Crumble bugs exude a slow- well unleash the crumble
acting, specialized acid that rusts metal, bugs ), and covering up
rendering it suitable for their digestion. intentional damage to the mech.
Individually, they are too small to rust large Rare indeed is the crumble bug inva-
objects, but in numbers they can endan- sion that isnt planned .
ger an adventurers gear. Each successful
187
CHPT.
#
51

DRAGON, LUNAR
True Dragon
Climate/Terrain: Any land or lunar
Organization: Solitary or pack (25)
Challenge Ratings: Wyrmling 5; very young
7; young 9; juvenile 11; young adult 14,
a creepy, unhealthy white, ribbed by a sea of
writhing blood vessels. A ring of horns sur-
rounds their faces, which are dominated by
massive, asymmetrical maws of teeth point-
ing in all directions. Their torn, unkempt
wings seem too small for their bodies, and
in fact they are, for their flying ability is
restricted when on Earth.
adult 16; mature adult 19; old 21; very old Lunar dragons do not maintain lairs. They
22; ancient 24; wyrm 25; great wyrm 27 wander aimlessly, destroying whatever they
Treasure: None encounter. They often kill to eat but seem
Alignment: Usually chaotic evil to hate the taste of the terrestrial creatures
Lunar dragons are huge, hulking behe- they must now content themselves with eat-
moths that look like they could never get ing. They place no value on gold, silver, or
into the air. Their bodies are husky and magic items and do not hold onto or store
rounded, not at all lean or lithe like terres- the spoils of their conquests. They seem
trial dragons. Their physiology resembles to have a natural resistance
rhinoceroses or elephants rather than cats or to the lunar
reptiles. For their age, they are always much
larger than terrestrial dragons. Their skin is
188 5
CHPT.
#

TABLE 5-1: LUNAR DRAGONS BY AGE


Age Size Hit Dice Str Dex Con Int Wis Cha BAB/Grapple Fort Save Ref Save Will Save Breath Weapon (DC) Frightful Presence DC
Wyrmling M 11d12+33 (105) 21 10 17 10 14 16 +16 / +16 +10 +7 +10 4d10 (18)
Very young L 14d12+42 (133) 25 10 17 12 14 16 +21 / +25 +12 +9 +11 6d10 (20)
Young L 17d12+68 (179) 29 10 19 12 16 18 +26 / +30 +14 +10 +14 8d10 (22)
Juvenile H 20d12+100 (230) 31 10 21 14 16 18 +27 / +35 +17 +12 +15 10d10 (24) 24
Young adult H 23d12+115 (265) 33 10 21 14 18 20 +34 / +42 +18 +13 +18 12d10 (27) 27
Adult H 26d12+156 (325) 35 10 23 16 18 20 +38 / +46 +21 +15 +19 14d10 (28) 28
Mature adult H 29d12+203 (392) 39 10 25 16 20 24 +43 / + 51 +23 +16 +23 16d10 (31) 31
Old G 32d12+256 (464) 41 10 27 18 20 26 +47 / +59 +26 +18 +24 18d10 (34) 34
Very old G 35d12+315 (543) 43 10 29 18 22 28 +51 / +63 +28 +19 +25 20d10 (37) 37
Ancient C 38d12+380 (627) 45 10 31 20 24 30 +55 / +71 +31 +21 +28 2210 (39) 39
Wyrm C 41d12+451 (718) 47 10 33 22 26 32 +59 / +75 +33 +22 +30 24d10 (41) 41
Great wyrm C 44d12+528 (814) 49 10 35 24 28 32 +63 / +79 +35 +23 +32 26d10 (43) 43

rain, and when it becomes too strong for Breath Weapon (Su): A lunar dragon
even them to handle, they burrow into the has a breath weapon that is a cone of lunar
earth to create temporary dens. energy. It looks like a burst of white fire. No
This is the most common variety of lunar terrestrial equivalent exists, and the breath
dragon. Other types have been sighted, weapon bypasses all resistance to fire, cold,


but they are still rare on Highpoint. The electricity, and other such forms; only blan-
relationship between the different ket energy resistance can repel it.
kinds of lunar dragons is unknown.
Lunar (Ex): Lunar creatures suf-
fer half damage from most elemental DRONOG
attacks (air, fire, and water), or no Dronog
damage on a successful save. They take Large Aberration (Lunar)
double damage from earth-based attacks Hit Dice: 4d8+8 (26 hp)
and magic. They receive a +10 bonus to saves Initiative: 2
against mind-influencing effects (charms, Speed: 20 ft., burrow 10 ft.
compulsions, phantasms, patterns, and morale AC: 15 (2 Dex, 1 size, +8 natural), touch 7,
effects), mind blasts and psionic attacks, and flat-footed 15
detect thoughts due to alien psychology. BAB/Grapple: +3/+11

TABLE 5-2: LUNAR DRAGON ABILITIES BY AGE


Age Speed Initiative AC Special Abilities Caster Level SR
Wyrmling 60 ft., fly 100 ft. (poor) +0 20 (+10 natural), touch 10, flat footed 20 Lunar, breath weapon
Very young 60 ft., fly 100 ft. (poor) +0 22 (1 size, +13 natural), touch 9, flat footed 22
Young 60 ft., fly 100 ft. (poor) +0 25 (1 size, +16 natural), touch 9, flat footed 25 1st
Juvenile 60 ft., fly 100 ft. (poor) +0 27 (2 size, +19 natural), touch 8, flat footed 27 3rd 21
Young adult 60 ft., fly 100 ft. (clumsy) +0 30 (2 size, +22 natural), touch 8, flat footed 30 5th 23
Adult 60 ft., fly 100 ft. (clumsy) +0 33 (2 size, +25 natural), touch 8, flat footed 33 7th 25
Mature adult 60 ft., fly 100 ft. (clumsy) +0 36 (2 size, +28 natural), touch 8, flat footed 36 9th 27
Old 60 ft., fly 150 ft. (clumsy) +0 37 (4 size, +31 natural), touch 6, flat footed 37 11th 28
Very old 60 ft., fly 150 ft. (clumsy) +0 40 (4 size, +34 natural), touch 6, flat footed 40 13th 30
Ancient 60 ft., fly 150 ft. (clumsy) +0 39 (8 size, +37 natural), touch 2, flat footed 39 15th 31
Wyrm 60 ft., fly 150 ft. (clumsy) +0 42 (8 size, +40 natural), touch 2, flat footed 42 17th 33
Great wyrm 60 ft., fly 150 ft. (clumsy) +0 45 (8 size, +43 natural), touch 2, flat footed 45 19th 35
189
CHPT.
#
51

Attack: Bite +7 melee (1d8+6) Space/Reach: 10 ft./5 ft.


Full Attack: Bite +7 melee (1d8+6) Special Attacks: Mental static, host domi-
Space/Reach: 10 ft./5 ft. nation, camouflage, neighbor domination
Special Attacks: Mental static Special Qualities: Lunar
Special Qualities: Lunar Saves: Fort +6, Ref +0, Will +4
Saves: Fort +6, Ref +0, Will +0 Abilities: Str 19, Dex 7, Con 10,
Abilities: Str 19, Dex 7, Con 15, Int 20, Wis 8, Cha 14
Int 4, Wis 8, Cha 8 Skills: Bluff +26, Climb +8, Disguise +25,
Skills:Climb +8, Listen +3, Spot +3 Hide +14, Listen +3, Spot +3
Environment:Any land or underground Environment: Any land or underground
Organization:Herd (412) or work detail Organization: Work detail (12 plus 18
(18 plus 12 lunar skinstealers) undominated dronogs)
Challenge Rating: 2 Challenge Rating: 4
Treasure: None Treasure: None
Alignment: Neutral Alignment: Chaotic neutral
Advancement: Advancement:
Dronogs are slow, stolid beasts of labor.
Dronog Their natural state is unknown, but when
w/Lunar Skinstealer encountered on Highpoint they are inevi-
Large Aberration (Lunar) tably under the control of lunar skinsteal-
Hit Dice: 8d8+8 (44 hp) ers. Scholars speculate that a longstand-
Initiative: 2 ing host-parasite relationship may exist
Speed: 20 ft., burrow 10 ft. between the two creatures.
AC: 15 (2 Dex, 1 size, +8 nat- In structure, dronogs resemble sprawled
ural), touch 7, flat-footed 15 lizards but they have five legs, three on one
BAB/Grapple: +3/+11 side and two on the other. The middle leg
Attack: Bite +7 melee on the three-legged side has a grasping hand
(1d8+6) which is used when its not helping to walk.
Full Attack: Bite +7 melee Their bodies are a chalky gray with large pores
(1d8+6) and several exposed apertures of unknown
function. They have practically no necks
and thick, angular heads with large
mouths full of dull teeth. Ribbed,
intestinal cords are visible
beneath their skin, occasionally
breaking through the surface.
To surface dwellers, dro-
nogs are grotesque, ugly
creatures.

Combat
Dronogs in the wild burrow
about consuming minerals
from the soil. They are hostile
and aggressive, charging any-
thing that comes near.
When under the con-
trol of lunar skinstealers,
dronogs are usually put to
work serving the schemes
of the skinstealers.
190 51
CHPT.
#

Mental Static (Ex): Dronogs commu- water), or no damage on a successful save.


nicate with a limited form of empathy or They take double damage from earth-based
telepathy. Their mental transmissions are attacks and magic. They receive a +10 bonus
silent to lunar creatures but can be heard by to saves against mind-influencing effects
terrestrial creatures, and they are disturbing. (charms, compulsions, phantasms, patterns,
This field of mental static extends fifty feet and morale effects), mind blasts and psionic
in all directions from a dronog at all times. attacks, and detect thoughts due to alien psy-
Any terrestrial creature that comes within chology.
the static field immediately feels its thoughts Dronog w/Lunar Skinstealer: This
becoming jumbled and disoriented, even if it is the profile of a dronog dominated by a


cant see the dronog. lunar skinstealer. For full details on the lunar
The Intelligence of affected creatures skinstealers abilities, see its entry.
within the dronogs mental static is auto-
matically reduced by 1d4 points. Lost Intel-
ligence is restored the moment the creature DUSK DEVIL
leaves the affected area or when the dronog True
dies. There is no save. Huge Aberration
Additionally, it is difficult to use any Intelli- Hit Dice: 8d8+24 (60 hp)
gence-related skill, cast a spell, or do anything Initiative: +3
else that requires concentration while in the Speed: 80 ft.
area of this mental static. Doing so requires AC: 19 (+3 Dex, 2 size, +8 natural),
a Concentration check (DC 12) before the touch 11, flat footed 16
action is attempted. Failure means the crea- BAB/Grapple: +6/+20
ture wastes its action trying but fails to sum- Attack: Claw +10 melee 2d6+6
mon the necessary concentration. Spells thus Full Attack: 2 claws +10
disrupted are not wasted, however. melee (2d6+6) and
Lunar (Ex): Lunar creatures bite +5 melee
suffer half damage from most (1d6+3)
elemental attacks (air, fire, and
191
CHPT.
#
51

Space/Reach: 15 ft./10 ft. legs that carry the body more than eight
Special Attacks: Dust storm feet off the ground. Hairs on their feet are
Special Qualities: Dust sight, fast run constantly pitter-pattering the dirt around
Saves: Fort +5, Ref +5, Will +7 them, creating a swirling cloud of dust that is
Abilities: Str 22, Con 16, Dex 17, always present. Little consistency is seen in
Int 3, Wis 12, Cha 12 their appearance aside from basic insectoid
Skills: Climb +9, Hide 5, Jump +9, Listen traits and the universal disgust they invoke
+4, Spot +4 in humans. The smaller Stavian variety is the
Environment: Any land or underground size of a large horse, while true dusk devils
Organization: As mounts or solitary or can be twenty or more feet in length.
hunting pack (25) It is unknown how the dusk runners first
Challenge Rating: 7 came into contact with them, or how they
Treasure: Standard managed to train them. Their use of dusk
Alignment: Usually neutral devils certainly contributes to the awe
Advancement: 918 HD (Gargantuan) in which other cultures hold them.
Their usual mode of arrival charg-
Stavian ing into a town out of nowhere
Large Aberration right as dusk falls makes their
Hit Dice: 4d8+8 (26 hp) mounts all the more fearsome.
Initiative: +3 Most scholars agree that the dusk
Speed: 50 ft. devils are extraplanar creatures,
AC: 17 (+3 Dex, 1 size, +5 natural), though their exact origin point is
touch 12, flat-footed 14 a matter of dispute.
BAB/Grapple: +3/+11 Dusk devils outside of human con-
Attack: Claw +6 melee (1d6+4) trol are rare but not unheard of. In the
Full Attack: 2 claws +6 melee (1d6+4) and wild they are most active at sunrise and sun-
bite +1 melee (1d6+2) set, and are rarely encountered when the sun
Space/Reach: 10 ft./5 ft. is not close to the horizon. They forage as
Special Attacks: Dust storm any large insectoid would, attacking humans
Special Qualities: Dust sight, fast run when hungry. Their society is simple hunt-
Saves: Fort +3, Ref +4, Will +5 ing packs. It is unknown how they organize
Abilities: Str 18, Con 14, Dex 17, themselves when in large numbers.
Int 3, Wis 12, Cha 10
Skills: Climb +7, Hide 1, Jump +6, Listen Combat
+3, Spot +3 Dusk devils move at incredibly fast speeds.
Environment: Any land or underground When in motion, their legs are a blur.
Organization: As mounts or solitary They rely on this speed to mount surprise
or hunting pack (25) ambushes, moving from cover into melee
Challenge Rating: 3 before their enemies realize whats happen-
Treasure: Standard ing. Their main attack is stabbing motions
Alignment: Usually neutral from their front legs, which are barbed with
Advancement: 58 HD (Huge) tiny, sharp hairs.
Dusk devils are insectoid mounts. Bite (Ex): A true dusk devil that success-
The legendary dusk runners ride true fully hits the same target with both of its claw
dusk devils, while the Stavian tribes of High- attacks will spear the target and lift it high
point have domesticated a smaller version. enough to be bitten. This additional bite
Dusk devils are aptly named. They are six- attack is a +10 melee attack doing 1d6+6
legged, chitinous monstrosities covered in damage. The target is dropped once bitten.
clicking parts, twitching feelers, and sharp Dust Storm (Ex): The twitching anten-
hairs. They are proportioned like daddy-long- nae on a dusk devils feet generate a constant
legs a small body supported by long, sturdy storm of small dust devils. As a full-round
192 51
CHPT.
#

action they can churn up the soil beneath are surprisingly amenable to domestica-
their feet, producing a small dust storm. This tion, leading some scholars to conclude
works only in terrain with loose soil or sand, they were once the servants of some extra-
such as a grassland, desert, sandy caverns, planar race. Training a dusk devil takes
or other rough terrain. True dusk devils can two months and requires a Handle Animal


produce a dust storm that covers an area 40 check (DC 32 for true dusk devil, DC 27 for
feet by 40 feet, centered on the dusk devil, Stavian variety).
while the Stavian variety can cover an area of
only 10 feet by 10 feet. All creatures within
are considered to have one-half conceal- FORESTRATI
ment, but this does not affect the dusk devil Huge Plant
(see below). Hit Dice: 7d8+35 (66 hp)
Dust Sight (Ex): Dusk devils can see nor- Initiative: +0
mally in fog, storms, and dust. They suffer no Speed: 30 ft.
concealment penalties when attacking other AC: 18 (2 size, +10 natural), touch 8,
creatures in such conditions. flat-footed 18
Fast Run (Ex): Dusk devils are extraor- BAB/Grapple: +5/+22
dinarily fast. When they run, they move five Attack: Slam +12 melee (2d6+9)
times their normal speed. Full Attack: 2 slams +12 melee (2d6+9)
or thrown rock +3 ranged (1d8+9)
Training Space/Reach: 15 ft./15 ft.
It is unlikely that the characters will con- Special Attacks: Trample, double damage
sider training a dusk devil unless they have against objects
heard of the dusk riders or Stavians. Special Qualities: Plant, fire resistance 5,
For all their ferocity, damage reduction 10/slashing
dusk devils Saves: Fort +10, Ref +2, Will +4
193
CHPT.
#
51

Abilities: Str 29, Dex 10, Con 21, ferring instead to rampage unchecked. Some
Int 12, Wis 15, Cha 12 have even taking to eating meat.
Skills: Hide 8, The elves of the northern forests avoid
Intimidate +9, Knowledge (local) +6, forestrati, or kill them if they are able. They
Listen +7, Sense Motive +7, Spot +7, have little alternative. The psychotic ex-tre-
Survival +4 ants attack living creatures at will, taking
Environment: Any land great pleasure in wreaking the same kind of
Organization: Solitary havoc they were subjected to.
Challenge Rating: 6
Treasure: Standard Combat
Alignment: Usually neutral evil Forestrati are similar to treants in
Advancement: 816 HD (Huge); many ways. They have two main dif-
1721 HD (Gargantuan) ferences. First, they have lost the
Lilat and Heral, the great forests of ability to animate trees. Second,
the northern endless plains, withstood all rather than being vulnerable to
calamities for untold centuries until the fire, they have developed a resis-
lunar rain. The lunar fragments scorched tance to it. The constant scorch-
the sylvan groves as meteorites splintered ing of the lunar rain left them with
mighty oaks and particulate rain abraded a charcoal coating that is hard to
away what was left of the underbrush. Some light. For weapons, they frequently
areas survived, especially if they were lucky carry sacks of lunar rocks (range incre-
enough to be protected by a hill or other nat- ment 50 ft.), with which they pelt enemies
ural terrain feature. But most of the forests until they are in range to fight melee.
were destroyed, to varying degrees. Some *Skills: Forestrati no longer resemble


areas were thinned out; others were reduced normal trees. They receive no bonus to hid-
to vast fields of charred stumps. ing in forested areas.
The treants that once guarded these
blasted zones were driven insane by the
destruction of their groves. They are now GREASE LIZARD
the forestrati, a race of evil, twisted treants Grease Lizard
much like their good brethren but altered in Medium Animal
important ways. They look like blackened, Hit Dice: 2d8+2 (11 hp)
charred treants, with impact wounds Initiative: 1
across the surface of their bark. Speed: 20 ft., swim 30 ft.
Their fingers are twisted and AC: 13 (1 Dex, +4 natural), touch 9,
curled in horrid claws. Their flat-footed 13
mouths are wide and gaping, BAB/Grapple: +1/+4
while their eyes are lifeless Attack: Bite +4 melee (1d4+3)
and dead. Full Attack: Bite +4 melee (1d4+3)
Forestrati are thoroughly Space/Reach: 5 ft./5 ft.
deranged. All traces of their Special Qualities: Fire vulnerability
former charity and goodwill Saves: Fort +4, Ref +2, Will +0
have been destroyed, as have Abilities: Str 16, Dex 8, Con 13,
all aspects of their respect Int 2, Wis 10, Cha 2
for nature. They dont even want Skills: Hide 0*, Listen +2,
revenge; they simply want to destroy. Spot +2
Their intelligence is like that of an animals: Feats: Gearstride
For all their rational power, they have little Environment:Gear forests
comprehension, and their 12 Intelligence is Organization: Solitary or colony (49)
used entirely for destructive purposes. They Challenge Rating: 1
are no longer introspective in any way, pre- Treasure: None
194 51
CHPT.
#

Alignment: Always neutral Fire Vulnerability (Ex): Grease lizards


Advancement: 36 HD (Large) are coated in oil and other flammable engine
byproducts. They suffer double damage from
Dire Grease Lizard fire attacks.
Large Animal Skills: *Grease lizards receive a +12


Hit Dice: 6d8+18 (45 hp) bonus to Hide checks when submerged in
Initiative: 1 their native environment.
Speed: 30 ft., swim 40 ft.
AC: 13 (1 size, 1 Dex, +5 natural),
touch 8, flat-footed 13 IRON SHAMBLER
BAB/Grapple: +4/+14 Medium Construct
Attack: Bite +9 melee (1d10+6) Hit Dice: 1d10 (5 hp)
Full Attack: Bite +9 melee (1d10+6) Initiative: 1 (Dex)
Space/Reach: 10 ft./10 ft. Speed: 30 ft.
Special Qualities: Fire vulnerability AC: 17 (1 Dex, +8 natural), touch 9, flat-
Saves: Fort +8, Ref +4, Will +2 footed 17
Abilities: Str 22, Dex 8, Con 16, BAB/Grapple: 0/+4
Int 2, Wis 10, Cha 2 Attack: Slam +4 melee (1d6+4)
Skills: Hide 2*, Listen +3, Spot +3 Full Attack: Slam +4 melee (1d6+4)
Feats: Gearstride Space/Reach: 5 ft./5 ft.
Environment: Gear forests Special Qualities: Construct
Organization: Solitary or colony (49) Saves: Fort +0, Ref 1, Will +0
Challenge Rating: 3 Abilities: Str 18, Dex 8, Con ,
Treasure: None Int , Wis 11, Cha 1
Alignment: Always neutral Feats: Gearstride
Advancement: 3 Environment:
HD (Medium) Any land and under-
Grease lizards ground
are bow-legged, Organization: Any
sprawling reptiles Challenge
that look like five- Rating: 1
foot-long croco- Treasure: None
diles. Their skin Alignment: Always
is a dark brown or neutral
gray but is rarely Advancement:
visible under a 25 HD (Medium),
thick layer of oil. 510 HD (Large)
They are at home Iron shamblers
in piles of engine are clumsy human-
sludge. oid-shaped crea-
tures built from
Combat animated metal
Grease lizards are parts. They are the
feared within the result of animate
gear forests because gears spells. Most
of their ability to will be found under
hide. They lurk the control of a
unseen in puddles of wizard or clockwork
sludge, lunging out ranger, but some are
unexpectedly when left to wander.
prey passes nearby.
195
CHPT.
#
51

Any pile of junk metal can be used to cre-


ate an iron shambler. They are usually built
from rusty, bent, unusable parts the pieces
rejected by coglayers and blacksmiths. It
takes at least 200 pounds of scrap metal to
create a 1 HD iron shambler.

Combat

LUNAR SKINSTEALER
Unhosted
Medium Aberration (Lunar)
Hit Dice: 4d8 (18 hp)
Initiative: 1
Speed: 10 ft.
Iron shamblers wade into combat mindlessly, AC: 9 (1 Dex), touch 9, flat-footed 9
striking out at anything that lives. BAB/Grapple: +3/+7
Construct (Ex): Immune to mind-influ- Attack: Face grapple +5 touch (special)
encing effects, poison, disease, and similar Full Attack: Face grapple +5 touch
effects. Not subject to critical hits, nonle- (special), 4 hooks +1 melee (1d2)
thal damage, ability damage, energy drain, or Space/Reach: 5 ft./5 ft.
death from massive damage. Special Attacks: Improved grab, host
Gearstride (Ex): Iron shamblers have domination
the Gearstride feat. They may move at their Special Qualities: Lunar
normal rate through gear forests without suf- Saves: Fort +0, Ref +0, Will +0
fering any additional hazard. Abilities: Str 18, Dex 8, Con 10,
Int 20, Wis 4, Cha 14
Skills: Bluff +26*, Disguise +25*, Hide
+14*, Listen +2, Spot +2
Feats: See below
Environment: Any land and underground
Organization: Solitary or gang (24)
196 51
CHPT.
#

Challenge Rating: 2 stand upright and flail about. They are rarely
Treasure: None seen in their true form, however.
Alignment: Chaotic neutral A lunar skinstealer survives by wrapping
Advancement: its skin around host creatures. It overwhelms
a hosts nervous system until it can control
Hosted its body. They are most often encountered in
Medium Aberration (Lunar) this state, wrapped around a host and camou-
Hit Dice: 4d8 plus host flaged from detection.
Initiative: As host The cultural or societal basis of lunar
Speed: As host skinstealers is unknown. They cannot com-
AC: As host municate with terrestrial creatures in any
BAB/Grapple: As host/As host with intelligible fashion. They are frequently
minimum Str of 18 encountered in domination of the mindless
Attack: As host dronogs, however.
Full Attack: As host Skinstealers by themselves are not particu-
Space/Reach: As host larly dangerous opponents. Their real danger
Special Attacks: Host domination, lies in their ability to take over other creatures
camouflage, neighbor domination and use them to pursue nefarious agendas.
Special Qualities: Lunar
Saves: Fort and Ref: as host; Will +4 Combat
Abilities: Str, Dex : as host, Con 10, Lunar skinstealers can be
Int 20, Wis: as host, Cha 14 encountered with or with-
Skills: Bluff +26*, Disguise +25*, out hosts.
Hide +14*, others as host When encountered without
Feats: See below a host, a lunar skinstealer tries to
Environment: Any land and underground acquire a host as soon as possible.
Organization: Solitary or gang (24) It will target the least-armored indi-
Challenge Rating: 2 + host vidual, trying to take it over and domi-
Treasure: As host nate it with its special abilities.
Alignment: Chaotic neutral
Advancement: When encountered with a host, the
Lunar skinstealers are parasites that resem- lunar skinstealer is very difficult to
ble walking skates or stingrays. In their natural detect (Disguise check vs. char-
state, they are like huge flaps of skin, measur- acters opposed Spot checks).
ing 6 to 8 feet per side, barely two inches thick. Characters who detect the
One side of the skin is a rough, chalky gray. The disguise will notice that the
other side is a field of innumerable tiny hooks, creatures clothes, body,
like a strip of Velcro. They move by undulating weapons, and other gear
along the ground like a worm, though they can
197
CHPT.
#
51

appear to be one single solid skin rather attacks deal full damage to the skinstealer,
than discrete objects. hurting the host only after the skinstealer
The skinstealers hooks inflict minor is dead. Piercing attacks deal half damage to
damage, though it doesnt use them for the host and half damage to the skinstealer.
wounding. Most of the time, it pulls its A creature dominated by a skinstealer
punch and uses them to assist in its grap- retains the use of its mind, but the skin-
pling. It can choose to latch on with a hook stealer taps into its nervous system and
attack without causing damage, using them controls its body. It feels like being
only to assist in its grappling. For each suc- trapped in a body that wont obey your
cessful hook attack against a target, the commands. The character remains
skinstealer gains a +1 bonus to grapple conscious and receives sensory input
checks. If it chooses, a skinstealer may use but has no physical control.
all of its hook attacks each round to cause A detect thoughts spell (or similar
damage in a grapple. ability) that manages to bypass the
Improved Grab (Ex): A skinstealers lunar creatures natural resistance to
primary attack is to throw itself at an oppo- such effects reveals two distinct thought
nents face. This works only against creatures processes. One is the dominated host. The
with exposed faces; others are immune. If other completely alien process belongs to
the touch attack successfully hits the targets the skinstealer.
face, the skinstealer automatically initiates Because they generally take damage
a grapple. Additionally, it may immediately before their hosts, skinstealers with long-
attempt a host domination. term hosts will strive to avoid combat. If it
Host Domination (Su): As a free action, looks like combat is unavoidable, a skinsteal-
a lunar skinstealer that has grappled an er will run, or seek a new host with ranged
opponents face may attempt to dominate weapons or spells, then attack from afar. A
it as if by the spell dominate person, as cast dead skinstealer peels off its victim and col-
by a 10th-level caster (DC 15). No common lapses to the ground.
language is needed, due to the skinstealers A skinstealer that loses control of its host
native domination abilities. Once the will attempt to dominate it a few times more.
target fails this save, it cannot attempt If it fails to do so, it will use its grappling
another unless it is forced to do position to cause hook damage each round
something against its nature, until the host is killed.
but it receives no more than As soon as a skinstealer has dominated a
one new save per day. This host, its Wisdom rises to the hosts normal
is a supernatural power Wisdom score. It taps into the hosts nervous
which is not blocked by system and shares all of its knowledge. When
spell resistance or simi- it loses the host, its Wisdom drops back to its
lar effects. usual low.
Once the attack suc- Camouflage (Ex): A skinstealer that has
ceeds, the skinstealers grappled and dominated a victim may cam-
body drapes over the host ouflage itself as a free action. Its entire body
and melts to its shape. The wraps around the target and hooks on, perfect-
effect is similar to a slab of ly mimicking the targets color, texture, and
cheese melting over a hunk of meat. shape, albeit growing its dimensions by about a
The skinstealer camouflages itself so it half-inch in all directions. Of course, once this
looks exactly like the host, rendering its is complete the skinstealer cant remove the
envelopment nearly undetectable. hosts sword from its scabbard (for example)
The skinstealers physical stats become without peeling back its own sword-mimicking
the hosts stats. Its skin surrounds the host skin to give it access to the real sword.
creature, putting it between the creature Neighbor Domination (Ex): A lunar
and damage. Slashing and bludgeoning skinstealer that has successfully dominated
198 51
CHPT.
#

a host may sap that hosts mental abilities to Attack: Slam +1 melee (1d3+1)
try to dominate new hosts. It uses the host or by weapon
as a prism or mental focus to transmit its Full Attack: Slam +1 melee (1d3+1)
domination abilities to nearby creatures. By or by weapon
temporarily draining one point of the hosts Space/Reach: 5 ft./5 ft.
Wisdom, to a minimum of 1, the skinstealer Special Qualities: Amphibious
may cast dominate person as a 10th-level caster Saves: Fort +2, Ref +0, Will +2
(save DC 15, 200 ft. range, duration 10 days). Abilities: Str 12, Dex 8, Con 8,
Unlike its host domination, a common lan- Int 9, Wis 9, Cha 14
guage is needed, but the skinstealer can tap Environment: Any land or water
into the hosts brain and communicate in any Organization: Solitary, school (210),
language it knows. colony (11100), or city (101+)
Skinstealers frequently dominate as many Challenge Rating: 1/3
neighbors as possible simply to keep their Treasure: Standard
hosts Wisdom low, weakening its defenses. Alignment: Usually neutral
Lost Wisdom regenerates at the rate of one Advancement: By character class
point per day. The skinstealers Wisdom does Slathem are amphibious sea-dwellers
not drop as the hosts does. who use the seasonal water levels of High-
Lunar (Ex): Lunar creatures suffer half point to their advantage. They live in cities
damage from most elemental attacks (air, of wood, bone, and stone, mounted on
fire, and water), or no damage on a suc- bases of coral. Their cities are built
cessful save. They take double damage from on islands that are above water for
earth-based attacks and magic. They receive a half of the year and below water
+10 bonus to saves against mind-influencing for the other half, thanks to
effects (charms, compulsions, phantasms, the seasonal water patterns
patterns, and morale effects), mind around Highpoint.
blasts and psionic attacks, and detect Slathem are soft, bul-
thoughts due to alien psychology. bous, wet-skinned human-
* Skills: Lunar skinstealers receive oids. Their long-fingered hands are
a +10 racial bonus to Disguise and Bluff webbed but still very dexterous. They
checks. Due to their camouflage ability, they stand seven feet tall, but their legs are
receive a +10 bonus to Hide checks. barely longer than a humans, short in pro-
portion to their height. Their feet are not
Skinstealer Characters webbed, though they have retractable fins
Skinstealers do not advance in character along the sides of their legs. Slathem can
classes; rather, they take over others and breathe both air and water.
leech off them as they advance. They are still The cities of the slathem are strangely
highly intelligent creatures with individual designed. They rest on sandy islands that are
personalities and ambitions. Most skinsteal- exposed to sunlight for only half the year.
ers worship Seroficitacit (see page 64). A Embedded into these islands are reefs of


skinstealer has a 10% chance of having dead coral. In many cases the islands them-
the feat Seroficitacits Changes. selves are formed from the slow decay of the
coral reef. The coral forms the base of the
city. On the coral are huts built from coral
SLATHEM fragments, bones, wood, and stone. Much of
Medium Humanoid the structures must be replaced every year,
Hit Dice: 1d81 (3 hp) and it is while trading for supplies that slath-
Initiative: 1 em encounter land dwellers. Some slathem
Speed: 30 ft., swim 30 ft. cities have extensive sewers and dungeons
AC: 9 (1 Dex), touch 9, flat-footed 9 built into the coral bases; during the dry
BAB/Grapple: +0/+1 months, the upper levels are dry while the
199
CHPT.
#
51

lower levels (filled with the greatest riches)


are still submerged.
For six months of the year, slathem cit-
ies are buried under about 40 feet of water.
During this time the slathem can access their
rooms in three dimensions its simple to
swim from one floor to the one above. For
the next six months of the year, however,
SMOKING DEAD
Smoking Skeleton
Medium Undead
Hit Dice: 2d12 (13 hp)
Initiative: +0
Speed: 30 ft.
observers will notice slathem clambering AC: 14 (+4 natural),
awkwardly from one level to the next, as touch 10, flat-footed 14
their buildings are not built with stairs. BAB/Grapple: +1/+2
The most prestigious dwellings Attack: Claw +1 melee (1d6+1)
are located at ground Full Attack: 2 claws +1 melee (1d6+1)
level, so their owners Space/Reach: 5 ft./5 ft.
have easy access all
year round.
200 51
CHPT.
#

Special Qualities: Undead, damage Attack: Claw +5 melee (1d8+3)


reduction 5/bludgeoning, immunities, Full Attack: 2 claws +5 melee (1d8+3)
steam engine Space/Reach: 5 ft./10 ft.
Saves: Fort +1, Ref +0, Will +2 Special Qualities: Undead, steam engine
Abilities: Str 12, Dex 10, Con , Saves: Fort +4, Ref +2, Will +4
Int , Wis 10, Cha 11 Abilities: Str 16, Dex 12, Con ,
Feats: Int , Wis 10, Cha 11
Environment: Any land and underground Feats:
Organization: Any Environment: Any land or underground
Challenge Rating: 1 Organization: Solitary or gang (25)
Treasure: None Challenge Rating: 3
Alignment: Always neutral Treasure: None
Advancement: 35 HD (Large), 623 HD Alignment: Always neutral
(Huge), 2447 HD (Gargantuan), 4896 Advancement: 69 (Large), 1020
HD (Colossal) (Huge)
The smoking dead are the natu-
Smoking Zombie ral outcome of steam engines in a
Medium Undead world where necromancy exists.
Hit Dice: 3d12+3 (20 hp) Smoking dead are corpses reani-
Initiative: 2 mated with the aid of steam-driven
Speed: 30 ft. machinery. They are horrid creatures,
AC: 12 (2 Dex, +4 natural), even more repulsive than normal undead,
touch 10, flat-footed 12 for their reanimated bodies are often incom-
BAB/Grapple: +1/+3 plete. Corrugated iron bars are welded onto
Attack: Slam +3 melee (1d8+2) the connecting sockets where forearms or
Full Attack: Slam +3 melee (1d8+2) thighs should be. Armored metal plates are
Space/Reach: 5 ft./5 ft. bolted haphazardly onto femurs and sagging
Special Qualities: Undead, partial actions gray flesh. Somewhere in the chest cavity is
only, steam engine a blackened, smoke-belching engine that
Saves: Fort +1, Ref 2, Will +3 sends the reanimated corpse shuddering
Abilities: Str 15, Dex 6, Con , forward at a lurching gait. Only by the aid
Int , Wis 10, Cha 1 of necromantic magic are the bodies able to
Feats: Toughness remain in one piece and refuel their chest-
Environment: Any land and engines when necessary.
underground Many kinds of smoking dead exist. Any
Organization: Any corpse can be reanimated with the aid of the
Challenge Rating: 1 right spells and the proper engine. The two
Treasure: None most common varieties are smoking skel-
Alignment: Always neutral etons and smoking zombies. Less common
Advancement: 47 HD (Large), are the meat racks: man-made iron skeletons
823 HD (Huge), 2447 HD onto which reanimated muscles are welded.
(Gargantuan), 4896 HD (Colossal)
Combat
Meat Rack The reinforced, ironclad bodies of smoking
Large Undead dead make them stronger and tougher than
Hit Dice: 5d12 (33 hp) normal undead, but their reflexes are slower.
Initiative: +1 As with all mindless undead, they attack until
Speed: 30 ft. destroyed or commanded otherwise.
AC: 17 (+1 Dex, +6 natural), Undead: Immune to mind-influencing
touch 11, flat-footed 16 effects, poisons, sleep, paralysis, stunning,
BAB/Grapple: +2/+9 and disease. Not subject to nonlethal damage,
201
CHPT.
#
51

ability damage, energy drain, or death from which is left open at the vertebrae to allow
massive damage. Smoking undead are subject the engines smokestacks to protrude. Some
to critical hits (see Steam Engine, below). meat racks are well armored; others display
Immunities (Ex): Smoking skeletons open patches of raw muscle with an iron skel-
have cold immunity. Because they lack eton visible beneath. If the creator wishes,
flesh, they have damage reduc- he decorates the armor with spikes, spines,
tion versus piercing and filigree, and motifs. Finally, the steam
slashing weapons. engine is activated, the flesh is animated,
Partial Actions Only and the whole horrible monstrosity is ready
(Ex): Smoking zombies to answer commands.
have poor reflexes and A meat rack attacks with sharpened iron
can perform only par- claws, which are actually the tips of its skel-
tial actions. Thus they eton protruding through its meaty fingers.
can move or attack but
can do both only if they Creation
charge (a partial charge). Smoking dead are created much as normal
Steam Engine (Ex): A skeletons and zombies are. Because of the
smoking undead is powered steam engine that governs its movement,
by a charred, crud-encrusted steam animating one requires much less necro-
engine. Necromantic energy holds togeth- mantic energy than with normal undead.
er its bodies, but it cannot move without Any corpse installed with a steam engine
the steam engine. It is a critical piece of can be reanimated as a smoking dead
the construction. On any critical hit, the zombie or skeleton using the animate dead
smoking undead must make a Fortitude save spell. Smoking dead animated in this way
(DC equals damage caused by the critical count as half their normal HD for purpos-
hit after multipliers). If the save is passed, es of the spells creation limits (though
the engine is missed and the hit causes not its control limits). For example, a
normal noncritical damage. If the save is character with six caster levels could
failed, the smoking undead has suffered a animate six normal Medium skeletons,
hit to its steam engine. It suffers only nor- or six smoking skeletons, provided the
mal noncritical damage but may no longer corpses were properly prepared with
move or attack in any way. If the engine is steam engines.
repaired the creature will be restored to A steam engine strong enough
normal mobility. to power a Medium smoking dead
costs 100 gp. It must be created by
The Meat Rack an evil craftsman. The process of
The meat rack is a grisly attempt at recre- animating the smoking dead chars
ating a living creature. It starts as an iron the engine with a sticky, black crust.
skeleton, roughly humanoid in shape. The From then on, the engine is inherently


ribcage holds a large steam engine with evil and will corrupt any other machinery
powerful gears and struts for moving the to which it is connected.
arms and legs. When the iron skeleton is
completed, the creator attaches raw muscle
from recently killed creatures. The crea- TORTOG
tures need not be similar in form, and the Large Humanoid (Tortog)
same meat rack may include muscle tissue Hit Dice: 2d8+4 (13 hp)
from humans, animals, and even some mon- Initiative: 2
sters. The muscles are attached with welded Speed: 15 ft., burrow 10 ft.
bolts, stitched ligaments, and even glue. AC: 22 (2 Dex, 1 size, +15 natural),
Once the skeleton is muscled, it is cov- touch 7, flat-footed 22
ered in a layer of armored sheet metal, BAB/Grapple: +1/+9
202 51
CHPT.
#

Attack: Bite +4 melee (1d4+4); unclassed tortog. Their leaders are usually
or club +4 melee (1d6+6) fighters, though barbarians and clerics are
Full Attack: Bite +4 melee (1d4+4) and also common.
claw +0 melee (1d3+2); Shell (Ex): The body of a tortog is
or club +4 melee (1d6+6) encased in a hard, armored shell. It is able to
Space/Reach: 5 ft./5 ft. retract its limbs, head, and tail into this shell
Special Abilities: Shell, painless hide for protection. As a standard action, a tortog
Special Qualities: Tremorsense may retract into its shell. It cannot do so if
Saves: Fort +8, Ref +0, Will +2 it is bound, entangled, or otherwise immobi-
Abilities: Str 18, Dex 6, Con 14, lized. Once retracted, the only exposed part
Int 7, Wis 11, Cha 9 of the tortog is its shell. It gains a +8 bonus
Skills: Appraise +2, Listen +2, Survival +2 to AC and is immune to critical hits. It is also
Feats: Endurance, Great Fortitude incapable of movement while retracted and
Environment: Any land and underground counts as being prone.
Organization: Solitary, band (27), Painless Hide (Ex): The thick shell of a
or tribe (831) tortog is actually unliving tissue. The tor-
Challenge Rating: 3 togs body slowly adds additional mass
Treasure: 2x standard to the bottom of the shell, which dies
Alignment: Neutral once it adheres to the shell.
Advancement: By character class The shell is constantly
Tortogs are odd tortoiselike expanding outward but
humanoids. They are only five feet is completely insensi-
tall but are very, very broad and tive the tortog
quite heavy, weighing almost simply does not feel
600 pounds thanks to the damage to its shell.
thick, overlapping bands of Only when the shell
armor that encase their entire is breached does the
bodies. Their broad, snub-nosed tortog feel pain.
faces lack necks and in many ways In practical terms, this makes
resemble the face of a tortoise. the tortog immune to the lunar
They usually walk on two legs but rain. It doesnt feel the abrasive
can use all four limbs if needed; in rain on its shell. Only in the most
the worst lunar rain, a tortog will often extreme meteor storms, where a
retract its head into its shell and walk single meteor could kill the tortog


on four legs. outright, is it vulnerable to the
Tortogs are wandering traders. lunar rain.
They ferry goods from place to place,
exchanging them for a profit before
moving on. They usually carry TRAK TRAK
sacks of goods under their Medium Aberration
shells. When one retreats Hit Dice: 2d8 (9 hp)
into its shell, it can place Initiative: +1
the sacks in folds of skin and usu- Speed: Roll or walk 30 ft.
ally fit them into the shell, protecting its AC: 14 (+1 Dex, +3 natural),
goods as well as itself. touch 11, flat-footed 13
Attack: Rake +1 melee (1d4)
Combat Full Attack: Rake +1 melee (1d4)
Tortogs are slow and unwieldy, but tre- Space/Reach: 5 ft./5 ft.
mendously strong. They fight with a bite Special Qualities: Empty shell, damage
and clawed hand, or wield a club or other reduction 5/bludgeoning
weapon. The statistics above are for an Saves: Fort +2, Ref +1, Will +2
203
CHPT.
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51

Abilities: Str 11, Dex 12, Con 10,


Int 2, Wis 7, Cha 12
Skills: Move Silently +4
Environment: Any civilized
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Neutral
Advancement:
Trak traks are naturally occurring phe-
nomena that Highpoints traditional cosmol-
ogy cannot explain. Named for the sound of
its walk, a trak trak is a collection of gears,
rods, engines, and junk parts, mostly iron
and steel scrap, that becomes animated of
its own accord.
No two trak traks look alike. They usually
assume vaguely dwarven shapes squat and
bipedal but not always; some are taller,
some are thinner, and some are quadrupedal
or even rolling balls.
Trak traks animate spontaneously with no
apparent cause. They usually appear in the
spare parts areas of mechs and the work spaces
of gearwrights. The parts slide together, rise
as a humanoid shape, then begin to wander.
After a certain amount of time (which varies
from hours to days, with no discernable pat-
tern) the trak trak deanimates and the parts
fall to the ground in a clattering heap.
Trak traks do nothing but wander. They
will only attack defensively. If an attacker
stops initiating attacks, the trak trak will
likewise stop defending itself.
Though most people consider trak traks
to be a supernatural creature of some kind,
the followers of Dotrak see them as a sign
of his influence. In fact, they are right. Trak
traks are a consequence of Dotraks incipi-
ent energies. He is not yet a deity, but his
consciousness is forming, and in its infancy
expresses itself in the form his followers can
best understand: animated metal gears.

Combat
Trak traks lash at opponents with the jagged
edges of their anatomy.
Empty Shell (Ex): Trak traks are magical
conglomerations of spare parts with no vis-
ible connections between the parts. Because
they lack internal organs, they have dam-
204 51
CHPT.
#

age reduction 5 against piercing weapons. Environment: Any land and underground
Because the magical bonds between their Organization: Solitary or herd (210)
parts are nonphysical, they have damage Challenge Rating: 4
reduction 5 against slashing weapons. The Treasure: Gems only


best way to destroy one is literally to bash its Alignment: Always neutral
component pieces into dust. Advancement: 814 HD (Gargantuan)

Shaker
WORM, GIANT Huge Magical Beast
Giant Worm Hit Dice: 6d10 (33 hp)
Huge Magical Beast Initiative: 1
Hit Dice: 9d10+9 (58 hp) Speed: 20 ft., burrow 30 ft.
Initiative: 1 AC: 17 (2 size, 1 Dex, +10 natural),
Speed: 20 ft., burrow 30 ft. touch 7, flat-footed 17
AC: 19 (2 size, 1 Dex, +12 natural), BAB/Grapple: +6/+17
touch 7, flat-footed 19 Attack: Bite +7 melee (1d6+3) or sonic
BAB/Grapple: +9/+22 blast (2d6)
Attack: Bite +12 melee (1d6+5) Full Attack: Bite +7 melee (1d6+3) or
Full Attack: Bite +12 melee (1d6+5) sonic blast (2d6)
Space/Reach: 15 ft./10 ft. Space/Reach: 15 ft./10 ft.
Special Qualities: Tremorsense Special Qualities: Tremorsense
Saves: Fort +7, Ref +5, Will +2 Saves: Fort +5, Ref +4, Will +1
Abilities: Str 20, Dex 8, Con 12, Abilities: Str 16, Dex 8, Con 10,
Int 1, Wis 8, Cha 10 Int 1, Wis 8, Cha 10
Skills: Listen +11 Skills: Listen +8
Environment: Any land and Environment: Any land or underground
underground Organization: Solitary or herd (210)
Organization: Solitary or herd Challenge Rating: 4
(210) Treasure: Gems only
Challenge Rating: 4 Alignment: Always neutral
Treasure: Gems only Advancement: 712 HD (Gargantuan)
Alignment: Always neutral Giant worms, deep divers, and shakers are
Advancement: 1018 HD three breeds of the same species. In the wild
(Gargantuan) they travel together in the same herds, with
deep divers and shakers constituting about
Deep Diver 10% of the overall giant worm population.
Huge Magical Beast The deep divers within these herds tend to
Hit Dice: 9d10+18 (68 hp) spend half of their time with the herd and
Initiative: 2 half their time on solitary deep dives.
Speed: 20 ft., burrow 30 ft. Since the advent of worm farmers, deep
AC: 20 (2 size, 2 Dex, +14 natural), divers and shakers have been selectively bred
touch 6, flat-footed 20 because their traits are useful to the farmers.
BAB/Grapple: +9/+22 Deep divers are safer from attack by surface-
Attack: Bite +13 melee (1d6+7) dwellers such as lunar dragons, and shakers
Full Attack: Bite +13 melee (1d6+7) have powerful ranged attacks. Now it is
Space/Reach: 15 ft./10 ft. possible to encounter entire herds of deep
Special Qualities: Tremorsense divers and shakers, though they are usually
Saves: Fort +8, Ref +4, Will +2 tended by worm farmers.
Abilities: Str 24, Dex 6, Con 14, The typical giant worm is a long, thin
Int 1, Wis 8, Cha 10 annelid, 5 feet in diameter. Its body is one
Skills: Listen +11 huge muscle, coiled in one band after anoth-
205
CHPT.
#
51

er. This affords it great strength and protec- live-born young. A worm that has survived
tion. The deep diver breed is even more its first three months is more valuable, since
thickly muscled, a natural adaptation that many die in infancy. The prices they can fetch
allows itself to dig through densely packed are as follows:
earth further from the surface. Shakers have Giant Worm Deep Diver Shaker
the same length and girth as their cousins but Newborn 1,000 gp 1,200 gp 1,500 gp
are visibly less strong. They emit a constant Young 2,000 gp 2,400 gp 3,000 gp
subsonic hum, which shakes loose the earth An adult giant worm can be trained with a
around them. In times of duress they defend Handle Animal check at DC 24.
themselves with a sonic blast.

Combat
Giant worms travel mindlessly through the
earth, ingesting the ground in front of them.
They are not aggressive unless attacked.
In fact, theyre practically oblivious unless
attacked; despite their tremorsense, they
ignore nearby creatures until wounded.
Giant worms have a bite attack, but it is
not very impressive. Their teeth are flat and
designed for crushing mounds of stone and
dirt. They arent equipped for swallowing
large solid objects like people.
Sonic Blast (Ex): Shakers can make a
sonic blast attack. It is a cone 40 feet long;
creatures caught within can make a DC 10
Reflex save to take half damage. The
save DC is Constitution-based.
The sonic blast is a reflexive
response to pain, however, not
a premeditated attack. If the
shaker suffers damage, it has a
50% chance of using its sonic
blast on the last creature to
inflict damage on it. Otherwise,
it bites. Only with a great deal
of training can worm farmers
teach shakers to use their sonic
blast on command.
Tremorsense (Ex): Giant
worms are nearly blind. They
navigate by sensing vibrations in
the ground around them. They can
automatically sense the location
of anything within 60 feet that is in
contact with the ground.

Training
Giant worms are routinely raised tame by
the worm farmers. They do not lay eggs;
instead, a pregnant worm gives birth to 3d6
plate 7 Although mechs are the
focal point of the DragonMech world,
they need not be the center of a campaign.
207
CHPT.
#
6

when the lunar rain is factored in. Charac-


ters with a mech can be hired to transport all

THE DRAGONMECH CAMPAIGN sorts of goods, ranging from essential food-


stuffs needed by a city-mech to contraband
that somebody doesnt want the Stenian

T he DragonMech setting is predicated on one simple


assumption: Mechs can exist in a fantasy world. It is
not a setting where you have to play a mech pilot, nor is it
Confederacy to see. Transportation missions
can have deadlines attached (the city-mech
will starve if they dont get this shipment by
tomorrow) or emphasize stealth instead
(dont let the Stenians catch you with
a setting where mechs are automatically good or bad. You this!). They can also have more mysterious
can play DragonMech campaigns much as traditional implications: Instead of transporting goods,
the characters might be hired to take an
fantasy campaigns, where the mechs provide a new source elf maiden to the ruins of Rook. She offers
of conflict, or you can run them in a style where all the little explanation but pays up front in gold.
Everyone knows that the elves are on a quest
action revolves around maintaining a mech. to recover their lost artifacts, so maybe this
transportation mission has more it to than
meets the eye .

T his chapter looks at different ways to


run a DragonMech campaign. It dis-
cusses options for starting new campaigns,
mech. You can also run an entire campaign
where they never set foot off a mech. Mechs
can be central elements to adventure,
Third, and most important for adventur-
ing, a mech is a military weapon. The destruc-
tive potential of a single human is magnified
as well as options for integrating mechs into simple modes of transportation, or mere one hundredfold when that human enters a


an ongoing campaign. background decoration. The following sec- mech. A mech can be used to slay monsters,
tion discusses how to fit them into your conquer kingdoms, rescue hostages, and
campaign. ransack ruins. In this role, mech adventures
The mech has three roles on Highpoint. are similar to some of the classic fantasy
First, its a protected home. City-mechs adventures. The characters could be hired
ADVENTURE THEMES serve the same role that castles, keeps, and to use their mech to slay a rampaging lunar
towns serve on traditional fantasy worlds. dragon. The adventure could be made more

T he DragonMech world revolves around


four main threads of adventure: mechs;
the lunar rain, including the war between
Smaller mechs are also domiciles, usu-
ally for itinerant mech tribes, traders, or
adventurers. A mech in this role primar-
dramatic by the dragons intelligence: Too
smart simply to let itself be slaughtered, it
makes flying hit-and-run attacks and wont
terrestrial and lunar gods; the destruction ily provides protection. It opens adventure stay in flat terrain for a fair fight. Alterna-
and reconstruction of the surface world; and hooks because every home needs someone tively, the mech could be pitted against what
the competition between magic and steam to defend it. Even a mech can be threatened, seems like an easy target, a swarm of orc
engines. You can build unique DragonMech sometimes by magical creatures that it cant raiders operating out of a system of caves.
adventures from any or all of these threads, harm. Enemy mechs can be a threat, espe- The mech is too large to go into the caves,
adapting them as you wish based on how cially if theyre bigger or more powerful. however, so the characters are forced either
you want your campaign to go. This chapter Sometimes the best option for taking out an to widen the entrance or get out and fight on
discusses adventuring first by looking at the enemy mech isnt actually to duke it out, but foot. And of course theres the classic mech-
adventures that arise from these various plot to hire adventures to break into it and kill the vs.-mech campaign. The characters may have


threads, then by examining standard adven- crew. Either way, as many adventuring oppor- to get rid of an Irontooth or rust rider mech
ture motifs and how they can fit in. tunities are open for defending a mech as are that has been making trouble. In this situa-
for defending any castle or town. tion they could try a direct confrontation,
Second, a mech provides transportation. or, if they want to minimize damage to their
ADVENTURES Its a safe way to travel from one place to mech, they could leave a skeleton crew to
BASED ON MECHS another. Mechs are extremely difficult to fire the weapons while the rest of the charac-
destroy, and although they can be boarded, ters leave and try to force their way into the

Y ou can run an entire campaign without


the characters ever setting foot on a
toppled, or captured, theyre still a lot safer
than horseback or in a wagon, especially
enemy mech to fight its crew.
208 6
CHPT.
#

Mech Warriors simply be on foot. Their first mission could where battles are with large creatures or oth-
Characters as mech warriors is seemingly the be to capture an enemy mech, and a series of er mechs, often at long range, or else direct
most natural style of play for DragonMech. adventures after that could send them after mech-to-mech duels. Irontooth pilots could
(In fact, its only one of many options, the progressively better mechs until they have duel simply as a matter of course, or a mili-
rest of which well examine below.) As a nice set of wheels (er, legs). Infiltrating tary post might produce constant encoun-
mech warriors, the characters should obvi- an enemy mech is an interesting mission ters with smugglers, raiders, and invaders. At
ously have a mech. The party should consist because it involves investigation (find- the other extreme, the characters could be
primarily of mech jockeys and ing the mech and pinpointing raiders who prey on other mechs, and might
coglayers, with perhaps a vulnerable times), stealth even specialize in capturing live mechs to
steamborg, stalker, and (approaching quietly), be resold or stripped of anything valuable.
spellcaster. Fighters hand-to-hand combat
are practically use- (getting on board and Character Involvement
less in this sort of killing the crew), A mech-based campaign has to give charac-
campaign, though mech combat (using ters a way to stay involved. When the whole
rangers who special- the captured mech campaign comes down to the mech, every-
ize in archery can to take out other one needs to roll the dice or take an action
be somewhat effec- enemy mechs that every now and then, or else theyll get bored.
tive. Most combat might pursue), and Try to arrange the characters mech so it
will be ranged, gener- possibly escape (out- incorporates places for each character. One
ally against other mechs running whoever gives character should be the pilot. Hell make
or large creatures. Battles chase). If the enemy mech lots of checks with his Mech Pilot skill and
against hordes of smaller creatures is shoddy or poorly defended generally be active in most situations. A sec-
wont be common (most small creatures (think rust riders and mech tribes), its ond character can be the navigator. He can
know enough to run away from an attacking within the realm of possibility for low-level have a special observation post where he spe-
mech), but enemies capable of toppling a level characters to take it. The spells jump cializes in scanning the horizon and plotting
mech are definitely a threat. and reduce person are both useful for getting courses. His best skill could be Spot, and his
Running a mech warrior campaign onto a mech or entering through a small role in combat is to monitor the positions
requires you to answer two questions. First, porthole. Once characters have access to of enemies. After all, most physical stations
how do the characters acquire their mech? 2nd-level spells, theyre able to take on bet- on a mech have limited fields of view, and
Second, when do they acquire it? If you ter-defended mechs through a combination a character dedicated to telling the pilot
want to get things rolling fast, you can start of shatter, spider climb, and bulls strength. This which way to turn can be extremely useful
them at 1st level with a mech. The explana- sort of campaign could see the characters when the pilot cant visually track an enemy
tion could be simple (such as they inherited start out in traditional classes and then mul- who vanishes from his field of vision.
it from family members) or could lead to ticlass into DragonMech classes once they Gunners are obviously important, and
further adventure hooks. Maybe they found have a mech. they make for a fun role. At low levels,
it and refurbished it prior to beginning the Once you run a mech each mech weapon will need a
game, in which case the previous owner is warrior campaign, you different character to pilot it.
probably out there somewhere. Maybe they automatically leave At higher levels characters
were mech traders in earlier times, in which the realm of the can take the right feats to
case they may have old trading partners and traditional d20 operate multiple weap-
rivals. Maybe theyre part of the military, in fantasy game. ons, but they might not,
which case they have to take orders from Not a lot of and gunner roles might
the Stenian Confederacy or Shar Thizdic. dungeons can still be important.
Or perhaps theyve gone AWOL and stolen be explored in Portholes allow for
a military mech. That can make for a lot of a mech. Instead another level of player
interesting adventures. of resupplying interaction. Spellcasters
If you want the game to progress a little at small towns and can lob ranged spells from
more slowly, you can start them without staying at inns, the char- portholes (even making called
their own mech. They could be ferried about acters stop off at city-mechs shots with spells such as hold
by the military or a trader, or provided a or neutral cities like Edge. Most person aimed at enemy mech pilots),
mech by a patron. At the extreme, they may adventures become wilderness scenarios and archers can fire on enemy spellcasters,
209
CHPT.
#
6

ground troops, or boarders. Each porthole minimal combat abilities of a wizard but In other words, he can multiclass as a mech
lets another character become involved. lacks the spells, and all of his special abilities jockey at no penalty. This allows every char-
Finally, you have the boarder. Every gam- are geared toward mechs. acter to take a few levels of mech jockey
ing group has one guy who loves to think We suggest three ways to deal with this. enough to fill their roles on the mech
of ways to break the rules, and in Drag- The first is to keep the mechs such an impor- and also take classes that are useful on the
onMech he usually decides to find ways to tant part of the campaign that the mech jock- ground. The explanation for such a campaign
break into an enemy mech. Hell think of ey doesnt feel left out. The partys fighters ability is simple: Just as anyone raised in a
thinks like casting spider climb on himself to are given a chance to shine on the dungeon fishing village has a basic knowledge of how
climb up the side of an enemy mech so he crawls, while the partys mech jockey shines to fish regardless of his profession, anyone
can then cast web into the pilots compart- in the mech duels. As long as you keep the raised on a city-mech picks up on the basics
ment, or using gaseous form to get into the adventures balanced, all characters will be of how to pilot a mech.
mech and then use a host of charm person useful. In the same way that you create roles You can take this one step further by
spells to take it over. Among nonspellcast- for characters on a mech as described above, incorporating campaign feats. Start every
ers, rogues and fighters are both skilled you can do the same for roles in nonmech character with two free feats: Mech Weapon
at boarding actions, whether through use adventures. The fighter might just have to Proficiency and Mechanized Combat Prac-
of Escape Artist to squeeze through open stick to archery from a porthole during mech tice, geared to whatever mech they obtain
portholes or Strength checks and potions combat, while the mech jockey is in charge first. This practically eliminates the need
of bulls strength to simply bash them open. of firing a steam gun from the rear dur- for mech jockeys at low levels,
The anklebiter prestige class is designed for ing ground combat. Intermediate since the fighters BAB
exactly this kind of player. Expect someone classes skilled in combat on exceeds or matches
in the gaming group to want to play this both mechs and the ground the mech jockeys
role, and plan for it accordingly. such as coglayers and with new char-
steamborgs, as well as acters. The
The Away Team clerics and wizards characters
Once you have a mech-based campaign start- become most useful may still have
ed, you have to decide how much adventur- in this kind of campaign. to take levels
ing will take place in the mech and how much The second option is in the mech
will take place off of it. In its most limited to use an away team. jockey class
role, a mech can be simple transportation. It The party can have one as they reach
can be nothing more than a glorified wagon set of characters that spe- higher levels, but
that ferries the adventurers from one dun- cializes in mech combat and a the playing field
geon to another. In a more moderate role, second set that specializes in more is evened early on for
it can be necessary for completing some traditional adventuring. Each player has them to participate in both
adventures (such as battles against other two characters, but only one is played at a mech and nonmech missions.
mechs or extremely large creatures, delivery time. On board the mech, one character has One last thing to remember is that char-
missions, or nighttime adventuring when the a defined role (gunner, pilot, etc.), while acters need be only as tough as their oppo-
lunar rain is active) but remain parked on the dungeoneering character simply rides nents. If you routinely send the characters
other adventures. In the most mech-heavy as a passenger. When the mech arrives at its into combat against mech jockeys equal to
campaigns, the mech might be the central destination, the mech crew stays put and the the characters levels, then theyll be out-
focus of almost all aspects of every adven- dungeoneers disembark for the adventure. classed unless they also have a mech jockey
ture. Entire adventures could be conducted As long as you keep the adventure balanced pilot. If, on the other hand, the pilots of
in the seat of a mech. between mech missions and nonmech mis- enemy mechs tend to be multiclassed mech
Most campaigns will fall in the middle sions, this style of campaign can also be very jockeys (such as bandits who also need lev-
somewhere, and characters in such cam- rewarding. This way players have characters els in rogue, or military men who also need
paigns will face an interesting dilemma. In who are good at dealing with almost any situ- levels in fighter or warrior), the characters
order to succeed on missions in their mech, ation they encounter. arent at as much of a disadvantage. If the
at least someone in the party (preferably The final option is to allow mech piloting enemy mechs arent piloted by mech jockeys
more than one person) really needs to take skill to be common knowledge. As an option- at all, but instead by coglayers (who often
some levels in the mech jockey class. How- al rule, declare that any character raised on pilot the mechs they build) or NPC experts
ever, that same character becomes almost a city-mech treats mech jockey as a favored with Mech Pilot as a skill (think self-taught
useless on any other adventure. He has the class, in addition to the racial favored class. rust riders who learn to pilot the mechs they
210 6
CHPT.
#

steal or rebuild), then the PCs simply need world of the mech and can partake in mech- of that faction.
a reasonable number of ranks in Mech Pilot based adventures by deploying from the In this sort of campaign, the characters
skill to match them, rather than entire class mechs docked on the city-mechs ankles. have no mech jockeys among their ranks.
levels as mech jockeys. Chapter 7 offers a detailed description of Traditional character classes all work very
city-mech Nedderpik and some ideas for well, and a large part of the combat strategy
Other Ways adventures that could happen there. revolves around planning ways to infiltrate
to Incorporate Mechs Another way is to make the characters or destroy mechs. The rules for tripping, top-
So far weve assumed that you want mechs to mech hunters. For whatever reason, they pling, and boarding mechs will be used a lot,
play a fairly prominent role in the campaign, journey on foot and specialize in destroying as will those for trampling. Faced with massive
and the characters pilot the mechs. That mechs. A party of spellcasters has the perfect machines far more powerful than themselves,
doesnt have to be the case. DragonMech motivation for this, since steam power has characters will be forced to come up with cre-
is designed so you can also run mech-heavy eclipsed the role magic once had. Other ative ways to defeat these enemies.
campaigns without the characters actually characters could be saboteurs hired by rival The same players who love planning
piloting them. factions to take out enemy mechs, such as boarding actions will love the challenge of
One way to do this is to situate the cam- Stenians eliminating Legion mechs, or vice a mech hunter campaign. Rogues, fighters,
paign on a city-mech. City-mechs are enor- versa. They could be raiders and pirates and wizards all have skill bases suited for
mous. They offer as many ways to adventure who capture the mechs then drive them infiltrating enemy mechs, each in their own
as any large city in a normal fantasy setting, somewhere where they can be sold to rust way. The anklebiter prestige class comes in
ranging from political intrigue to defend- riders or the Irontooth Clans. They might very useful in this style of campaign, as does
ing against raiders to exploring the sewers have a personal grudge against a major mech the riftwalker. Steamborgs who emphasize
and ruins (in this case, the gear forests, as faction for having taken territory they once Strength can make good boarders, as can
described below). Characters based on a occupied, and the entire campaign could be coglayers who build the right steam devices.
city-mech have constant exposure to the centered around revenge against the mechs Mech hunter campaigns generally start
211
CHPT.
#
6

with straightforward mech-hunting expedi- atmosphere long before they impact with eracy is aware of this aspect of the lunar rain
tions. As the campaigns progress, they incor- the ground, a few survive intact. Sometimes and sometimes sends reduced patrols out
porate transportation missions (moving the this is through pure luck, but other times during the night, specifically hoping to find
captured mech to the place where it will be it could be through lunar magic a wall of those who do not want to be found.
sold) and can eventually branch out into a force is perfectly capable of surviving atmo-
wide range of other kinds of adventures. If spheric friction. While the characters are Divine Wars
the characters are hunting Stenian mechs, it waiting through the night for the lunar rain One of the most important but least under-
just may happen that on the dead bodies of to abate, they could witness the earthfall stood implications of the lunar rain is the
a mech crew they find medallions that give of a huge meteorite that still has on it the invasion of the lunar gods. The conflict
them a free pass onto Nedderpik (see page intact remains of a lunar temple. Perhaps a between the terrestrial and lunar gods
224). The campaign could then take a twist lunar dragons cave falls to earth, takes place on the outer planes,
onto the city-mech as the characters search complete with eggs still resid- far beyond the comprehension
for ways to ambush it, or watch its deploy- ing in a nursing chamber. The of mortals. It is felt on High-
ments as a way of finding out the best times characters go to explore the point only through unsettling
to ambush enemy mechs. huge rock, finding all sorts visions, disturbing interrup-
If the theme of a mech-hunter campaign of exotic treasures and inter- tions in divine spellcasting,
incorporates any Robin Hood aspects, the esting wonders, only to find and the often-dismissed pros-
characters might split their time performing upon their exit that the lunar elytizing of those who follow
good deeds for those who cant afford to live dragon has swooped down from the lunar gods. Yet these vague
on a mech. They might be agents of surface the moon in search of its missing lair. hints are enough to unsettle even
towns upset by the martial law inflicted by Any time you need a spontaneous encounter the most devout cleric, especially when his
the Stenian Confederacy. When not hunting with a lunar creature, the lunar rain provides attempts to resurrect a pious ally fail.
Stenian mechs, they defend the town against an easy way to introduce it. This conflict makes for a great overarching


lunar creatures and explore ruins that might The lunar rain is also fodder for terrestrial theme for your campaign. Dreams and mys-
have equipment the town could use. adventure. Most creatures retreat indoors or terious visions can guide characters on their
underground when the moon rises. Smug- missions. Their gods need every foot soldier
glers, pirates, and others who have reasons they can get, preferably pursuing missions
ADVENTURES BASED to hide take advantage of this by traveling directly opposing the lunar gods, and this
ON THE LUNAR RAIN only during the lunar rain. This can be makes for an easy way to steer adventures.
extremely dangerous, and likewise extreme- Imagine a host of lunar skinstealers that

T he lunar rain provides an ever-present


threat with a deadline. It can be used as
a hook that forces characters into fast-mov-
ly painful. During the worst storms, where
veritable boulders are falling from the sky,
no one emerges. But in lighter rains, when
has infiltrated a city-mech undetected. They
make their way to the engine rooms, where
they take over unsuspecting engineers. They
ing transportation or rescue adventures. For the meteor storms are nothing more than an then use these engineers to bring them into
example, a caravan of traders might be travel- abrasive haze, creatures will wrap themselves proximity to soldiers, then aristocrats, and
ing by day, planning to sleep in a well known in thick layers of hide, leather, and blanket finally the senior mech staff, until eventually
underground caravanserai for the evening. and then venture forth hoping to remain they are in charge of the city-mech. They use
When they arrive, however, the place has unnoticed. They may have to add extra layers this position of influence very subtly, mak-
been ransacked by orcs or has collapsed due throughout the night as the ones ing no sudden moves or drastic decisions.
to tectonic activity. The characters hap- theyre wearing are burned Instead, they slowly make it more difficult
pen upon the traders right as the sun is off, but even so, their for traditional religions to operate in the
setting. Far on the horizon, they can nighttime journeying city-mech, whether through taxes or tariffs
already see the telltale streaks of a reduces the chances or regulations, or by commandeering the
bad lunar rain. Will they help the theyll be seen. Some temple space in the name of greater needs.
caravan find safety? If so, how? creatures with a All the while, their cultist allies begin speak-
Alternatively, the lunar rain can natural immunity to the ing in the markets of Seroficitacits will, con-
bring adventure directly to the charac- rains, such as the tortogs, verting followers one by one. This insidious
ters. Remember that the lunar rain is fun- have taken advantage of the plot could be taking place so slowly that the
damentally the disintegration of the planets opportunities to smuggle during characters dont connect the dots between
moon, and that moon is inhabited. Although the lunar rain and are known far and wide as the various instances until one of their
most meteorites are sheared smooth by the moonlight movers. The Stenian Confed- gods plants a dream that tells the character
212 6
CHPT.
#

to go to the mechs cockpit. The character a lunar dragon swoops out of the moonlit filled with the crushed remains of those who
has no idea why, but upon arriving his cleri- sky, dropped unceremoniously from its futilely sought protection there.
cal ability to detect lunar creatures kicks in, home planet. How could characters possibly solve this
and he knows something is up. Fighting against the lunar dragons makes problem? No easy solution exists. A short-
Other plots could be far more overt. A for both one-shot adventures and long-term term answer is to find housing and shelter
lunar dragon who worships Andakakilogitat campaigns. A mech is capable of facing for those in need. Presenting the characters
might go on a rampage to destroy followers (and sometimes beating) a lunar dragon, with a family which had half its numbers
of the terrestrial gods. He might declare a and characters in mech-based campaigns killed during the previous nights meteor
holy war, or strike seemingly random targets should be sent into conflict with at least one storm can tug on their hearts and make them
that eventually coalesce into a clear pattern. such enemy. If the background of any of the wonder how they can help. Many times, the
The divine conflicts can also provide partys characters includes only thing they can do is dig a shelter or
a cover for other activities. More interactions with the perhaps pull some strings to get the family
than one Stenian military com- lunar dragons, on board a city-mech. But an adventure hook
mander has accused Shar they may have a might lie waiting in the fact that the fam-
Thizdic of being in league particular ven- ily has a shelter, a family stronghold, or an
with the lunar creatures. detta. A char- invitation to stay with distant kin, but it lies
This is not the case (at acter whose many hundreds of miles away, and they cant
least not as far as anyone family was reach it without some sort of mobile cover
knows), but scapegoat- wiped out by such as the mech piloted by the characters.
ing him in that way helps a dragon, or Some righteous crusaders have attempted
motivate the Stenian whose home- to take the battle to the moon, hoping that
civilians to oppose him. At stead mech was direct confrontation will somehow solve the
the same time, Shar himself crippled by one, problem. Although it is unlikely that a lunar
claims that the misguided priori- might make a point trip will make any change to the lunar rain,
ties of the Stenian Confederacy are of seeking them out such trips can oppose the lunar creatures
part of the reason the lunar problem per- for destruction in his adult on their own turf and provide direct attacks
sists. If they were to focus more on directly years. Stories of a resident dragon generally on the lunar gods. After all, the lunar gods
attacking the lunar creatures (as the Legion reach far and wide, so its easy enough for intrusion onto the earth has strengthened


does, Shar claims) instead of simply secur- characters to locate their hunting grounds them here, so shouldnt a counterassault
ing land and resources, the problem might through rumor alone. Its unlikely a dragon help the terrestrial gods?
be solved. On top of all that, more than one would be dumb enough to pit itself in a
claim has said that a failed resurrection wasnt combat it couldnt win especially against
due to the intervention of the terrestrial a walking tin-can that doesnt taste good ADVENTURES BASED ON
gods, but in fact to the clerics base unwill- but with patience and good sense the SURFACE WORLD REBIRTH
ingness to revive a political rival . characters should be able to find its lair or at

Scourge of the Dragons


The lunar dragons are worthy of a campaign
least sight it on its next raid.

Solving the Lunar Rain


T he lunar rain effectively destroyed civili-
zation as Highpoint knew it. Most major
social institutions were destroyed. Cities
by themselves. Pound for pound, they are far Solving the problem of the lunar rain can were demolished, churches lost power, and
more powerful than any terrestrial dragons. provide a long-term goal for any campaign. kingdoms were reduced to ruins. From this
They literally fall from the sky into an unsus- The lunar rain causes immense hardship for chaos emerged new institutions. Initially the
pecting region, then pick the area clean in many people, and making this clear to the institutions were simple and small: single
their unrelenting hunger. They lead armies players can help make it real for them. Mete- mechs that gave power to their owners,
of other lunar creatures and also recruit ors have literally smashed untold people, or the scattered tribes whose control of
terrestrial raiders and criminals to fight houses, and livestock. Traveling through a formerly irrelevant caves catapulted them
with them. Because much of the surface region struck by severe meteor storms the into positions of importance. As time went
worlds infrastructure has been destroyed, night before is like walking across a moon- by, the institutions evolved, organized, and
many places have no armies left to fight off scape: Huge craters lie everywhere, rocks firmed up their grasps. The mechs formed
the dragons. An area that seemed safe can the size of boulders still steam from the alliances and eventually became mechdoms,
suddenly become a nightmarish terrain of impact of their collision, and every so often mobile kingdoms built around fleets of city-
spontaneous raids and endless danger when a collapsed cave or underground shelter is mechs. The Gearwrights Guild, formerly a
213
CHPT.
#
6

professional organization, built and con- fighter might be the only person protecting lunar rain. He took the opportunity provided
trolled city-mechs that eventually made it the villagers from raids by lunar dragons or by this disaster to unite them. He effectively
effectively the governing political force in other scavengers. If the characters kill him manipulated a potent threat to fill a politi-
the Stenian Confederacy. Balances of power and then move on, the village will surely be cal vacuum and in doing so has created a
shifted, and clever opportunists (such as destroyed by the next unscrupulous political structure that runs counter
Shar Thizdic) took advantage of this to ben- band to wander through. How to thousands of years of tradi-
efit themselves. can they free the villagers tion. Some factions within
while still keeping them the human tribes resent
Political Adventures safe? his leadership and
The rebirth of the surface world is a situa- A second level of long for a return to
tion rife for political adventure. On the most adventure is based the old ways, just
basic level, many areas still have no effective on the political as others welcome
leadership. Clever adventurers can use these intrigue that fol- the re-institution
places to carve out their own fiefdoms. lows from areas of of control after so
The bands of scavengers that inhabit the weak leadership. In many years of chaos.
ruins of surface cities arent held together many regions, multiple Elsewhere on the
by hereditary or traditional bonds; theyre factions still compete endless plains, the orcs
nothing more than random survivors who for the hearts and souls of are becoming intrigued
have bonded together for safety. The same is the people. The characters can with the power of mechs. The
true of the rust riders and most mech tribes. become involved in these struggles. scattered orc tribes have never had
Small pockets of cave dwellers still cower They could arrive on a city-mech only to be any particular fondness for weapons of war
when they see a lunar dragon fly overhead. faced with two offers of alliance: one from beyond brute strength, but the impressive
Characters who position themselves as pro- the traditional church, which still commands abilities of a mech are hard to ignore and
tectors or dictators could rule these the worship of a small but devoted core, even harder to conquer. After a few too many
lands. They could also be placed in the posi- and the other from the Gearwrights Guild, defeats, the orcs began looking for ways to
tion of freeing them from oppressive rule. A which effectively controls the mechs opera- bring mechs under their control. This has
powerful orc warlord, or a human tribesman tions but has little loyalty from the people. caused political tension on a number of
of great personal power, could easily take Though violence between the groups is levels. The traditional source of orc power
control of an isolated band of survivors. not likely, room for diplomatic sabotage raw physical strength has been usurped by
Imagine a 10th-level fighter who comes abounds. The characters may be asked to orc engineers who can build mechs that are
across a band of commoners still living in the spy on the rival faction, or travel off-mech to unstoppable by foot soldiers. More than one
caves near the ruins of their seek new allies; they may be offered bribes orc warlord has resented his less-important
village. Whereas in to switch sides, or threatened with position as intelligent orcs build mechs. The
the past the laws exile if they dont; they may be set orcs are still a diffuse, disorganized bunch of
of the land (and up or blackmailed if they refuse tribes, but like the humans who were once in
defenders of to play the game. If the situa- that position, they are a powder keg waiting
those laws) tion is one from which they to explode. With the right leader, they could
would pre- cannot exit (perhaps their become a potent political force; with the
vent this own mech is badly damaged wrong leader, they could self-destruct into
fighter from and they have no means to petty bickering.
simply tak- escape), they may be forced Back on the highlands, the most impor-
ing over, now to navigate a volatile situa- tant political struggle is being fought in
he has no such tion. Peaceful characters may the dwarven halls. The traditional dwarven
constraints. He seek a common ground; more clan structure has been forced to yield to
could rule with an violent characters may decide to the Gearwrights Guild, which made the
iron fist, threatening take over. city-mechs possible. The clans grant power
the villagers with death at his Within the existing world structure, based on wisdom, seniority, and battle prow-
hands if they dont serve him. The characters several points of developing political strife ess, but the Guild grants power based on
could come across this situation and be faced already exist. Shar Thizdic is the most obvi- building ability and technical insight. Some
with the chance to free the enslaved villag- ous example. The human tribes of the end- elder dwarves among the clans simply can-
ers. But the twist could be that the powerful less plains were never organized before the not understand why a younger dwarf would
214 6
CHPT.
#

be placed in charge of a mech but to the treasures. As grave robbers they could sim- requires clearing the area of monsters, of
Guild, it seems obvious that those with ply wander from ruined city to ruined city, course, and then the task of protecting it
technical skills should be deployed where looting whats left of once-great societies. from raiders once its established. Even the
they can be most useful. On the city-mechs, In a mech theyll be well protected on the city-mechs face this problem, as their mech-
these differences of opinion create grave journey, but once they arrive theyll have to doms try to grow their safe zones steadily.
danger. Clan leaders sometimes give orders disembark. This is where you can run some Making a zone safe means entering the ruins


that contradict those of the Guild; dwarven good old-fashioned dungeon crawls. Maybe and flushing out whatever is there surely a
pilots, gunners, engineers, and warriors a scavenger band has recently shown up in task for heroes if ever one existed.
sometimes have two sets of directions to Edge with bags of gold coins, far more than
follow. Organization hierarchies can be clear rubbish such as they should possess, and
on paper but difficult to enforce in practice; the gold coins are imprinted with the royal ADVENTURES BASED ON
combat efficiency is eroded when turf wars seal of a nearby ruined city. Word leaks that COMPETITION BETWEEN
and infighting prevent rapid decision-mak- theyve found the dead kings vault, which MAGIC AND STEAM
ing. These problems are not easily solved. was exposed to the surface
Many dwarves are old enough to remember
the days before the lunar rain, and they tend
to follow the old rules; but younger dwarves,
by a recent meteor
strike. The char-
acters join
T he rising power of steam
technology is a major theme
in DragonMech. The dwarves
or those who have trained for decades with the race to claim that once an Age of Walk-
the Guild, cant agree to a return to the secure the ers existed when steam power
ancient traditions. Given the stubbornness vault first. dominated the land. The
for which dwarves are famed, these divisions Perhaps elves dispute this claim, find-
wont simply go away, and many a dwarf with they suc- ing no reference to it in their
wounded pride has challenged another to ceed or own legendary texts, which
a warriors duel. The mech jockeys dismiss perhaps document the predominance
these duels with laughter, claiming theyd they fail only of magic throughout all of
rather fight with a mech than an axe any to discover an recorded history. Until Parilus
day, but more than one has been forced to even more prom- came to Duerok, even the dwarves
defend himself against a sudden attack by an ising lead in the citys werent inclined to place much stock
enraged rival. ruined sewers, which saw in the Age of Walkers, but now it seems
extensive occupation in the early days of the undeniable, especially when backed by the
Dungeon Crawl Adventures lunar rain . proclamations of the Gearwrights Guild.
The world is now covered in ruins. Cities were On the flip side, the characters may be This dispute is more than academic.
laid to waste by the lunar rain. Underground in search of lost family heirlooms, whether Steam power threatens the predominance
regions saw wave after wave of refugees, and their own or their employers. Elf characters of magic in the world. The social status of
countless wars. Ancient citadels immune to feel this particularly strongly, as their histori- mages is being eroded by gearwrights and
ground assault for generations were opened cal artifacts were robbed from their ruined coglayers who can accomplish equally amaz-
up by the meteors, then scoured by the drag- tree villages. An everyday merchant might ing tasks with completely mechanical means.
ons. Impenetrable citadels were flattened; want to locate an heirloom in the house he Coupled with the diminished position of
powerful cities were humbled. fled 100 years ago, or a grandson might seek divine spellcasters (who sometimes go days
In short, its an adventurers dream. Rel- to recover his noble grandfathers legend- without hearing from their gods), this makes
ics and ruins cover the surface, waiting to ary magical sword, rumored lost when the steam power a savior to the people, and a
be claimed by those brave enough to find meteors destroyed his keep. Countless ruins threat to those who once provided protec-
them. Tortogs and other scavengers already beckon to be searched for something that tion.
make a good living specializing in this trade, has been lost, and all of them provide charac- Adventures built around this thread can
and the friction between the elves and those ters with a reason to go on a dungeon crawl. use the characters allegiances for or against
who have raided their ruins for relics is a well Another kind of adventure presents itself them. Characters who use magic may find
known phenomenon. when these ruined areas are rebuilt. Since themselves ostracized on city-mechs. The
Room exists for characters on both sides the surface world is becoming more habit- reverse situation can be far worse: Charac-
of the equation, either as grave-robbers in able, some brave souls are actually trying ters who try to build mechs or other steam-
search of undiscovered treasures, or in the to rebuild it. They may want to build where powered creations may be the victims of
service of those who wish to recover lost a ruined city once stood in its prime. This sabotage by jealous wizards.
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Some wizards have taken this rivalry to up they are, the less noticeable this is; in You can see no clear path through the engine
the level of a holy war. This is especially true the highest levels, they might not even feel underbrush, though if youre careful you might
among the elder elves. During the worst of it unless they are near a window to see the pick your way through safely. The ground and most
the lunar rains, their forest villages were horizon line moving. On the lowest levels, surfaces are covered with oily residues, ranging in
reduced to rubble. Many valuable magic though, it is painfully obvious, particularly depth from a slick layer to puddles of sludge. The
items were then stolen by raiders, looters, to those with a vulnerability to motion sick- air is oppressively hot and tastes metallic. You can


and scavengers. Mechs in particular played ness. Living on the legs of a city-mech is like see the reason why: Gouts of flame belch forth peri-
a large role in this, because the mech- riding a never-ending roller coaster. odically from some parts of the room, while other
equipped raiders could enter the elven areas let off steady supplies of white-hot steam.
ruins before most of the elves could. Now Everything is in motion, in all directions and at all
that the elves have devised their own mechs GEAR FORESTS speeds. The effect is dizzying.
(powered by magic, of course), they seek
to recover their stolen relics. To them, the
steam-versus-magic conflict is not academic;
its the direct reason their historical records
T he so-called gear forests are the
engine rooms of mechs and other com-
plex mechanical devices. They are man-made
City-mechs are large enough that they
have several levels devoted to engine spaces.
Once set in motion, these gear forests
are being disputed and their magical proper- spaces filled with spinning, whirling, pump- can take on lives of their own. As long as
ties have been stolen. ing arrays of engine apparati that are dizzy- the engine runs smoothly, the city-mechs
Adventurers of elven origin may feel the ing in their complexity. They are, in essence, coglayers have no need to visit, so the gear
need to recover magical artifacts. Recover- engines so large that humans can walk within forests become home to creatures look-
ing the relic that once protected their home their empty spaces. But doing so is quite dan- ing to stay out of sight. Some are thieves,
village might be an ongoing quest, taken up gerous, to say the least. Gears, cogs, levers, criminals, monstrous humanoids, and other
whenever time or circumstances provide a pistons, and other engine components fly rejects from the mainstream of city-mech
new opportunity. Likewise, they may try to about, each doing its own job to keep the society, but others are strange creatures
even the score a bit by disabling or damaging engine functioning. Combined, these can specially evolved for life in a gear forest. In
steam-powered objects whenever possible. make hundreds or thousands of moving some cases they initiate a bizarre symbiotic
Members of the anklebiter prestige class are parts, each of them potentially deadly, all relationship whereby they keep the engines


often embittered elves. of them utterly heedless to the lives of pass- clean and functional precisely so the mech
ersby. Organic intrusions are distractions at crew will have no reason to visit and acci-
best, malfunctions at worst. dentally discover their presence. This is a
Look under the hood of your car and common practice among stowaway coglings.
imagine the engine on a human scale. Thats They sometimes battle with other intelligent
ADVENTURES a gear forest. It could be described to players residents of the gear forests who may dam-
like this: age the apparatus. These include scavengers
ON CITY-MECHS illicitly collecting engine sludge to be resold
You enter a cavernous area filled with moving as second-rate motor oil, to rust riders.

C ity-mechs are like massive walking


cities with built-in dungeons. They
provide a mix of urban and dungeon adven-
gears. Its almost like youre standing inside of an
engine so large you have room to walk within it.
Gigantic pistons, the height of the ceiling, pump
Some thieves have even been known to
siphon fresh oil straight from the pipes. But
the coglings always react quickly to these
tures, with access to mech- and wilderness- up and down in the distance. Beside them, dozens incursions, since any reason for the authori-
based adventures only a few hundred meters of huge round gears turn in place. The ties to visit the engine room only
apart. They make a great base from which to visible upper halves rise as high as increases the likelihood theyll
launch a DragonMech campaign, particu- the ceiling. Some turn laboriously be found and evicted.
larly because they can introduce a character while others spin at breakneck
to the world of mechs without requiring speeds, their toothed edges like Hazards of the Gear
him to actually pilot a mech. This section menacing buzzsaws. Between the Forest
discusses some options for adventuring on large pistons and gears is a dense A gear forest can cover mul-
city-mechs. underbrush of smaller engines, tiple levels on a large mech.
One thing to remember about a city-mech including cogs, gears, levers, pistons, It is considered forest terrain
is that it is constantly in motion. Characters belts, fans, pipes, arms, pumps, and for movement purposes (half speed
on board feel a slight swaying motion as it rotors. Pendulums swing from above you as hidden except on trails). The forest alternates
strides across the landscape. The higher shafts occasionally slam upward from the floor. between huge parts that are easily avoided
216 6
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and thickets of tiny, whirring gears that move Roll (1d8) Danger Reflex Save DC Damage Characters who pause in a safe area to
at dangerously high speeds. Trails exist 1 Geyser of hot steam 8 1d2 study the path ahead of them receive a bonus
paths built by coglayers to reach certain sec- 2 Idle gear suddenly to their Reflex saves. After observing the
tions of the engine for maintenance reasons starts spinning 10 1d3 engines rhythm for a full five minutes, they
but they are few and far between, rarely 3 Unseen piston shoots have watched long enough to see the pattern
leading where the characters want to go. up from the floor 16 1d4 and know when to anticipate most hazards
Moving through a gear forest is dangerous. 4 Two heavy metal blocks although plenty of irregular occurrences
Everything moves, the ground is slippery, and on either side of the still happen, and their own reflexes decide
a tiny misstep can mean being smashed by a character swing shut, the final outcome. Studying the path ahead
piston or sliced by a spinning gear. Passersby closing a valve 8 1d6 grants a bonus to Reflex saves of +2 to +4,
must step very carefully, and even then they 5 Slippery oil slick 14 Fall prone depending on the complexity of the area and
may be caught by surprise. On top of that, 6 Pendulum swings down how much a character can grasp. This bonus
the air is oppressively hot. from above 12 1d6 applies only while concentrating on move-
The table below describes potential haz- 7 Gout of fire 10 1d6 + fire ment. If the characters are distracted (such
ards. No matter how careful they are, charac- 8 Slack belt at floor level as by combat), the bonus ceases.
ters walking through a gear forest have a 25% starts spinning 12 1d2 + fall prone Living within a gear forest for an extended
chance per round of encountering a hazard. Creatures smaller than Medium size are period of time can make a character familiar
Running or fighting within a gear forest more easily able to duck and dart between enough with the area that he is no longer in
doubles the chance. Determine the hazard the engines crevices. They receive a +2 danger. Just as a ranger can learn his forest
by rolling 1d8. bonus to their Reflex saves. Creatures with so intimately that he knows the location of
5 or more ranks in the Tumble skill receive a every predator, a cogling or clockwork rang-
+1 bonus to their Reflex saves. er can learn the gear forest so well that he is
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aware of every moving part. For every month dle or a creature in the puddle will instantly er may be there as well. Relations between
of occupancy within a gear forest, subtract 1 ignite it. The fire spreads outward to the rest these two parties vary from firm alliances to
from the DC of any danger encountered, to of the puddle on the next round. It will last tolerance, but are almost never hostile. The
a minimum DC of 1. Even then, however, the until it has burned itself out, which typically only other humanoids encountered with any
character may still be delayed by the need to takes 1d3 rounds. Creatures caught regularity are troglodytes and
time his travel to avoid moving parts. If his in the fire take 1d6 damage and kobolds.
movement exceeds walking speed, he suffers may catch on fire (Reflex Ferrovores, the
a 12% chance of encountering a hazard. save (DC 14) to avoid). most hated crea-
Summary of gear for- tures on any
General Traits est traits: mech, are rare
A gear forest is illuminated by the glow of 25% chance of haz- in gear forests.
hot furnaces and gouts of flame. It is con- ard per round while This includes
sidered a low-light area. Without additional walking; 50% while rust monsters.
lighting, visibility is limited to 15 feet, or 30 running or fighting They are hunted
feet for characters with low-light vision. Creatures smaller and killed by
Gear forests are extremely noisy. Buzzing, than Medium size coglings, who
clanging, and banging are all around. All Lis- receive +2 bonus to dont want to give
ten checks suffer a 2 penalty in a gear forest. Reflex saves against hazards the mech crew reason
Gear forests are filled with places to 5 or more ranks in Tumble skill to come make repairs.
hide. Unless specifically noted on the map, grants +1 bonus to Reflex saves Characters will only encounter
assume a creature can find shadows or an Studying the path ahead gives bonus to ferrovores if they have just recently invaded
obstruction to hide behind in any area of Reflex saves of +2 to +4 the mech.
a gear forest. This cover usually involves Visibility of 15 feet (30 feet with low-light Constructs are the final category of life in
moving parts, however (even though they vision) a gear forest. When first built, gear forests
may not be moving when the character first All those within suffer a 2 penalty to invariably include a small army of cogulus,
ducks down). The character is still exposed Listen checks clockwork puppets, and other special-pur-
to the danger of hazards while hiding. In the Hiding places and cover readily available pose automatons. Most are programmed for
same manner, its almost always possible to Some areas impassable; other areas very specific maintenance purposes, with a few
find cover of one-quarter or one-half, but the active there for defense. Over time, they can be
cover might start moving unexpectedly. Flammable sludge piles corrupted. In older engine rooms, they may
Some areas of the gear forest are virtually be hostile, insane, or co-opted by coglings.
impassible on foot. The ground is so thickly Ecology Other constructs are introduced by various


covered with moving parts, red-hot steel, Strange as it may seem, gear forests are home squatters or arrive of their own volition (as
or pools of steaming liquid that climbing or to a wide variety of life. The building blocks clockwork horrors are known to do).
jumping may be necessary. Depending on are vermin and small animals, especially
the obstruction being cleared, the penalty for insectoids and reptiles. Cold-blooded crea-
failure can be loss of hit points. You should tures are attracted to the warmth of engine URBAN AREAS
indicate these obstructed areas on your map. rooms. One reptile, the grease lizard, has
Other areas may be extremely active. So
many moving parts might exist that its just
downright impossible to get a sense of whats
established itself as the dominant animal
among the gear forests natural denizens. Of
course, there are always monsters, beasts,
T he settled levels of city-mechs vary
greatly in design, size, and construc-
tion, but they have some things in common.
going on. In these areas, hazards may be and aberrations that can best a grease lizard. A central marketplace level can always be
encountered much more frequently. Coglings They are somewhat less common in gear found; engineering hurdles concerning
and other natives of the gear forests (who forests than in normal dungeons, but they delivery of water always exist; more room is
know it so well that they are immune to its are still present. always needed to grow all the food required;
dangers) direct combatants into these areas, Intelligent denizens are another mat- and the city-mech is always in need of raw
hoping theyll be killed by the environment. ter entirely. The heat and noise make the materials. These and other needs routinely
The ever-present piles of sludge in which usual underdeep races uncomfortable in create conflict and the potential for adven-
the machinery sits can be fire hazards. Desig- gear forests. Coglings are the most common ture. Here are some ideas.
nate any particularly deep sludge puddles on intelligent race found in gear forests. Even if Water: Water is the most precious
your map. Any fire attack aimed at the pud- coglings are present, a human clockwork rang- commodity for any steam-powered mech,
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for it keeps the engines running. Water is themselves. Many of the wealthier families important levels have grand staircases and
delivered to the city-mech by way of huge have small fungus farms. Entire levels are official entryways.
reservoirs on its shoulders. Rainfall accu- devoted to raising livestock; during the Steam-powered elevators of sorts exist;
mulates in the reservoirs, with additional day, the walls of these levels slide aside to these loud, grinding rooms frighten the
water pumped up from the city-mechs feet provide sunlight, with barred pens keep- daylights out of almost everyone who has
whenever it walks through a river ing the animals from falling out. Other used one. You walk into a small windowless
or lake. In areas with little levels use the same method to steel box, the door shuts, a racket louder
rainfall, the city-mech grow crops, especially grains; than anything youve ever heard occurs, you
must routinely city-mechs have never had feel like youre moving, then the door opens
visit nearby lakes, much luck with fruits or to a different room its an experience that
which often vegetables. seems magical to the typical medieval peas-
creates con- Despite these efforts, ant. Usually one steam-powered elevator is
flicts with the city-mechs invariably in the center of the mech and several more
fishermen and require far more food are around the edges, all connected to the
hunters whose than they produce. Mech vital areas. Visiting traders use the eleva-
territories are fleets are encouraged to tors routinely to bypass the gear forests on
disturbed by the hunt when they can and their way to the market (freight elevators
thousand-foot-tall bring home anything edible specifically for this purpose even exist), but
creature sucking up from their kills. Other than locals almost never use them. All elevators
their water supply. that, the shortfall is supplied by are locked, and only the military and mech
The water is fed to the mech taxation of the surface-dwellers whom officials have keys.
from the reservoir through a series of the city-mech protects. Districts: As with any city, a city-mech
gravity-powered vertical pipes. At least Class Differences: Severe class stratifi- has different districts. Some levels are
one pipe goes through each level. On the cation exists on most city-mechs, especially devoted to housing, others to work. Gener-
poorer (lower) levels, this pipe empties now that the military threat is subsiding in ally each group of three to five floors is one
into a communal bath in the center of the favor of civilian populations. The poor neighborhood, with the neighborhoods
level, which is shared by all. On the richer have cramped quarters on the lower levels, divided by nonhousing levels. Common dis-
(upper) levels, the city-mech has primi- while the rich have spacious areas up high. tricts include these:
tive plumbing built in; secondary pipes The poor do the work that keeps the city- Housing: At least half of the mechs area is
distribute the water to several smaller mech running shoveling coal, repairing devoted to housing. The upper levels are
basins throughout the level, each of which engines, fabricating parts, tending live- spacious and well appointed, while the
is shared by two or more families. stock while the rich do nothing. On lower levels are cramped. Every housing
Water distribution is a constant source some city-mechs, the poor literally built level has a few main roads or alleys con-
of strife. Because a handful of vertical pipes the mech (as was the case with Ned- necting the staircases. Very little of the
channel the reservoir to the entire mech, derpik, whose citizens were floor space is public. The public corridors
upper levels can blackmail lower lev- all builders), and now are lined with endless doors, some of
els by cutting off their water supply. nonbuilder aristocrats which lead to individual dwellings while
In fact, this is one of the state-sanc- are buying their way on others enter lobbies connecting several
tioned crimes of the thieves guild, board. dwellings. Every door has a lock, only a
which often charges water rents In no case has this few windows exist, and at least a quarter of
to the poor lower levels. But the reached the point of all dwellings are not directly connected to
poor can retaliate by punching holes violence, but resentment is a public space meaning it is quite easy
in the pipes that lead up from the grates building. The idealism of the to do secretive things and be noticed only
in the feet, then siphoning off water when- city-mech pioneers fades as by your immediate neighbors, if at all.
ever the mech walks through a river. Patrol- they watch the fruits of their hard work be once Market: Usually one large market is in the
ling and preventing this sort of a problem are more transformed into a feudalistic system. city-mechs torso. This area occupies a full
constant necessities. Getting Around: Each floor has at least level, sometimes two, and is the official
Food: No city-mech produces all the three staircases leading to lower levels, plus trading area for the mech. All state-sanc-
food it needs. Food and metal are their whatever passages have been built inside of tioned sales take place here, including
two greatest imports. But city-mechs do private houses. Some of the lesser-used areas transactions for imported metal and food.
devote substantial resources to feeding have only portholes and rope ladders; other (The storage of the food and metal may
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TABLE 6-1: UNUSUAL FEATURES ON A CITY-MECH


Roll (d20) Feature
1 Very low ceilings (such as a level designed for halflings or gnomes).
2 High ceilings (the trader level, designed for visiting humans or elves).
3 A staircase sealed off with very old bricks and mortar.
4 An area conspicuously walled off.
5 A previously undiscovered hull breach.
6 A gang of ruffians, protected by the thieves guild, is extorting tolls from anyone who wants to travel up the most convenient staircase.
7 All residents of this level seem to be involved in some sort of cult.
8 A nasty slum, worse than any other level on the city-mech.
9 Part of the floor has been collapsed to make room for taller residents below.
10 A monster has breached the hull and settled on the level, using charm person or other similar abilities to ensure that no one complains about its presence.
11 The level has a radically different culture than the one above/below it.
12 A dividing wall separates the level into two sides, each with its own identity and culture. The wall extends several levels deep, creating two towns that are rivals
(or even enemies) and never meet.
13 Rotting infrastructure: weak walls and leaky plumbing. A child fell through the floor last month, but they wont come fix it.
14 Rubbish heaps on the floor.
15 The rubbish comes from open portals in the ceiling, which lead to the wealthier upper levels, whose residents simply dump their garbage on those below.
16 All stairways leading to lower levels have been sealed, and the residents claim its always been that way but evidence suggests otherwise.
17 The door to one particular dwelling simply cant be located, no matter how you navigate the winding passages.
18 Strange noises come from that (or another) dwelling at night.
19 The staircases to one level seem particularly long. Upon investigation, it seems that they were carefully walled off to bypass one level.
The mysterious forgotten level hasnt been accessed for years.
20 Stowaways are protected by a sympathetic mage (via illusion spells and the like).

take place on other levels, but the official or highly valuable. Of course, most of Foundries: Quite a few levels are devoted to
buildings and records are here.) The usual the mech traders bring loads which they blacksmithing, metal refining, parts fabri-
assortment of merchants and craftsmen would prefer to sell in bulk, but they are cation, and new mech construction. The
peddle their wares from rows of stalls. In happy to display small samples of the lat- foundries are always close to the gear for-
most cases these are rented, not owned; est drow spidersilk or elven darkwood, ests. This puts the repairs area right next
rental fees go to the city-mechs coffers. since the delighted responses of everyday to the location where repairs are most
Unusual goods available for sale in a folks show the bulk buyers how popular needed, and also reduces the distance
city-mech include an impressive array of the items will be. imported metal must be hauled. One
steam-powered gear (such as steam guns, Livestock: As described above. section of the foundries is a construction
flame nozzles, steambreathers, and so Military: Many areas are under military zone where the floors have been removed
on), smithed goods of the highest quality control. Any area with a weapon is locked for several levels. This space has a ceiling
(including plenty of masterwork items, and often has a military guard. The hands clearance of nearly 50 feet and is used for
since the best blacksmiths invariably are and feet are almost always 100% military, assembling parts of new mechs. A massive
accepted to live on a city-mech), and the though the arms and legs freight elevator carries the parts down to
most exotic spices, fabrics, and house- have plenty of civilians, the hangar, where they are assembled.
hold goods from anywhere within 1,000 especially close to Hangars: The hangars are the
miles of the city-mech (since they are the torso. mechs feet and shins. Huge vaulted
the center of wide-ranging, highly mobile Control Room: Sev- spaces hold smaller mechs snugly in
networks of mech traders). eral levels of mili- space as the city-mech walks. These
At least one fifth of the market is tary facilities exist, hangars are secure, locked, and well
dedicated to rotating stalls, where visit- at the head of which guarded. They usually hold only mili-
ing mech traders can display their wares. is the control room. tary mechs.
These stalls have new sets of goods almost This is the nerve center of Docking bays: Around each ankle of the
every week, which are always a focus of the entire mech, and it is off-limits mech is a wide, flat platform, like a plate
attention since they are invariably exotic to almost everyone. or saucer built around the leg. This plat-
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form is divided into trapezoidal sections


so it can be folded onto the leg when
necessary. Most of the time, however, it
is open, where it plays host to visiting
mechs. They are mostly traders or military
mechs from other city-mechs.
As the city-mech strides along, the plat-
form rocks and rolls like the deck of a sail-
down the middle of the level, with no access
to the opposite area, then literally hacked a
hole in the floor and ceiling to give access
to the adjacent levels. It has been that way
ever since. Walled-off areas are few and far
between, but they present opportunities
for adventure. In the hot, desolate foundries
right above the gear forests could be a wall

INTEGRATING MECHS
INTO EXISTING
CAMPAIGNS
ing ship. Most of the mech is fairly stable that has been there as long as anyone can
when in motion, but not the feet! This
takes some getting used to. Mechs are
heavy enough to remain in place despite
remember. Why? Whats behind it? Within
the gear forests themselves, areas could be
walled off by stowaways. Maybe a stall in the
F antasy mechs can be integrated into any
campaign setting. You dont need to run
your game in Highpoint to use them. Explain-
the rocking, but they are still chained in market always seems closed . ing their appearance within an existing setting
place as a precaution; if the city-mech Hull Breaches: Hull breaches are gener- may be a bit tricky, but its no trickier than
enters combat, the sudden motion can ally repaired as quickly as possible. No one explaining the appearance of the tarrasque;
send things toppling. gains from having a hole in the side of the after all, these are fantasy games, and its
The process of boarding a city-mech mech; it makes everyone vulnerable. perfectly permissible to allow for the sudden
can be harrowing. Every mech, whether That said, breaches cant always be fixed appearance of heretofore untold marvels.
docked in the hangars or the docking bays, promptly. On a city-mech with 3,500 people, For the sake of internal consistency,
must time its steps to the motion of the the authorities might have something better however, you should introduce mechs in
city-mech. The lowest edge of the docking to attend to. By the time they get around to a planned way. They are so powerful that
bay dips to within ten feet of the ground the breach, it has been forgotten or taken they can swing balances of power wildly and
(bumping into it on uneven terrain). The care of by the locals. One level on Durgan- quickly. Just as the horse was the most pow-
boarding mech must run alongside, end lok has been breached for decades, but since erful armored assault vehicle for thousands
up in just the right spot, and step onto the the locals bricked off the immediate area, no of years of human history (and, in many fan-
trailing section of the docking bay for the one has ever bothered to fix it properly. In tasy campaigns, still is), mechs can assume
ten seconds it is reachable. The boarding effect, a cave is now on the side of the city- the same mantle: an unstoppable military
mech then rises with the docking bay on mech: The original hole in the side (caused machine. If one kingdom deploys mechs in a
the city-mechs next step. A wrong step by several faulty iron panels, which just fell war of conquest, its neighbors had better get
in boarding can mean being kicked aside, off) and the roughly sixty square feet of their own mechs fast.
knocked over, or even crushed by the city- space behind it have no access to the rest The most entertaining way to bring mechs
mech. Its rare, but it does happen. (See of the level. If a flying or climbing creature into an existing campaign is to treat them
page 88 for detailed boarding rules.) could reach the breach, could it now be liv- as lost artifacts of a bygone age. Imagine:
In times of danger, the docking bay is a ing in the de facto cave? No one knows . Thousands of years ago, mechs existed.
vulnerable place. Its wide open and easy to Unusual Features: Table 6-1 presents a Their use dwindled for a variety of reasons:
board. In such times the owners of all visit- number of unusual features that can be used wars with magical outsiders; replacement
ing mechs are required to man their mechs to personalize a city-mech level. You can roll by easier-to-maintain golems and magical
as they rest on the docking bay, using their 1d20 or pick. constructs; a shift in magical energies or
weapons to defend the city-mech. interests that reduced the number of magic
Gear Forests: And last are the gear for- users available to maintain them. Over time,
ests, as described above. the empty mechs rusted into aged hulks,
Blocked Areas: Its easy to block bipedal testaments to a lost era. Most
off part of a city-mech. On the eventually collapsed. But three survived.
residential levels, walling off a One was sealed, repainted, and installed as
single hallway can seal in dozens a monumental statue in the capital city. Now
of homes. Protracted disputes no one remembers that its interior contains
have resulted in just such things an engine. A second was stored below the
occurring. One level on Nedderpik sea in an underground air pocket, where it
had the misfortune of coincidentally has been kept dry and clean by a monk order
housing both sides of a generations- called the Brotherhood of Gears. They await
old family feud. One side built a wall right their avatar to bring the mech to life. The
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6

final mech was buried in a titanic battle with gregate around mechs but because mechs of the ancients is to let mechs evolve
earth elementals. That strange humanoid- are huge, and they can move, some peasants naturally. Thats the approach weve taken
shaped mountain in the distance is actually may live on the mechs, growing crops in ter- with Highpoint. A series of events defined
a buried mech, ready to come to life if it can races carved out of its hull. circumstances favorable to mechs. Instead
be entered and cleared of the monsters that If these changes are too much for you, of lunar rain and massive dragons, your
now occupy it. introduce mechs more sparingly. Incorpo- world could include another series of
Alternatively, mechs rate natural limitations on their role in the events. Invaders are a good prescription
may have existed all world. For example, constructing a mech for the protection afforded by mechs. The
along as part of the requires an enormous amount of metal. mechs may even have existed for hundreds
worlds mythol- Even if an ancient mech is discovered of years as expensive curiosities; only now
ogy and now the and restarted, neighboring kings may are the prototypes altered for practical
characters discover be unable to build their own for lack use. The invaders must be something out
theyre real. Or per- of sufficient metal deposits. Of course, of the ordinary, however; orc hordes arent
haps the mechs are still they could still build some of the old- enough to send society into mechs (unless
active but few in number. fashioned stone mechs, but those arent theyre truly orc hordes like
They wander the world and peri- quite as powerful. Alternatively, a nothing the world has
odically come into contact with known civi- powerful religious order could ever seen before).
lizations. What if the mechs were primordial decry the mechs as an affront Outsiders from
creations, constructed thousands of years ago, to the gods. Who are we, another plane,
that have been built upon since? They may have they say, to build metal demons or
massive unexplored dungeons in their lower mockeries of the gods? devils, drag-
levels; the areas where people once lived are Suddenly the entire mech ons, even a
now derelict and occupied by monsters. movement is squashed at plague that
Once mechs do make an appearance, the its beginnings. has sent the
world will change. First, the powers that be Introducing mechs into giants into a
will seek to control this new marvel. Kings your world can constitute frenzied, rabid
will fear the mechs ability to destroy their an enormous story arc cov- state of mind
armies. They will try to steal it, control it, or ering many, many adventures. the enemy should
copy it as fast as possible. Second, threats to Characters at low levels may hear be insurmountable with-
civilized society will be reduced by an order rumors or legends concerning the ancient out the aid of mechs.
of magnitude. Rampaging dragons? No big walking mechanical men. At the middle Once mechs are in your world, give them
deal; bring in the mechs. Dwarven mechs levels they could discover evidence of time to settle. It might take many years of
in particular will have the greatest reper- such constructions, via ancient tomes or game time for stories of the mechs to be
cussions, because they can be built with no miniature working models. At the accepted as real in all parts of the world. In
magical requirements; any king with higher levels they could areas under mech control, people associated
deep pockets, intelligent sages, learn that such things with mechs will have instant social status.
and a few hired dwarves or really did exist, First-level mech jockeys may be afforded
gnomes can construct one. then embark on more prestige than 10th-level fighters. The
Third, the changed nature a great quest to displacement of cavalry and traditional
of warfare may encour- find one of the modes of warfare will undoubtedly cause
aged changes in daily life. three remaining rivalries and resentment, as will any changes
Traditionally, peasants mechs. forced upon commoners. Peasants who go
congregate around cas- An alterna- from tilling their fields to shoveling coal into
tles because they provide tive to introduc- a mechs furnace might not be too happy!
safety. Now they may con- ing the mechs
plate 8 The city-mech serves as an excellent
starting point for any DragonMech campaign.
223
CHPT.
#
7

assaults, rather than head-to-head combats


with mechs of equal size.

CITY-MECH NEDDERPIK Nedderpiks mech fleet emphasizes rela-


tively small mechs most of the force is size
Gargantuan. These are constantly patrolling

N edderpik is a large city-mech under the control of the


Gearwrights Guild. It was the second city-mech ever
built. Even though mech technology was new to the dwarves
the ground near the city-mechs feet. They are
small enough to detect and pursue humanoids,
whether singly or in small raiding parties.
The city-mechs legs are heavily defended
against ground raiders. Each leg has a total
when Nedderpik was constructed, the mech was designed of 10 cupola-mounted steamguns only a few
using the same principles Parilus applied to Durgan-lok, dozen feet off the ground. These are always
manned. With their overlapping fields of fire,
and the construction was supervised by the three junior the mech can hit any individual target long
gearwrights he left behind. This was the only city-mech before it manages to sneak up on the mech.
If the steamguns fail, or if the mech is
whose construction they supervised. As a result, Nedderpik overwhelmed by a large force, each leg has a
is actually far more advanced than many other city- steambreather as back-up. With their cone-
shaped area effect and 360-degree track
mechs built at later dates, which were led by the coglayer mounting, the steambreathers can engage
apprentices of the gearwrights who built Nedderpik. huge crowds of humanoid targets with a single
shot. The left arm wields a Gargantuan flame
nozzle that can also be used against ground

I n the early days the Guild maintained


a crisis-situation mentality where only
essential personnel were allowed on board
Hardness: 28 (Iron, City-mech E)
Base melee attack: +20
Base ranged attack: 5
raiders. As a last resort, the mech can bring
its 987 firing ports to bear, although most of
these are on the torso and are too far from the
Nedderpik. Now that the Stenian Confed- Unarmed Damage: 11d6 +28 ground to be effective against land forces.
eracy has largely secured its territory, Ned- Trample: Largest City-mech B; Against enemy mechs or large targets (such
derpik is far more open to traders, refugees, safe Colossal V; damage 13d6 as giants or dragons), the city-mech has an


and wanderers making it a perfect starting Saves: Fort 2, Ref 8, Will impressive array of steam cannons. A total
or stopping point for adventurers. Abilities: Str 66, Dex 0, Con , of six are mounted near ground level on the
Int , Wis , Cha legs. Nine more are mounted on the torso and
Mechcraft DC: 80 head. An array of javelin racks is mounted in
STATS Base Planning Time: 160 days the torso to deal with flying attackers.
Nedderpik Base Cost: 1,424,589 gp Nedderpik has only a few defenses against
Size: City-mech E Total Cost: 1,497,818 gp attacks from large mechs. The first is its
Power Source: Steam (does not include weapons) mech fleet. The second is the enormous
Payload Units: 8,224 Labor Requirements: 1,966,080 man-hours steam cannon mounted in its head. This has


Height: 1,200 ft. Construction Time: 125 days a limited fire arc but is utterly devastating
Space/Reach: 600 ft. by 600 ft./600 ft. (1,970 avg. laborers plus 197 overseers) against anything foolish enough to enter its
Crew: 2,056 range. Finally, there are the arms. Each one
Firing Ports: 987 has a bore puncher, and the right arm also has
Hit Dice: 718 COMBAT TACTICS a lobsterclaw. If attacked by another large
Hit Points: 3,949 mech, Nedderpik uses its bore punchers to
Critical Thresholds: Green; Yellow 1,975;
Orange 987; Red 395
Base Initiative: 5
N edderpik is extraordinarily difficult to
attack. It has an arsenal of weaponry, a
powerful fleet of smaller defense mechs, and
install assault squads that attempt to fight
their way to the other mechs control room
and kill its pilots. Once theyre installed, it
Speed: 180 ft. the benefit of sheer size. Given the rarity of attacks with the lobsterclaw.
Maneuverability: Clumsy direct assaults on city-mechs to begin with, The main weakness of Nedderpik and
AC: 2 most of its defenses are aimed at ground most other city-mechs is its ponderous
raiders, boarding actions, and hit-and-run movement and lack of maneuverability. It is
224 7
CHPT.
#

of lighting. The restricted military levels


TABLE 7-1: NEDDERPIK PAYLOAD USAGE are still completely dark, but other areas
PU Use now have limited lighting. Businesses usu-
6,936 Workspace, living quarters, and common spaces for 3,468 Medium-size civilians and crew ally put torches of some sort in front of
736 Luxurious living quarters for 210 aristocrats, Gearwrights Guild officials, and senior military personnel their storefronts. Public areas are lit by gas
64 Foundry for building mechs of Colossal II size or smaller streetlights or torch sconces. Individuals
160 Hangar space for mech fleet without darkvision carry torches or lanterns
328 On-board weaponry on them, just in case, as many parts of the
8,224 (Total) mech are still dark.
Air is recycled via gigantic metal fans
Plus 160 more PU of open-air mech storage on each legs docking station. that run constantly around the mechs
exterior. Their rhythmic droning provides
vulnerable to attacks from the rear, especially choking black smoke from the coal fires that a never-ending backdrop to the roar of
fleet-footed mechs that can move behind it keep the engines running. The hull is armored the engine rooms. Despite the builders
and launch bore punchers or other raiding in thick plates of cast iron, reinforced with attempts to maintain good air circulation,
apparatus. Nedderpik addresses this with a limited quantities of mithral at entry points the air is always muggy and hot. The center
combination of a rear-mounted chain tentacle and critical areas such as the control room. areas where most people live have
and a buzzsaw. Rear attackers are speared and Nedderpiks feet and shins are mech virtually no circulation. Coupled with the
drawn into the buzzsaw, where they are shred- hangars. Its knees and lower thighs are the fact that the engines generate a lot of heat,
ded. If that doesnt work, the city-mech also gear forest that runs most of its functions. and a lot of warm bodies are living in close
has two steam cannons, just in case. Human habitation begins above the thighs. proximity, the whole affair can become
In fact, given this impressive array of Transportation between the torso and mech pretty uncomfortable. Of course, dwarves
weaponry, the mechs main worry isnt out- hangars occurs via steam-powered cargo eleva- are used to such conditions from life in
right attack. Its stalkers and other infiltra- tors. Each leg has four such elevators. They their underdeep strongholds, but other
tors, who gain access legitimately through arent used that often, however. Except when races arent.
disguise or subterfuge, or use hiding tech- stopped at a settlement, the only people mak- Mannerisms: Tight quarters and a mili-
niques or magic to get on board. To this end, ing the trip up or down are military personnel. tary regime combine to make Nedderpik a
the Gearwrights Guild maintains strong ties The hangars are augmented by open-air haven for lawful characters. Natives display
with a sophisticated thieves guild that is docking stations around the mechs feet. These a striking tendency toward order. They form
firmly entrenched in Nedderpiks politics. wide, flat platforms look like saucers from a lines naturally and wait patiently. Market
Under the table, the thieves guild acts as distance. Stenian mechs are anchored to the crowds unconsciously form lanes, moving
an unofficial arm of the Gearwrights. In docking stations when they arent on patrol. along in an orderly fashion. Badges of rank,


exchange for the authorities looking the Each platform is independently hinged and can authority, or merit are proudly displayed
other way on a number of minor extortion be raised or lowered as the need arises. and willfully acknowledged.
rackets, the guild patrols the mechs lower Interior: Nedderpik was built by dwarves
areas, with a special focus on detecting those for dwarves. The ceilings are five feet tall,
who can get past the mechs conventional though some areas have been retrofitted to GETTING ON BOARD
defenses. Its all under the table, of course, make foreign visitors more comfortable.
and the Gearwrights Guild would prefer Dwarves have darkvision, so the Guild
E ssential Personnel: Getting on board


more honorable methods but these days, never thought to install lighting within the a mech isnt as hard as it used to be,
you do what you gotta do. mech. In many places it is utterly dark. The but its still not easy. Longtime mech resi-
influx of gnome laborers, as well as human dents have metal medallions stamped with
and elven traders, necessitated some sort their names. This is a legal record of their
APPEARANCE
TABLE 7-2: MECH FLEET

O utside: Nedderpik is as tall as a 120-


story building. It has a bulky humanoid
shape with dwarven proportions very wide
Mech Model
Scorpion
Lancer
Size
Colossal II
Gargantuan
PU
64
16
Quantity
1
2
Total PU
64
32
and very stocky. It is covered with chimneys Juggernaut Gargantuan 16 4 64
and smokestacks, which alternately release Total 160
scalding hot steam from the steam engines and
225
CHPT.
#
7

residence on the mech. The names on the


medallions are matched against a master list
maintained by the mechs administrators, so TABLE 7-3: ON-BOARD WEAPONS
someone who has his medallion stolen can Location Arc of Fire Weaponry PU
get a new one but the thief still might Head 45 forward Colossal III steam cannon 64
be able to use a stolen medallion to get 2x Gargantuan steam cannons 16
on board an otherwise secure mech before Left arm 180 forward Gargantuan bore puncher 8
the theft is detected. To that end, mech Gargantuan flame nozzle 8
residents protect their medallions carefully. Right arm 180 forward Gargantuan bore puncher 8
While on board the mech they keep them Colossal lobsterclaw 16
safely secured, and they guard them reli- Torso 45 forward 4x Huge javelin racks 16
giously while offboard. 4x Huge steam cannons 16
Convincing the mech administration to let 45 backward Gargantuan chain tentacle 8
a nonresident on board is not easy. Nedderpik 2x Gargantuan steam cannons 16
divides petitioners for space into two cat- Colossal buzzsaw 16
egories: essential and nonessential. Essential Left leg 180/360* Colossal steambreather 16
applicants have skills that are useful to the 2x Colossal steam cannons 32
mech. After passing a brief interview (and the 10x cupola-mounted personal steamguns 20
discreet casting of detect evil), theyre admit- Right leg 180/360* Colossal steambreather 16
ted on the spot. Essential skills vary depend- 4x Gargantuan steam cannons 32
ing on the mechs current population, but 10x cupola-mounted personal steamguns 20
usually include coglayers and mech jockeys,
fighter types who are willing to serve at least *Single weapons have a 180-degree arc of fire facing one direction. They are arranged such that every arc of fire is covered,
part-time in the mechs military (including however. Unless attackers are coming from every direction and it really matters what shoots at what, assume at least half of
fighters, warriors, rangers, paladins, and the leg-mounted weapons can hit any given target. The steambreathers are an exception; they are mounted on a moveable track
barbarians), clerics and adepts who will pro- near ground level so that they can repel boarders from any direction. The steambreather has a 180-degree arc of fire in whatever
vide medical care, and experts with skill in direction it faces. It can shift facing by up to 45 degrees per round.
blacksmithing and engineering. Wizards and
sorcerers are occasionally needed, but theyre able, though its a bureaucratic process. Residents on the upper levels pay rent to the
not in as high demand as the other classes. As one might surmise, immigration Guild; they do not own their living quarters.
Nonessential personnel includes every- administration is a big aspect of managing The lower level slums dont pay any sort of
one else. Those who petition for permanent the mech. Housing on a mech is at a high rent, but their space is completely unofficial
residence are treated differently from those premium, and at every stop, Nedderpik is (in other words, space is allocated by the
who petition for temporary admittance. The besieged by peasants looking for safety. Of laws of the jungle) and subject to reclama-
permanent residents are evaluated based on course, despite the well defined application tion by the Guild if it needs to expand the
how much theyll contribute to the mech process, mistakes and loopholes occur. A engine rooms.
versus how much theyll take from it. Having fat purse filled with gold will get anyone on In the rest of the mech, individuals can
any sort of skill or craft goes a long way to board, though the price has been rising it own land just as modern condominium
recommending someone. Unskilled labor is takes 5,000 gp to get a medallion these days, residents own space in a larger building.
a dime a dozen and rarely makes it on board. and thats just on the lower levels. Aristocrats Space is bought, sold, traded, and leased
Temporary admittance is generally granted have been known to pay ten times that much for a variety of purposes. The mechs strict
to traders, especially those with legitimate for higher-level housing. Nepotism and immigration policies enforce an indirect ver-
business, political, or religious concerns, connections to the Guild also help certain sion of rent control, in that the demand for
provided the mech administrators dont con- applicants. More than one idle malingerer property never exceeds the supply by a great
sider them stowaway risks. Most adventurers has gotten a room on the mech because his margin. Even so, vacant properties are still
can board a mech temporarily on grounds of uncle is a prominent Gearwright. snapped up quickly, and you can be assured
trade or hands-for-hire, provided theyre not Housing: Housing on a mech is in short of selling for more than you bought.
muddy and bloody when they try to get on supply. Families of four live in 10x10 rooms. The Guild is well aware of the danger of
board. Temporary admittance is for periods Individuals rarely have more than half that large property owners buying blocks of space
ranging from one day (for local traders) to up amount of space. and controlling who lives on the mech. The
to six months (for paying passengers travel- The very upper and very lower levels of Guild has a number of policies in place to
ing safely on the mech). Extensions are avail- Nedderpik are considered Guild property. prevent this, including limitations on how
226 7
CHPT.
#

much space an individual can own. The Guild


also has right of first refusal to purchase any
available space on the mech. It has been
known to intervene and purchase high-
demand properties for below-market prices
to make sure they are available to newly
settling essential personnel. In the cases of
highly essential residents, the Guild buys
As with all Stenian city-mechs, Nedderpik
patrols a fixed territory. It generally follows
the same loop month after month, so it
will eventually pass close to any place it has
been before. Most of the time, it moves at
a leisurely pace, stopping several times a
day to let on visitors. This lets fast-moving
mechs catch up with it, or, at the very least,
N
GOVERNMENT
AND MAJOR FACTIONS

edderpik is ruled by a complicated


system that has yet to find a balance.
Three factions exist: the mech commander,
space then provides it free of charge, giving cut a straight line across its circular path and known as the Admiral Navigator; a three-
the occupants a one-year period before they meet it at the next pass. Of course, it helps man (er, dwarf) council called the Council
have to either buy it, start paying rent, or that Nedderpik is the size of a skyscraper: of Navigators; and the Gearwrights Guild.
move out. The Guild also maintains blocks of In level terrain (or from the top of any tree- The Council of Navigators is responsible for
property that it gives free to certain essential sized mech) you can see where it is at a pretty general mech policy and law, and for deter-
professionals (such as coglayers). great distance. mining the mechs course. The mech com-
Characters are unlikely to own land Even though you know the mechs coming mander is responsible for day-to-day execu-
unless they or a relative is essential person- back, you still might have to wait a while. tion and for all aspects of mech piloting. The
nel. As a rule of thumb, its a good idea to It can take a good month for Nedderpik to Gearwrights Guild has little involvement in
declare that the characters live in property make the rounds, so to speak. A crisis situ- government other than through maintain-
owned and provided by the Guild. A char- ation may require it to stay in one place for ing the mech and constantly upgrading its
acter whose parents were engineers, or who a while, necessitating waiting, waiting, and systems, but it officially owns the mech and
has several ranks in Profession (engineer), more waiting. Adventurers should always often interferes in all manner of affairs.
may live in a Guild-owned apartment. be prepared to spend a while on the surface, The three factions are in a constant state of
Sea Legs: A mech is constantly in motion. or split their time between Nedderpik and flux. Although politics never get nasty, they
Someone standing on one of Nedderpiks a more predictable home (such as Edge or do become confusing and bureaucratic, and
hundred-plus levels will feel the floor ris- another city). Alternatively, they could just important decisions are delayed or diluted
ing and falling in a never-ending rhythm as have fast transportation capable of catching for political reasons. Because the mech was
the mech walks across the landscape. When up with their home. built outside the traditional dwarven clan
the mech speeds up, the sensation becomes structure, it has embarked into uncharted
stronger; when it stops, the rhythm does, too. political territory and no firm sense of author-
Longtime residents dont even notice ity has been established by any faction. So far
this anymore, but newcomers to a city-mech no single strong leader who can unite the dis-
have to get their sea legs before they can parate forces has emerged, though many crew
move comfortably. They are constantly members hope one shall someday arise.
thrown off-balance by the mechs rhythmic The current Admiral Navigator is Steel
rocking. Characters who havent been on Dworgen (dwarf male Mcj 17), better known
a city-mech before must spend their first as The Steel Admiral, a nickname he
month on board with a 1 penalty to Dex- picked up in the mech fleets for his stead-
terity. If they attempt to move faster than a fast piloting. A veritable legion of subor-
walk, they must make a Reflex save (DC 14) dinate mech jockeys reports to him, each
each time or fall over. After a month, they controlling one minor aspect of the mechs
get their sea legs and can move normally piloting. In extreme cases, Steel takes
on the mech. Note that this is different the controls himself, but usually another
than the usual mechsickness experienced dwarf does the piloting.
when boarding a smaller mech; it is more of The current Council of Navigators consists
an annoyance than a source of nausea. of one elder clansman, one senior gearwright,
Finding Home: One of the interesting and one high-ranking military general. Cur-
aspects of life aboard a mech is that your rently the three officials are Lord Thulin
home moves about. Leave for a quick dun- (dwarf male Ftr 6/Ari 8), Gearwright Trigius
geon crawl and your citys gone when you (dwarf male Cog 9/Grt 9), and General Gunnar
come back! (dwarf male Ftr 19). Each is appointed to an
indefinite term by his respective faction.
227
CHPT.
#
7

T
SOCIETY

he vertical nature of a city-mech imbues


it with a strict hierarchy, whether the
designers intended it or not. The most
prominent citizens live on the upper levels,
The mech is a huge population base, and
a thriving trade exists between its residents
and traders who visit for short periods. But
docking a mech on Nedderpiks docking
bays isnt free. The price depends on the
mechs size:
Size
Huge
Daily Docking Fee
10 gp
ral Navigators commands. It controls the
hangar bays and the open-air docking sta-


tions, and determines which mechs can dock
and for how long.

ORGANIZATIONS

with prominence declining as the levels do.


The hierarchy on Nedderpik is as follows.
The upper reaches are at the head; the lower
Gargantuan
Colossal
Colossal II
20 gp
35 gp
50 gp
T he Gearwrights Guild has a very strong
presence on Nedderpik, as does the
College of Constructors, which maintains
levels are at the thighs or lower. This does a construct lab there. Usually two or three
not include the hangars in the shins, which
are a special case; most troops assigned
there have permanent quarters with other
N edderpik has three main markets
at varying levels, and the goods are
pricier and rarer as you advance higher.
DragonMech pilots are on board, though
they tend to come and go. The thieves guild is
unusually powerful, due to its under-the-table
military personnel. Numerous local mini markets where basic arrangement with the Gearwrights Guild for
Council of Navigators, Admiral foodstuffs and supplies are sold are also maintaining order in the mechs lower levels.
Navigator, and Gearwrights Guild placed every two or three levels. Otherwise, In addition to these, a number of organi-


Mech jockeys and clan aristocrats the mechs layout is typical for a city-mech, zations on board are unique to Nedderpik:
Engineers, technicians, coglayers; as described on page 218. Ball & Bolt: This military club is devoted
mech crew; clergy to combat with ranged weapons, especially
General military personnel, including from moving mechs. Members are hard-core
most fighter types MILITARY military officers, mostly mech jockeys and
Wizards and most merchants fighters with mech weapon proficiencies,
Craftsmen
T he highest military rank on Nedderpik who practice whenever they can. If a mech


Farmers is the Admiral Navigator, who is always patrol has a spare gunner seat, you can be
Laborers drawn from the militarys mech jockeys. He sure that someone from Ball & Bolt has
technically outranks the generals, though talked his way onto it.
he always defers to them in matters of strat- Jousting Crows: An informal mech jock-
ECONOMY egy, just as they defer to him in matters of ey association. Primarily a social club; no
mech commanding. actual jousting takes place. Theyre named

A s far as interaction with surrounding


areas goes, Nedderpik has an unusual
economy. It is essentially a huge military
Nedderpiks military mirrors the three
divisions of the Stenian Confederacy, which
are the Footman Guard (ground troops),
after the Jousting Crow tavern, a pub on
Nedderpiks upper levels. All mech jockeys
are free to join, regardless of military affilia-
base supported by the land around it. As Mechanized Assault (the mech fleets), and tion or citizenship.
such, its main imports are raw metal, food- Mechanized Defense (the city-mechs, espe- Cannoneers: A group of mathematically
stuffs, wood, and coal. Its main exports are cially their weapons use). inclined artillery crew (mostly mech jockeys
services: military protection and shelter, The Footman Guard maintains order and fighters with siege weapon proficien-
though it also produces a large number of on the mech, acting as police with a sepa- cies) who train incessantly with their steam
finished metal goods. rate judges division. No civilian police cannons. Devoted to both physical train-
The domestic economy is more tradi- or judges exist. They also handle ground ing and the mathematics of artillery fire,
tional. Laborers refine metal, grow food, warfare as needed, as well as repelling the group has uncovered several hitherto
shovel coal and wood, and keep the engines boarders. They are in charge of handing unknown rules of geometry and is on the
running. Craftsmen fabricate parts, maintain out citizenship medallions and managing way to developing what we know as modern
the mech, design and build new mechs and immigration issues. trigonometry. Initially regarded as esoteric
other constructs, and keep weapons produc- Mechanized Assault patrols the areas and useless, the association is rapidly gain-
tion up. The military crews the mech and its around the mech, attacks relevant threats, ing respect among the gearwrights, who
fleet, protecting nearby areas in the process. escorts cargo vessels, and transports foot- are starting to see practical applications for
Finally, the secondary labor pool tends to the men as needed. their discoveries. Anyone can join, but mem-
needs of the mech crew itself, including tai- Mechanized Defense controls the mechs bers with Int lower than 17 will have a hard
lors, carpenters, and other craftsmen. guns and subpiloting according to the Admi- time following the conversation.
228 0
CHPT.
#

DESIGNERS NOTES
DragonMech was born on a sunny sum- the cleric immediately healed the bard and huge moon-meteors rich in ore. One meteor
mer day in Atlanta, Georgia. I was reading the group was back in business. contained a temple of Seroficitacit. Several
a gaming magazine and happened upon an The gear forest had a sludge river lunar skinstealers had survived the drop to
ad for a sci-fi mech game. I started think- that formed from pools of grease, oil, and earth, unbeknownst to the miners who
ing about how mechs dont really fit into a mechanical byproducts. A massive grease accidentally opened a shaft into the temple.
sword-and-sorcery setting... then wondered lizard ruled the river. As I recall, the players The adventure plot was multi-tiered: lunar
if there was a way to make them fit. Over the were about to use a typical scorched-earth skinstealers were possessing people and
next year and a half, this thought developed policy to literally ignite the sludge river, hop- trying to take over the mining camp, while
into DragonMech. ing to toast the grease lizard that was lurking the foreman was concealing the fact that he
The first playtest was in January 2003. within, when they suddenly remembered was skimming profits off the top. This cre-
The adventuring party consisted of standard that hours of exploring the gear forest had ated two entirely separate sets of suspicions,
fantasy characters (the new classes werent left them coated in flammable grease! Self- intrigue, and danger. I expected this adven-
fully developed yet), and the setting was a immolation was avoided, and they fought the ture to last two sessions but it took more
city-mech. Like all great first-level adven- grease lizard the old-fashioned way. than six sessions as the PCs slowly unraveled
tures, this one started with, Theres a The heroes finally found the source of the the complicated situation (getting arrested
problem, and youll be paid well to fix it. problem on the next level of the gear forest, during the process) and finally found the
The problem was a clogged water pipe some- which was flooded (with water, that is). It clerics body. It was in this adventure that the
where deep in the city-mech, but it wasnt turned out the city-mechs intake valves had lunar skinstealers earned the nickname that
the city-mech government that was hiring sucked up a small locathah tribe when the stuck with them for the rest of the campaign:
the characters. Instead, it was the thieves city-mech waded through a surface lake not moon carpets.
guild, which had a good protection racket long ago. The locathah chieftain blasted a The PCs soon had a mech of their own,
going by siphoning water off the city-mechs hole in the water pipe to escape, and now the and the next stage of the campaign was a
pipes and selling it to those who should be tribe was living in a flooded gear forest while cross-country trek to the city of Edge. The
getting it for free. The guild needed the trying to figure where the hell theyd ended former owner of their mech had bequeathed
problem fixed before it brought public up. The final battle was against a locathah them a strange crystal artifact, and hinted at
attention to their scheme. cleric with a wand of water control who used it a mysterious prophecy before he died. The
The descent into the gear forest to submerge the entire room, including the rest of the prophecy could be learned from
introduced the players to coglings (which PCs. As the DM, I enforced a no-communica- his sister in Edge but all the PCs had to
in this adventure were ferocious natives tion-between-players rule during that battle work with was a first name. The journey to
bent on defending their turf), grease liz- (submerged PCs couldnt speak, of course, Edge sent them into several mech battles,
ards, and the myriad hazards of endless so neither should the players), and I reminded where we first started to really test the mech-
engine rooms. The opening encounter had the players each turn of how many rounds to-mech combat rules. It was from these and
a hidden cogling with a crossbow, who man- were left until their characters drowned. This subsequent mech combats that I settled on
aged to drop the gnome wizard less than battle was great there was no light source, the mech rules, always with the helpful (and
5 minutes into the game. The gnome got so half the PCs were blinded, and not a one never-ending) input of the group.
toted around in a sack for a while until the of them had expected to be swimming in a My concept for the mechs of Drag-
characters found a cleric to cure him. As city-mech, so they were all unprepared. After onMech is not the nimble, fleet-footed
soon as they got back into the gear forest, many tense moments, they finally grappled mechs of anime fame, or the solid, powerful
the other gnome (a bard) got dropped. The the cleric, wasted his summoned octopuses, walkers that most people associate with the
remaining players were eager to get going at and killed him before anyone drowned. term mech. The DragonMech mechs are
this point, so the bards unconscious body From there, the campaign progressed into instead more like clumsy giants stomping
spent several hours of game time stuffed in the ruins of the flatlands, where the PCs awkwardly across the landscape. Theyre
a sack. Conveniently, the next session saw had to find a cleric who had vanished on a powered by steam engines but remain bal-
the introduction of a new player who had mission to convert hard-drinking miners. anced only by the grace of God. A core
been talked into playing a cleric. Garrick The mine was of course built around several concept of the game is that these mechs are
229
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really massive bruisers with terrible coordi- They were remembered by the toll-keepers! were significant enough to make it into
nation. They triumph through brute strength From then on, they were charged 10 times this book. For example, if you want to buy a
and sheer mass above all else. Think Andre the standard rate in stair tolls. trained guard dog and turn it into robo-dog,
the Giant, not Bruce Lee except, of course, For most of the campaign, the players had it takes a DC 20 Knowledge (steam engines)
for the Irontooth Clans, who provide a bit of been trying to devise ways to break open check plus 25 gp in materials.
mystical martial arts balance. enemy mechs without actually fighting Somewhere along the way I finished the
This clumsy giant concept is the them. A favorite tactic was use of spider climb first draft of the DragonMech manuscript.
reason the calculation for a mechs trample to get onto enemy mechs followed by bombs I had 6 copies printed, one for each player
attack doesnt include their Strength modi- dropped through portholes. There was also and one for me. There were no pictures, of
fier. Its assumed theyre bumbling about some experimentation with called shots, course, since this was a raw MS Word docu-
stomping infantry through sheer luck, rather including Sarin the half-elf rogue who once ment bound by a local printer. This playtest
than aiming carefully-delivered blows to rolled a natural 20 for his longbow to nail book had a plain white cover, and the group
squash specific targets. The same goes for a mech pilot through a tiny porthole from began calling it the white album. The
the mech AC calculation, which foregoes more than 500 feet away. At various times white album became the foundation for new
Dex modifiers (unlike any other AC calcula- PC directions as the players started trying
tion in the game). Mech Dexterity is more out the new classes. Ulie (the wizard) mul-
about hand-eye coordination (the mechs ticlassed as a coglayer, and Drem (the bard)
hand to the drivers eye) than fancy foot- started working toward the riftwalker PrC.
work. Its assumed outright that all mechs Soon we started a new campaign using
have mediocre (or worse) footwork. the new classes: a multi-classed half-
This, in turn, plays into one of the orc steamborg/barbarian, a halfling
central tenets of fighting mechs: coglayer (who traveled around in a
they should be easy to hit. Its walking, flying bathtub built from
like shooting at a walking castle, his steam powers), a female
after all; how can you miss? human mech jockey, a dwarven
Thus, ACs should be low, cleric of Dotrak (the player
which is ensured by reflect- really wanted this so I bent my
ing material armor bonuses own rules to allow it... dont
in hardness rather than AC. try this at home, kids), and a
Removing Dex penalties from gnome wizard played by the
the AC calculation balances out same guy who played the gnome
removing the bonus that would bard, who was again trying to get
come from material armor. to the riftwalker PrC. (As he put
Back to the campaign. Once the it: I like running away. This class is
players reached Edge, they had run-ins perfect for me!)
of all kinds, ranging from orc raiders to Even though DragonMech was born
drow schemes to a completely unplanned in my mind, it was raised by a family of
confrontation with the guild that controlled seven. The five players who have gamed in
passage up the cliffside. Two PCs started a this world for a year and a half are who really
fight with a staircase toll-keeper who tried two of the players took over the DM helm, brought it to life. Mike, Alan, Garrick, and
to charge Garrick the cleric extra. Because and both introduced great new ideas along both Stephens you raised DragonMech
Garrick the cleric was 66 tall, the toll- the way. These included the basic concepts from a baby to what youve just finished
keeper said hed cause excessive wear-and- for the riftwalker PrC (which grew out of an reading. Guys thanks! I couldnt have done
tear on the stairs. The extra charge was a ancient order of monks that slipped to the it without yall. The seventh parent is my wife
whopping 1 copper piece, but the principle other side to escape the lunar rain) and a April, who put up with all those weekends
was enough to fight over. The belligerent slew of new mech ideas, including flying and late nights of writing. Thanks, April.
PCs were promptly jumped by a band of half- dragon-shaped necro-mechs, the Hog (a Theres a reason this book is dedicated to
orc porters. Even though the party included six-legged transport mech shaped like, well, you. Now that this is over, the jadays can
a tough dwarven fighter known only as The a hog), and one-man mechs used in infantry begin again!
Gong, they had to retreat. It seemed like a combat. We also encountered all sorts of Joseph Goodman
minor incident until they tried to leave Edge. little rules modifications, not all of which March 2004
230 0
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INDEX
Amplifier 55 Dotrak 37, 64 Forestrati 192
Andakakilogitat 63 Dragon, lunar 63, 187 Gear forests 215
Animate gears 48 DragonMechs 179 Gearhead 43
Animator 55 Drill 58 Gearstride 43
Anklebiter 26 Dronog 188 Gearwright 29
Armor 135 Druid 14 Gearwrights Guild 177
Assimilated 27 Duerok 161, 165, 170 Glatek 149
Automator 56 Durgan-lok 170 Gnome 11
Barbagula (mech) 99 Dusk devil 190 Grease lizard 196
Barbarian 12 Dusk runners 160 Great Standing Dwarf 163
Bard 12 Dwarf 10, 161, 165, 170 Gur 159
Bastion (mech) 100 Earthrise 50 Half-elf 12
Bessemer 156 Edge 151 Halfling 12
Billows 56 Elf 11, 167, 174 Half-orc 12
Blood pump 56 Endless Plains 149 Haven 168
Boiler 56 Endless traders 161 Highpoint 148
Calendar 146 Engine Domain 48 Human 10, 157
Cauterizer 56 Enginemasters grasp 50 Hypsies 159
Chemak 155 Equipment 123 Identifier 58
City-mechs 88, 215, 223 Erefiviviasta 64 Imagemaker 58
Cleric 13 Familiars 47 Incinerator (mech) 103
Clockwork double 49 Fangbiter (mech) 102 Indirect attacks 97
Clockwork familiar 47 Feats 43 Iron arm 59
Clockwork puppets 56, 181 Iron jacket 59
Clockwork ranger 15 Iron Maiden (mech) 104
Coglayer 16 Iron shambler 194
Coglings 183 Ironclad 50
College of Constructors 47 Irontooth Clans 31, 166
Combine Spell 43 Janzeters Amazing
Construct friendship 49 Mobile Cannon (mech) 105
Constructor 18, 47 Juggernaut (mech) 107
Craft (mechcraft) 40 Knowledge (mechs) 42
Craft Magical Mech 43 Knowledge (steam engines) 42
Craft Powered Mech 43 Larile Nation 167, 174
Craft Steam Gear 43 Lancer (mech) 108
Crumble bug 185 Lebra 156
Darkness generator 57 Legion, the 168, 175
Daughter, The (mech) 100 Light generator 60
Deep diver 204 Ferrous soul 50 Lobber 60
Dehumidifier 57 Fighter 14 Lunar creatures 181
Descrambler 57 Fin apparatus 57 Lunar rain 146
Detect clockworks 49 Flatland 161 Lunar skinstealer 195
Dignitary (mech) 101 Flywheel 58 Magic items 141
Discriminator 57 Fog generator 58 Mech Dancer 44
Dispel magic and mechs 96 Force generator 58 Mech Devil 31
231
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Mech Fu 44 Nozzle 60 Steam Mage 35


Mech jockey 18 Optical orb 60 Steam Powers 53
Mech Pilot 42 Orcs 161 Steamborg 22
Mech Rider 44 Paladin 14 Stenian Confederacy 165
Mech tribes 169 Pilot light 60 Stilt City 154
Pretominin Heads 164 Summon natures ally 52
Pump 61 Talon (mech) 117
Ranger (class) 14 Tannanliel 174
Ranger (steam power) 61 Targeter 62
Ranging shots 97 Thieves guild 178
Rebirth 168 Thurd 158
Rebuild soul 51 Tick tock knock 52
Religion 63 Tortog 160, 201
Resurrection 64 Totem (mech) 118
Riftwalker 33 Trak trak 202
Rodwalker (mech) 111 Translator 62
Rogue 15, 21, 178, 179 Transpose spirit 53
Rook 156 Unnatural Pilot 46
Rotor arm 61 Vanquish spirit 53
Roughland 163
Rust riders 168
Mech Weapon Proficiency 45 Scale Hunter (mech) 112
Mechanized Combat Practice 45 Scanner 61
Mechidextrous 45 Scorpion (mech) 113
Mechs 67 Seroficitacit 46, 64
Animated 78 Seroficitacits Changes 46
Armor 79 Siege Weapon Proficiency 46
Clockwork 75 Shaker 204
Combat 86 Skills 40
Construction 81 Skull Crusher (mech) 114
Crew 92 Slathem 198
Enchanting 143 Slaughtergore (mech) 115
Gallery 98 Smiggenboppers
Maneuverability 73 Perambulatory Orc (mech) 116 Verdant Fury (mech) 119
Man-powered 75 Smoking dead 199 Vermil 163
Power source 70 Sorcerer 15 Vessel of Dotrak 37
Pricing 81 Soul box 51 Viper (mech) 121
Size 72 Voice command 62
Specialized traits 80 Wavemaker 62
Steam-powered 73 Weapons 123
Undead 78 Wet Desert 163
Mechsickness 69 Wisps 158
Mechwalker 46 Wizard 15
Metal ears 60 Worm farmers 159
Metal legs 60 Worm, giant 204
Monk 14
Moonwatcher 46 Spark generator 62
Mother, The (mech) 109 Speed Freak 46
Natural Pilot 46 Spells 47
Nedderpik 165, 223 Stalker 21
Noisemaker 60 Stavians 157
232 0
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#

LEGAL INFORMATION
This printing of DragonMech is done under City, Tyratian River, Chemak, Bessemer, Content: all of Chapter Two: Mechs and
version 1.0a of the Open Game License; ver- Rook, Lebra, Stavians, Wisps, Thurd, Gur, Chapter Three: Equipment; and anything
sion 5.0/4.0 of the d20 System Trademark Hypsies, worm farmer, deep trader, tortog, else contained herein that is already Open
License and d20 System Trade- dusk runner, Vermil, Pretominin Heads, Game Content by virtue of appearing in the
mark Logo Guide; and Irontooth, Irontooth Clans, Larile System Reference Document or some other
the Revised (v.3.5) Nation, Tannanliel, Nedderpik, OGC source.
System Reference Durgan-lok, rust riders, the Some portions of this book that are
Document, by Legion, Gearwrights Guild, delineated OGC originate from the System
permission dronog, lunar skinstealer, Reference Document and are 1999, 2000,
from Wizards forestrati, slathem; any 2001, 2002, 2003 Wizards of the Coast, Inc.
of the Coast. and all Goodman Games The remainder of these OGC portions of
Subsequent products, logos, titles; this book is hereby added to Open Game
printings of any and all stories, sto- Content, and if so used, should bear the
this book will rylines, plots, thematic COPYRIGHT NOTICE DragonMech By
incorporate final elements, and dialogue; Joseph Goodman, Copyright 2004, Good-
versions of the all artwork, symbols, man Games; for more informa-
license, guide, and designs, depictions, tion, see www.goodman-
document. illustrations, maps games.com.
Designation of Product and cartography, like- All contents
Identity: The following items are hereby nesses, poses, logos, sym- of this book,
designated as Product Identity in accordance bols, or graphic designs, regardless of
with Section 1(e) of the Open Game License, except such elements design at i o n ,
version 1.0a: The terms DragonMech, that already appear in are copy-
clockwork ranger, coglayer, mech jockey, the d20 System Refer- righted year
steamborg, the assimilated, gearwright, ence Document and are 2004 by Good-
mech devil, steam mage, Dotrak, gearstride, already OGC by virtue of man Games. All
Seroficitacit, College of Constructors, appearing there. The above rights reserved.
steam powerAndakakilogitat, Erefiviviasta, Product Identity is not Open Reproduction or
barbagula, Janzeter, rodwalker, Smiggenbop- Game Content. use without the writ-
per, lunar rain, Stenian Confederacy, Duerok, Designation of Open Game ten permission of the
Diggon, Axon, Digget, Suron, Suret, Surel, Content: Subject to the Product Identity publisher is expressly forbidden,
Arie, Cammerce, Highwater, Flero, Jealo, designation above, the following portions of except for the purpose of review or use of
Lowwater, Highpoint, Glatek, Edge, Stilt DragonMech are designated as Open Game OGC consistent with the OGL.
233
CHPT.
#
0

OPEN GAME LICENSE VERSION 1.0A

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (Wizards). All Rights Reserved.
1. Definitions: (a)Contributors means the copyright and/or trademark owners who have contributed Open Game Content; (b)Derivative Material means copyrighted material
including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation,
abridgment or other form in which an existing work may be recast, transformed or adapted; (c) Distribute means to reproduce, license, rent, lease, sell, broadcast, publicly display,
transmit or otherwise distribute; (d)Open Game Content means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does
not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work
covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) Product Identity means product and product
line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork,
symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters,
spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects,
logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically
excludes the Open Game Content; (f) Trademark means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated
products contributed to the Open Game License by the Contributor (g) Use, Used or Using means to use, Distribute, copy, edit, format, modify, translate and otherwise create
Derivative Material of Open Game Content. (h) You or Your means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License.
You must affix such a notice to any Open Game Content that you use. No terms may be added to or subtracted from this License except as described by the License itself. No other
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4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact
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5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or
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12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order,
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13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All
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15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 20002003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, based on original material by E.
Gary Gygax and Dave Arneson.
DragonMech By Joseph Goodman, Copyright 2004, Goodman Games; for more information, see www.goodman-games.com.
character name player

class race alignment deity


CHARACTER RECORD SHEETS
level size age gender height weight eyes hair
ABILITY ABILITY TEMPORARY TEMPORARY DAMAGE SPELL
ABILITY NAME SCORE MODIFIER SCORE MODIFIER TOTAL WOUNDS/CURRENT HP NONLETHAL DAMAGE REDUCTION HIT DIE TYPE RESISTANCE SPEED
STR
strength
HP
hit points
DEX
dexterity
AC
armor class
= 10+ + + + + +
ARMOR SHIELD DEX SIZE NATURAL MISC TOUCH FLAT-FOOTED MISS ARCANE ARMOR
CON
constitution
TOTAL BONUS BONUS MODIFIER MODIFIER ARMOR MODIFIER AC AC CHANCE SPELL
FAILURE
CHECK
PENALTY

INT GRAPPLE INITIATIVE


SKILLS /

CROSS-CLASS
modifier modifier MAX RANKS
intelligence
TOTAL KEY SKILL ABILITY MISC
WIS
wisdom
SKILL NAME ABILITY MODIFIER MODIFIER RANKS MODIFIER
BASE
attack bonus
MECH
attack bonus
CHA
charisma
Appraise r int ______ = ______+______+______
Balance r dex* ______ = ______+______+______
SAVING THROWS TOTAL
BASE
SAVE
ABILITY
MODIFIER
MAGIC
MODIFIER
MISC.
MODIFIER
TEMP.
MODIFIER conditional modifiers Bluff r cha ______ = ______+______+______
Climb r str* ______ = ______+______+______
FORTITUDE = + + + +
______ = ______+______+______
(constitution) Concentration r con
REFLEX = + + + + Craft ( _________________ ) int ______ = ______+______+______
(dexterity) Craft (mechcraft) int ______ = ______+______+______
WILL
(wisdom)
= + + + + Craft (blacksmithing) int ______ = ______+______+______
Decipher Script int ______ = ______+______+______
Diplomacy r int ______ = ______+______+______
STR SIZE MISC TEMPORARY Disable Device int ______ = ______+______+______
TOTAL BASE ATTACK BONUS MODIFIER MODIFIER MODIFIER MODIFIER
Disguise r cha ______ = ______+______+______
MELEE
attack bonus
= + + + + Escape Artist r dex* ______ = ______+______+______
Forgery r int ______ = ______+______+______
RANGED
attack bonus
= + + + +

______ = ______+______+______
Gather Information r cha
BASE ATTACK BONUS DEX SIZE MISC
TOTAL MODIFIER MODIFIER MODIFIER Handle Animal cha ______ = ______+______+______
Heal r wis ______ = ______+______+______
Hide r dex* ______ = ______+______+______
WEAPON TOTAL ATTACK BONUS DAMAGE CRITICAL
______ = ______+______+______
Intimidate r cha
Jump r str* ______ = ______+______+______
RANGE WEIGHT TYPE SIZE SPECIAL PROPERTIES Knowledge (arcana) int ______ = ______+______+______
Knowledge (architecture
& engineering) int ______ = ______+______+______
Knowledge (geography) int ______ = ______+______+______
WEAPON TOTAL ATTACK BONUS DAMAGE CRITICAL Knowledge (history) int ______ = ______+______+______
Knowledge (local) int ______ = ______+______+______
Knowledge (mechs) int ______ = ______+______+______
RANGE WEIGHT TYPE SIZE SPECIAL PROPERTIES
Knowledge (nature) int ______ = ______+______+______
Knowledge
(nobility & royalty) int ______ = ______+______+______
WEAPON TOTAL ATTACK BONUS DAMAGE CRITICAL Knowledge (the planes) int ______ = ______+______+______
Knowledge (religion) int ______ = ______+______+______
Knowledge (steam engines) int ______ = ______+______+______
RANGE WEIGHT TYPE SIZE SPECIAL PROPERTIES Listen r wis ______ = ______+______+______
Mech Pilot dex ______ = ______+______+______
Move Silently r dex* ______ = ______+______+______
Open Lock dex ______ = ______+______+______
ARMOR/PROTECTIVE ITEM TYPE ARMOR BONUS MAX DEX BONUS
Perform ( _______________ ) cha ______ = ______+______+______
(______________________ ) cha ______ = ______+______+______
Profession ( _____________ ) wis ______ = ______+______+______
CHECK PENALTY SPELL FAILURE SPEED WEIGHT SPECIAL PROPERTIES Profession (engineer) wis ______ = ______+______+______
Ride r dex ______ = ______+______+______
Search r int ______ = ______+______+______
Sense Motive r wis ______ = ______+______+______
SHIELD/PROTECTIVE ITEM ARMOR BONUS WEIGHT CHECK PENALTY SPELL FAILURE Sleight of Hand dex ______ = ______+______+______
Spellcraft int ______ = ______+______+______
SPECIAL PROPERTIES
Spot r wis ______ = ______+______+______
Survival r wis ______ = ______+______+______
Swim r str* ______ = ______+______+______
AMMUNITION
Tumble dex* ______ = ______+______+______

Use Magic Device cha ______ = ______+______+______
Use Rope r dex ______ = ______+______+______

Skills marked with r can be used normally even if the character has zero (0) skill ranks. Skills marked with
2004 Goodman Games. All rights reserved. Permission granted to photocopy for personal use only. are cross-class skills. *Armor check penalty, if any, applies.
SPECIAL ABILITIES/FEATS SPELLS
campaign
0: __________________________________
____________________________________
____________________________________
____________________________________
____________________________________ experience points
____________________________________
1st: _________________________________
____________________________________
____________________________________
GEAR
____________________________________ ITEM WT. ITEM WT.
____________________________________
____________________________________
____________________________________
2nd: ________________________________
____________________________________
____________________________________
____________________________________
____________________________________
____________________________________
____________________________________
3rd:_________________________________
____________________________________
____________________________________
____________________________________
____________________________________
____________________________________
4th:_________________________________
____________________________________
____________________________________
____________________________________
____________________________________
____________________________________
____________________________________
5th:_________________________________
____________________________________
____________________________________
____________________________________
____________________________________
____________________________________
STEAM POWERS 6th:_________________________________
____________________________________
____________________________________
____________________________________
____________________________________
7th:_________________________________
____________________________________
____________________________________
____________________________________
____________________________________
8th:_________________________________
____________________________________
____________________________________
9th:_________________________________
____________________________________
____________________________________

SPELL SAVE
DC MOD

SPELL SPELLS PER BONUS


SAVE DC LEVEL DAY SPELLS

0 0
LIGHT LOAD MEDIUM LOAD HEAVY LOAD
1ST

LIFT OVER LIFT OFF 2ND


PUSH OR DRAG
HEAD GROUND
EQUALS 2 ~ MAX LOAD 5 ~ MAX LOAD
MAX LOAD 3RD

4TH
LANGUAGES TOTAL WEIGHT CARRIED
5TH
Initial languages = Common + racial languages + Int bonus MONEY
Each additional language (Speak Language) = 1 skill point
6TH
cp
7TH

8TH sp

9TH

number of spells known gp


0_______________ 1st _____________ 2nd __________
3rd _____________ 4th_____________ 5th __________
6th _____________ 7th_____________ 8th __________ pp
9th _____________

2004 Goodman Games. All rights reserved. Permission granted to photocopy for personal use only.
236 0
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#

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