Steam and Steel
By Christopher Allen
EN Publishing product number ENP 3008
127-page PDF, $7.95
Steam and Steel is the new, long-awaited PDF detailing everything you might need to add steamworks into a fantasy campaign. The author, Christopher Allen, does an excellent job providing a "toolbox" approach making the job exceptionally easy on the DM.
The cover is a rather simplistic design, which is apparently the norm in PDF products. It consists of a gear shape superimposed onto a leathery-looking background. While there's really not much more to the cover than that, I'll point out that I did notice that the word "Steam" in the title was done in a "cloudy" (hence, "steamy") pattern and the word "Steel" was made to look metallic. Nice touch there, M. Jason Parent (who's credited with the cover design). The worst thing I can say about the cover is that apparently not a whole lot of thought was put into the color scheme, as the gear is an orange-brown, the background leather purple, and the EN Publishing logo predominantly red...all together, not the most pleasing color scheme possible.
The interior artwork is mostly black and white with one or two pieces showing a bit of color. There are 22 illustrations in all by 4 different artists, and while overall the individual pieces are above average (with one or two truly outstanding pieces, like the battling mechs on page 86), many of them are incredibly small: several of them aren't even a full square inch (like the two gears on page 39, or the mechanical devices on page 69). Furthermore, several pieces of art are used in more than one place, the most conspicuous being the human fitted with a prosthetic arm by a (presumably) gnome inventor that shows up on page 20 and again on page 73. (This picture is also worth pointing out in that it is extremely well done - excellent shading, nice detail on the mechanics of the arm, interesting background with chalk-scribbles on a blackboard - but for the fact that the gnome's nose is about ten sizes too big. Seriously, he's only about one step away from those nasal medication commercials where an allergy sufferer's entire face turns into a giant nose with glasses. This really ruins what would otherwise be one of my favorite pieces in the entire PDF.) The artwork in
Steam and Steel is for the most part well done; I just wish there was more of it. (This is especially true in the "creature" section: I'm a firm believer that in any
Monster Manual book or section of a book there should be an illustration of each creature portrayed within; sadly,
Steam and Steel fails on this count.)
The PDF is laid out in the following manner:
- Introduction: explaining the use of steam technology in a fantasy setting, including sections on different ways its discovery might have occurred; the effects steam technology has on society, industrialization, war, magic, religion (2 new cleric domains - Invention and Steamworks - are introduced, as is a new deity, the Steamlord), and other sciences; and different campaign styles (steampunk, high steam-power, and epic scale)
- Creating and Using Steamworks: the "Craft (Steamworks)" skill (upon which much of the PDF is based), creating, using and maintaining steamwork devices, malfunctions, and 18 new feats
- Engines of Steam: steamwork engines powered by all sorts of things: coal, crystals, alchemical substances, arcane energies, magic items, divine power, sunlight, elemental or Outer Planes energy, sacrifices, souls, corpses, or blood
- Materials and Craftsmanship: using nonstandard materials (such as bone, gold, or adamantine) to create steamwork devices
- Tools of the Trade: 67 different items created by (or useful in the creation of) steamworks technology, 29 weapons of war (with optional rules for firearms variants and breach-loaders), and 15 items used for personal protection (these last include options for "upgrading" super-heavy armor, which would be called a mech in a non-standard fantasy game)
- Edifices of Might: 23 steamwork items used in architecture
- Prosthetics: grafting steamwork devices onto your body, either to replace missing parts or as an "upgrade" (this section also includes details on the blood-metal fever disease that only affects those with prosthetics and a discussion on what changes might be necessary to the standard fantasy campaign to make prosthetics a more likely replacement for magical healing)
- Beasts of Steel - Constructs: 24 new creatures, most of them (naturally) of the "construct" creature type
- Beasts of Steel - Vehicles: 10 different types of vehicle that are made possible using steamwork technology, each with a specific example and a slew of possible upgrades
- Prestige Classes: 5 steamworks-themed prestige classes: the Balloonist, Inspired Inventor, Mechanist, Metalworker, and Steel Knight
- Spells: 12 new steamworks-themed spells
- Appendix: two sample campaigns using different levels of steamworks technology
In addition, scattered liberally throughout the entire PDF are a bunch of short sidebars detailing various intelligent fantasy races' views on steam-powered technology.
I'm not familiar with Christopher Allen's other written works - save his posts on the EN World message boards, where he writes under the screen name "Carnifex" - but he does a fine job here, using a clear writing style. I was very impressed to see the depth of the material presented: Christopher doesn't just gloss over material - he takes the time to list all of the potential ramifications; he doesn't just give you one idea for a given subject - he tosses out half a dozen or more ideas your way. (The best example I can give on this last topic is the numerous different ways he figured out for a fantasy steamwork engine to be powered. In a steamwork book, you might expect that coal-burning engines would just be the standard way of going about it and leave it at that. Christopher provides us with steam engines powered by everything from dragon's blood to soul crystals to magic items!)
If
Steam and Steel has one strong suit (and don't get me wrong, it has many), it's the thoroughness with which the various subjects are covered. I feel more comfortable in having "everything I need in one product" with this PDF than I do in most other books covering a single subject. (For example: I really loved WotC's
Draconomicon, but there are dragon-related rules I'd definitely want to use from other sources. If I was adding steam power to my campaign, I really don't think I'd need anything beyond what's available in this PDF to do so.)
On the other hand, if
Steam and Steel has one weak area, it's in the editing/proofreading. I found it interesting to note that there is neither an editor nor a proofreader listed in the credits page (the closest we get is that M. Jason Parent is the "Layout & Production" guy). It's fairly obvious from the very first sentence (where the word "and" is accidentally used instead of "an") that some extra attention could have been devoted in these areas. Reading further, it becomes pretty evident that the apostrophe is a particular bugaboo for Christopher (as it seems to be to many people nowadays). Not only are there numerous instances where an apostrophe should have been used to denote possessiveness but wasn't, there are just about as many instances where an apostrophe is thrown into a word when it's made plural. Each instance is equally incorrect; I'd recommend perhaps a bit more attention in this area in the future, as well as a closer eye given toward simple typos ("Co8g," "f7orce," "btoh," "rion," "bledn") and layout (there were a couple places where a blank line should have separated two paragraphs). Also, I don't know if this was just a layout problem or what, but all of the fractions in the PDF are missing their numerator: "1/2" comes out as just "/2," "1/4" becomes "/4," and so on. I'm not quite sure what's up with that.
As a final problem area related to the editing job, many of the creature statistics were wrong. I tend to be very critical of messed-up creature stats; I can forgive the odd questionable feat or overpowered/underpowered spell in a gaming book (not that I noticed either of those in this PDF), but when it comes to monster stats, I really think it's a disservice to the user if they're not completely ready to use as-is. With that in mind, and with the caveat that I really liked the concepts behind the monsters provided, the following changes should be made to the stats provided in
Steam and Steel:
- First of all, a "generic" criticism: none of the monster stats are "fully" in 3.5 mode; while they have touch and flat-footed AC values, they're still using the 3.0 "Attacks" and "Damage" lines instead of the "Attack" and "Full Attack" format, and nowhere are there any "Base Attack/Grapple" lines. This is a pity, really, as that's useful information that would help the DM considerably.
- p. 84, Large Automaton: AC should be 20, not 19 (-1 size, +11 natural). Likewise with its flat-footed AC.
- p. 84, Colossal Automaton: Average hit points should be 256, not 252.
- p. 85, Behemoth: Damage should be 4d6+67, not 4d6+45 (since it gets one and a half times its Strength bonus).
- p. 89, Iron Juggernaut: Slam attacks and melee weapon attacks should be at +16/+11 melee, not +18/+13 (+9 BAB, +9 Str, -2 size). Ranged attacks should be at +6/+1, not +8/+3 (+9 BAB, -1 Dex, -2 size). Slam damage should be 2d6+13, not 2d6+9.
- p. 90, Iron Shroud: HD should be 7d12+3, not 7d12 (due to the Toughness feat). Slam attacks should be at +8 melee, not +9 (forgot to take the -1 size adjustment into account). Slam damage should be 1d8+9, not 1d8+6.
- p. 92, Mechanised Creature template: The base creature should no doubt have to at least be corporeal; this isn't mentioned.
- p. 92, Scorpion Sentinel: Average hit points should be 107, not 113. The Barbed Bolts Reflex save should be 18, not 16 (following the formula of 10 + half the creature's HD + the relevant ability modifier, in this case Dexterity).
- p. 94, Siege Sentinel: No save given (it just says "Fort Ref Will"); should be Fort +3, Ref +3, Will +5.
- p. 94, Slaughterer: Average hit points should be 79, not 81. The line that reads only "Attacks: 4 claws +" should read "Attacks: 4 claws +12/+7 melee" (assuming you were sticking with the 3.0 "Attacks" line format). Likewise, "Damage: Claw d8+" should read "Damage: Claw 1d8+10." No save given (it just says "Fort Ref Will"); should be Fort +3, Ref +7, Will +5. Poison DC should be 14, not 12.
- p. 96, Steel Sentinel: Melee attacks should be at +11, not +12 (again, it looks like the -1 size adjustment was overlooked). Damage should be 1d8+10, not 1d8+7.
- p. 96, Stalker: Alphabetically, this should be before "Steel Sentinel." Damage should be 1d4+4, not 1d4+3. Will save should be +5, not +3. I'm nitpicking, but the feats aren't alphabetized.
- p. 97, Steam Wurm: Needs a "+" before the "8" in "+13/8" in the "Attacks" line. The creature has 13 HD, yet the advancement listed starts at 13-24 HD. Steam Blast Reflex save DC should be 15, not 16. Should probably have plane shift as a prerequisite for construction, since that's a requirement for the ghost touch special ability (from the Dungeon Master's Guide). And definitely not a criticism, but I just want to point out that Nathan Boyd provides an excellent illustration of the steam wurm; he obviously paid attention to the creature's written description, because he's got all of the significant details spot-on. Good work, Nathan!
- p. 99, Steam Spirit: Slam damage should be 1d6+6, not 1d6+4.
- p. 99, Steamwork Creature template: Again, this should only apply to corporeal creatures. Also, it's worth pointing out in the "Hit Dice" paragraph that a steamwork creature of size Small or larger will gain the bonus hit points of a construct.
- p. 102, Zealot: Damage should be 1d8+10, not 1d8+7.
- p. 110, Ironclad: (note that now we're in the vehicles section) - AC should be 24, not 25 (+22 natural, -8 size).
- p. 111, Submersible: Average hit points should be 122, not 128.
Incidentally, I really like the fact that the vehicles were given pseudo-creature stats; that was a clever way of setting up the relevant information.
The prestige classes were all well thought out; I personally really like the Steel Knight ("mech pilot"), and imagine it would be a real blast running a Steel Knight in his super-heavy armor wading into battle against some heavy hitters like dragons, behirs, or giants.
All in all, I think
Steam and Steel does a great job at giving the DM everything he needs to introduce steamworks into a fantasy campaign, and the "toolbox" approach was definitely the way to go, allowing a great deal of versatility. (I'd bet that half a dozen different DMs could use this book and each end up with a very different-looking campaign from the others.) With a bit more attention to the proofreading - and quite a bit more attention focused on the creature stats - this would definitely earn a top rating from me. As it is, it's balanced on the edge between a "4" and a "5," and I'm too much of a game-stat stickler to justify giving a "superb" rating to a product with this many problems in its supposedly ready-to-use monster listings. (I was also a bit disappointed that there weren't any sample creatures for any of the monster templates; that's pretty much an industry standard and stuck out as quite an oversight in a product that was otherwise so thorough - heck, each of the
vehicles had a sample upgraded version!) It definitely covers the material it sets out to cover, though, and I can highly recommend it to anyone even considering adding a level of steam-powered technology to their campaign.
(Of course, the advantage of the PDF over a print book is that mistakes like the above can be fixed on the spot. I'd have no problems "upgrading" this review to a "5" once the monster stats were sufficiently cleaned up. I'd even be willing to send in my list of noticed typos and grammar errors if Christopher or Morrus were so inclined. Think of me as a post-production proofreader!)