From: [d 2 dcblu] at [fre.fsu.umd.edu] (L.L. Cool Ranch Dressing) Newsgroups: rec.games.frp.archives Subject: RESOURCE: TECH GUIDE (3) Date: 29 Mar 1996 15:00:33 -0500 ROGUE KIT: TECHNOLOGIST Description: The technologist is either the fore-runner of a new technological age or a researcher into a technology long forgotten (dependant on the GM's campaign world). In any case, he loathes magic and wants to rid the world of it and bring the world into a technological age. For this reason, he is considered a rogue in society, going against the norm (magic). He is basically an scientist/engineer with great knowledge in a specific field (i.e. architecture, mechanical design, smithing, etc.), but will dabble in anything to help the advancement of technology. Technologists must have an intelligence above 15, a wisdom above 13, strength above 12, and dexterity above 12. Although not required, high dexterity and strength are also useful. They do not get any experience point bonuses due to high ability scores. Role: A technologist has a great knowledge on numerous, practical topics that tend to be more valuable than the arcane knowledge of mages and clerics. He will always insist that technology is the solution to all problems and will use technology to solve problems. A technologist will, of course, try to do a service to everyone by attempting to get them to use his devices more often thus making progress towards technological advancement. However, most people will be distrustful of this technology, and won't use it. The GM should not allow the technologist to totally reshape the world! Only in extreme circumstances should his devices be accepted and used for any length of time (even the scientist gets to save the day!). An example would be where he saves a starving village by inventing a steel-bottom plow and new irrigation procedures, that when combined with his new pumping system, saves the people from slow, painful death. Weapon Proficiencies: Technologists are allowed any weapon used by thief (except under specific circumstances, see below) and prefer those that have some degree of complexity in their use or manufacture such as an arquebus, bow (any), crossbow (any), mancatcher, etc.. Nonweapon Proficiencies: Bonus: Engineering, Appraising, Alchemy, Architecture, Reading/Writing. Recommended: Artistic Ability, Blacksmithing, Brewing, Carpentry, Gem Cutting, Leather-Working, Mining, Stonemasonry, Weaponsmithing. Skill Progression: A technologist doesn't have the thieving skills of Move Silently, Hide in Shadows, Detect Noise, Climb Walls, and Read Languages. Pick Pockets, Open Locks, and Find/Remove Traps are usually distributed evenly. Equipment: A technologist is limited to weapons and armor of the thief class unless they make some technical wonder of their own that is out of these bounds. For example, they can use any armor of a type that they have proficiently made (in the time of the campaign, things made before don't count) because they've spent enough time with that type to know it fairly well. Starting funds are 10d10 x 10 gold pieces. Special Benefits: A technologist has the abilities of a sage. His knowledge is in a field of study; preferably something pertaining to science. Note, that the technologist must maintain the resources that normal sages have. A technologist can detect the following information when within 10 feet of the particular phenomenon. Detect secret/concealed doors 1-2 on 1d8 Detect grade or slope in passage 1-5 on 1d6 Detect new tunnel/passage construction 1-5 on 1d6 Detect unsafe walls, ceiling, and floors 1-7 on 1d10 Detect sliding/shifting walls or rooms 1-4 on 1d6 Detect stonework traps, pits, and deadfalls 1-3 on 1d6 Note that the technologist must deliberately try to make these determinations; the information doesn't not simply spring to mind unbidden. A technologist gains an immunity to illusions as he progresses in levels. As well as a saving throw, a technologist gets a 5% chance for each level (no greater than 95%) minus the level of the illusionist to resist the illusion. Racial adjustments are as followed: Dwarf +10, Halfling +7, Elf +5, Half-elf 0, Human -5, Gnome -10. The greatest and most important ability of a technologist is to build items of the next time period (i.e. Ancient, Dark Ages, Middle Ages, Renaissance, etc.). The GM must be aware of what time period the current campaign is in and what the next one will be. To build an item, the character must have the proper plans and resources to do it. The player must submit the idea for approval to the GM. Mainly, the GM must be sure that the technical item will not influence the campaign world enough to throw it out of balance. If the GM rejects it, then his decision is final and the item can't be made. If the GM accepts the proposal, the character has the knowledge to make the item. Now, the player must gather all pertinent information on the item (for copyright purposes of course), if tinker gnomes have to do it then so do technologists. Then given the proper campaign time and resources, the item is created by the technologist. Special Hindrances: Obviously, technologists despise magic of any kind and will never willingly use or partake in anything magical. In fact, they will attempt to destroy everything magical that they find. Races: Dwarves, with their affinity for the mechanical and lack for the magical can be technologists. Gnomes also prone to be technologists, although most gnomes are less capable of rising above being tinker gnomes. Elves can be technologists, but few are interested. Of course, humans (half-elves) were born to be technologists (some sages claim that they will master technology and eventually rule the world after the demise of all magic). ----------------------------------------------------------------------- MAGIC-ITEMS Leyden Jar Leyden Jar - A nice technological weapon that is easy to make is a Leyden jar charged full of static electricity. The character throws it and it breaks (it's glass) on contact, doing 1d4+level damage to everyone within 5 feet. ----------------------------------------------------------------------- ALBUS ATER ANTE MAGICUS METALLUM A portal to the Positive Material Plane and a portal to the Negative Material Plane come in contact with one another on The Prime Material Plane for an a minute instant. This confrontation causes a massive explosion which will harm every living thing within 100 feet (100 - 1d20 for every 10 feet away from the center of the explosion Hit Points of Damage). Furthermore, anybody within 200 feet of the explosion and not properly shielded will be permanently blinded by the strange mixture of intense light and intense darkness. The residue from this strange occurrence is a bizarre metal. The sages and scholarly mages refer to this metal as Albus Ater Ante Magicus Metallum. Common folk prefer the terms A.M. or Threatom. The metal has only been found deep within the earth. The portal collisions may take place elsewhere but all evidence (i.e. residue) so far shows that it is limited to the earth (possibly some strange link to the Elemental Plane of Earth, but there is no evidence of this). The amount of the metal found is usually around one ton. The metal is unique in that it is the only metal known to change colors naturally (if it is accepted that the metal is created naturally). At completely random intervals it will change from pure white to pure black immediately. Note that each separate piece of the metal will act independently on its color transformation. The best (or worst) quality of the metal is its uncanny ability of anti-magic; in essence it totally neutralizes and negates magic it comes in contact with. First, it removes spells and spell-like effects (including device effects, innate abilities, and mages' memorized spells) from creatures or objects comes in direct contact with the metal (i.e. not through clothing, armor, etc.). Second, it disrupts the casting or use of these magical abilities if in direct contact with the person attempting to use the abilities (i.e. mages' and clerics' spells that are being cast would fail). Third, it destroys all magical items that don't make a saving throw vs. disintegration for each round it is in contact with the ability. When an item is destroyed, everybody within a 50 feet radius must make a saving throw vs. paralyzation or become blind for 1d6 turns. As anybody could see, this could be a very dangerous substance indeed. The metal can be forged into items by an extremely good blacksmith or weaponsmith (must have a minimum of 2 slots in the proper non-weapon proficiency). The metal's melting point is at 2000 degrees Fahrenheit, but in other aspects it is very similar to iron. The time to forge items from this metal is quadruple the amount for normal metals. (GMs should be careful in introducing such a substance in his/her campaign. Some players may take advantage of such an item and overlook the dangers of using it.) ----------------------------------------------------------------------- SUGGESTED READING Modern Monsters - DRAGON #57, BEST OF DRAGON VOL. V - The legendary Ed Greenwood takes a look at technology in AD&D. The City Beyond The Gate - DRAGON #100 - An adventure set in modern day London where characters experience current technology. High-Tech Hijinks - DRAGON #114 - Advice on using technology in your campaign. The Voyage of the Princess Ark Part 23 Shootout at South Gulch - DRAGON #176 - A story that is an excellent example of a western setting in a D&D world, but without the intervention of technology. Sturmgeshutz and Sorcery - BEST OF THE DRAGON VOL. 1 - Gary Gygax takes a look at AD&D and WWII. Expedition To The Barrier Peaks - AD&D Module S3 - An adventure that incorporates hi-tech weaponry to make adventurers' lives miserable. ----------------------------------------------------------------------- SPECIAL THANKS Scott Brogley for his 16 Arcane Answers To Gunpowder section. Marc Carlson who sent high points of his rules he uses for gun (and non-gun combat), which were used to make the disruptors and other various weapons. Finally, he sent a multitude of high-tech items that were used in the guide. Also, he gave his own house system. Bryan J. Maloney for his great article "A Story of Fyre and Smoak: Notes towards acceptable firearms" which was located on the network. Darkheart Soulreaver aka Steven R. Hamby for his artificier kit that was transformed into the Technologist Rogue Kit. Also, an unknown person made a technologist kit that was also used in developing the one that is presented here and the Leyden Jar item with it. TRAIN, GM Sol Sukut for all the information in the "Schnell & Wilkes Products". The Repeater, SPAS Scatter Gun, and ESPECIALLY the Rattlin Gun are products of his imagination. He changed the inventors' names and the description some. -----------------------------------------------------------------------