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Fantasy Gizmoteer
Created by C.N. Constantin

When it comes to Technological advances, the Palladium world has been comparatively stagnant.  The technology of the Palladium world is first and foremost magic and it is magic that is the backbone of the great kingdoms. From the Feared black ships of the Western Empire to the use of warlocks and Druids to irrigate crops, there is no doubt of its prominence.

However, in the shadows of the power that is magic, the great powers look for other ways of improving their lifestyle.  It is then that they turn to the Fantasy Gizmoteer.  These odd individuals are best described as part scientist, part tinkerer and part scholar and are responsable for the few technological advances that exist on the palladium world.

These odd men and woman of various races organize themselves into guilds that are sprawled throughout the Palladium world.  They are considered as mysterious and eccentric as the practitioners of magic, and are considered so by the peasents and other rabble that exist in the cities.  However, they are merely workers of technology and would be the engineers in another world and another time.  Their works range from the relative mundane, such as the doubled crossbow to the spectacular fire errupters that are used on many ships.  It is their destiny to reshape the world using what little scientific know how exists.

They have already played a prominent role in history.  During the famed Elf/Dwarf war, it was the dwarves who branched out their defenses by using various primitive war machines and traps.  The Kobolds and Gnomes were believed to have similar (but comparatively less advanced) skills in the nearly forgotten art of technology. 

At the present time, there are still some who embrace this unusual art. Perhaps the most famous guild of these skilled creators is that of House Pascale.  Located in the Koerdian region of the Western Empire, they  have invented such wonderous devices as the automatic siege gun, the magnifying glass and many other inventions.  Their technical know-how has caught the eye of Emperor Itomas II who has quickly realized the potential for such devices.  He has given his support for their continued endeavours. However, he has insisted that they keep their most amazing machines quiet, for Emperor Itomas II intends to use these devices as an "ace in the hole" in his campaign of consolidation and expansion.

Another group that has picked up are the Wolfen of the Northern Wilderness.  Seeing the practical value of these devices, they are quickly learning these skills.  Like their studies of magic, they have only begun, but have already shown great progress.

As magic slowly dwindles, these mysterious figures will become yet more reknowned and respected.

Fantasy Gizmoteer O.C.C.

Special Abilities:
1. Special skills of the Fantasy Gizmoteer: Basic Gizmoteer construction Skill (B.G.C.S.):  This is the skill that is used to see whether the tecnological marvel works after all the time and effort that the Gizmoteer put into it. A failed roll means that the gizmo does not work, falls apart or, in some cases, explodes!  If a successful prototype is built, the player must roll again to see if the device still functions properly.  Roll for each of the first two (2) times the gizmo is used.  If both rolls are successful, the device will continue to function as intended.  If either roll is a failure, the device is not working or may fall apart or explode. Base Skill: 50% +2% per level of experience.

Secret signs:  The Fantasy Gizmoteer has a secret language that is used to keep the secrets of technology from the masses. Base Skill: 50% +5% per level of experience.  A failed roll between two communicators means that some part was not properly communicated.

2. Good with understanding alien machines.  Even if the machine is several hundreds years ahead of the present level of technology, the Fantasy Gizmoteer can figure out the rudamentaries of the device with a skill role. Note that this does not reveal every trick of the device, only the most
general functions.  Base Skill: 30% +5% per level of experience.

Special O.C.C. Bonuses: None
Attribute requirements: I.Q. 14 or higher.  A high P.P. and M.E. (to represent stubborness) may also be useful, but not required.
Racial Requirements:  Dwarves, Gnomes and Kobolds have a particular aptitude for this trade (+5% on all gizmoteer skills). Otherwise no restrictions.
Alignment requirements: Any, but all keep a close reign on their technological marvels whether it is for the good of the community or to keep their power base.
Experience Table: Uses the Diabolists experience table.
O.C.C. Skills:

Language: native (98%)
Literacy: native (98%)
Math: Basic (+20%)
General Repair (+20%)
Rope Works (+10%)
W.P.: one of choice.

Hand to Hand: Basic can be selected as one "other" skill or hand to hand: Expert at a cost of two "other" skills, and martial arts or assassin costs three "other

O.C.C. related skills: Select four other skills, plus two additional skills at levels 2, 4, 6, 8, 10, and 12.  All new skills start at level one proficiency.

Communications: Any (+5%)
Domestic: Any
Espionage: None, except intelligence, fogery, and detect concealment and traps (+10%)
Gizmoteer: Any
Horsemanship: general or exotic only.
Medical: Any (+5%)
Military:  Camouflage and Recognize weapon quality only.
Naval: Any (+5%)
Physical: Any but Acrobatics, and Wrestling.
Rogue/Thief skills: Any (+10%)
Science: Any (+15%)
Scholar, Noble & Technical: Any (+15% on construction type skills).
W.P.: Any
Wilderness: Carpentry, preserve food and Land navigation only (+5%)

Secondary Skills: The character also gets to select four skills from the previous list and one more at levels 3, 7, and 11.  These are additional areas of knowledge that do not get the advantage of the bonus listed in the parenthesis ().  All secondary skills start at the base skill level.  Also, skills are limited (any, only, none) as previously indicated in that list.

Standard Equipment: The fantasy Gizmoteers most prized possessions are his mechanical contraptions, whether large or small.  They are usually very small, but may include some sort of transport device.

Other gear includes two sets of clothing, one for day to day work (such as coveralls), and one for more formal occasions.  Also a lantern, a bedroll, a backpack, shoulder bag, tinder box, wind skin (and wine) and a water skin.  They also carry a tool box with a hammer, small saw, a pound of nails, and other small, easily portable tools of a medieval or fantasy nature.

Armor: The fantasy gizmoteering has no training in the use of armor, so it's best to stick to the light stuff.  Using anything heavier than chain reduces the characters speed by half, and gives a -2 penalty to strike, parry and dodge.  Still, travel can be dangerous, so the character starts out with a full suit of quilt (A.R.: 8, S.D.C.: 15).

Weapons: Fantasy Gizmoteer, while not trained as warriors, should carry some weapon for defending themselves within their factories.  They start off with a knife and one other additional weapon of choice.  All are basic S.D.C. Weapons of good quality.

Money: Starts with 160 gold.

New Skills of the Gizmoteer.

Gizmoteer - Clockwork: This skill allows the Fantasy Gizmoteer to build devices that are powered by tension. They have a series of gears to store up tension that is produced through winding.  The device then has 1D4 melees of action before it needs to be wound up again.  Base skill: 25% +5% per level of experience.

Gizmoteer - Pedal working: This skill sets up a mechanical device so that it runs on a series of pedals for propulsion.  An example of this is the Bicycle.  Base Skill: 25% +5% per level of experience.

Gizmoteer - Steam Power: This skill is extremely rare and is only known to the most skilled of Fantasy gizmoteers.  It is the use of using steam to turn machinery.  While loud, noisy and comsumes both water and fuel (usually wood or coal) by the ton, the results are nothing short of impressive.  Base Skill: 15% +5%

Gizmoteer - Wind Power: This is the technical skill of harness the wind, whether it is with the use of sails or like a windmill.  Base Skill: 25% +5% per level of experience.

Gizmoteer -  Water Power: This is the fine skill of using moving water as a power source (aka using a waterwheel). Base Skill: 25% +5% per level of experience.

Gizmoteer: Weapon Engineering: This is the skill of making semi-complex weapons.  This differs from its high tech counterpart, in that it is limited to complex weapons of ancient mideval.technology: primarily crossbows and siege weapons.  For modifications to swords, see Metalworking and Forge.  Base Skill: 25% +5% per level of experience.

Horsemanship: exotic:  In some mechanical contraptions, the Fantasy Gizmoteer uses a common or exotic animal to act as a transport or power source for the mechanical contraption.  This skill, introduced in the Palladium Fantasy Role Playing Game, covers this.

Mechanical: Glassblowing skill: In the palladium world, Glassworking is a fine art of blowing melted sand through a series of metal hoops.  The glass is usually small and  a Base Skill: 30% +5% per level of experience.

Mechanical - Metalwork and Forge: An expertise in the ancient craft of forging, shaping and working metal to create all manner of metal items, from tools and utensils, to weapons, armor, silverware, sculpture, etc. The percentile number indicates the quality of technique and appearance.  A successful skill roll means a superior high quality product. In the case of silverware, sculptures and other items, it means beautiful craftsmanship that commands 50%-100% more money (5-10x more if exquisitely detailed).  In the case of an ordinary S.D.C./H.P. weapon, it means the weapon has exceptional balance and a fine edge or other feature that makes the weapon +1 to strike, +1 to parry and +1D6 to damage.  In the case of metal S.D.C. armor, the suit gets +1 to armor rating and has 40% more S.D.C. than is standard without additional weight.  Base Skill: 45% +3% per level of experience.  A failed roll means an average quality item without the extra bonuses or value.  Note: duplicated  and modified from Rifts: Mystic Russia.

Mechanical - Shape, Engrave, Etch and Emboss Metal: The skill of decorating, detailing and manipulating metal to create fancy designs, artwork, frills, etchings, engravings, embossing, colorful inlay of gold, silver chrome, etc.  This includes insetting gems, adding fins, spikes or studs, high polish, and other artistic work done with metal – all metals, from iron, brass and copper to silver and gold.  The percentile number indicates the quality of technique and appearance.  Base Skill: 40% +3% per level of experience.  Note: duplicated  and modified from Rifts: Mystic Russia.

Pilot: Mechanical contraption:   This is the somewhat fine art of either piloting a creation of his mechanical aptitude.  Each machine is unique and requires a separate Pilot skill.  Base Skill: 20% +4% per level of experience.  Note that some may have a further penalty.

W.P.: Mechanical exotic: Special:  The Fantasy Gizmoteer has a tendency of creating weapons that are not easily covered by the standard weapon Proficiencies.  This skill is used to aim with these more unusual weapons. +1 to strike at 1, 4, 8, 12 and 15, +1 to parry (if applicable) at levels 1, 5, 9, 11, and 15, +1 to throw (if applicable) at levels 1, 5, 9, and 13. Note that some weapons with have minuses to these rolls, due to their cumbersome nature.

Wonderous  Devices of the Palladium World.

Template for Fantasy Gizmos.
Skills required to create it:  These are the skills that the Fantasy gizmoteer must roll against in order for the mechanical device to become a reality.  If one of them is a failure, the fantasy gizmoteer has suffered a setback and adds and additional 50% to the cost of materials and 2D6 hours to the building time and must roll again.  If there is more than three failed rolls, the mechanical device is beyond the skills of the Fantasy gizmoteer and cannot be attempted again, until next level.
Size:  Small are devices that are smaller than man size, medium are devices that are man sized, large are objects that are roughly the size of your typical cart, and huge are for those truely gargantuan devices.
Complexity:  The complexity of the device adds a penalty to the design of the device.  Simple has no penalties, moderate adds a -10% penalty to all rolls, and severe adds -25% to any rolls.
Time to build: The number of hours that must be spent building the device. Also see above under skills.  Note that most non-gageteers would take two to three times as long.
Power Supply:  Explains whether the device is operated by tension, clockwork, or steam (for extremely complex devices.
Cost of components: How much the raw materials would cost under optimum conditions.
Market Cost: How much the mechanical device would cost on the market.  Note
that the Gizmoteer would be lucky to get 50% of this price.

Crossbows:  One of the most common, yet comparatively simple, is that of the crossbow.  Used in use for millennia, it is a comparatively simple mechanical weapon with good penetration and great range.  Is it any wonder that the Fantasy Gizmoteer has turned his "talents" to such an ingenious device.

Doubled crossbow: This crossbow is simply two light crossbows joined with the same stock and handle.  Either of its two strings can be fired independently or in tandem (both virtually simultaneously).
W.P.: Category: Crossbow
Range: 500 feet (152.4 m)
Damage: 2D4 damage, 4D4 if more than one bolt is fired at the same time.
Rate of fire: As per Archery/Targeting +1 for the extra bolt per round.
Lbs: 7 lbs. (3.2 Kg)
Skills required to create it: Basic Gizmoteer Construction Skill., Weapon Engineering.
Size: Small
Complexity: Moderate
Time to build: 12D6 hours
Power Supply: Tension
Cost of components: 120 gp
Market Cost: 200 gp

Heart Throb/Stake Crossbow: This is a crossbow that has been modified to fire small stakes, to which small fins have been attached.  It is designed to specifically to fight against vampires. Note: duplicated and modified from Yin-sloth Jungles.
W.P.: Category: Crossbow
Range: 110 feet (33.5 kg)
Damage: special; normally it does 2D6 against normal targets.  Against vampires, a successful strike to the body inflicts 2D6, a hit to the chest, a hit to the chest (a called shot) 3D6 S.D.C. and a direct hit to the heart (a called shot at -3 to strike) does 5D6 damage and causes the vampire to fall into a coma.  A natural 20 roll always indicates that the stake has pierced a vampire's heart.
Lbs: 8 lbs (3.6 kg)
Skills required to create it: Basic Gizmoteer Construction Skill., Weapon Engineering.
Size: Small
Complexity: Moderate
Time to build: 8D6 hours
Power Supply: Tension
Cost of components: 75 gp.
Market Cost: 140 gp

Flask Crossbow: Instead of the traditional bolt, these crossbows are designed to fire hand sized objects like a small rock or flasks of liquids.
W.P.: Category: Crossbow
Range: 100 feet (30.5 kg)
Damage: 1D6 for a small rock, for a vial 1 point plus the flask's contents.
Lbs: 7 lbs (3.2 kg).
Skills required to create it: Basic Gizmoteer Construction Skill., Weapon Engineering.
Size: Small
Complexity: Moderate
Time to build: 4D6 hours
Power Supply: tension
Cost of components: 40 gp
Market Cost: 80 gp

Wrist Crossbow: This very small crossbow is straped to the wrist.  It can be fairly easily concealed (+2% to concealment under bulky clothes.).
W.P.: Category: Crossbow
Range: 60 feet (18.3 m)
Damage: 1D4 S.D.C.
Lbs: 4 lbs (1.8 kg).
Skills required to create it: Basic Gizmoteer Construction Skill., Weapon Engineering.
Size: small (very)
Complexity: Severe
Time to build: 5D6 hours
Power Supply: Tension
Cost of components: 80 gp
Market Cost: 120 gp.

Note that am actually still working on many other technological innovations, I just want to see if the construction rules make sense.