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).

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                              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.

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                    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.)

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                           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.

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                             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.

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