Steampunk D&D thread


log in or register to remove this ad

Etherscope. Great setting, and the d20 mechanics plug right into D&D 3.5. I especially like the cybernautics system.

Magic & Mayhem from the Warcraft RPG has a chapter on steampunk devices with some cool art.

Airships by Bastion Press. Can't have steampunk without flying machines.

For general treatments on the genre, EN Publishing's Steam and Steel and Legends & Lairs's Sorcery and Steam fit the bill, but neither offer a lot to get excited about.

Gearcraft for True20 contains a ton of supplementary rules which are more or less D&D-compatible. Aside from some nice art, not a lot flavor-wise.

Runepunk. I don't know much about Savage Worlds, but I've heard good things about this fantasy steampunk setting.
 

Chaositech by Monte Cook

I'm not a Monte superfan but Chaositech is one of my favorite d20 books, hands down. Lots of great material for a Cthulhu meets steampunk campaign. I also like that the book is not just filled with crunch. The section on cults is great campaign material.

Masquerade already mentioned EN World's Steam & Steel, which I did like quite a bit. They also published two pdfs called Mechamancy. The first deals with clockwork magic and the second on living machines.
 

Most seemingly steampunk stuff I've seen around has been more magitech focused. The closest thing I've found to extraordinary "nonmagical" steamtech is Northern Crown: New World Adventure's Natural Philosopher. Basically like an early scientist/inventor who takes "degrees" in different domains of science/knowledge (e.g. Magnetism, Mentalism, Physics, Life and Death). Instead of casting spells, the natural philosopher creates Phenomena (which are Extraordinary abilities) with his apparati. Compared to spellcasters and their spells, though, each natural philosopher is very limited in selection of Phenomena. Think of each degree like a spell school; a 1st level natural philosopher starts with only two (but gains some more as he gains levels).

The apparati are not really modern take and have a bit of a rudimentary pseudosience or alchemical sort of archaic feel to them that seems to fit the flavor of the setting (a highly fantastic colonial America). The Magnetism degree uses a Galvanic Belt, for example. While most of it probably isn't steamtech per se, it might be useful inspiration for mechanics.
 

Despite not being a D20 or any variety of D&D based game, one of the best Steampunk RPG sources would be Space: 1889...followed by Amazing Engine: For Faerie Queen and Country.

Yeah, you'll have to do some conversion work- less with Amazing Engine, which is kind of a chimaera of 2ED and 3Ed- but there is SO much to yoink in those games its not funny.
 

Remove ads

Top