Steam-Heroes: The Return of Von Grimskull and his Infernal Steam-Powered Zombies

The Great Hippo

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Steam-Heroes:
The Return of Professor Von Grimskull and his Infernal Steam-Powered Zombies


OR:


A Historical Account Concerning Matters of Steam and Sorcery in the Late 19th Century



A Transcript of a Speech Given By Galvinized Bullhorn from the Flight Deck of Von Grimskull's Armored Dirigible As It Hovers Over London, Prepared To Rain Down Calamitous Carbonized Carnage:

ACHTUNG, British lap-dogs!

No doubt at zees point you are expecting a long-vinded tirade concering zee power of zee indomitable Prussian spirit, zee genius of invention, zee tyranny of English rule...

However, I fear I vhill have to disappoint you. My country has forsaken me; I am no longer concerned vhizz zee plight of zee common Duetschman. No, I am afraid zat zis time, it is nozhing personal--only revenge.

Mein Gott! Has it truly been ten years? How zee time has flown! So many joyous memories! It seems like only yesterday I vhas enjoying a pitcher of fine German beer and fried schnitzel over zee smoldering remains of zee corpse-strewn Louvre...

Ah, but I can see by my monitors that zee time for reflection is done. You have sent your rough men to do me harm--armed vhiz sorcery, steel, and steam--how quaint! But zere vill be no last second reprieves, England. Not zhis time.

Vhere are your Steam-Heroes now?


It is 1890.

The world forged from the fires of Napoleon's war is falling apart.

Prussian nationalism soars with Count von Zeppelin's early flight in an armored dirigible over the Bodensee. A little-known monk and practioner of 'peasant magic' insinuates himself into the Czar's court; Otto Von Bismarck's stranglehold over European politics is shattered by the dismissal of the 'Iron Chancellor' at the hands of an impulsive Kaiser Wilhelm II. England and Germany clash over naval strength while France scrambles to reclaim the lost territories of Alsace-Lorraine.

Clockwork automatons walk the streets. A Dead King rules England with a rotting, moldy fist. Magicians and inventors ply their wares in the courts of kings and queens. America, young but growing, makes its first bold attempt at mastering the intrigues of European politics. Nemo's Nautilus scours the ocean floor--mercenaries in steam-powered war-machines lay siege to iron fortresses--a brilliant detective matches wits with an insidious mathematics professor--and dragons wake from their slumber at last.

This is the world of Steam-Heroes--where two-fisted action and a loaded pistol are your only friends. Past every corner is an anarchist plot, and behind every two-bit thug lurks a criminal mastermind pulling the strings.

Stand strong against Von Grimskull's merciless steam-powered zombies. Wield magic and steel against machiavellian plots, war-mongering nobles, and murderous mechanical menaces.

The world needs heroes who aren't afraid to get their knuckles a little bloody.



Some Brief Notes

In case you didn't get the memo: Steam-Heroes has something to do with steam.

Inspired by Castle Falkenstein, The League of Extraordinary Gentlemen, Adventure!, Iron Heroes, and every two-bit hack who ever tried to build their own steam-boiler, Steam-Heroes is an attempt to hijack the standard D20 rules with a coal-powered locomotive and drive it straight off a cliff. Its system is designed to stand on its own outside of D20 supplements, yet be familiar enough for any old-time D20 player to pick up a character and play in an hour.

Rules have been twiddled with. Systems meant to emphasize both drama and action have been added. Any attempt to facilitate realism has been apprehended, interrogated, and dragged out behind the shed to be shot.

However, it also bares mentioning that every single bit of historical data in here is 100% true. Just a heads up to you college kids preparing for that big history test--playing three hours of Steam-Heroes works out to six hours of cramming!

The purpose of posting this here is to get feedback on some of the rule-systems that myself and a few others will be play-testing. We'll be posting the results here. People who want to pick the systems apart are free to do so--in fact, I'd encourage it. This is a completely homebrew campaign setting with its own twist on the old D20 system. It includes new base classes, a new magic system, new general rules, and--well, it's just a big revamp of everything, done up for adventure in Victorian-era England. I'll also include large chunks of flavor text, campaign hooks, and various historical-going-ons. Gnaw away, villains!

As a final note, if this is totally the wrong forum/subgroup/thread to post this, errr--sorry. Please feel free to move it to the right one. This looked like the best fit, but I might be terribly wrong.

So, without further ado--good luck! May your two-fisted smoke-choked action always be savagely raw and your boilers never explode!
 

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THE CORE PHILOSOPHY

Our design philosophy works something like this:

* Less tables are better.
* Battles should be fast, furious, fun as hell, and easy.
* Less types of dice are better.
* Random characters should be easy to generate, regardless of level.
* Kittens are cute.
* The system should be understandable within an hour.
* There should never, ever, under any circumstances whatsoever be a 1 per day ability.
* Noodles are delicious.
* Forcing certain classes to rest before an encounter to regain lost abilities is not a valid game-balancing mechanic.
* Napoleon breaking out of Dante's version of Hell leading an Undead Confederate Army is a totally awesome plot idea.
* Skills should be simple, broad, and easy to grasp.
* The rules are more like guidelines, anyway.
* Did we mention the Napoleon thing? I think we mentioned the Napoleon thing.


~*~​


THE CORE MECHANIC

All actions in Steam-Heroes are resolved with the roll of a 20 sided dice. High is good, low is bad. A roll of 20 means you may reroll (add +20 to the value); each time you roll a 20, roll one more time, adding in another +20 to the final result. Rolling a 1 always results in a failure. Once you have a value, add the necessary modifiers to this value and compare it to a target value (DC, or Difficulty Class) to determine the success of this action.

Outside of situations where a DC is specifically set by a game mechanic (such as the DC to hit a target, which equals that target's Defense value), there are five classes of DCs that come in increments of 10. They are:


10: Ordinary DCs. Actions that are relatively simple, but carry a potential chance for failure. In addition, they usually carry some consequences for failure. Climbing a rocky wall with easy handholds (failure: you fall!), hitting a medium-sized window 30 feet away with a rock, or making up a believable lie on the spot.

20: Heroic DCs. These are the bread-and-butter activities of heroes in action movies; any action that an ordinary person would fail at but most heroic characters can regularly accomplish fall into this mode. Climbing a rocky, craggy wall without easy handholds, leaping onto a moving train, citing an obscure poem, or hitting a window 30 feet away with a rock while blindfolded.

30: Legendary DCs. These are dramatic actions that even movie-heroes often have trouble pulling off. Any action that has a DC of 30 represents something that borders or even crosses over into the superhuman. Climbing a rocky wall that's almost smooth, leaping onto a moving train off another moving train going in the opposite direction (and you're 20 feet away), and hitting a bird 30 feet away with a rock (while still blindfolded).

40: Epic DCs. This realm governs the purely superhuman realm of skill sets. Actions with this high of a DC are not only superhuman, but defy the attributes of reality. Building an operational hot-air balloon out of spare parts in a junkyard (in under an hour to boot), climbing a perfectly smooth wall greased with oil (while wearing 300 pound weights on your back), leaping onto a moving train from a zeppelin flying in the opposite direction 50 feet above it, and generally just doing stuff that's downright surreal. This is unbelievability at its finest; anyone who hits a 40 DC or higher should be given considerable room to do something awesome.


Whenever a value exceeds its DC by ten (a roll for a DC 20 action ends up being 30 or higher), the DM may move the result up into the next 'bracket' of legendary actions--someone attempting to quickly disguise themselves ends up creating a disguise so perfect they fool even their allies, or someone attempting to climb a wall slowly ends up scurrying up its breadth effortlessly in the span of only a few seconds. How these rolls pan out is entirely up to the DM.


~*~​


HIT-POINTS

Hitpoints are a measurement of how much damage your character has taken. Characters in Steam-Heroes are ridiculously healthy, and can take a considerable sum of injury before falling in battle. Being shot multiple times and still standing is not all together uncommon.

At 1st level, all PCs and NPCs receive the following amount of base hitpoints, determined by size-class:

Fine: 1 hitpoint
Diminutive: 5 hitpoints
Tiny: 10 hitpoints
Small: 15 hitpoints
Medium: 20 hitpoints
Large: 30 hitpoints
Huge: 50 hitpoints
Gargantuan: 100 hitpoints
Colossal: 200 hitpoints

In addition, all characters add their constitution modifier to this total to determine their starting hitpoint value. Every class level after the first (regardless of class) adds an additional +1d6 hitpoints (plus the constitution modifier) to this total. Certain classes carry an additional hitpoint bonus per class level as a class ability (see: Brute, Tough-As-Nails).

Once a character has been reduced to 0 hitpoints or lower, they must make a Fortitude save (see below) against a DC of 10 plus 1 for each point of damage done past 0. If they fail, the character dies. If they succeed, the character is incapacitated, and must make an additional save each and every time more damage is inflicted upon them.


~*~​


SAVING THROWS

A saving throw is an innate 'buffer' against death, incapacitation, ensorcelment, and other means of trickery or defeat. Consider it a heroic character's innate 'plot-armor'--the more important an action-hero is to the plot, the less likely they are to get killed or incapacitated by the villain's minions.

Your character's saving throw is equal to half your character level, plus 10. Whenever enemies are trying magical attacks or other forms of trickery, you may make a saving throw to 'resist' the effects. Whether or not a target gets a saving throw is defined in the description of the effect.

There are three types of saving throws: Will saves, Reflex saves, and Fortitude saves. Your Wisdom modifier is added to all Will saves, which are used when an effect targets your mind. Your Dexterity modifier is added to all Reflex saves, which are used when an effect can be dodged or avoided with quick thinking. Your Constitution modifier is added to all Fortitude saves, which are used when an effect can be overcome through stamina or physical fortitude.


~*~​


TOKEN SYSTEM

All melee-based classes (including the Rogue variant, the Scoundrel) use a Token system to power their special abilities and actions. All these classes have a base token pool which is equal to half their class level plus 1 (to a maximum of 6 at level 10). They gain tokens in exchange for meeting certain requirements specific to the class.

A character can never have more than one type of token at a time. If a character multiclasses, when they become eligible to gain one type of token, they must currently have no other types available to them. A character cannot dump a token willingly--they must lose them by gaining no additional tokens of that type during the round or burning them in a feat or class ability (Scoundrels can lose all their tokens by switching their Mark--see below).

Certain feats have token costs for their use. Any type of token can be used to fulfill these costs--the only limitation is that Scoundrels may only select one of their 'Marks' as a target for these types of feats.


~*~​


MAGIC SYSTEM

Magic functions in Steam-Heroes according to this principle:

Magic should be simple, with mythical implications. Ranges, spell durations, different tables for scaling damage, and different rules concerning saving throws cause headaches. Spells should have a simple uniformity that allows for complexity on the high-end, but complexity that's constructed from simple, consistent building blocks. It should not be based on a 24 hour day (removing a class's viability for a portion of a day does not constitute game-balance), nor should it be encounter based (can we even get a clear definition of what constitutes an 'encounter'?). It should be simple, straightforward, and easy to grasp, yet simultaneously capable of enormous complexity.

With that said: There are two types of magic in Steam-Heroes. Instant magic and enchantments.

Instant-magic produces an immediate physical effect. Doing damage against a target, turning one substance into another (permanently), and changing something's fundamental shape (permanently) are all examples of instant magic.

Enchantments are spells that have durations. Enchantments must be maintained by a caster, which requires them to sacrifice part of their 'magic pool' for so long as the enchantment remains functional. Increasing your strength score, charming a target, or turning someone to stone (but only for a certain period of time) are examples of enchantments.

In edition, spells fall under one of three ranges--touch, sight, or bound space (any single man-made homogenous bound space--such as a ring of chalk or a room with no unblocked openings large enough for a small-sized creature to get through). Bound space covers area effects.
 
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BRUTE (Barbarian Variant)
Unstoppable Bruiser

When it comes to a tooth-for-a-tooth and an eye-for-an-eye, the Brute didn't just write the book--he smashed the printing press. Part masochist, part sadist, all Brute--he wins by taking everything you've got and returning it tenfold. Though they lack any real formal combat training (most Brutes don't even know their way around a sword), all they really need is a target. Point them towards a group of blokes who requires some selective 're-education' and they'll handle the rest. A Brute is strongest against multiple opponents--every one of their hits and every one of his kills just makes him stronger.

Weapon Proficiency:
Brutes are proficient with simple weapons.

BaB:
As Fighter.

Tough-Stuff (Ex)
A lifetime of scars and a strict diet of Lord-knows-what makes Brutes incredibly hardy. For every class level, Brutes receive a +2 to hitpoints.

Rage (Ex)
Brutes channel their ferocious rage into combat, turning themselves into merciless killing machines. Their constantly building rage is represented by Rage Tokens. A Brute may never gain more Rage Tokens than half their class level plus 1 (to a maximum of 6 at level 10). In addition, a Brute can never have more Rage Tokens then their current armor's maximum dexterity bonus.

Brutes gain one Rage Token immediately after they kill or knock out a target. In addition, if they have suffered any damage during the round, they gain an additional Rage Token at the very end of the round. They may gain multiple Rage Tokens in one round. Brutes can choose to consciously not gain a Rage Token.

For every Rage Token a Brute possesses, they receive a +2 morale bonus to their strength and constitution as well as a +1 to all Will saves. In addition, so long as the Brute has at least one Rage Token, they are considered to be raging. While raging, a Brute can perform no action except those directly related to attacking (melee attacks, ranged attacks, charges, bull-rushes, grapple attempts, so on) and movement (climbing, jumping, and swimming). They automatically fail all skill checks except those involving movement (including tumbling and balancing).

In any round where a Brute's actions fails to gain a Rage token, they lose one. This is the only way Brutes can lose Rage Tokens. If a Brute has the maximum Rage Tokens allowed them, so long as they perform an action that would normally grant them an additional token, they do not lose one. As the Brute loses Rage Tokens, they subtract their extra hitpoints from their constitution bonus from their current hitpoints; treat this loss of extra hp as if it were damage done to the Brute. Once a Brute loses all their Rage Tokens, they immediately drop out of rage.

Brutes never gain Rage Tokens outside of combat or when flatfooted.

Body-Slam (Ex)
The Brute doesn't need a sword--his fist will do. At level 2, Brutes gain a natural slam attack (1d6 plus strength). They may only perform this attack when unarmed and raging.

Crowd Control (Ex)
Brutes never stop swinging. At level 3, whenever a Brute successfully knocks out or kills a target with a melee attack, they gain an immediate extra melee attack against any target within reach. This attack must be made with the same BaB and weapon that dropped the previous creature. This ability can only be used while raging, and only once per round.

Raging Speed (Ex)
The Brute does not like it when you run. At level 5, whenever a Brute is raging, they may expend one Rage Token before taking any actions to gain either an additional move-equivalent action or use their move-equivalent action as a standard attack. They may never do both. They lose the benefit of the Rage Token before taking any action in the round. This is considered a swift action.

Improved Crowd Control (Ex)
At level 7, a Brute may use Crowd Control as many times in one round as they wish.

Relentless (Ex)
Good Brutes never die--they just fail their Fort saves. At level 9, so long as he's raging, a Brute may continue taking actions even after his hitpoint total drops below 0. So long as he makes his Fortitude check to survive, he does not fall unconscious. Every time he takes damage (including the loss of Rage Tokens), he must make another Fortitude save versus a DC of 10 plus his negative hitpoints or die. If his hitpoint total is still 0 or below once his rage ends, he immediately falls unconscious. In addition, while raging, he cannot be knocked unconscious with bashing or non-lethal damage.

Unstoppable (Ex)
At level 10, Brutes become an unstoppable font of rage. So long as he's in combat, a Brute may gain one Rage Token as a swift action.


~*~​


SCOUNDREL (Rogue Variant)
Filthy Dirty Stinking Cheat

Scoundrels are liars, cheaters, thieves, and generally the most impolite people you could ever hope to (not) meet. They excel at working behind the enemy's lines--skulking where they're not supposed to and gumming up the works from inside out. Their skills rely on their ability to be unnoticed and to lull those around them into a false sense of security before suddenly springing out with an unexpected attack--this tends to make many people suspicious of Scoundrels (and rightly so). Scoundrels operate best when they're able to work incognito within the system, skulking, hiding, and gaining the trust of their Marks before striking like carefully wound serpents.

Weapon Proficiency:
Scoundrels are proficient with all simple weapons.

BaB:
As Fighter.

Mark (Ex)
Scoundrels know a vulnerable Mark when they see one. Once per round as a free action, they may pick one visible target as their Mark. Scoundrels may never have more than one Mark at a time. Whenever they change or lose a Mark, a Scoundrel loses all their Sneak Tokens (see below). If the Scoundrel completely loses sight of their Mark for more than one round, they immediately lose the Mark.

If a Mark is suspicious, it makes it harder for the Scoundrel to pull out his usual bag of tricks. Marks are considered suspicious of a Scoundrel when they've been the victim of a Scoundrel's tricks before (including any of the Scoundrel's class abilities or petty larceny), when they're hostile targets, or when they're aware that they're dealing with a Scoundrel.

Sneak (Ex)
Scoundrels are low-down sneaky little bastards who excel at striking when no one notices them. Their ability to fade into the background and otherwise gain your trust is represented by Sneak Tokens. A Scoundrel may never have more Sneak Tokens than half their class level plus 1 (to a maximum of 6 at level 10). In addition, a Scoundrel may never have more Sneak Tokens then their armor's maximum Dexterity bonus.

In combat, Scoundrels gain a Sneak Token at the end of any round where a Mark failed to take any combat action (spell or attack) against the Scoundrel. Outside of combat, Scoundrels gain a Sneak Token at the end of any round where a Mark remains unsuspicious of them or failed to notice they are there. A Scoundrel may only gain one Sneak Token per round.

For every Sneak Token a Scoundrel has, they gain a +1 dodge bonus against all attacks made by the Mark. Whenever a Scoundrel fails to gain a Sneak Token in a round, they lose one. A Scoundrel does not lose a Sneak Token if they ordinarily would gain one but cannot because they've reached the maximum number of tokens allowed.

Unless otherwise stated, whenever a Scoundrel expends a Sneak Token, they lose all benefits of a token before any of their actions are resolved.

Sneak Attack (Ex)
Scoundrels know how to hit you where it really, really hurts. At level 1, Scoundrels may expend Sneak Tokens to strike at a Mark's weakest point, causing their first attack that round to do an extra +1d6 damage per token spent. These tokens must be spent at the start of a Scoundrel attack action before any rolls are made. They lose any benefits from the expended tokens immediately.

Sneak Attack does not work against targets who have no discernible anatomy or vulnerable organs (such as Constructs, Oozes, and the Undead). The Scoundrel must have a clear and unobstructed view of the target (no cover) to perform a Sneak Attack. When using a bashing weapon, this extra damage is treated as non-lethal; if a Scoundrel scores a critical hit, this extra damage is not multiplied.

Evasion (Ex)
When push comes to shove, the Scoundrel tends to be rather hard to find. Scoundrels know how to avoid the brunt of even the most dangerous situations--at level 2, whenever an effect calls for a reflex save for half damage, the Scoundrel takes no damage--if he makes his save.

Dirty Fink (Ex)
A Scoundrel can lie so well that people don't even consider he might be lying. At level 3, a Scoundrel may expend one Sneak Token as a standard action and tell a lie so convincing that the Mark can't help but believe it--or at least believe that the Scoundrel believes it. The lie can be no more than a few sentences in length, and must be in a language the Mark understands. Ridiculous or obviously untrue lies won't fool most Marks, but they'll at least believe that the Scoundrel believes (and may be crazy). Marks who are suspicious of the Scoundrel are immune to this ability.

Uncanny Dodge (Ex)
Scoundrels can smell danger. From level 4 onwards, Scoundrels retain their active bonus to defense--even when caught flatfooted. Only when immobilized do Scoundrels lose this defensive bonus.

Cheap Shot (Ex)
Scoundrels are always looking for a chance to get their hits in. At level 5, as an immediate action, Scoundrels may expend a Sneak Token whenever a Mark within their threat range takes damage and get a free attack of opportunity in exchange. This counts as the Scoundrel's attack of opportunity for that round. A Scoundrel can combine this ability with their Sneak Attack ability.

Gullibility (Ex)
At level 6, a Scoundrel's learned how to play off his Mark's ignorance. Whenever he chooses a Mark who has no reason to be suspicious of the Scoundrel (or is unaware that the Scoundrel is there), he automatically gains a free Sneak Token. This is in addition to any other Sneak Tokens he may gain in that round.

Distract (Ex)
At level 7, a Scoundrel knows how to get a Mark to look in the direction they want them to. By throwing dust in their eyes, dropping a smoke-bomb, pointing behind them and shouting 'Look behind you!', or any other means of drawing their attention elsewhere, they can make a Mark drop their defenses. A Scoundrel may expend two Sneak Tokens as a swift action and either make the target flatfooted for the remainder of the round or hide in plain sight (but anyone else can see them hiding as normal). A Scoundrel cannot do both.

Sincerity (Ex)
At level 10, Scoundrels have learned how to sway even the most suspicious of targets to their side. So long as the Scoundrel can communicate freely with the Mark, they may spend a full-round action doing everything in their power to convince the Mark of their completely sincere motivations. The Mark may make a Will save (DC: 10 + Scoundrel's class level + Scoundrel's Charisma) to resist; if they fail, they no longer are considered suspicious for the purpose of the Scoundrel's class abilities. Once they are given adequate reason to realize that the Scoundrel is lying or the Scoundrel selects a new Mark, they are immediately considered suspicious again.
 
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