True STEEL & STEAM
Some of you may have heard me mention my STEEL & STEAM campaign setting, which takes place on a Victorian Earth very similar to the one we know from history. The exception is that magic, though faded, never really left the world. I was recently inspired to run Expedition to Castle Ravenloft as a True20 adventure (I’ve really come to like True20 of late), but I wanted a unique twist. I chose to set the adventure in STEEL & STEAM, making a few changes where necessary. To that end, I also needed to convert my entire campaign setting over to True20. I’m still working on that aspect.
As I progress in making the conversions, I’ll post what I have here, so that you can follow along. If you find it worthy of comment or praise, please chime in. And if you find it worthy of using in your own campaign, all I ask is that you credit me where applicable.
AUTOMATONS
In STEEL & STEAM, feats of engineering that would have astounded our ancestors are, in fact, commonplace. Steam power is often used for larger devices, while clockwork components can be utilized to create a variety of delightful "toys" for the wealthy. One of the most common is the clockwork man, a mechanical servant in the form of a human (or other humanoid). Most are simple constructs, devoid of intelligence, but a rare few are something more...
An automaton is a clockwork creation, a mechanical mimicry of a man, which has been gifted with self-awareness. Most clockwork creatures are simple, mindless constructs, heedlessly obeying the commands of their creators, but a very rare few are gifted with the spark of intelligence. Only a clockwork man of exceptional quality can be gifted so, and most often, the spark is bestowed through a lengthy magical ritual. However, it is not unheard of for sentience to spontaneously develop within an automaton.
Unlike clockwork creatures, automatons are always humanoid in form, though the race mimicked depends on the creator. Also unlike clockwork creatures, automatons are composed largely of softer, non-ferrous materials, such as brass, copper, tin, and zinc. This provides them with less protection against attacks, but also renders them immune to rust and similar effects.
Automaton is an inherited template that can be added to any humanoid.
AUTOMATON
Type: The base creature’s type changes to construct.
Speed: Same as base creature. Automatons are not designed for swimming. They lack natural buoyancy and will sink to the bottom of any body of water.
Abilities: Increase the base creature’s Strength by +2, decrease its Dexterity by 1, and decrease its Charisma by 5 (to a minimum of -5). An automaton has no Constitution.
Skills: Same as base creature. Automatons have a –2 racial penalty to Stealth checks.
Feats: Same as base creature. Automatons gain Night Vision as a bonus feat.
Traits: An automaton gains the following traits:
- Construct Body: Automatons are constructs and are immune to poison, disease effects, and the Imbue Unlife supernatural power. An automaton cannot heal damage on its own. Automatons can be repaired using the Craft (clockworks) skill (Difficulty 15 for “hurt”, 20 for “wounded”, 25 for “disabled”). Automatons are not subject to critical hits, non-lethal damage, fatigue or exhaustion. Automatons are unaffected by Str or Dex drain or damage, but can suffer losses to Int, Wis, and Cha normally. An automaton is immune to any effect requiring a Fortitude save (unless the effect also works on objects, or is harmless).
- Darkvision: An automaton gains darkvision with a range of 60 feet.
- Death Throes: When an automaton is reduced to “dying” on the damage track it is destroyed. Its gears and all of its tightly-wound springs give way and burst out of its body with a loud twanging sound. Any creature within 10 feet of the automaton must succeed on a Reflex save or take damage equal to its level. This damage is slashing, piercing and bludgeoning. The save Difficulty is Strength-based.
Combat: Same as base creature, modified by the automaton’s lowered Dexterity.
Saving Throws: The materials used in the construction of an automaton serve as natural armor, granting a +2 bonus to Toughness saving throws.
Advancement: By character class.
Level Lag: None.
DWARVES
Dwarves are a race of humanoids that choose to dwell in deep cavernous lairs or great underground cities. Hardy, but gruff, they are well-equipped to survive in these conditions through years of adaptation. Long ago, in what humans have come to call the Bronze Age, dwarves and humans co-existed peacefully. For a thousand years, the two races mingled and traded, each considering the other a valuable ally. Dwarves, consummate metal-workers, traded with the humans for things that they themselves could not easily obtain in the dark realms of their subterranean homes. Then, an incident between a dwarven high king and a human chieftan caused the stout folk to withdraw into their underground homes, sealing the entrances and entering a self-imposed exile that would last for nearly three thousand years.
In the intervening time, humans largely forgot that the dwarves had ever existed, considering them to be little more than myths and legends of primitive peoples. The dwarves spent their time in exile perfecting their crafts. They became masters of steam power and engineers nonpareil. About 50 years ago, the dwarves began to re-emerge into the surface. They were cautious at first, but soon re-established trade with the humans, offering the secrets of steam power in exchange for knowledge of firearms and explosives.
Even today, most dwarves prefer the company of their own kind and choose to remain with their clansmen, living underground and coming to human cities only to buy and sell. However, a few dwarves have come into the light, leaving their dark, dank homes and finding their place in the human world. Dwarves are natural craftsmen, as well as tenacious warriors, and can easily find employment on the surface.
Few humans, on the other hand, have ever had the privilege of seeing a dwarven city, and fewer still have been expressly invited (intruders are usually dealt with harshly, often being sentenced to work in the mines). The sprawling cities are said to be carved from the living rock itself, often in huge caverns that required years of excavation. Stories speak of underground gardens, where mushrooms and other fungi with nutritious properties are grown, and strange animals never seen above ground are kept as pets, workers, and even food.
Dwarves are smaller than humans, most averaging about four feet in height, and comparatively stocky. Their small bodies are densely packed and muscular, and they have an excess of body and facial hair. A dwarf’s beard is his pride and joy, and even females cultivate beards (though they tend to keep theirs more neatly trimmed than males). On the average, dwarves live for about 200 years. Despite their living conditions and racial adaptations, dwarves suffer no penalties in sunlight, and some even enjoy it from time to time.
DWARF
- Ability Adjustments: +1 Constitution, -1 Charisma. Dwarves are hardy, but tend to be short-tempered with other races.
- Bonus Feats: Talent (any two Craft skills), Weapons Training or Firearms Training (choose one). Dwarves are natural craftsmen, and are well-trained in the art of war.
- Favored Feats: Attack Specialization, Diehard. In addition to being fierce warriors, dwarves are exceptionally hardy.
- Special: Dwarves have darkvision and can see in total darkness, out to a range of 60 feet. Darkvision is black-and-white only but otherwise like normal sight.