Steam-Powered Zombies: Part 3 - Mad Science

Rammius's picture

Seeing how it has been a while since my last blog, I thought that an excellent topic to discuss would be the idea of Victorian technology and ideals, primarily mad science. Doctor Frankenstein, Herbert West the Re-Animator, and other such classic "mad" scientists have always intrigued me. My desire to merge necromancy with steampunk technology has enabled me to look beyond most traditional sourcebooks such as Iron Kingdoms or Dragonmech(not to say that these books haven't been useful). While searching for more "exotic" sourcebooks, I came across a most delicious addition to my collection of oddities, a book entitled "Chaositech".

The first thing I noticed was that the publishing company, Malhavoc Press, was a company of Monte Cook's own creation. Seeing as how he was a major contributor on the Planescape line, I knew I was in good hands. Before I continue, I would like to point out that I am relatively familiar with a wide variety of Malhavoc Press products, particularly the Arcana Evolved campaign setting, and have found that though all the products are well written, in some cases many spells and items tend to be either under or over-powered. Not so in the case of Chaositech, a book that essentially introduces the concept of mad science and alien devices into roleplaying settings. The various "magic" items are described as being useful, often going around problems caused by traditional magic, albeit very dangerous devices. Each device could provide power at the risk of madness and/or terrible mutations.

The premise that these devices be created by either terrible unhuman forces(perhaps from the Far Realms) or by misunderstood(in my opinion, my players tend to find them rather unpleasant) "scientists". Traditionally they are found in the hands of lunatic cults and their mishappen(and monstrous) minions.

Very Lovecraftian, don't you agree?

I decided to give the premise of Chaositech a little "twist". In one adventure, my players discovered the Harmonium cracking down on such devices as they have been used by Anarchist agents in various plots involving destabilizing the power structure in the multiverse. Some carefully digging, and my players discover the weapons being manufactured and distributed by a group of Chaosmen and Sinkers. The Chaosmen enjoy the "chaos" the weapons cause(whether it be to the target, the wielder or randomn bystanders) while the Sinkers enjoy the fact that these devices significantly speed up entropy whenever they are used.

Another twist involved a discovery in Monster Manual V. Within its covers, a group of insane mindflayers are depicted, who worship an entity called Thoon. My players are abducted this time around, some of them experimented upon with chaositech grafts before escaping and teaming up with a group of githzerai, githyanki and "sane" illithid(I know what you are thinking, Gith teaming with flayers, that will never happen. My argument is this, while regular illithid are bad, crazy mindflayers with weapons capable of destroying the multiverse and the desire to do so are much, much worse).

Some may argue that I have overused the whole mad science cliche. To this I answer that in order to fully appreciate the genre, the cliches must be dealt with. So while they may be used to barmies dealing with the forces of madness, the coming twist they'll never expect... Eye-wink

 

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