Steam & Gasgear (sage study)
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 tied to their knowledge points 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.
Part of the constant of weapons and vehicles propelled by steam power and gas release, is its circumvention of reality. This is why it belongs in the field of unreality, and depends upon the illusionary power of enchantment and legerdemain, and why through this study it is possible to construct impossible technical devices that advance the element of fantasy in D&D.
1st level characters who count Steam & Gasgear as their specialty may start with two of the four items that may be produced as an amateur: an armoured weave, pistol, goggles or timepiece. The pistol will include 4 pellets.
Workshop
In order to produce the items listed, the character must possess a workshop no less than 18 feet long and 9 feet wide, which will be large enough to build anything that can fit on a 5 x 3 foot table. For anything made of metal, the character must have a forge, which must be located in a second room that is at least 15 ft. square, with a double door that can be opened when the forge is in operation. Objects that will not fit in these spaces, such as an airship, must be assembled outdoors — or in an interior space at least 25% larger in height, length and width of the object being built.
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.