Mechamancy

The Grumpy Celt

Banned
Banned
Hello Ladies and Gentlemen

My name is Robert Sullivan and I have submitted to ENPublishing a section of a book I wrote, titled “Mechamancy.” It is thematically similar to “Steam and Steal.”

“Mechamancy” deals with magical clockwork devices, like to those designed by Leonardo diVinci. However, it does not get into magical steam-engines.

I first wrote it in 2002 (and game tested it in 2003) for Mongoose, only to have them decide they had enough in-house talent so that they no longer needed to work with freelancers.

Then Bastion turned it down after “Doomstriders” — they felt to two products were too similar — was released and I had worked with them on it for several months.

I submitted “Mechamancy” to both Troll Lord Games and Fast Forward Entertainment more than five months ago and they have not responded.

After a query, Ryan Nock asked that I discuss the matter with Christopher Allen, the author of “Steam and Steal.” Mr. Allen was gracious and did not have a problem with me submitting my work.

If all goes well, then hopefully “Mechamancy” will get picked up by ENPublishing and it can serve as a kind of prequel or bookend to Steam and Steal.”

R. Sullivan.
 

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Here are some samples of it, if you are interested.

-From the Introduction-

Mechamancy
It is difficult to conceive of a plausible world – no matter how fantastic – without tools. Everything shaped and made to be useful, from a stick with a sharpened end to a plasma rifle, are tools. The presence of magic in a world does not change the fact that tools exist and find use. While a world, completely tool free is theoretically possible it would be difficult in which to game and likely hold interest solely as an intellectual exercise, rather than a functional setting.

In nearly any given fantastical world, magic and at least the most rudimentary technology exist side by side. For every wizard using arcane words and small quantities of bat excrement to focus their wills to create incendiary effects, there are a dozen bricklayers, blacksmiths, glassblowers, brewers and more besides. All of the so-called “mundane” work of these professions requires tools. Some of their work requires a hammer while other tasks may require a knife. Neither a cottage nor a castle build themselves and those who do build these structures must know how to accomplish the task in such as way that the finished product does not fall over in the next wind. Their knowledge comes from the trial, experimentation, study and learning of their own personal experiences and those who came before them.

Even if magic touches all aspects of life in a fantastical world, it is unlikely to be so commonplace that it would be a practical solution to every day problems. Those humble people who are working at mundane tasks are able to perform their tasks by following something much like the scientific process and due to the availably of tools and technology. The absence of computers and the presence of magic does not change this fact.

There have always been those who use both tools and magic in pursuit of goals in a fantastical world. Sometimes a mage enchants a mule to plow the field in a fraction of the normal time. Another mage may magically dispel mud or create a stone pathway to improve travel methods in an area. Sometimes the caster binds fire spirits to a blacksmith’s hearth so that it would produce heat in a fuel-efficient method.

The “school” of mechamancy is a controversial practice. It was organized some time in the past from various individual traditions and methods. This elevated mechamancy from something that individuals did into something more widely recognized, akin the age-old schools of necromancy or illusion. This organization also gave mechamancy a boost in power and availability.

Mechamancy, like real science and technology, made power more accessible to the general people than it had been before. Mechamancers have gone on to spend a great deal of their time pursuing studies, goals and increasing their defenses – much to the consternation of those who practice magic in traditional methods.
 

-Spells-

Sabotage/Repair
Machines, Evocation
Level: Cleric 5, Sor/Wiz 5.
Components: V, S, M.
Casting Time: 1 action.
Range: Close (25 ft. +5 ft./2 level)
Target: Single machine targeted by you.
Duration: Permanent.
Saving Throw: None/Will negates.
Spell Resistance: Yes.
This spell causes damage to a mechanical device. This includes but is not limited to; clockwork devices, karakuri, axels of wagons, simple water pumps, forge bellows, trip hammers, ballistae, etc. It inflicts 1d4+1 of damage per level of the caster (up to 15d4+10) points to a machine’s mechanical systems.
The reversed version of this spell repairs internal damage to a mechanical device. It repairs 1d4+1 per level of the caster (up to 15d4+10) points of damage to machines mechanical systems.
Living machines are allowed a will save to resist the effects of this spell.
Material Component: A tiny, wooden shoe for sabotage or a small gear for repair.

Serrated Edge
Machines, Transmutation,
Level: Bard 2, Cleric 2, Sor/Wiz 2.
Components: V, S, F.
Casting Time: 1 action.
Range: Touch.
Target: One bladed weapon, 2 projectiles per level.
Duration: 10 minutes/level.
Saving Throw: None/Will negates.
Spell Resistance: Yes.
This spell puts a serrated edge on any bladed weapon that then may inflict more damage. The damage of any weapon subject to this spell is increased by 50 percent, rounded up. This spell may only be placed upon weapons capable of doing slashing or piercing damage. This spell may be stacked, but only three times.
Divine Focus: A holy symbol of the Divine Engine.
Arcane Focus: An abacus or slide-rule upon which to perform the mathematical formula for the spell.

Summon Machine I
Machines, Conjuration
Level: Bard 1, Cleric 1, Sor/Wiz 1.
Components: V, S, F.
Casting Time: 1 full round
Range: Close (25 ft. +5 ft./2 levels)
Effect: One summoned creature.
Duration: 1 round/level
Saving Throw: None.
Spell Resistance: No.
This spell summons a machine from another plane that you may use to perform work or attack your enemies. These machines are usually sentient, however they are usually limited in terms of intelligence to that of an animal. Refer to table 04.02 for what karakuri you may summon per level and Section 06 for a full description of the individual creatures. The machine will appear where you designate.
All summon machine spells are lawful, neutral and machine spells.
Divine Focus: A holy symbol of the Divine Engine.
Arcane Focus: An abacus or slide rule upon which to perform the mathematical formula for the spell.
 

-from the section on living machines-

Mâchina are karakuri from a dimension governed strictly by laws and order. There are other karakuri there with whom the mâchina have cordial relations. The formian race also dwells in the same plane – they and the mâchina are locked in a calculated war. The two races are vying for who defines “lawful neutral” for the omniverse – the organic formian or the mechanical mâchina.

These karakuri are not as expansionist as are the formian. Their obsession is with understanding, exploring, mapping and cataloging all of the omniverse. They believe that attaining omniscience grants them omnipotence, i.e. knowledge equates power. As such, they do not feel a need to actively conquer the entire omniverse.

As they explore the near endless plains of the omniverse they establish bases were they have access to metal ores, refined metals and machinery. A good example is an abandoned mine. They also attempt to be as discrete as possible. From the base they have established, smaller mâchina fly out, conduct reconnaissance, map and in general spy on everything they can.

The mâchina are – with the exception of the patternculus template – manifest. They have a great many different shapes and sizes. Most are better at flying than moving along the ground. Few of them are humanoid – those that are so designed function as intermediaries between the mâchina and humanoid species. The rest appear as incredible mechanical versions of grotesque combinations of creatures.

Combat
Mâchina seldom initiate combat – however they are adept at ending a conflict. When attacked, an individual mâchina always signal others. They seldom go anywhere alone. They will fight to their destruction if their base in threatened.

Appendages: Mâchina are equipped with blades attached to articulated, retractable tentacle-like appendages. These all do slashing damage. The mâchina may do rending or constriction damage if they make a successful grapple attack against a target smaller than themselves with the tentacle-like appendages. The amount of damage inflicted depends upon the size of the mâchina.

Collective: All mâchina on the same plane and with in 100 kilometers of a centiculus are in constant communication. They keep each other appraised as to what they observe – this includes threats. Some position themselves to serve as relays to extend the service communication area of exploring mâchina.

Immunities: Mâchina are karakuri and they have all of the benefits and immunities of the karakuri.

Laser Blast: All mâchina are equipped with a sophisticated weapon system capable of producing a laser blast. The mâchina may fire once every other round (see the Dungeon Masters Guide for more on lasers.)

Mechanical Systems: The technology employed in the mâchina exceeds most mechamancy theories. However, all mâchina are considered to possess (at least) the equivalent of: lesser intraskeleton, external power source, blades, self-lubricating mechanism, protected works, fly as spell-like ability, self-repairing, space for specialty cylinder x4 (Jung, Descartes 02, visual, aural), locomotion, transference, appendages x6, extremities x3, digits x10, economy of energy, precision, quite machine and self controlled.

Metallic: Mâchina are made of polytyrine – they have damage reduction of 15.

Resistances: All mâchina have sonic, acid, cold, fire and electricity resistances at 18.

Mâchina
Alphaculus (Mâchina)
Small Outsider (Lawful, Nt.)
Hit Die: 2d8+5
Initiative: +4
Speed: 10 ft 30 ft. fly. (Perfect)
AC: 11
Attacks: Laser blast
Full Attacks: 1d3 laser blast
Face/Reach: 2 ft by 2 ft/0 ft.
Special Attacks: 1d6 laser blast, rending/constriction 1d4
Special Qualities: Invisibility a spell-like effect: damage reduction 8
Saves:
Fort +2, Ref +6, Will +0
Abilities: Str 11, Dex 16, Con 9,
Int 7, Wis 7, Cha 6.
Skills: Hide +5, knowledge – metallurgy +4, listen +5.
Feats: ---
Climate/Terrain: Any land or location with metal.
Organization: Solitary, swarm (6-15), mob (10-40)
Challenge Rating: 1
Treasure: None
Alignment: Always-lawful neutral.
Advancement: 2-4
Constant Energy: 70

Alphaculus
These tiny units are the least sophisticated of the mâchina. They are employed for scouting and exploration and are not designed for combat. They are of limited intelligence and thus have a limited ability to communicate. They spend as much time invisible as possible. An alphaculus may make a suitable familiar. The alphaculus resembles a mechanical amalgam of a jellyfish and a mollusk.

Combat
Alphaculus attempt to flee if possible. If that is not possible they attack with their blades or laser blasts. The alphaculus flee as soon as their foe is disabled.

Appendages: An alphaculus in proper working order has six tentacle-like appendages with which it may manipulate tools, pick up items or make attacks. It may make a grapple attack against a single creature one size level smaller than itself for every three tentacle-like appendages it possesses.

Rending/Constriction: If the alphaculus succeeds on a grapple attack with its tentacle-like appendages, then it may automatically inflict additional, rending or constriction, damage for 1d4 points.

Laser Blast: The alphaculus laser weapon has a range increment of 20 feet and does 1d6 damage.
 

-some selected items Mechamancy makes available-

11. Factotum, Illuminating
The illuminating factotums produced by the Verrocchio Guild resemble a pyralis firefly the size of a small dog made of polished copper and glass. At the proper command, they create illumination, as per the spell light cast by a sixth level wizard. Different colors of glass may be selected at the time of device creation to create different shades of illumination. This device does not function inside an antimagic field.
Size: Small
Space: One square by one square.
Wind Units: 120
Hit Points: 35
Materials: Copper, tin, glass
Weight: 35 lps.
Speed: 20 ft.
Abilities: Str 8, Dex 14 and Construction 12.
Support System: exoskeleton.
Mechanical Systems: Space for winding coil/power coils, voice controlled, self-lubricating mechanism, locomotion, appendages x2, extremities, light as spell-like effect, fly as a spell-like effect, protected works.
Cost: 400 g.p.

12. Coal Oil, Divine Engine Holy “Water”
This colorless oil is less dense than water. It is commonly obtained in the distillation of coal. It is a creation of the machinists of the Church of the Divine Engine. It may be used as a lubricant in devices that includes metallic moving parts. It is also flammable and may be used in lamps. The light from a lamp burning coal oil blessed by a priest of the Divine Engine counts as protection from chaos – as the spell – for as long as the lamp is lit. Aside from that, Divine Engine holy “water” operates as normal holy water.
Cost: 25 g.p. Quart

23. Myrmidon, Combat 02
The combat myrmidon 02 – an actual karakuri – produced by the Verrocchio Guild resemble a ground mantid as long as a human is tall and made of morriganine. It forelimbs are blades with serrated and barbed edges. It is purely designed for combat and is the most dangerous myrmidon that the Verrocchio Guild has placed on the market. It requires a (1) sentient cylinder, (2) a visual cylinder, (3) a Jung cylinder and (4) an aural cylinder to function properly. This device does not function inside an antimagic field.
Hit Die: 6d8+12
Hit Points: 47
Size: Small
Space: One square by one square.
Weight: 59 lps.
Materials: Steel, aluminum, tin.
Initiative: --
Speed: 20 ft.
AC: 17/16
Attacks: +2/+2
Full Attack: 1d3+2 each blade.
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Shocking grasp as cast by fifth level mage.
Special Qualities: Karakuri abilities and defenses.
Saves: Fort +7, Ref +5, Will +0
Abilities: Str 14, Dex 16 and Construction 13.
Climate/Terrain: Any
Organization: Whatever their owner can afford.
Challenge Rating: 14
Treasure: --
Alignment: Neutral
Advancement: --
Wind Units: 130Support System:exoskeleton
Mechanical Systems: Space for winding coil/power coils, space for specialty cylinder x4, protected works, locomotion, appendages x2 (legs), extremities x2 (feet and blades), voice control, general design two-weapon fighting, general design combat reflexes, blades, true strike as spell-like effect, shocking grasp as spell-like effect, self-repairing.
Cost: 63,200 g.p.
 



Pretty interesting. There are some obvious synergies with Steam & Steel.

I see spells, critters and items, which is all good stuff. What else do you have in the book? Is there any advice on integrating it into an existing gameworld? Any discussions on how to design a world from the ground up to include aspects of mechamancy? How much playtesting do you have? Hey! Do you have an existing campaign that includes some of this stuff? Any possibility in hearing campaign notes, or even a story hour?
 

“What else do you have in the book?”

Words. Letters. Numbers. Profane thoughts. Lots of silly references.

“Is there any advice on integrating it into an existing game world? Any discussions on how to design a world from the ground up to include aspects of mechamancy?”

An entire chapter covers both issues.

More of the material covers introducing mechamancy into an existing campaign. A Cliff Notes version of this that mechamancy has only existed as a magical tradition – to borrow a “Mage” term – for 60 to 70 years and emerged in a nation or region adjacent to the one occupied by the player characters. This lets the game master get around the issue of “If it’s always been here, then why haven’t we ever noticed it?”

There is also discussion of Mechamancy being less than a decade old and a world where it is as old as any other school of magic.

“How much play testing do you have?”

Five months or so. With lots of notes I have saved.

“Do you have an existing campaign that includes some of this stuff? Any possibility in hearing campaign notes, or even a story hour?”

I game less often that I would like. I am 31 and like many gamer geezers, I have trouble getting my free time to match up with the free time of others in my group. Lots of people work weekend or have family commitments – that type of thing.

As such, I have run this in my own games less than I want to.

But I’ve got some cannibalism jokes from last night’s game… ah… Where was I…

I joked with some friends that when Valar Project’s Book of Erotic Fantasy came out, I was going to start creating various mechamancy items that would be…ah… suitable to the BoEF. 8P

I might start a story hour. That depends on how much time that would take. I am busy man.

I also put in a lot of “Easter eggs.” Including…

***

10. Metal Plating

This is a terribly painful procedure wherein bands of metal are laid over an individual’s bones. This has the effect of strengthening the bones, making them more resistant to breaking and offering the individual special bonuses that come with the metal. An individual who receives this metal plating permanently looses 1d4 wisdom points due to the torturous process where the metal is laid on the bones. Further, should it become know that they have a valuable metal on their bones, unscrupulous individuals will seek to kill them to recover the metal. Steel receives a thin layer of gold to prevent it from corroding, but this does not otherwise affect the performance of the metal. The other metals are available for use in this process – nickel, cobalt, tyrine and mithral – resist corrosion. The experimental use of adamantine has been inconclusive as the test subject ran away. The plating functions normally inside an antimagic field.

Benefit: The individual who receives metal plating over their bones has a selective damage reduction against bludgeoning attacks and attacks that would cut-through a bone: steel +2, nickel +4, cobalt +6, tyrine +8 and mithral +20. They also receive a fortitude bonus: steel +1, nickel +2, cobalt +3, tyrine +4 and mithral +10.

Weight: 5 lps. for individuals of small size, 10 lps. for individuals of medium size.

Cost for Small Individual: Steel 50 g.p.: nickel 1,200 g.p.: cobalt 1,600 g.p.: tyrine 2,700 g.p.: mithral 7,500 g.p.

Cost for Medium-sized Individual: Steel 100 g.p., nickel 2,400 g.p., cobalt 3,200 g.p.: tyrine 5,400 g.p.: mithral 15,000 g.p.

***

Other “Easter eggs” include references to Terminator, Girl Genius, Alias (the TV show), Robotech, Transformers and a big honking reference to Something*Positive. Randal M. gave me permission for the reference to S*P.
 

Sounds *very* interesting!

Did you know I've been pushing Carnifex to do a web supplement or something for clockworks and other non-steam energy sources? He even came up with some pretty nice ideas along those lines!

For my part, the more you can make this compatible with and and borrow rules from Steam & Steel, the better! Please don't just go make a whole brandnew set of rules for clockwork, if there are good existing steam rules that will do...
 

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