Steam Theme - Undead Grafts

Clay_More

First Post
I have been working on Steam Grafts (as well as Lightning & Lifeseed Grafts) for the NL2 Book. The following are examples of the Steam Grafts, including the basic propulsion that powers them, the Steam Furnaces.

Steam Furnace
The Steam Furnace uses the power generated by the combination of water and fire. Using wheels and pistons, the Steam Furnace generates more power than any of the other Graft Propulsions. The Grafts powered by a Steam Furnace are normally ones that rely on brute force.
The Steam Furnace is a big, square, metallic box attached to the back of the base creature. The box is covered in pistons and wheels that collect the power created from the steam found inside. Iron tubes carry hot steam to the various Grafts that employ the power. A Steam Furnace can be targeted by attacks and has 20 Hitpoints and a Hardness of 10. Any effect that causes sonic damage to the wearer automatically causes equal damage to the Steam Furnace. Anyone attacking the target from behind can choose to attack the Steam Furnace instead. The Steam Furnace has an AC equal to its wielders +4. If the Steam Furnace is destroyed, all Grafts drawing power from it cease functioning.
A single Steam Furnace can power as many Grafts as needed and doesn’t need to be refilled in any way, as the enchantments placed on it supply both the heat and water it requires to operate.
Anyone wearing a Steam Furnace cannot move silently and suffers a –4 penalty to any hide checks. A Steam Furnace is large and noisy. Also, any undead creature wearing a Steam Furnace has its movement rate halved due to the large and heavy Graft.
Prerequisites: Craft Graft, Heat Metal, Create Water
Market Price: 6.000 gp.

Armored Steam Furnace
This item is similar to a normal Steam Furnace. The Armored Steam Furnace has been given additional layers of metal plates to keep it protected from attacks. The item operates in exactly the same way as a normal Steam Furnace, the only difference is in its sturdiness. An Armored Steam Furnace has 30 Hit Points and a Hardness of 14.
Prerequisites: Craft Graft, Heat Metal, Create Water, Magical Vestment
Market Price: 10.500 gp.

Steam Powered Grafts
These Grafts require either a Steam Furnace or an Armored Steam Furnace to have been attached to the subject before they can function.

Miners Drill
Sometimes, the undead hordes of Tuhrak faced cities with heavy walls protected by archers and siege engines. Instead of committing himself to a prolonged siege, Tuhrak utilised the marvels to technology to breach the city walls. Deep beneath the ground, zombies fitted with Miners Drills burrowed through to soil, constructing tunnels which would lead Tuhraks forces into the hearts of the enemy cities.

The Miners Drill is fitted to the end of both arms of the recipient undead. The hands and lower arms of the undead are removed in the process. The big, cumbersome device uses steam to power a metal drill that can easily work its way through solid rock. The Miners Drill consists of a large, metallic cylinder which holds the steam pistons that run the device. At the end of the cylinder, a cone-shaped drill is rotated by the power generated within the cylindrical body.
Any undead equipped with a Miners Drill gains the ability to move through the ground. The recipient gains Burrow 5 ft. in addition to whatever means of movement the recipient already has. Two undead equipped with Miners Drills can dig 5 ft. of tunnel in one round. Such a tunnel will only be 5 ft. wide. For each additional two undeads with Miners Drills that are working on the tunnel, it can be made 5 ft. wider. Additional workers cannot speed the rate at which it is dug though. Tunnels that run deep into the ground will need additional workers, which doesn’t require Miners Drills, to carry earth and stone back to the surface.
The Miners Drill can be used as a weapon, should the need arise. As a weapon, it causes terrible damage but is too unwieldy to be used effectively. Anyone using the Miners Drill as a weapon has a –4 penalty to their attack rolls. When used as a weapon, the Miners Drill has the following statistics.
Damage: 2d6 Critical: x3 Type: Piercing
Slot: Two arms
Prerequisites: Craft Grafts
Market Price: 1500 gp.

Pneumatic Arm
The Pneumatic Arm is a large and unwieldy Graft, originally created for the undead working with loading and docking goods. Yet, the increase in strength it offers has been found useful amongst undeads on the battlefield and attempts to use for such purposes have proved succesfull. The Graft replaces the undeads arm from the elbow and down, equipping it with a big, heavy mechanical construct powered by a series of large, pneumatic pistons. The Graft ends in a mechanical hand, which is as large and unwieldy as the arm itself.
The arm grants a +6 Mechanical bonus to strength. It is possible to give an undead creature two Pneumatic Arms, which would give it a +12 Mechanical bonus to strength. Yet, for each Arm the undead is fitted with, it suffers a -2 penalty to Dexterity, due to the unwieldy construction of the Graft. Should an undead creature receive two Pneumatic Arms, the total penalty becomes -6, not -4.
Slot: One arm
Prerequisites: Craft Grafts, Bull's Strength
Market Price: 8000 gp.


Steam Cannon
The Steam Cannons are terrifying weapons, able of striking foes at long distances. By using special chambers to build up steam, the Steam Cannon can fire iron pellets against unsuspecting foes. The long barrels makes the pellets extremely precise, enabling units equipped with Steam Cannons to hit enemy officers and commanders far behind enemy ranks. Tuhrak became known for using Steam Cannons enchanted with the Filthy ability (found in Necromancers Legacy) to strike exposed enemy guards during sieges, in an attempt to spread disease amongst the enemy population.
A Steam Cannon can only be fired once every other round, as it requires time to build up sufficient steam.
Damage: 1d12 Critical: x3 Type: Blunt
Range Increment: 150 ft.
Slot: Two arms
Prerequisites: Craft Magic Arms and Armor, Craft Grafts, True Strike
Market Price: 6000 gp.

Steam Mace
The Steam Mace utilises built up steam to propel a large, iron ball that is attached to the device. The device appears to be a long cylinder that is attached to the lower arm of the recipient undead. At the end of the cylinder, the iron ball is connected with the device through a long, metal rod that goes far into the cylinder. At the end of the rod is a chamber that stores steam, allowing the device to build up enough power to propel the mace. Once the steam is released, it forces the iron rod forward, enabling the undead to make a very powerful attack with the heavy ball.
It takes two rounds to build up enough energy to make an attack with the Steam Mace. In the third round, the undead can use a full round action to attack with the Steam Mace. This attack uses the undeads normal attack bonus. After the attack has been done, the device requires another two rounds to recharge. Thus, the undead can only use the Steam Mace once every three rounds. Most undeads equipped with a Steam Mace also wield a normal weapon in their other hand, so that they can attack in the two rounds during which the Steam Mace recharges. Some undeads have been seen wielding two Steam Maces, allowing them to make two attacks in three rounds. It is not possible to use two Steam Maces in the same round, since both require a full round action.
Damage: 3d6 Critical: x3 Type: Blunt
Slot: One Arm
Prerequisites: Craft Magic Arms and Armor, Craft Grafts
Market Price: 800 gp.



I have a few more, unfinished Steam Grafts which I didn't want to post untill I finished them. Amongst these are the Wheeled Graft, which replaces the undeads legs with a Steam Engine and wheels. This reduces the movement penalty of the Steam Furnace, but renders the undead unable of climbing, jumping and swimming.

I didn't post all of the flavour text, as some of it is being redone, only posted the text for the Miners Drill.

If anyone out there should have some good ideas for Grafts that fits the Steam theme (rhymes doesnt it)... feel free to give it up.

Of the three different kinds of Undead Grafts, the Steam Grafts are supposed to represent pure, brute strength. The Lightning Grafts have more all-round powers and the Lifeseed ones will have Necromantically tied powers. The two others uses charges to power their Grafts, but since the Steam Grafts are supposed to be simple & brutish, I refrained from altering them with Charges...
 
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The grafts all seem to be ridiculously underpowered.

A 3d6 melee attack once every three rounds is not worth 6800 GP and halved movement. A +2 shortsword out-does it.

A d12 ranged attack every other round is not worth 12000gp and halved movement. A +1 bow with the distance enchantment is cheaper, and will do more damage in the long run.

In fact, the only one which seems to be worth it is the pneumatic arm, and it seems to be overpowered, far outstripping the alternative magical items (which it stacks with).

I'd really suggest looking at some equivalent magical items before you price these things.
 

Well, I think the basic Steam Furnace is the problem, taking a second look at it. If the price was lowered, to for example 500 gp, it would make the Grafts more price-worthy. I want them to be available to the regular, fighting undead grunts, not special items for NPC's / PC's.

It would lower the cost for all of the mentioned Grafts. The Wheeled Graft would have the ability to remove the movement restrictions (but does provide some hindrances by itself). The Steam Cannon could then have the price reduced to 4000 gp, making its final cost, including Furnace, 4500 gp.

I am actually going for "overpowered" in that regard, since it is a basic concept of the Steam Grafts. The Pneumatic Arm does provide a -6 dexterity enhancement if both are worn (even though a +12 strength bonus isn't bad).
My concept for Steam Grafts, are objects which require access to forgotten, ancient lore. Not readily available, but used amongst a few necromancers who knows their secrets. Therefore, an undead PC wouldn't run around buying Grafts for himself, thats not the idea. The Idea is more that they should be items available to the DM to alter his undeads. Yet, this doesn't mean that the price shouldn't be right, but the aspect of the Grafts are a consideration when pricing the effects.
 

Even at 4500, the steam cannon is inferior to the average bow in almost any situation. I'd suggest lowering it to be similar to the price of the ultra-heavy crossbow from (I think) Sword and fist, which does the same damage, has the same one-shot-per-two-rounds rule but has a crit range of 19-20 x2 (ie - weighted identically). I'm not sure on the range of it is all - I'd expect it to be quite close to your weapon.

As for the pneumatic arm: A +6 enhancement bonus is 6x6x2000(72,000). I'd say that you'd subtract the 3 points of lost dex from that (3x3x2000=18,000) for a ball park figure of 54000. The fact that it effectively stacks with itself should make it worth even more.

And "The PC's will never have access to it" has never been a convincing argument to me. It tends to indicate that the DM in question KNOWS he has wrecked the rules, and is relying on his own judgement to make sure the game survives it. If that's really the case, then making up rules for this (and prices etc) is really a futile excersize. You may as well just put together some creatures or creature templates.
 

Well, if there's anything I would prefer altering regarding the Steam Cannon, it would have to be damage. Since it has x3 Crit, crit range cant be altered. The damage could be turned up to 3d6, which would make it greater than bows & such, even with some extra damage from being Mighty & such.

I was actually considering damage bump for Steam Mace as well. I have been so lucky that someone was so nice as to burrow my PHB & DMG for "a day" which occured a week ago.

As for the Pneumatic Arm, it might be more usable if it was Pneumatic Arms that granted a +10 strength bonus (still -6 dex). Strength would still be a big bonus and there wouldn't be problems with the concept. I thing I was thinking about myself, was some of the logical problems with making it two separate arms. What if someone wielded a sword in his left, non-pneumatic arm? He would still receive the bonus to strength if he had his right arm Pneumatized. Then I would have to say that the bonus only is given to people wielding things in the Grafted Arm and that two-handed weapons get effect from both etc etc. Simpler to keep it a flat +10 bonus and simply call it Pneumatic Arms.

It is true, the argumentation can never be used that Players wont have access. Market Price is used equally much by DM's when determining what they give their critters.
 

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