So if I don’t see my game as a gonzo tech mashup what is it? Aside from a GM in denial...
I keep asking myself if I am really running a steampunk game? But then aside from the odd automaton and device my players haven’t revelled in tech, they seem more focused on finding magic items and treasure (because xp). They do use a humanoid bot that carries their treasure, have encountered people using objects like POCS and Jugernauts, and have been to a Gnomish city with Aerostat traders and landing pads. So it hasn’t been a major theme, more background description, but I could imagine it being so.
I could imagine a group that uses Gnomish Artificers and Human Magi (will post it later, cleric/mechanists) to create an army of devices. The game would definitely take on steampunk themes then, a fact I prepared for with the “Machinery to the max” article I mentioned on Patreon.
Likewise the game could take an even more odd twist if the group contained Nephil, Cosmonaut and Psions (will post soon), the three classes I use to represent advanced technology races. Here a group could be alien tech hunters, using all the technology from Barbarian Conquerors of Kanahu. Technically you could get a group that would be able to pilot and use flying saucers, which would do interesting things to travel times.
So to steady my thinking I mentally benchmarked my technology using a cut down tech level hierarchy. This helps me keep track of what is normal (Primitive and the default Archaic tech), what is uncommon to observe (Bespoke industrial tech) and what is rare (Modern or Interstellar tech).
Finally I consider magic and technology as paradigms. They are often viewed as opposites in many RPG's, though I see them as in or out of focus based on technology levels. Starting at the most primitive magic is strongest, this flips through to Modern where technology is the most prominent. At interstellar levels magic and technology are often the same thing.
I added a few spells, two just rebadged from BCK, as they are important for two of the classes I built. In play my players have found some creative uses for the control machines spell involving control of static machinery panels. The distinction between a device and machine has come up a few times and we tend to side with a degree of complexity or moving parts making a machine, so no a simple door is not a machine.
Tech levels
From least advanced to most advanced i benchmark my technology as follows:
- Primitive - basic tools and limited metalworking. Some human and most beastmen tribes live at this level of technology. Here magic is powerful and technology is absent.
- Archaic - medieval era and non-complex machines. This is the default technology of the human and endjinn people. Here magic is wanes slightly in power as people learn technology.
- Industrial - complex fuel driven engines and advanced mechanics. This technology is available through mechanists but not mass produced. At this level of technology magic often takes a step back.
- Modern - modern and post modern devices involving electronics and programming, cannot be produced and only available through recovery. Most societies at this technology level have an absence of magic switching to rational thought.
- Interstellar - advanced alien technology used by the visitors. While less rare than Space technology due to the crashed planet ship it remains available only through recovery from visitors or their hordes. Breakthroughs in technology tend to make it and magic the same thing making it difficult to tell the two apart.
New spells
For two of my classes I need the following spells.Detect Technology
Divine 2 (Magi)
Range: 60'
Duration: Concentration
This spell is identical to the 2nd level arcane spell of the same name from Barbarian Conquerors of Kanahu.
Disable Machine
Divine 3 (Magi)
This spell is identical to the 2nd level arcane spell of the same name from Barbarian Conquerors of Kanahu.
Disable Machine
Divine 3 (Magi)
Range: 60'
Duration: 1 round per caster level
This spell is identical to the 2nd level arcane spell of the same name from Barbarian Conquerors of Kanahu.
Control Machines
This spell is identical to the 2nd level arcane spell of the same name from Barbarian Conquerors of Kanahu.
Control Machines
Arcane 3, Divine 4 (Magi)
Range: 30'
Duration: Concentration, 1 round per caster level
Duration: Concentration, 1 round per caster level
This spell allows the caster to take control of the programming or command functions autonomous machines within 30'. This spell cannot be used to control technological objects under an operators control. The spell may be cast at a single machine, which makes its save at -2, or at a group, in which case 1d4 of the machines in the group may be affected. Each machine targeted may resist the effect with a saving throw versus Spells. The commanded machines will respond to the caster’s will and do whatever is commanded of them. The effect lasts so long as concentration is maintained up to a maximum of 1 round per level of the caster. Once control ends the robot or machine reverts to its original programming or command functions.
Spell design
Control Machines: Take control of a single machine or group of machines.
Enchantment: Command targets (60), 1d4 creatures of any HD (x1.5), affects robots/machines only (x0.75), range 30' (x.8), duration Concentration, maximum 1 round per level (x0.9), saving throw avoids spell effect (x0.5), Saving throw is at -2 if only 1 creature targeted** x1.1, divine command (x1.5), total cost 40.095 = 40.1, level 4 divine, (27 Arcane, level 3 arcane)
Enchantment: Command targets (60), 1d4 creatures of any HD (x1.5), affects robots/machines only (x0.75), range 30' (x.8), duration Concentration, maximum 1 round per level (x0.9), saving throw avoids spell effect (x0.5), Saving throw is at -2 if only 1 creature targeted** x1.1, divine command (x1.5), total cost 40.095 = 40.1, level 4 divine, (27 Arcane, level 3 arcane)
I like this! Diverse technological treasures to find and creat, with Traveller-style tech levels to boot.
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