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 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 specialising 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.
Maintenance
Characters can increase their total available maintenance points easily with hirelings that possess knowledge points in steam and gasgear, thereby delegating tasks and freeing themselves for other responsibilities. Applying a maintenance point as an amateur demands a 10-minute operation once per day. While smaller devices such as the pocket timepiece can be prepared with minimal effort, larger constructs like an airship pose a significant challenge for a lone amateur. To ready an airship, a single individual would require more than ten hours of labour, with the final stages being undertaken in an exhausted state. In contrast, a properly trained crew could accomplish the same task in as little as ten minutes, showcasing the efficiency of teamwork and the necessity of skilled assistants for managing larger and more complex devices.
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 (2mp): fabricates fashionable armoured bodices, jerkins, breeches & gowns providing +1 armour class to any character class, when worn without armour.
- Gas Pistol (3mp): 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 (1mp): fabricates an accurate wind-up mechanical pocket-sized time-keeping device.
Authority Status
- Brass-fired Velocipede (7mp): creates a two-wheeled transportation device driven by a compact brass-fired engine, the brass-fired velocipede uses a chain-and-gear mechanism to propel itself forward at a steady speed of 15 mph. Its design features ornate brass plating, exposed cogs, and leather-wrapped handlebars for a touch of elegance. Controlled via a steering mechanism and lever-operated brakes.
- Clockwork Typograph (3mp): creates a portable, hand-cranked typewriter with intricate brass gears and levers. This device allows for efficient, mechanical printing of documents or letters.
- Little Clank (1mp): creates compact, fist-sized automaton designed to operate independently, executing a variety of small-scale tasks; equipped with articulated limbs, allowing it to perform activities such as carrying small objects, tightening bolts, cleaning surfaces or delivering messages. Its internal mechanisms are powered by a delicate network of springs, gears and a miniature combustion system, enabling it to move with fluid efficiency. Can be customised for specific roles such as assisting with workshop maintenance, monitoring for intruders or retrieving lightweight items. Its endearing retrofuturistic appearance often features brass plating and tiny glowing diodes enhancing its charm while maintaining its functionality.
- Mechanical Repair II: primarily reduces the time needed to apply a maintenance point, from 10 minutes to only 5; also permits interacting with special features outside the normal, as explained on pages related to expert- and sage-status fabrications.
- Underwater Goggles (2mp): fabricates a specialised ocular devices designed to allow a character to see clearly and unobstructed underwater. These goggles feature reinforced lenses treated with an anti-fog coating and shaped to counteract the natural distortion caused by water. The frame is constructed from durable corrosion-resistant brass and fitted with a flexible leather or rubberised seal to ensure a watertight fit. Adjustable straps provide comfort and stability during prolonged use even in turbulent or deep aquatic environments.
Expert Status
- Articulated Maniple (10mp): constructs a mechanical replacement for a humanoid hand, designed to replicate and enhance the functionality of its organic counterpart. This sophisticated device is crafted from durable brass alloy and steel, featuring finely tuned joints and servo mechanisms that mimic the natural movement of a human hand. Each finger is individually articulated, allowing for tasks ranging from delicate operations such as writing or threading needles to robust activities like gripping weapons or operating heavy machinery.
- Gyro-stabilised Steam Glider (20mp): dangerous to fly but provides short-range flight up to twenty-five miles before needing maintenance, permitting scouts, messengers or daring mad fools to glide across difficult terrain. The glider uses collapsible wings made of reinforced canvas and brass, assisted by steam vents or alchemical gas canisters that provide lift and controlled descent. Landing requires a dexterity check and a viable flat surface at least 50 yards long; failure causes 40mp additional damage to the machine and 2-12 damage to the flyer. Payload equals 295 lbs.
- Piston-driven Carriage (30mp): relies on a combination of steam pressure and alchemical combustion to power movement; moves at the same speed as a galloping horse but eliminates the need for living beasts. Must needs a high or low road, as the delicacy of the machine requires a smooth, easy surface to ride upon. Heat-resistant plating accompanied by a mystical rune stabilises the pressure fluctuations, ensuring the carriage requires maintenance only once a day, as it doesn't break down unpredictably.
- Rotating Ballista (15mp): using a system of springs, gears and tension coils, creates a four barrelled ballista that can fire four ballista bolts over four combat rounds, at the standard range and requiring 5 rounds to load and ready device for the next volley. Each volley requires 2mp of maintenance.
- Useful Mechanics (3mp each): permits the additional creation of useful objects, including a spring-loaded writing stylus with self-contained ink, a pressure-sealed storage canister, a compact folding spyglass, a hand-crank air fan, a steam-heated canteen and a collapsible hand cart for transporting goods.
Sage Status
- Airship (62mp): enables the construction and operation of a gas-envelope ship, a magnificent airborne vessel powered by ingenuity and mechanical precision. The dirigible consists of a large gas-filled envelope, typically constructed from reinforced, lightweight fabric treated to resist punctures and wear. The envelope is buoyed by lighter-than-air gases, such as hydrogen or a specially formulated ether gas, providing the lift needed to keep the vessel aloft. Beneath the envelope, a gondola or hull serves as the operational heart of the airship housing the crew, passengers and essential machinery. This section is built from durable brass and timber intricately assembled to balance functionality and aesthetic appeal. The ship is propelled by steam-powered or mechanical rotary engines which drive large propellers allowing for controlled navigation and manoeuvrability. A sophisticated array of valves, vents and ballast systems ensures stability during flight enabling the airship to ascend, descend and adjust altitude with precision.
- Hydraulic Exosuit (30mp): self-contained breathing system, allowing the wearer to operate in toxic environments, underwater or areas with limited air supply. This device consists of a reinforced brass-and-leather harness fitted with a pressurised air tank, a system of filtration bellows, and a flexible breathing mask secured with durable tubing. The rig operates by cycling air through a series of mechanical pumps, which either draw from stored reserves or filter external air to remove harmful contaminants. Allows 2 continuous hours of self-contained activity; requires 1 hour to refill tanks — each refill requires 4 maintenance.
- Steam-driven Subterranean Drill (25mp): enables miners or sappers to burrow through rock and earth at twice the pace of three dwarven miners, creating a circular shaft or tunnel eight feet wide. Runs for four hours per maintenance cycle. Horizontally or vertically, pulls itself along upon two score caterpillar-like feet; flexibility in plates allows a 5° turn every five feet. Requires one driver with authoritarian steam & gasgear knowledge.