Updated: 20 December 2005

mechanology (mechˇaˇnolˇoˇgy) (mek"[schwa]-nol'[schwa]-je) [mechano- + -logy] the science of mechanics.

As competition between the states increases, new technologies and innovations offer an edge to whomever can determine how to integrate them soonest. Tech cannot offer as much sheer power as magic, but, offers access to power in a much more democratic way than magic does. Although the Gnomes of the Downlenads are at the forefront of technological innovation in the Mazari, they are not the only race capable of innovation.

States are increasingly acting as patrons to individual innovators (Tinkers), though this is only happening in a deliberate fashion as a matter of policy in the Sunterranse Federation, with its series of Gnomish universities and entrepeneurial merchants, foremost amongst them being NUTTS - the New University for Training in Technological Secrets.

For the most part, Tinkers still operate on their own and are widely regarded as cranks and eccentrics. Their innovations are unique mostly in that magic is generally not required for them to work. There is not yet a sufficiently large enough oindustrial base anywhere in the Mazari to recreate their complex mechanical inventions on a mass scale in a way that can compete with wiedlers of magic to make them economical. Moreover, doing so is generally quite expensive and a mass market has not yet been developed to support any sort of mechanized production.

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Tech Concept Description
Artisan By taking ranks in Profession (Artisan), a Tinker can move beyond mere functionality in her inventions and add a distinctive artistic flare that adds to their value and her renown.
Assembly   
Building Requirements   
Complexity There are five levels of complexity for technological devices. Simple (S1) or Simple Breakable (S2), Low Difficulty (LD), Medium Difficulty (MD), High Difficulty (HD) and Impossible (I). The complexity of a device determines how quickly it can be repaired or built. If a device loses more than a quarter of its hit points, it becomes one level higher to fix.
Cost, Commercial The commercial cost depends on the complexity of the device and the cumulative DCs required to make it. Add together all the DCs required to make the device and multiply that number by the Multiple appropriate to the device's complexity as follows:

Complexity
Multiple
Material Costs
S1
1
60%
S2
1+10gp
60%
LD
10
55%
MD
100
55%
HD
1,000
50%
I
10,000
50%

Then add the value of the feats as follows: multiply the number of feats required to build the device by 1/10 the Multiple (minimum 10) and add that to the final cost.

e.g. So an Automated Footpad is an LD device that requires DC 25 to make. Multiply 25 x 10 = 250, Three feats are required to make it, so add 3 x 10 (NOTE: minimum 10) = 30; FINAL TOTAL 280 gp, the materials required to build this device cost 154 gp.

Critical Failures In a slap-dash, quick repair job (during combat), a natural roll of "1-4" is always a critical failure and evokes a check on the malfunction table.
Maintenance   
Malfunction Rating If you role this number while making a Use Technological Device check, something has gone wrong and the device may be broken, consult the Malfunction Table.
Repair   
Schematics Blueprints grant a bonus to repair and building Craft Tech skill checks. If a character is conducting a repair job or building something, and does not speak Technobabble he must take a full round to Decipher Script DC [15], to get a +4 bonus to all repair and building rolls for the technological device. Tinkers already speak Technobabble as a class skill. If they have a set of blueprints, they do not need to Decipher Script, and the bonus is +6.
Taking 10   

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Malfunction Rating Tables

Lever + Tension Malfunction
 
Wind Up + Gearworks Malfunction
 
Steamworks Malfunction
 
Clockwork Malfunction
1
Disaster
2-3
Destroyed
4-5
Broken
6-7
Damaged
8-9
Jammed
10-12
Come Undone
13-15
Major wear & tear
16-17
Moderate wear & tear
18-19
Light wear & tear
20
Lucked Out

 
1
Disaster
2-3
Destroyed
4-5
Broken
6-7
Damaged
8-9
Jammed
10-12
Grind
13-15
Major wear & tear
16-17
Moderate wear & tear
18-19
Light wear & tear
20
Lucked Out
Sorcery & Steam pp. 137-8
 
1
Disaster
2-3
Destroyed
4-5
Broken
6-7
Damaged
8-9
Jammed
10-12
Pressure Lost
13-15
Major wear & tear
16-17
Moderate wear & tear
18-19
Light wear & tear
20
Lucked Out
Sorcery & Steam pp. 138-9
 
1
Existing Enhancement damaged, Roll Again
2-3
+1d12 dmg
4-5
+1d10 dmg
6-7
+1d8  dmg
8-9
+1d6 dmg
10-12
+1d4 dmg
13-15
+1 dmg
16-17
Fuel Burnout
18-19
Water Burnout  
20
Lucked Out

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TECH DEVICE
COST
DESCRIPTION
BUILDING REQS
Feats, Skills, & DCs
CX
UTD/
MR
Alchemist's Lab
76,700 gp
A large steam powered work bench, covered with knobs, levers and dials, it performs some of the more tedious basic Alchemy tasks and can reduce the amount of time it takes to perform alchemical tasks. (Sorcery & Steam p.123) Adapt Engine, Build Engine*, Build Machines, Build Small Machines, Engineer, Mechanologist, Steamworks Engineer, Alchemy DC [20], Craft Tech (Machinist) DC [35], Craft Tech (Steamworks) DC [20]
HD
15 / 3
Arcane Flux Detector
4,530 gp
A small wind up device made with materals sensitive enough to lingering magical energies that it can detect magic. (Sorcery & Steam p.123) Build Small Machine, Build Machine, Mechanologist, Craft Tech (Machinist) DC [30], Spellcraft [15]
MD
15 / 1
Automated Footpad
280 gp
A small wind-up device. When wound and set in motion, it heads off in a straight line, making distinct audible footstes sounds every few seconds. Distract gaurds or detect traps! Add UTD bonus to Dsable Device check when using this to trigger traps (Song & Silence p.53) Mechanologist, Build Machine, Build Small Machine, Craft Tech (Machinist) DC [25]
LD
- / 1
Clock (l/m/s)
180/200/230 gp
A wind up timepiece or cuckoo clock Build Small Machine, Build Machine, Mechanologist, Craft Tech (Machinist) DC [15],[17],[20]
LD
- / -
Difference Engine (l/s)
30,300/35,400 gp
This wind up or crank started device is capable of performing extremely complex mathematical equations and grants a circumstance bonus to certain types of skill checks and spell research. ("Calculating Engine," Sorcery & Steam p.124-5) (Build Small Machine), Build Machine, Engineer, Mechanologist, Craft Tech (Machinist) DC [30][35]
HD
20 / 1
Drillspike
180 gp
A wind up device with a powerful sping mechanism. The spike is wound tightly and will quite silently burrow into a wall when activated. (Sorcery & Steam p.126) Build Small Machine, Build Machine, Mechanologist, Craft Tech (Machinist) DC [15]
LD
- / 1
Far-Reaching Gauntlet
2,540 gp
This is a gearwork device. A control on the back extends teh hand as much as 10 feet. Controls inside the gauntlet manipulate the "hand" to do anything a normal hand can do, except wield a weapon. Spellcasters can make touch attacks tlet, though they suffer a 5% arcane spell failure. (Sorcery & Steam p.126) Build Small Machine, Build Machine, Build Prosthetic, Mechanologist, Craft Tech (Machinist) + Craft (Armoursmith) DC [25]
MD
15 / 2
Gnomish Flame Box I
50 gp
A cooking device that uses half a flask of oil to produce enough heat to cook without producing smoke or light. It can be built with multiple compartments or "levels" (+10 gp, 1/4 lb each) to cook multiple things at once. Weight = 50 lbs (Thalazzar) Build Machine, Mechanologist, Craft Tech (Machinist) DC [20]
S2
1 / 1
Gnomish Flame Box II
280 gp
A cooking device that uses virtually any combustible fuel in very small quantities to produces enough heat to cook without producing smoke or light. Weight = 10 lbs (Thalazzar) Build Machine, Mechanologist, Structural Alchemy, Craft Tech (Machinist) DC [25]
LD
- / 1
Goblin Army Knife
50 gp
(Warcraft p.36) A collapsable multitool. Mechanologist, Craft Tech (Machinist) DC [15], Craft (Weaponsmith) DC [15]
S2
- / 1
Gyroparasol
230 gp
(Warcraft p.36) Keeps the rain off, or slows a fall. Build Small Machine, Build Machine, Mechanologist, Craft Tech (Machinist) DC [20]
LD
10 / 1
Hydropropulsion Extender Boots
3,050 gp
These wind up boots function as both a pair of built in stilts (+4 feet) and a hyrdo propulsion system that gives a +5 bonus to Swim checks, plus +20' movement bonus when swimming (2 rounds, +100 gp & + 1/2 pund for each additional round, to a maximum of 20). They are operated by small switches that can be activated in the toe or on the side of the boot, or in a button wired to a hand. They are bulky and wearing docks 10' from a character's movement rate. Weight 15 lbs (Thalazzar) Automotion, Build Small Machine, Build Machine, Engineer, Mechanologist, Craft Tech (Machinist) DC [30]
MD
2 / 1
Injector
40 gp
A syringe with a large gauge hypodermic needle. Made of glass and some metal. (Sorcery & Steam p.131) Craft (Jewelery) DC [15], Craft (Metalwork) DC [15] (Mechanologist Feat, add +4 to skill checks)
S2
- / -
Jumping Boots
40,800 gp
Springs, pistons and a small steam engine make these heavy steel combat boots with unusually thick soles amplify their user's jumps. (Sorcery & Steam p.129) Adapt Engine, Build Engine*, Build Machines, Build Small Engine, Build Small Machines, Engineer, Mechanologist, Steamworks Engineer, Craft Tech (Machinist) DC [20], Craft Tech (Steamworks) DC [20]
HD
13 / 1
Measuring Rod
330 gp
A think metal tube about a foot long and two inches in diameter. It is a wind up device; when it is activated, it can telescope out to 20 feet, or until it touches a surface, at which point it retracts and displays the exact distance on a set of wheels located at the base of the rod. It grants a circumstance bonus to Search checks for hidden spcaes or false walls. (Sorcery & Steam p.125) Build Small Machine, Build Machine, Mechanologist, Craft Tech (Machinist) DC [30]
LD
13 / 2
Mechanical Burglar, Type I-IV
280/300/310/330 gp
A small wind-up device. It automatically picks locks, though it cannot bypass magic locks. The device is not silent - it clicks, pings, ticks and whirs. Its sophisticated mechanism use springs and tiny metal probes to manipulate the lock's inner workings. (Song & Silence p.55) Build Small Machine, Build Machine, Mechanologist, Craft Tech (Machinist) DC [25],[27],[29],[31]
LD, LD, LD, LD
- / 2
Moveable Type
10 gp ea.
Used with the printing press, these are the small letters carved out of a soft metal or in some cases, even forged. Craft (Metalwork) DC [10]
S1
- / -
Music Box
180 gp
A small wind up music box that can play a little tune. Build Small Machine, Build Machine, Mechanologist, Craft Tech (Machinist) DC [15] (Perform +10 gp per rank to value)
LD
- / -
Printing Press (hand)
50 gp
A simple lever powered device used with moveable type to quickly print large quantities of written works, such as newspapers. Unlike most inventions, this one os Hobbitish. Build Machine, Mechanologist, Craft Tech (Machinist) DC [20]
S2
10 / 1
Repeating Crossbow (h/l)
380/280 gp
Repeating crossbow are uncommon and require some sturdy spring-load work. (PHB p.116) Build Machine, Build Small Machine, Mechanologist, Craft Tech (Machinist) DC [15][10], Craft (Weaponsmith) DC [20][15]
LD
- / 2
Reverse Lock
Locks when it looks unlocked, unlocked it looks locked. (Song & Silence p.55) Craft (Locksmith) DC [15]; or Mechanologist, Craft Tech (Machinist) + Craft (Locksmith) DC [15]
S2
- / -
Spring Saw
280 gp
A wind up device with a powerful mainspring and a thing, though strong saw blade. When activated, the saw cuts back and forth. (Sorcery & Steam p.127) Build Machine, Build Small Machine, Mechanologist Craft Tech (Machinist) [25]
LD
13 / 2
Squeezee-Eeazee Oil Lubricant
25 gp per dose
A special oil, effective at lubricating wind-up and gearworks machinary. If used while reparing or using a device, any that produces a "Grind" or less serious result, is bumped down one malfunction level. Clockworks can use this once a day to gain back 1 hp. Alchemy Lab, Alchemy DC [25] per dose.
-
- / -
Steam Hammer
45,700 gp
(Warcraft p.138) A powerful hammer capable of smashing down doors, very, very loudly. Adapt Engine, Build Engine, Build Machines, Build Small Engine, Engineer, Mechanologist, Steamworks Engineer Craft Tech (Machinist) DC [20]; Craft Tech (Steamworks) DC [25]
HD
15 / 2
Tick Talk Whistle
55 gp
A whistle that allows a non-Clockworks to speak Tick Talk (though they still must use langauage skills to do so) Build Machine, Mechanologist Craft Tech (Machinist) [25]
S2
- / -
Trap CR 1-3, Trap CR 4-6, Trap CR 7-10
Special Costs
Traps must be built yb a qualified trapmaker. A Rogue with a few levels in the Tinker class would make an excellent Trapmaker. (Song & Silence pp.25-36) Build Machine, and/or Build Small Machine, Mechanologist, Craft Tech (Trapmaking) DC [20], [25], [30]
LD, MD, HD
- / -
Weight Distribution Shoes
210 gp
(Warcraft p.137 - "Goblin Mine Shoes"). Used to avoid tripping pressure plate traps. Mechanologist, Craft Tech (Machinist) DC [20]
LD
* / 1
Winder-Finder
3030 gp
A two part device. Wind up the Finder and the frequency of ticks will increase as you approach its mate anyweher within 500 m radius. To use the Winder-Finder, make a Survival check (DC 20 or DC 15 if the character has Tracking). Build Small Machine, Build Machine, Mechanologist, Craft Tech (Machinist) DC [30]
MD
* / 1
* UTD = Use Technological Device, MR = Malfunction Rating

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