Difference between revisions of "Steam & Gasgear (sage study)"
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'''Steam & gasgear''' is a [[Sage Study|sage study]] in the [[Sage Field|field]] of [[Unreality (sage field)|Unreality]], the designs of which incorporate mechanical retrofitting of paraphernalia, bits, bobs, fittings, thingummies and other appurtenances assisted by necromantic material creation, enabling functional devices that may be fairly used by anyone. These gadgets are retrofuturistic in scope, and therefore anachronistic to the sensibilities of most dwelling in the game world; however, these creations must operate according to strict protocols which the character must follow, both in the creation of these items and in their exhaustive maintenance. | '''Steam & gasgear''' is a [[Sage Study|sage study]] in the [[Sage Field|field]] of [[Unreality (sage field)|Unreality]], the designs of which incorporate mechanical retrofitting of paraphernalia, bits, bobs, fittings, thingummies and other appurtenances assisted by necromantic material creation, enabling functional devices that may be fairly used by anyone. These gadgets are retrofuturistic in scope, and therefore anachronistic to the sensibilities of most dwelling in the game world; however, these creations must operate according to strict protocols which the character must follow, both in the creation of these items and in their exhaustive maintenance. | ||
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− | Every piece of gear fashioned through this study carries a specific '''maintenance''' demand, inherently limiting the number of gadgets that can be reliably kept in working condition. It is understood that the character must be constantly tinkering, fine-tuning, jiggering and recalibrating their various contraptions to ensure they remain functional. As the character’s '''maintenance points''' — a finite resource | + | Every piece of gear fashioned through this study carries a specific '''maintenance''' demand, inherently limiting the number of gadgets that can be reliably kept in working condition. It is understood that the character must be constantly tinkering, fine-tuning, jiggering and recalibrating their various contraptions to ensure they remain functional. As the character’s '''maintenance points''' — a finite resource that exactly equals the number of knowledge points the character possesses in the study — govern this process, there is only so much equipment that can be dependably kept in "working order" at any given time. Each day, the character determines, according to their inclinations, which devices will receive the necessary care to stay operational. |
+ | Weapons and vehicles powered by steam and gas are inherently "unreal" and therefore fall squarely within the "Unreality" sage field. Their defiance of practical physics and logic is resolved through the illusionary arts of enchantment and legerdemain. Players engaging with this study are encouraged to embrace its fantastical essence rather than scrutinising its plausibility. This study facilitates the creation and integration of many devices commonly associated with D&D, all while upholding the balance and integrity of the game's overarching rules. | ||
− | + | '''1st level characters specializing in Steam & Gasgear''' are awarded a choice of two of four objects that can be made from the study's amateur sage abilities: an armoured weave, pistol, goggles or timepiece. The pistol, if taken, includes 4 pellets. | |
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− | '''1st level characters | ||
== Workshop == | == Workshop == | ||
− | + | To fashion gear allowed by the study, the character must possess a workshop no less than 18 feet long and 9 feet wide, providing sufficient space to construct anything that fits on a 5 x 3 foot table, including room for tools and materials. For any work involving metal components, the character must also have access to a forge located in a separate room no smaller than 15 feet square. This forge room must be equipped with a double door that can be opened during operations or fabrication, to allow for proper ventilation and safe handling of high-temperature materials. Large objects that exceed these spatial constraints such as an [[Airship|airship]] require assembly outdoors or within an interior area that exceeds the dimensions of the object by at least 25% in height, length and width. Additionally, the workspace should be well-lit and organised as precision and access to necessary tools are critical to the success of these intricate constructions. | |
== Sage Abilities == | == Sage Abilities == | ||
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=== Amateur Status === | === Amateur Status === | ||
− | * '''[[Armoured Weave (sage ability)|Armoured Weave]]''' (3mp): fabricates fashionable armoured bodices, jerkins, breeches & gowns providing +1 [[Armour Class|armour class]] to any '''[[Character Class|character class]]''', when worn without [[Armour List|armour]]. | + | :* '''[[Armoured Weave (sage ability)|Armoured Weave]]''' (3mp): fabricates fashionable armoured bodices, jerkins, breeches & gowns providing +1 [[Armour Class|armour class]] to any '''[[Character Class|character class]]''', when worn without [[Armour List|armour]]. |
− | * '''[[Gas Pistol (sage ability)|Gas Pistol]]''' (5mp): fabricates a gas-powered projectile shooter employing a wheellock. | + | :* '''[[Gas Pistol (sage ability)|Gas Pistol]]''' (5mp): fabricates a gas-powered projectile shooter employing a wheellock. |
− | * '''[[Infravision Goggles (sage ability)|Infravision Goggles]]''' (1mp): fabricates flip-up ocular devices that bestow the power of infravision. | + | :* '''[[Infravision Goggles (sage ability)|Infravision Goggles]]''' (1mp): fabricates flip-up ocular devices that bestow the power of infravision. |
− | * '''[[Mechanical Repair I (sage ability)|Mechanical Repair I]]''': enables the repair of ordinary machinery, from precision-sized to waterwheels | + | :* '''[[Mechanical Repair I (sage ability)|Mechanical Repair I]]''': enables the repair of ordinary machinery, from precision-sized to waterwheels. |
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+ | :* '''[[Pocket Timepiece (sage ability)|Pocket Timepiece]]''' (2mp): fabricates an accurate wind-up mechanical pocket-sized time-keeping device. | ||
=== Authority Status === | === Authority Status === | ||
− | * '''[[Little Clank (sage ability)|Little Clank]]''' (1mp): creates a fist-sized robot capable of functioning autonomously and performing odd jobs. | + | :* '''[[Little Clank (sage ability)|Little Clank]]''' (1mp): creates a fist-sized robot capable of functioning autonomously and performing odd jobs. |
− | * '''[[Underwater Goggles (sage ability)|Underwater Goggles]]''' (1mp): fabricates ocular devices that enable a character to see normally underwater. | + | :* '''[[Underwater Goggles (sage ability)|Underwater Goggles]]''' (1mp): fabricates ocular devices that enable a character to see normally underwater. |
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=== Expert Status === | === Expert Status === | ||
− | * '''[[Mechanical Hand (sage ability)|Mechanical Hand]]''' (8mp): replaces the functions of a humanoid hand. | + | :* '''[[Mechanical Hand (sage ability)|Mechanical Hand]]''' (8mp): replaces the functions of a humanoid hand. |
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=== Sage Status === | === Sage Status === | ||
− | * '''[[Airship (sage ability)|Airship]]''' (40mp): enables construction and operation of gas-envelope ships. | + | :* '''[[Airship (sage ability)|Airship]]''' (40mp): enables construction and operation of gas-envelope ships. |
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See [[Illusionist Sage Abilities]] | See [[Illusionist Sage Abilities]] |
Revision as of 18:10, 23 January 2025
Steam & gasgear is a sage study in the field of Unreality, the designs of which incorporate mechanical retrofitting of paraphernalia, bits, bobs, fittings, thingummies and other appurtenances assisted by necromantic material creation, enabling functional devices that may be fairly used by anyone. These gadgets are retrofuturistic in scope, and therefore anachronistic to the sensibilities of most dwelling in the game world; however, these creations must operate according to strict protocols which the character must follow, both in the creation of these items and in their exhaustive maintenance.
Contents
Every piece of gear fashioned through this study carries a specific maintenance demand, inherently limiting the number of gadgets that can be reliably kept in working condition. It is understood that the character must be constantly tinkering, fine-tuning, jiggering and recalibrating their various contraptions to ensure they remain functional. As the character’s maintenance points — a finite resource that exactly equals the number of knowledge points the character possesses in the study — govern this process, there is only so much equipment that can be dependably kept in "working order" at any given time. Each day, the character determines, according to their inclinations, which devices will receive the necessary care to stay operational.
Weapons and vehicles powered by steam and gas are inherently "unreal" and therefore fall squarely within the "Unreality" sage field. Their defiance of practical physics and logic is resolved through the illusionary arts of enchantment and legerdemain. Players engaging with this study are encouraged to embrace its fantastical essence rather than scrutinising its plausibility. This study facilitates the creation and integration of many devices commonly associated with D&D, all while upholding the balance and integrity of the game's overarching rules.
1st level characters specializing in Steam & Gasgear are awarded a choice of two of four objects that can be made from the study's amateur sage abilities: an armoured weave, pistol, goggles or timepiece. The pistol, if taken, includes 4 pellets.
Workshop
To fashion gear allowed by the study, the character must possess a workshop no less than 18 feet long and 9 feet wide, providing sufficient space to construct anything that fits on a 5 x 3 foot table, including room for tools and materials. For any work involving metal components, the character must also have access to a forge located in a separate room no smaller than 15 feet square. This forge room must be equipped with a double door that can be opened during operations or fabrication, to allow for proper ventilation and safe handling of high-temperature materials. Large objects that exceed these spatial constraints such as an airship require assembly outdoors or within an interior area that exceeds the dimensions of the object by at least 25% in height, length and width. Additionally, the workspace should be well-lit and organised as precision and access to necessary tools are critical to the success of these intricate constructions.
Sage Abilities
The sage abilities below are those acquired by a character through the study, according to status.
Amateur Status
- Armoured Weave (3mp): fabricates fashionable armoured bodices, jerkins, breeches & gowns providing +1 armour class to any character class, when worn without armour.
- Gas Pistol (5mp): fabricates a gas-powered projectile shooter employing a wheellock.
- Infravision Goggles (1mp): fabricates flip-up ocular devices that bestow the power of infravision.
- Mechanical Repair I: enables the repair of ordinary machinery, from precision-sized to waterwheels.
- Pocket Timepiece (2mp): fabricates an accurate wind-up mechanical pocket-sized time-keeping device.
Authority Status
- Little Clank (1mp): creates a fist-sized robot capable of functioning autonomously and performing odd jobs.
- Underwater Goggles (1mp): fabricates ocular devices that enable a character to see normally underwater.
Expert Status
- Mechanical Hand (8mp): replaces the functions of a humanoid hand.
Sage Status
- Airship (40mp): enables construction and operation of gas-envelope ships.