Add numerous options to all characters for the Dragonmech setting.
Steam Warriors
Written by Mark Charke, Neal Gamache, Joseph Goodman, etc al
Published by Goodman Games
ISBN: 1-58846-786-4
Stock Number: WW17604
http://www.goodman-games.com
http://www.swordsorcery.com
128 black and white pages
$21.99
Steam Warriors is the latest supplement for the Dragonmech game line. Instead of focusing on new mechs or background of the setting, Steam Warriors concentrates on augmenting the characters with new feats, PrCs, steam powers, spells, and even psionics.
Laid out in three column format, Steam Warriors uses the same formatting as previous books in the Dragonmech line, using cogs as a top border, along with the page and chapter indicator at the edge of the border. The outer edges of the paper have a weathered look to them. Art is done by a wide variety of artists, including Samuel Araya, John Bridges, Nick Greenwood, Eremy Mohler, Noel Murphy, Kain Chai Ng, and Grey Thornberry. While their work is solid and lends itself well to the setting, the core book remains the best in terms of appearance and setting a standard. In between chapters, full page illustrations done up like old plates, illustrate some concept of ability in the upcoming chapter.
In comparing Steam Warriors to other books on the market, when looking at Heroes of Norrath, a similar sized book, the latter is more expensive and has more ads, so Steam Warriors seems about average if not a little on the lower pricing.
The book includes just about everything you need to super charge your characters, wither you’re a player or a game master. Looking for new feats? The book includes some odd fifty of them with general feats joining mech feats joining racial feats for the Tik’tok race, which is a bit odd reading at first since the Tik’tok isn’t introduced till latter in the book.
Some of the feats are in chains. Take Hazard Killer for example. You build traps in the gear forests of a mech with extra potential killing power. To do that, you have to have Hazard Lord, which gives you the ability to build traps into the gear forest, and Hazard Master, that allows you to force a hazard in a gear forest and Gearstride, Now in looking at the prerequisites, it would’ve been nice if they noted which ones were from the core book or the expansions but since it’s a small line, it’s not a huge issue.
The prestige classes add new layers to the game. Those looking to augment their borg style characters have numerous options. They can be either something like a chainmuscle, focusing their mechanical parts on augmenting their physical attributes, or a logician, going the opposite route and focusing on their mental abilities. Each one gives inherent bonuses to game stats and showcases some of the potential of the mechanical aspects of the game.
They but touch the surface though. How about a lunarborg that uses moonstone to augment it’s mechanics? While the moonstone provides more power as an engine, it also causes corruption, eventually turning the creature into a lunar beast. How about the Necroborg, fusing necromancy and steam powers into one unholy abomination?
Not every PrC here is a devoted of surrendering flesh to metal. Some like the steam weapon adept take other aspects of the setting and master them. They are able to get more out of the unique weapons of the setting. Others use the mechs like the mech templar, a paladin who has expanded his reach of the old smite attack though mastery of a mech.
Each class is tailored for the Dragonmech setting and includes background information detailing the creation of initiation into the PrCs.
Once you’re character is augmented and changed, he’ll still need some equipment and chapter three provides that in spades. Starting off with weapons, we have old favorites like the blunderbuss, updated to the Dragonmech rules, and other fitting weapons like the steamhammer, a two-handed maul that uses steam to help the wearer increase his speed and power. Others like the steam ripper will allow a user to claw up the opposition.
Armors and shields aren’t ignored either though. Included are things like clockwork armor, giving the user a base strength score of 22, in addition to some severe penalties to armor check penalties and not dexterity bonus while wearing the armor. It’s a listing of pros and cons that make one wonder, is it worth having a +12 bonus to armor class and a host of built in features like sound muffling and natural attacks?
Not everything is a matter of combat though. Some like the night goggles provide a bonus against light-based impairing attacks but at the same time hinter the user on spot and search checks. Others like the steam grappler use a modified steam gun to launch a grappling hook or magnetic grapple.
For those more interested in augmenting their characters through the use of steam powers, chapter four is your first stop. It starts off with the adamantine spine, allowing the steamborg to act as if he had light fortification against critical hits or sneak attack damage in addition to a +2 bonus on intimidate checks. Because of its sturdy construction, the user is also treated as if his strength were 2 points higher for purposes of carrying.
Other powers are useful, but not vital. Take the timer. It’s a steam powered clock that tracks the passage of time or water wheel, a device that uses natural power to power devices that run on clockwork or steam as long as the water keeps pushing it.
Thankfully the authors didn’t leave out magic and psionics. We have a few new spells and even a psychic power, as well as new magical equipment. My favorite of these is the construct armor. Similar to the clockwork armor, this one is crafted from magical components instead of clockwork ones. Others may look at the staff of gears as their favorite item for their arcane spellcasters as it has numerous spells, described both here and in Dragonmech, that allow the user to master the art of clockwork castings.
Chapter six, the Steam Driven Life, has some optional rules to make things more interesting in a Dragonmech setting. This includes things like redlining a device to get better performance out of it, to crystal circuit brains that copy the original brain and need a special device to write new memories to it.
The new races include coglings, “feral Halflings who dwell in gear forests”, and tik’toks, also known as gearmen. This is a race whose origins are unknown, but several options are included for those who want to customize them for their own campaigns. Unlike the warforged, these creatures are not designed for straight combat, suffering penalties to strength and charisma in exchange for intelligence and wisdom bonuses and have a favored class of coglayer. They start with a free steam power and are living constructs with many immunities, such as immunity to nonleather damage, massive damage, ability drain, and energy drain. On the negative side, they can’t heal naturally but have to be repaired. Now that part sounds familiar, but what else to expect for a living machine?
I like the mix of different options for players in one book. I know that some have had enough of crunch, but to me, I can take the crunch and put it in any background I choose. For example, the construct armor is going to be in the city of Mitrhil as a reward for those faithful to Corean, and of course those specialty priests who’ve managed to craft a few mechs from the remains of the Mitrhil Golem may reward their paladins with Mechs and allow a few to enter the mech templar class. Other bits are perfect for a Forgotten Realms campaign that wants to feature more strangeness from the church of Gond or showcase how the Red Wizards have advanced their technology on say the Pirate Isles, which already have flame cannons.
If you’re a player and looking for one book to augment your character or a GM looking for new ways to spice up his NPCs, Steam Warriors is a perfect tool for your needs.