Planescape: Steam. A Steampunk system for Planescape.

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Masamundane's picture
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Planescape: Steam. A Steampunk system for Planescape.

Hello all. I'm totally new to Planescape, and mainly fell in love with it due to the older video game Planescape:Torment. My group has played in Sigil in the past, but I look to do something totally different with it (mainly because my group was less than satified with their last DM).

With that in mind, I've went a totally different way with it. I've loved the Victorian overtures seen in the art and concept designs of the original boxed set, and after talk with my PCs, we've decided to explore that more than the sword and sorcery aspects of the game. Our Sigil looks to be designed by Tim Burton, with crowded streets, crooked buildings, and an obvious gap between the poor, and the rich (no middle class, just rich, poor, poorer.) We've also went for the more top hat, waist coat, mutton chop look and design for characters and NPCs. Armour is now unusual, save for by the 'ruling class', and the Harmonium (who have become the beagle for our story). Factions have taken a sideline, used more for flavor than anything else.

Then we got to talking about magic. See, one of the problems this group had with their last DM was that he would constantly be setting them in planes or areas of the spire where magic failed, or at least acted funny. It seemed unfair to any of them who had magic items, or worse, were playing mages and clerics. It seems that this has always been a problem with Planescape (one of my players summed it up: "it's unfair, and unfun to have a character that can be completely neutered just by walking through a door") With this in mind, and with the already Victorian London we were working with, we as a group decided to explore the option of machines in conjunction with magic. In other words, SteamPunk Planescape.

Now here's where I get to the point (and I do thank you for your patience if you're still reading this here). I've stamped out an alright system for Steam and Clockwork items, but wouldn't mind a second going over by an outside source. Here's how it all works:

Mechanical items have a few advantages over magic, and a few flaws. First off, mechanical items are NOT magical, making them immune to events and areas that would disrupt magic. Mechanical items cannot be dispelled, countered, or otherwise negated. They are immune to Wild and Anti-magic areas, though they can still be effected by element disruptions (a blade heated by alchemists fire will still be inneffective on the Plane of Fire, for example)

Mechanical items, once again not being magical, tend to be ineffective against creatures with damage reduction. A well weighted sword that gives an effective +1 attack and damage would not, for example, ignore a creatures damage reduction 10/+1. Once again, element effects would still work the same, so the heated blade mentioned earlier would still count as fire vs a damage reduction if 10/fire.

Mechanical items are prone to breakdown. We've built a system for this that works like this:
Any time a mechanical item is used, a D20 is rolled. on a roll of a 1 (or more with a more complex item) a check is made for failure, using a D10
1-7: Item suffers minor failure-it 'hiccups' if you will, but will work fine next round.
8-9: Item suffers major failure-it will not work until repaired.
10: Item suffers catastrophic failure-the item fails in such a way to hurt the user, and possibly those around the user. The item itself is destroyed.

We threw the breakdown rules into the game to balance the mechanical items, and to give them their own flavor. Note that weapons tend to break down a bit more than other items with these rules (since they would fail on any critical failure during combat). With weapons, the roll to hit counts also as their breakdown check, but still, whats the last combat you were in that you didn't roll a one at least once?

We've also introduced a new sub-skill; Craft Mechanics, which is used when making mechanical items. It's still rough, but works somewhat like this
Base skill check: 10
Build Trinket (one use iem): +10
Build Gunne (mechanical equivilant of Wand): +25
Build Weapon: +25
Build Armour: +25
Build Wonder (a catchall phrase for anything that doesn't fit above): +25
Additional per +1 or spell level equivilant: +5 per level equivilant or +1 combat bonus
Repairing a damaged item: DC 20

Example:
A mechanic in your party wishes to build a set of Spring Heeled Boots that will let him leap great distances, and move faster. Similar to Boots of Leaping and Striding, these boots would give an additional 10ft move, and a +5 to leap checks. The DM begins with the base check of 10, adds a +25 for building a Wonder, and decides that this is the equivilant of the longstrider spell, a level one spell, adding an additional +5. The total Craft:mechanics check would be a 40. Finally, the DM states in advance that were there to be a catastrophic failure on these boots, the springs in the heel would decide to shoot up into the wearers foot, doing 2d6 damage, and imposing a minus 10ft to movement until healed (ouch) The item would look like this:

Spring Heeled Boots
Craft Mechanics check DC:40
Effect: These Boots allow the wearer to make great strides and bounce high above his allies, giving the wearer an additional 10ft to their move, and a +5 enhancement bonus to jump checks.
Failure Check: 1 on a D20
Catastrophic Failure: Springs shoot into foot, doing 2d6 damage to wearer, and imposing a -10ft movement negative until healed.

Notice the Failure Check section? I've been working on a system for that, but have little more than DM eye for simple to complex items, based on player discriptive on how the item works. simple items fail on a 1 on a D20, while complex items fail on a 1-6 on a D20. I don't really have a better way to set this in stone than DM discretion. Sorry.

Also, we set the repairing of items to a standard DC 20, so that a party doesn't need a pro mechanic in the team to fix busted items. After all, if an item failed, and the party couldn't fix it, they probably wouldn't use it to begin with.

Final note on building items. The Craft Mechanics skill only covers the inner workings of the item. Further Craft Checks may be needed for a complete item, once again at DM discretion.

Example:
Your mechanic decides to try to impress a petty noble by building a clockwork bird, all gilded in in gold, that would sing on the hour every day.
As the DM, you set a DC check of DC: 40 (base 10, Wonder +25, and an arbitrary +5 for the singing) which would make the bird work. You then declare that it also needs a Craft Sculpting check of DC:20, for a body for the bird.

So there you have it. Right now our system still doesn't have a time to build, or a price (though for price, we've been using a basic 15gp per DC number, so a DC:40 item would cost 600gp to make, and double to just buy. Half that for trinkets. This seems inexpensive, but with no magic involved, it's hard to justify mechanics being too expensive. After all, it's mostly just material and time.)

I'm open to suggestions on this system, or if anyone uses it, open to feedback on how it went.

Masamundane

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One More Thing

Forgot to mention:
If this system is tried and works well for us, I'll probably update it a bit and reoffer it as an article, so I wouldn't mind some imput on that idea as well.

Maelora's picture
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Planescape: Steam. A Steampunk system for Planescape.

Quote:
With that in mind, I've went a totally different way with it. I've loved the Victorian overtures seen in the art and concept designs of the original boxed set, and after talk with my PCs, we've decided to explore that more than the sword and sorcery aspects of the game. Our Sigil looks to be designed by Tim Burton, with crowded streets, crooked buildings, and an obvious gap between the poor, and the rich (no middle class, just rich, poor, poorer.) We've also went for the more top hat, waist coat, mutton chop look and design for characters and NPCs. Armour is now unusual, save for by the 'ruling class', and the Harmonium (who have become the beagle for our story). Factions have taken a sideline, used more for flavor than anything else.

Wow, looks like you read my mind! I don't think I'm alone in thinking about Planescape like this... Until Torment, I think a lot of people enjoyed the material but didn't quite know how to use it.

Our game was very much a Steampunk affair - no armour, as per Torment, and a very 'Gothic' look. The Harmonium were the villains in our games, too! We had to change a lot of alignments because of how evil they were always depicted in the various adventures.

Quote:
Then we got to talking about magic. See, one of the problems this group had with their last DM was that he would constantly be setting them in planes or areas of the spire where magic failed, or at least acted funny. It seemed unfair to any of them who had magic items, or worse, were playing mages and clerics. It seems that this has always been a problem with Planescape (one of my players summed it up: "it's unfair, and unfun to have a character that can be completely neutered just by walking through a door")

We always just ignored this aspect for the most part. It added little to the flavour of the game and gimped spellcasters completely. Sure, we put in a few nasty changes to suit each plane... no fireballs on the Elemental Plane of Water, and woe betide a mage who casts Summoing spells in the Abyss... but we wanted these to be appropriate to the plane concerned.

The mechanical side of things was always more of a backdrop for us - none of us used guns or machines, but they were around in the background. I really like the rules you've set up here... I might even try converting some to 2nd edition...

We also had a very strong Psionic presence in the game - considering how many outer plane creatures were psionic in 1st edition, it seemed weird this element was removed in 2nd Ed. One of the problems was that the Darksun setting already had dibs on Psionics, so they were taken out of Planescape, despite really fitting the PS background.

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Planescape: Steam. A Steampunk system for Planescape.

I made a bunch of posts on a Steampunk Planescape. It'll eventually be an article you can read, once many of the articles in waiting get posted.

Masamundane's picture
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Planescape: Steam. A Steampunk system for Planescape.

We've also introduced a new sub-skill; Craft Mechanics, which is used when making mechanical items. It's still rough, but works somewhat like this
Base skill check: 10
Build Trinket (one use iem): +10
Build Gunne (mechanical equivilant of Wand): +25
Build Weapon: +25
Build Armour: +25
Build Wonder (a catchall phrase for anything that doesn't fit above): +25
Additional per +1 or spell level equivilant: +5 per level equivilant or +1 combat bonus
Repairing a damaged item: DC 20

After testing this a bit, we found the DC for building mechanical items too high for anyone to really consider building them at all. If you remove the base skill cost 10, and just use the other costs it works though. So, ignore that part about a base cost.

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Planescape: Steam. A Steampunk system for Planescape.

I'll preface this by saying that I beleive in a rules-light approach to the game. I'd just take the cost of a comparable wonderous item and up it by 150% (This is a high estimate. Not many players I know make targeted dispells on magic items) The fact that it works in dead magic, can't be dispelled, detected, and since it's rare, etc accounts for the 50%. The other 100% is from the fact that the item does not take up a magical equipment slot.

From a balance point of view, you could go as low as 125% increase, but it ruins the concept if you want these to be really rare. I'd avoid making catastrophic failures a mandatory part of the system, but if they are used, you can push the price even lower. Obviously, some items cannot be 'steampunked' as it were. Common sense should tell well enough.

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Planescape: Steam. A Steampunk system for Planescape.

Generally I say that many technological items, more advanced than the "consensus" are magical items, and therefore don't function in dead magic (and I hate such zones along with the spells dispel magic and anti-magic shell for the book keeping headaches). I go by Mage: the Ascension's revolutionary concept that technology is just another form of magic.

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Planescape: Steam. A Steampunk system for Planescape.

As a fellow steampunk enthusiast, I can appreciate the effort required to get the rules to work.

A few suggestions for the crafting rules, possible items, etc:

A feat for crafting Victorian items, i.e:

Inventor: Craft(Gunpowder Items), Craft(Clockwork) and Craft(Steamworks) skills become class skills

I use these skills as examples, since in one Steampunk campaign, there were different skills to represent various aspects of creation

Various craft skills and DCs:

Craft(Gunpowder): Build Weapons/Create powder/Construct Explosives, DC 20-30(for complex weapons), Modify Gunpowder Weapon: Add Bayonet (DC:10), Alter Ammunition capacity/Reload Ability (DC:15-20)

Craft(Clockwork): Create Clockwork Automatons: Simple(DC:10-15), Complex(DC:20-25), Intricate(Self-Aware)(DC:30-35), Create Analog Computer: Typical-Complex (DC:20-35)

Craft(Steamwork): Complex(Steam-powered limbs, minor vehicles, lesser Steamwork Items(Minor Weather Control or Electricty Generator, Portable Hynoptism Device,...)) DC:15-25, Unique/Advanced(Steam-powered bodies, Complex Steam-work Devices(Think Tesla, i.e Death Rays, Cloning Machines(The Prestige), Mass Hypnotiser,...), Flying Machines) DC:40-45

Items:
Analog Computer: May be used by an inventor to perform steampunk related knowledge checks(Determine a construct's weakness, how a device operates,etc), aid in crafting, determine an enemy's weakness (Knowledge), Reprogram clockwork (Craft). Bonus provided depends ono information plunged in, Little(+1-2), Moderate(+3-4), A Lot(+5-6). Max bonus depends on complexity of the device: Simple(+3), Complex(+6).

Steam-powered weapon enhancer: This device provides a bonus to melee weapons. When in effect, weapon is considered a magical weapon of the equivalent bonus. The retain bonus, a certain amount of fuel must be consumed. The standard device retains 20lbs of fuel, though this may be modified. +1 bonus requires 1lbs of fuel per round, +2 requires 2lbs, +3 4lbs, +4 5lbs, +5 6lbs. The enhancer can provide an additional attack at the highest bonus per turn, using 5 lbs of fuel. The device must worn on the back and attached to a melee weapon, thus preventing the use of a cape or cloak. To activate the device requires a move action that consumes 4 lbs of fuel. Device is deactivated as a free action. Weighs 30lbs without fuel.

These are few relics from an earlier game. While I found the crafting rules posted here to be effective, here is an alternate idea on handling creation. As a bonus, I added a few items I found while going over old notes.

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I'm working on a Planescape

I'm working on a Planescape based comic.  It has a definate Steampunk flavor to it.  I just can't see the Whole of Creation being stuck in the middle ages.

 The idea of the gun is very new in this "advanced time-line" setting.  It's based on a kind of "multi-wand"device, inspired by one of the Paizo Pathfinder adventures.  

Love the ideas here... Lots of inspiration!

__________________

The Dark of being Lost: You are always HereEverywhere Else is misplaced.

Jem
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I'm still not too sure

I'm still not too sure about the DCs for the Craft Mechanics.  Poking around the Wondrous Items, let's pick the Rope of Climbing.  A comparable mechanical item would be, perhaps, a mechanical grappling hook, with small control wires that can cause the hook to latch, unlatch, spread out, etc.  The Rope of Climbing requires animate rope, which is a 1st level spell.  Let's say our mechanic is 3rd level.  This a 1st-level Wonder, so it's a DC of 30.  He's got 6 ranks in Craft Mechanics, a relevant attribute bonus of +3, Skill Focus for +3, and masterwork tools for +2.  That's a base of 14.  He can't take 10, so he needs to roll 16 or better on 1d20, giving him a 25% chance to make a Wonder that's as simple as they come beyond trinkets or cantrips, similar in utility to a magic item his 3rd-level Wizard friend can make without so much as a skill check.

Now, their costs in materials are roughly balanced, since successes one out of 4 times on something that costs 450gp in materials will cost have an expected cost per rope of 1800, and the rope costs the wizard 1500gp and a bit of XP to make.  But the mechanic has had to make four goes at it to produce a working item.  It took the wizard 2 days to make the rope, so...

...hmm.  I suppose if a complete attempt on this rope can be started and finished in just a few hours, assuming that the mechanic has access to a decent machine shop, parts supply stores, etc., then the time and money it takes him to make his item, compared to a wizard making a similar item,  it might work in play.  Still, I'm not sure I like the notion that it would take 9th level, or 7th level and a skilled apprentice, for a crafter to be able to take 10 on such a simple object.

You might consider setting the DCs based on assumptions of what a customer would expect a rafter to be able to make reliably (i.e., by taking 10) at various levels:

A 1st level journeyman, with 4 ranks in Craft Mechanics, masterwork tools, and the natural aptitude for his job (+2 from attribute) will have a +8 and be able to make DC 18 items reliably.  He has a risky but decent shot at making DC 20 items or such repairs; if someone else in the party can aid him, he can do DC 20 repairs reliably.

A 6th level crafter, freshly qualified to take on apprentices (he could now take the Leadership feat) has presumably taken Skill Focus, probably has +3 from his attribute, and has continued to invest points in his skill to the maximum, so that he has a base of +17 and will be able to make DC 27 items reliably.

At 10th level, a settled crafter with an apprentice to aid him has 4 more skill ranks and the apprentice gives a +2 on tasks he helps with, so he can make DC 33 items reliably.  He can make DC 40 items given time and a good supply of materials.

At 15th level, a master crafter out adventuring probably has no apprentice but does likely have a boosted attribute for +4, and 5 more ranks than the settled pro, so he's up to making DC 37 items reliably.

These could also be modified upward by possibilities such as skill synergies (with other Crafts, Professions, or some Knowledge skills), a feat that gives +2 to Craft Mechanics checks, regular access to skill boosting spells, and the like.  But this should probably be a guideline for what the typical customer expects a professional mechanic to be able to do.

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So its steampunk with a bit

So its steampunk with a bit of Tim Burtons Sweeny Todd and Sleepy Hollow?

I like it, you migght want to take a look at Dark Legiecies by Red Spire Games.

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