S&S
S&S
S&S
and
Steamworks
A Fantasy-Steampunk Setting for Unisystem
By Robert Warren
Version 2.1
The Unisystem trademark, CJ Carella's Armageddon, and CJ Carella's WitchCraft are copyright CJ Carella 1996-2002. Both are
trademarks of CJ Carella. CJ Carella's WitchCraft is published under exclusive license by Eden Studios. The CJ Carella's WitchCraft
trademark is used without Mr. Carella's or Eden Studios' permission and neither of those parties is responsible for the content of this
document. The rest of the document is copyright 2006 by Robert Warren. It may be freely distributed as long as it remains complete
and unaltered and with this notice attatched, and such distribution is free of charge and not for profit.
What is Steampunk?
From Wikipedia:
Steampunk is a subgenre of speculative fiction
which came into prominence in the 1980s and
early 1990s. It concerns works set in the past, or
a world resembling the past, in which modern
technological paradigms occurred earlier in
history, but were accomplished via the science
already present in that time period.
Works of this genre typically also fall into the
categories of either science fiction or fantasy. It
is often associated with cyberpunk and shares a
similar fanbase but developed as a separate
movement (though with considerable influence
on each other). Their main difference beyond
the chronological differences in settings is that
steampunk settings tend to be less obviously
dystopian.
Economy of Astoria
The Dornihan Industrial Republic uses a decimalbased currency system, with one hundred copper
Commons to one silver Crown. There are five
Crown, ten Crown, and twenty Crown pieces made
from gold. The currency of the DIR is accepted in the
Elven Forests, and the smuggler's port of Caliban, but
is useless in the Free States. The Free States use a
more basic currency, consisting of ten copper
Sparrows to one silver Dove, and ten silver Doves to
one gold Phoenix. Silver Forest and Caliban also
accept the Free States gold standard, though prices
tend to translate poorly from one currency to the other
and unfair transactions are common.
Languages of Astoria
Language in Astoria isn't quite as varied as it once
was. Before the rise of the DIR, each Human
kingdom had it's own language. Currently, the DIR
has instituted Dornihanian as the official language,
and requires that all signs be written in it and all
government employees are required to refuse service
if a citizen does not speak it. An exception is
generally made for those speaking Gnomish Merchant
Standard, however.
The Free States are another matter, allowing its
member nations to retain their native tongue, though
Celestis is spoken during official meetings between
representatives of the member states.
The High Elves have a language that they speak in
their homeland, called Jor'nain, though most of them
learn either Gnomish Merchant Standard or
Dornihanian before traveling to the outside world.
The Dark Elves have a similar language to the High
Elves, though thousands of years of cultural distance
has made the two tongues barely recognizable as
having the same roots, much like German and English
is our world. Dark Elves usually know at least one
other language, and will not speak Ku'nain in the
presence of outsiders.
Gnomes, being the merchant class for basically all of
recorded history, speak the most common language in
Astoria: Gnomish Merchant Standard.
Nearly
everyone in the world speaks it, and there have been
motions to have Dornihanian replaced with Gnomish
Determining Affinity
The Magical or Technological Affinity is determined
by a combination of Skills, Qualities, powers, and
race. Which races change the Affinity of a character
will be discussed in the Qualities section.
The Gift Quality raises Magic Affinity by one. Every
two levels in Essence Channeling or an Metaphysical
ability also raises the Affinity by one. Skills such as
Magic Theory, Occult Knowledge, and Magic Bolt
raise the character's Magical Affinity by one for every
three levels.
Technological Affinity is raised by one for every two
levels of the Technologist Quality. Every four levels
of Skills such as Science, Medicine, Guns, Mechanic,
and Engineer raise Technological Affinity by one.
If a character has both magical and technological
determiners, then take the highest and subtract the
other from the total. Thus, if a character would have a
Magical Affinity of three and a Technological
Affinity of two, then their final Affinity is 1 Magical.
During the course of play, new Skills and abilities
may change Affinity. If a character learns a skill
contrary to their Affinity, then they reduce their
Affinity by the amount the opposite would increase.
In the previous example, the character has a 1 Magical
Affinity. If he later used Experience to raise his Guns
Skill by four points, his Magical Affinity would be
reduced to zero.
A note on balance
The higher rate of increase for Magical Affinity
over Technological Affinity is intentional. The
benefits of having a high Technological Affinity are
better than the benefits of a high Magical Affinity.
Thus, the different rates of Affinity growth is an
artificial balance used to keep the two roughly
equal.
Also, note that the mechanics in Sorcerers and
Steamworks are decided biased in favor of
technology over magic. This is also intentional.
One of the themes of the world of Astoria is that
magic is dying. Technology is intended to have an
edge.
What is Technology?
Technically, anything requiring a level of
sophistication and intelligence above that of a
primate can be considered technology. When the
term technology is used in Sorcerers and
Steamworks, it means objects that require a higher
level of science and sophistication than was
possessed in the Dark Ages. Swords, crossbows,
and plate armor do not count. Guns, batteries, and
clockwork automatons do.
A note on changing
Affinities
It is possible, though rare, for a character's Affinity
to completely reverse.
This is difficult for
technologically aligned characters, and disastrous
for magically aligned characters.
For a technologically aligned individual to change
Affinity to magic, he must find a way to become
Gifted and learning magic. The character will make
malfunction Tasks like any other magically aligned
character, even for his own devices.
Magical characters have an easier time becoming
technologically aligned, having simply to learn
some skills. However, if a character's Affinity
changes totally from Magical to Technological, then
they loose the ability to manipulate Essence, thus
are unable to use any of their Metaphysics until
their Affinity returns to Magical.
Half-Ogre
Iron Delver Dwarves gain +2 to Strength and
Constitution (and can raise each up to an 8), two
levels of Hard to Kill, and Infravision. On the
downside, they suffer from a one point Emotional
Problem (pick one), a one point Hunted (Ku'na
Assassins) Drawback, and a two point Honorable
Drawback. Iron Delver Dwarves also suffer from
either a one point Addiction (Alcohol) or the
Humorless Drawback (pick one).
Dwarves live for 400 years on average, and reach
maturity at around 70 years old.
Dwarves are naturally drawn
towards metal, gears, and stone,
gaining a 1 point bonus to
Technological Affinity.
Clanless Dwarf
5 Point Racial Quality
Destroying every member of a
Clan is a near impossible task,
even for the expert Dark Elf
assassins. Thus, a few stragglers from each of the
Nineteen Lost Clans have managed to make their way
into the human or Jor'na cities relatively safe. Of
body, anyway. While the Iron Delver Dwarves are
slightly paranoid hermits, Clanless Dwarves are
almost totally insane.
Clanless Dwarves are less strong and hardy than their
Iron Delver cousins, gaining only a +1 to Strength and
Constitution (though they have a maximum of 8 in
each), and one level of Hard to Kill. They have the
Infravision power, and due to the more dangerous
surroundings that they live in, gain two levels in
Danger Sense. They have the Paranoia Drawback, but
have managed to shirk the typical Dwarven honor,
Gnome
5 Point Racial Quality
Gnomes are renowned
as the fairest and
toughest merchants in
all of Astoria. If anyone has a need, be it a gun or a
magic sword, a potion or a battery, then a Gnome is
likely to be the go-to guy.
Hunted (Type)
Variable Social Drawback
Debutante
Only younger Gnomes that are just striking out on
their own don't have at least one point in Resources,
and many of the wealthier Gnomish merchants have
Half-Ogre body guards.
Gnomes can live to be around 120 years old, and
reach adulthood at 25 years of age.
Gnomes have no natural draw towards magic or
technology.
Ku'na Assassin
5 Point Profession Quality
Prerequisite: Dark Elf
Ku'na have some of the best assassins in the world.
Their skill is renowned, and their employment and
abilities are something of an open secret. Their use in
modern times is slowly dwindling, due to the Dark
Half-Ogre Bodyguard
15 Point Social Quality
Prerequisite: Resources 3 or higher
Half-Ogres aren't very bright, but they certainly have
their uses, and they are most talented at guard duty.
Wealthy and influential Gnomish merchants are the
most common employers of Half-Ogre guards, though
anyone with the proper funding can obtain one
through the Ogreblooded Bodyguard Corporation,
which has branch offices all throughout Astoria.
Half-Ogre bodyguards are created as normal
characters, using 20 points for Attributes (remember
to apply the racial Attribute changes), 20 for Qualities
(five of these points must be used for the Half-Ogre
Racial Quality), up to 10 in Drawbacks, and 30 for
Skills.
Technologist
3 Points per Level Profession Quality
This Quality works much the same way as the
Gadgetmaster Quality on page 42 of Pulp Zombies,
except that while the Gadgeteer Quality is purchased
with Metaphysics points, Technologist should be
purchased with Quality points. Every two levels of
the Technologist Quality adds 1 to the character's
Technological Affinity.
Magic Allergy
2 Point Supernatural Drawback
You're allergic to magic. It's that simple. While you
do gain a bonus of 1 to Technological Affinity, even
being in the presence of magical objects or sorcerers
while they are casting spells induces intense nausea,
inflicted a -2 penalty to everything to do until the
allergen is removed.
Metaphysics in Astoria
Though magic is waning in popularity amongst the
masses, some people are simply born with the spark
for it, and find technology to be rather constraining.
Magic certainly has its benefits over technology: not
even Chadwick Moore denies that.
In Astoria, Invocations are the most commonly found
Metaphysical Art. Necromancy has quite a few
proponents as well, though its practice is expressly
forbidden in the Silver Forest and within the walls of
Celest under penalty of death. Divine Inspiration used
to be fairly common amongst the clergy, but when the
gods abandoned Astoria, they stripped away the
Miracles that they had been granting their followers.
With the rise of technology, the Gateway Invocation
no longer functions normally: for some reason, the
Elemental and Astral planes are no longer accessible,
and no one can figure out why. Rites of Summoning
still work normally, and sorcerers can summon all the
Elementals, Demons, and Astral spirits they could
ever want, but they are unable to visit those planes
themselves. The Walkgate Invocation still functions
normally, though few mages bother to learn it, as it
requires extensive knowledge of the all but useless
Gateway spell.
There have been rumors and reported sightings of the
old god Fate walking the world, though these are of
yet unsubstantiated. In the past, Fate rarely ever
granted Miracles to its followers, and if it is doing so
now, then the recipients of these powers are being
very careful not to display their new-found abilities.
Seer powers exist, but are extraordinarily rare. A
kingdom calls itself fortunate if they have a single
psychic resident. Psychics are usually consigned into
government service, as their abilities are extremely
useful in military applications and political intrigue.
Other Metaphysical Arts are unavailable to characters
in Astoria: they simply do not exist. Pariahs, Tao Chi
Masters, and Tainted Invokers simply do not exist.
Primal Powers exist, but are the sole province of the
Spirit World now that the gods have left.
Sadicas, however, certainly exists, though it is called
by another name.
Technological Marvels
Characters with the Technologist Quality will make a
number of useful, if not strange, devices. The
Gadgeteering rules from Pulp Zombies suffice to
cover most every steampunk gadget that anyone could
devise. Some renaming is require, simply for flavor
purposes. A slight amount of retooling is also
required, because of the dichotomy of magic and
technology in Astoria.
First off, all technological devices have a Gadget
Rating (called Tech Rating here), not just the weird
science doodads created by technologists. The reason
for this is that technological devices cause the Crowd
Effect (WitchCraft pg 200, Armageddon pg 206) when
sorcerers attempt to use their Metaphysics within fifty
feet of the device.
To determine how much Essence is
negated by the devices, total
together the Tech Ratings of all
nearby devices, and use that
number as the size of the crowd
affecting the flow of magic.
Characters with a Technological
Affinity of 7 or higher add to the
Crowd Effect of the devices, but
characters with a lower Affinity do
not.
Second, and arguably most
importantly,
the
Disastrous
Consequences modifier is negated in this setting, as
all technological devices already have Disastrous
Consequences.
Example Devices
Rotocain: Rating 3
(Advanced Complexity +2, Specialized Use +1)
This delightful spring powered device looks like a
normal cane until the gentleman presses a small
Faces of Astoria
There are a great number of important people in Astoria, as in any other world. Some Chroniclers may
want to have the group run into the movers and shakers of Sorcerers and Steamworks, and perhaps
even use them as villains. For those curious as to what level of the Technologist Quality Chadwick
Moore has, or how much Essence Mage-King Gabriel can bring to bear in one turn, or even what the
standard Ku'na Assassin looks like on paper, here it is.
Chadwick Moore
Str: 2 Dex: 2 Con: 1
Int: 6 Per: 5 Will: 3
Life Points: 22
Endurance: 23
Essence: 19
Speed: 6
Technological Affinity: 10
Gear
Revolver (d8x3), a nice suit, money, pencil and
notebook
Skills
Guns (Pistol) 5
Guns (Rifle) 5
Mechanic 10
Engineer (Mechanical) 10
Science (Chemistry) 10
Science (Biology) 5
Bureaucracy 5
Smooth Talk 3
Intimidation 3
Dodge 3
Notice 3
Research/Investigation 3
Language (Dornihanian, G.M.S., Jor'nain,
Dwarven) 5
Humanities (Astorian History) 2
Humanities (Dwarven History/Culture) 2
Myth and Legend (Dwarven) 1
Quote
You see, technology is really rather simple. If I
just turn this here, and weld this there, and hookup
this over there, then voila! You have a machine
capable of dissolving granite!
Age: 68
Personality
Chadwick Moore is the inventor of the steam
Qualities/Drawbacks
engine (as far as everyone knows), and the current
Technologist 10
ruler of the Dornihan Industrial Republic. He is a
Resources 5
brilliant man, both in matters of science, and in
Status 10 (World-renowned)
matters of government. Apart from his attempt to
Charisma 5
make all the conquered lands conform to
Half-Ogre Body Guard 30 (Grokk and Trang)
Dornihan's cultural and linguistic norms, he has
Honorable 2
Delusions (Uniting the Human race will bring been a kind and benevolent leader. He honestly
believes that by unifying the Human race, he will
peace) 3
bring peace and prosperity to Astoria.
Covetous (Ambition) 2
Mage-King Gabriel
Str: 2 Dex: 2 Con: 3
Int: 4 Per: 3 Will: 6
Life Points: 45
Endurance: 38
Essence: 126
Speed: 10
Magical Affinity: 10
Gear
Magic sword (d6xStr and d6x5 Fire damage, 50
Essence stored, uses 5 per hit), chain mail (d6+6
Armor Value), royal robes
Qualities/Drawbacks
The Gift
Age 1
Resources 5
Status 5 (King of Celest)
Hard to Kill 5
Essence Channeling 10
Increased Essence Pool +100
Honorable 2
Delusions (Technology is Evil) 3
Paranoia
Covetous (Ambition) 2
Personality
Gabriel is a very bitter man. He was once a
benevolent king, loved by his people and
respected by foreign rulers. This is no longer the
case. He is paranoid to the extreme, and has been
known to throw people into prison cells for the
rest of their lives for even mentioning technology
within the city walls. He is no longer loved, or
even respected: he is only feared.
Skills
Magic Theory 5
Occult Knowledge 6
Magic Bolt 5
Rituals (Celesti) 5
Languages (Celesti, G.M.S.) 5
Bureaucracy 5
Smooth Talk 3
Hand Weapon (Sword) 3
Dodge 3
Riding (Horse) 2
Etiquette 5
Metaphysics
Elemental Earth 5
Elemental Water 5
Elemental Air 5
Elemental Fire 5
Soulfire 5
Affect the Psyche 4
Communion 4
Shielding 5
Warding 4
Blessing 4
Lesser Curse 3
Age: 150
Quote
Technology is a blight upon this land. If I had
my way, I would be the fire with which it is
purged.
Special Notes: Mage-King Gabriel appears
to be a man in his late forties or early fifties. The
sheer mystical power he possesses has slowed his
aging process to a crawl.
Qualities/Drawbacks
High Elf
Acute Senses (Vision, Hearing)*
Resources 5
Status 5 (Leader of Silver Forest)
Charisma 5
Appearance 3*
Hard to Kill 3
The Gift
Essence Channeling 3
Increased Essence +50
Socially Inept 2*
Delusions of Grandeur 2*
Age: 300
Skills
Bureaucracy 5
Smooth Talk 5
Intimidation 5
Humanities (Elven Philosophy) 5
Humanities (Astorian History) 5
Humanities (Elven History) 5
Survival (Forest) 3
Hand Weapon (Bow) 3
Dodge 3
Hand weapon (Sword) 2
Languages (Jor'nain, G.M.S.) 5
Languages (Dornihanian) 4
Languages (Celesti, Halsterian) 3
Metaphysics
Affect the Psyche 3
Insight 3
Cleansing 2
Divination 2
Gear
Bow and arrows (d6xStr), Rapier (d6xStr on a
slash, d8xStr on a thrust), Senate robes (white
with two purple lines as trim), staff of office
Personality
Wysp Moonspire is the first female Senate
Speaker that the Silver Forest has ever had. The
Jor'na are not a misogynistic people, it's just that
no woman ever attempted to get the position.
Though she isn't malicious, she does feel as
though she has a lot to prove, and will not shy
away from using any means necessary to prove
that she was not a bad choice for the job. This
often results in her acting in ways she would
normally view as distasteful, all for the sake of
getting things done. She commonly uses magic to
persuade foreign diplomats, and has been known
to use her body to sway senators and foreign
representatives to her cause. She will not hesitate
to use Divination to gage the wisdom of a course
of action, nor will she hesitate to take dangerous
measures because her divining has shown her a
favorable outcome.
Quote
I can see that you mean well, but your proposal
will only end with disaster.
Gear
Bow
and
arrows
(d6xStr),
Greatsword
(d12x(Str+1)), chain main (d6+6 Armor Value),
hunting cloak
Age: 35
Personality
Constable Appleby is a very hard man. He was
born and raised in Caliban, and attained the post
of Constable after killing his predecessor.
Appleby and his assistants tend to leave most of
the residents and guests of Caliban alone unless
they cause trouble, but when they come looking, it
means that some blood is likely to flow. He has
zero tolerance for anyone who hinders Caliban's
ability to conduct its illegal business, and that
includes roughing up the other merchants who
have come to port.
Quote
Don't cause trouble.
Town Guard
Strength 5
Dexterity 4
Constitution 3
Intelligence 2
Perception 3
Willpower 3
Life Points 57
Speed 14
Essence 20
Endurance Points 29
Affinity: 0 or 1 Technological
Qualities and Drawbacks: Fast Reaction Time, Nerves of Steel, Hard to Kill 5, Cruel 1
Skills: Hand Weapon (Sword) 3, Gun (Pistol) 3 (DIR Guards only), Dodge 3, Intimidation 2,
Questioning 2, Notice 3, Research/Investigation 2
Attacks: Broadsword d8x5
Notes: Add racial Qualities as appropriate for region
Ku'ani Assassin
Strength 5
Dexterity 8
Constitution 4
Intelligence 3
Perception 7
Willpower 6
Life Points 61
Speed 24
Essence 53
Endurance Points 29
Affinity: 6 Magical
Qualities and Drawbacks: Dark Elf, Ku'ani Assassin, the Gift, Essence Channeling 2, Increased
Essence Pool +20, Fast Reaction Time, Acute Senses (Hearing, Vision), Situational Awareness,
Nerves of Steel, Hard to Kill 5, Cruel 3, Minority (Dark Elf) 1, Prejudice (Technology) 2, Prejudice
(All other races) 1, Adversary (Dwarves) 2, Obligation (Ku'na Assassin Guild) 3, Secret 1
Skills: Hand Weapon (Sword) 4, Hand Weapon (Knife) 3, Throwing (Knife) 3, Dodge 3,
Questioning 2, Notice 3, Disguise 2, Lock Picking 3, Stealth 4, Surveillance 4, Languages (Ku'nain
and one other) 5, Languages (any two) 3
Attacks: Shortsword d6x5, Dirk d4x4, Throwing Knives d4x4
Metaphysics: Affect the Psyche 2, Lesser Illusion 3, Communion 1
Gnomish Merchant
Strength 2
Dexterity 2
Constitution 2
Intelligence 4
Perception 6
Willpower 4
Life Points 26
Speed 8
Essence 20
Endurance Points 29
Affinity: 0 or 1 Technical
Qualities and Drawbacks: Gnome, Charisma 3, Resources 1, Acute Senses (Sight), Situational
Awareness, Covetous (Greed) 1, Covetous (Ambition) 1
Skills: Haggle 4, Craft (As appropriate) 3, Smooth Talk 3, Languages (G.M.S. and one other) 5,
Languages (any two) 3, Languages (any two) 2, Notice 3, Hand Weapon (Knife) 2, Dodge 2, Gun
(Pistol) 2
Attacks: Dagger d4x1, Flintlock Pistol d8x2
Notes: Gun skill may be omitted depending on the location and expertise of the merchant.