d20 Ronin Arts Steam & Steel Expanded Prosthetics.pdf

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Steam & Steel: Expanded Prosthetics
By Michael Hammes
For use with E.N. Publishing’s Steam & Steel written by Christopher Allen
Cover and interior design and layout by Philip Reed,
using a graphic element originally created by Denise Robinson.
Steam & Steel, E.N. Publishing, and the E.N. Publishing logo are trademarks of
E.N. Publishing used with permission.
“Nice piece of work you got there,” Dain noted as he opened his toolbox. His long-practiced
eye could detect good craftsmanship at a glance, and the prosthetic arm that the dwarven war-
rior was sporting was a good piece of work, better than the usual dwarven military standard.
“Thanks,” the warrior intoned, any further words interrupted by a sudden hiss and pop com-
ing from the steamwork that sent the arm swinging wildly across the cavern floor, its metal parts
grating and sparking on the rock.
“You mind getting that thing under control?” Dain didn’t have time for this; there were plen-
ty of others that needed his help.
The warrior grabbed the artificial wrist with his flesh hand and dropped his torso across the
arm causing the now trapped prosthetic to squeal in protest. “Got it.”
While the young dwarf fought to get the arm under control, Dain looked through his toolbox.
He hadn’t meant to snap at the boy. After all, there was little that the young warrior could do
about the damaged steamworks.
Dain rubbed the bridge of his nose a moment as one of the prosthetic’s pistons gave out a low
moan. He and all the other wrenches had been under so much stress lately. Still, that wasn’t an
excuse; he should be glad that this boy was still alive.
“Didn’t mean to yell at you son,” he offered as he turned back to the young man, wrench in
hand.
“It’s okay, sir,” the young warrior replied still fighting the arm; despite the boy’s concentra-
tion as he struggled to keep the arm from flopping about, Dain could tell that the warrior appre-
ciated the apology.
“Alright then, son, let’s see what we can do here.”
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Steam & Steel: Expanded Prosthetics is copyright © 2004 Philip Reed. Artwork copyrigh Rick
Hershey, used with permission. All text in this book is designated as open game content. You may
not distribute this PDF without permission of the author. Dungeons & Dragons® and Wizards of
the Coast® are Registered Trademarks of Wizards of the Coast and are used with permission.
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I NTRODUCTION
Open Game Content
All of the text of this PDF is presented as
open game content. While this means
absolutely nothing to your campaign it does
give other publishers permission to use this
material as long as they follow the open game
license (see the end of this PDF).
About The Author
Michael Hammes has been freelancing in
the role-playing industry since 2001. Starting
small, he has steadily built his repertoire, and
reputation, by working for such companies as
Ronin Arts, Alderac Entertainment Group,
Dark Quest Games, and E.N. Publishing. He
is currently trying to balance his writing
schedule with his role as stay-at-home father.
To catch the latest from Michael’s Imagination
visit www.michaelhammes.com.
The main Steam & Steel book introduces
the concept of prosthetics, steamwork limbs
and organs that can be grafted to a character to
replace those that have been damaged or are
missing (usually due to injury or disease). All
of the information necessary for a PC or NPC
to be outfitted with metal body parts is includ-
ed in that book and this PDF assumes that you
have access to that book, as the rules for pros-
thetics will not be repeated here.
As the title of this PDF suggests, the rules
and information on prosthetics in this PDF are
designed to take you beyond the information
presented in the main Steam & Steel book and
give you several more options for your cam-
paign.
P ROSTHETIC D URABILITY
“That’s a nice mess you’ve got there,” said Dain as he gave the arm a more critical inspection. Between the
two of them they had managed to control the arm long enough for the wrench to get to the furnace shut down as
well as to evacuate the boiler.
Now, with the arm lying still in a puddle of water and oil, Dain had no trouble seeing what was wrong. Not that
he hadn’t known it before; he’d been around prosthetics long enough to know what was wrong with them by sound
alone. Still, it was nice to be proven right once again.
“What is it, sir?” the young warrior asked, clearly concerned.
“Well,” drawled Dain, “your actuator valve is busted, which is what was causing the piston malfunction. But
you’ve also got a couple of gears binding here,” Dain pointed to the spot, “and the fact that there’s a gash in the
piston and this pipe isn’t helping either.” The wrench paused a moment to make sure he had found everything.
“What was it? Axe blow?”
The young warrior grinned, “Yes, sir, one of them big ones. Took it right on the arm.”
“Yeah, I figured,” Dain turned to his toolbox and pulled out a replacement piston.
“Can it be fixed?”
Dain nodded, calculating in his mind how long it would take to do a passable job and what tools and
materials he would need. “Anything can be fixed, it’s just a matter of time,” the wrench stated mat-
ter-of-factly. Unfortunately, time was something they didn’t have much of.
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Just how much damage can that prosthetic
claw take before it is a useless pile of metal?
That depends entirely on what it is made of and
how large it is.
As you read through the list of materials,
keep the following definitions in mind:
Size: This refers to the size of the prosthet-
ic, not the creature. For instance, a steamwork
leg for a human is considered to be a Small-
sized item.
Hardness: How well the prosthetic resists
damage. Whenever the prosthetic takes damage,
subtract its hardness from the damage. Only
damage in excess of its hardness is deducted
from the object’s hit points.
Hit Points: How much damage the pros-
thetic can take before being destroyed and/or
ruined (a destroyed prosthetic no longer func-
tions at all) and must be replaced and/or
repaired.
Energy Attacks: Acid and sonic attacks
deal damage normal damage to prosthetics.
Electricity and fire attacks deal half dam-
age to prosthetics; divide the damage dealt
by 2 before applying the hardness. Cold
attacks deal one-quarter damage to pros-
thetics; divide the damage dealt by 4 before
applying the hardness.
Ranged Weapon Damage: Prosthetics take
half damage from ranged weapons (unless
the weapon is a siege engine or something
similar). Divide the damage dealt by 2
before applying the prosthetic’s hardness.
Note that this is in addition to the half dam-
age that piercing weapons do to prosthet-
ics; in the case of a ranged piercing weapon
divide the damage dealt by 4 before apply-
ing the prosthetic’s hardness.
Immunities : Prosthetics are immune to
nonlethal damage but not to critical hits (it
is always possible that a vital component is
damaged, such as the engine or a piston
thus rendering the entire prosthet-
ic useless).
Magic Prosthetics: Each +1 of enhance-
ment bonus adds 2 to the hardness of the
prosthetic and +10 to the prosthetic’s hit
points.
Damaged Prosthetics: A damaged pros-
thetic remains fully functional until the
prosthetic’s hit points are reduced to 0, at
which point it is destroyed.
Damaged (but not destroyed) prosthetics
can be repaired with the Craft
(Steamworks) skill.
Iron/Steel
This is the default material for most pros-
thetics. It is cheap, durable, and has proven its
mettle in everything from machinery to arms
and armor.
Size Hardness Hit Points
Diminutive 10 2
Tiny 10 5
Small 10 10
Medium 10 20
Large 10 40
Huge 10 80
Gargantuan 10 160
Colossal 10 320
Example: A steamwork arm is of Small size
and thus has 10 hit points while a steamwork
wing is of Medium size and thus has 20 hit
points.
Bronze
This alloy of copper and tin, while easier to
work with than iron, is a poor choice for dura-
bility. Bronze is less resilient than iron, assume
a Hardness of 8 and 15 hit points per inch of
thickness, and its lower melting point also
means that it is less resistant to heat; all bronze
prosthetics powered by conventional fuel-
burning furnaces have their Maintenance
DC increased by 1 due to their reduced
ability to resist the impact of heat over
time. The cost for bronze is the
same as for iron.
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Size Hardness Hit Points
Diminutive 8 1
Tiny 8 3
Small 8 5
Medium 8 10
Large 8 20
Huge 8 40
Gargantuan 8 80
Colossal 8 160
Example: A bronze arm is of Small size
and thus has 5 hit points while a bronze wing
is of Medium size and thus has 10 hit points.
Size Hardness Hit Points
Diminutive 15 2
Tiny 15 5
Small 15 10
Medium 15 20
Large 15 40
Huge 15 80
Gargantuan 15 160
Colossal 15 320
Example: A mithral eye would have a
Maintenance DC of 5 and cost 15,000 gp.
Precious Metals
These include platinum, gold, silver, and
copper. They can be applied to prosthetics in
two ways. The first is to take an ordinary pros-
thetic, usually one made of iron, and plate it
with the desired precious metal. In this case,
adding the precious metal has no effect on the
prosthetic (i.e. it has no impact on hardness or
hit points) beyond the aesthetic as the metal
coats the pistons, engine, furnace, etc. of the
prosthetic. Of course, this look comes at a
cost. Multiply the cost of a prosthetic coated in
precious metal by the multiplier given in the
Cost Multiplier (Coat) column in the follow-
ing table:
Metal Cost Cost
Multiplier Multiplier
(Coat) (Construct)
Copper x1.001 x1.01
Silver x1.01 x1.1
Gold x1.1 x2
Platinum x2 x20
Example: Coating an iron jaw (base cost
of 200 gp) in copper would cost an additional
2 sp, in silver 2 gp, in gold 20 gp, and in plat-
inum 200 gp.
The second method is to construct the
entire prosthetic out of the precious metal.
This is usually a bad idea if you are
planning to go into combat, as not
only are these metals less
resilient than iron or
steel, most also have
Adamantine
This ultra-hard material provides the best
possible protection, but it is very expensive;
multiply the listed cost of any prosthetic by 10
if it is made of adamantine.
Size Hardness Hit Points
Diminutive 20 3
Tiny 20 7
Small 20 13
Medium 20 27
Large 20 55
Huge 20 108
Gargantuan 20 216
Colossal 20 532
Example: A steamwork leg made of
adamantine would have a Hardness of 20 and
13 hit points and cost 10,000 gp.
Mithral
As strong as steel but lighter, prosthetics
made of mithral place less stress on the pros-
thetic’s individual parts, reducing the
Maintenance DC of the prosthetic by 2 (i.e. a
mithral chest would have a Maintenance DC
of 5). Of course, consummate with this advan-
tage is the fact that mithral is much more
expensive; a comparable prosthetic of
mithral costs 5 times as much as one
made of iron or steel.
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