d&d 3rd edition - mechanomancy

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Mechanomancy A Free Preview of New Magic for the D20 System™ from the pages of The Ascension of the Magdalene by Rick Neal Requires the use of the Dungeons & Dragons® Player’s Handbook, Third Edition, published by Wizards of the Coast.

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D&D 3rd Edition - Mechanomancy

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MechanomancyA Free Preview of New Magic for the D20 System™

from the pages of The Ascension of the Magdalene

by Rick Neal

Requires the use of the Dungeons & Dragons® Player’s Handbook,Third Edition, published by Wizards of the Coast.

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Mechanomancy is steampunk magic, anew type of magic based on obses-sive tinkering with the new scientific

principles of clockworks, gears, spring drives,and other such innovations. These new sciencesand crafts mesh with the will of theMechanomancer, producing animated objectsof great variety, durability, and sophistication.The most advanced clockworks can be indistin-guishable from living creatures until the cover-ing is broken.

Because of the weird, obsessive focus requiredto produce Mechanomantic clockworks,Mechanomancers cannot practice other formsof magic. The mindset needed forMechanomancy precludes any other under-standing of magic, as the scientific basis for theart contradicts the mystical teachings of othermagical traditions.

This is the first truly modern school of magicin the world, the first school to embrace themodernist traits of reason, repeatability, andthe exclusion of folklore and tradition fromthe pure act of creation. It is a conscious breakwith the past, and a complete rejection of themedievalist magic practiced by sorcerers, wiz-ards, and clerics. Many Mechanomancers don’teven believe they are practicing magic at all.They believe they have discovered fundamentalprinciples of the physical world, perhaps ex-pressed as “the Aether,” or in the hopeless va-garies of perpetual motion.

Yet it is magic, and magic must be poweredwith something insubstantial. Mechanoman-cy is powered with the user’s own memories.In rejecting the past and the denying thetrue and magical nature of reality, theMechanomancer sacrifices his or her ownmemories to power each clockwork creation.

Mechanomancers would destroy their ownpast to create their future anew.

The Mechanomancy Feat

To perform Mechanomancy, a character musttake the Mechanomancy feat. This feat intro-

duces the character to the mysteries of clock-work construction and the secrets of impartinglife through the sacrifice of memories. It re-quires a fundamental shift of viewpoint that for-ever renders the Mechanomancer unfit for usingany other type of magic, including psionics.

NEW FEAT: MECHANOMANCY [GENERAL]

You can learn the Mechanomancy skill andbegin building clockworks.

Prerequisites: Non-spellcaster, non-psionic

Benefit: You know how to gather charges, thepower which allows you to imbue your clock-work creations with life. You can now take skillranks in the Mechanomancy skill, which allowsyou to build the physical forms of the clock-works that you can then imbue with mysticallife and awareness.

Normal: Without the Mechanomancy feat, nocharacter can learn the Mechanomancy skill.

Special: Once the Mechanomancy feat istaken, you may never learn to cast divine or ar-cane spells, nor may you learn to use psionics.

Charges

Charges are the units of power that theMechanomancer must accrue to empower hisor her creations. These are discrete packets ofmystical power, gained through the use of theMechanomancy feat, that are implanted intothe clockwork construct to give it life. Chargesare used by Mechanomancers instead of theexperience points that spellcasters expend fortheir spells.

There are three different grades of charge:minor, significant, and major. Each majorcharge may be broken into ten significantcharges, and each significant charge may bebroken into ten minor charges. Minor chargescannot be combined to form significantcharges, nor can significant charges be com-bined to create a major charge.

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MINOR CHARGES

Minor charges are gained by spending a daylaboring on a clockwork. The minor chargeis then available to spend on the clockworkto bring it to life.

SIGNIFICANT CHARGES

Significant charges may be gained by sacrific-ing one minor memory from your past. Thiscan be a sunny day, a party, an argument, or afight. All details of the event are gone forever.This can be somewhat traumatic, and requiresa Will save (DC 15) to avoid permanently los-ing a point of Intelligence or Wisdom score(GM’s choice, depending on the memory). Thememory sacrificed should be appropriate tothe function of the clockwork: sacrifice amemory of a childhood game to build a toy,or a memory of a mugging for a weapon.

A safer way to gain charges is to use an histori-cally important item in the construction ofthe clockwork. The item should be non-magi-cal, or possessing only minor magics, butshould have played a part in a significant his-torical event. The horn that sounded thecharge at the battle that won the king hiscrown, or the ring of the bishop who manipu-lated the king from behind the throne are ex-amples. Again, the item should be appropriateto the function of the clockwork. The hornmight be built into an attack clockwork, whilethe ring might be a good piece to build intoan advisor.

MAJOR CHARGES

To generate a major charge, you must giveup a major memory or string of memories.This would be like forgetting a spouse, a sib-ling, or a parent. This is dangerous; it’s ourmemories that define our personalities, sogiving up valuable memories will have a seri-ous impact on your character. When yougive up such a memory, you automaticallylose one point from each of Intelligence,Wisdom, and Charisma score permanently,and must make a Will save (DC 30) to avoid

losing two more from each attribute. A sec-ond Will save (DC 25) is required to avoidbecoming insane as though affected by theinsanity spell.

There is a much safer way to generate a majorcharge, which is to obtain a complete, histori-cally significant, and still-functioning piece ofmachinery and incorporate it into the clock-work. This might be the first arquebus everproduced, or the bellows and gear device thatraises the Emperor’s throne in the audiencechamber. As with significant charges, the ma-chinery should relate to the function of theclockwork.

The Mechanomancy Skill

The actual construction of clockworks de-pends on the Mechanomancy skill. This is thetechnical knowledge needed to assemble theclockwork.

MECHANOMANCY (NO AT T R I B U T E BO N U S; TR A I N E D ON LY ; RE Q U I R E S ME C H A NO M A NC Y FE AT )

Use this skill to assemble clockworks fromcomponent parts.

Check: When you build a clockwork, checkagainst a DC of 21 to see if it is functional. Ifthe roll succeeds, spend the necessary chargesto empower the device. If the roll fails, nocharges are spent.

Retry: Each check requires a full day of work,but failure does not expend charges or materials.Mechanomancers can take 10 with this skill, ortake 20 when spending 20 days working on theclockwork.

Special: Clockworks require 50 gp worth of ma-terials for each minor charge used in construc-tion, 500 gp for each significant charge, and5000 gp for each major charge. These materialsare in addition to any items incorporated intothe clockwork for charges.

Tiny Clockwork Construct Small Clockwork Construct Medium Clockwork Construct

Hit Dice: 1/2 d10 (2 hp) 1d10 (5 hp) 2d10 (11 hp)

Initiative: +2 (Dex) +1 (Dex) +0

Speed: 50 ft. 40 ft. 40 ft.

AC: 14 (+2 Size, +2 Dex) 14 (+1 Size, +1 Dex, 14 (+4 Natural)+2 Natural)

Attacks: Slam +1 melee Slam +1 melee Slam +2 melee

Damage: Slam 1d3–1 Slam 1d4 Slam 1d6+1

Face: 2 1/2 ft. by 2 1/2 ft. 5 ft. by 5 ft. 5 ft. by 5 ft.

Reach: 0 ft. 5 ft. 5 ft.

SA: See text See text See text

SQ: See text, DR 2/— See text, DR 5/— See text, DR 8/—

Saves: Fort +0, Ref +2, Fort +0, Ref +1, Fort +0, Ref +0, Will –5 Will –5 Will –5

Abilities: Str 8, Dex 14, Con —, Str 10, Dex 12, Con —, Str 12, Dex 10, Con —,Int —, Wis 1, Cha 1 Int —, Wis 1, Cha 1 Int —, Wis 1, Cha 1

Feats: See Text See Text See Text

Large Clockwork Construct Huge Clockwork Construct Gargantuan Clockwork Construct

Hit Dice: 4d10 (22 hp) 8d10 (44 hp) 16d10 (88 hp)

Initiative: +0 –1 (Dex) –2 (Dex)

Speed: 30 ft. 30 ft. 20 ft.

AC: 14 (–1 size, +5 natural) 13 (–2 size, –1 Dex, 12 (–4 size, –2 Dex, +6 natural) +8 natural)

Attacks: Slam +5 melee Slam +9 melee Slam +15 melee

Damage: Slam 1d8+4 Slam 2d6+7 Slam 2d8+10

Face: 5 ft. by 10 ft. (long) 10 ft. by 20 ft. (long) 20 ft. by 40 ft. (long)5 ft. by 5 ft. (tall) 10 ft. by 10 ft. (tall) 20 ft. by 20 ft. (tall)

Reach: 5 ft. (long) 10 ft. (long) 10 ft. (long)10 ft. (tall) 15 ft. (tall) 20 ft. (tall)

SA: See text See text See text

SQ: See text, DR 10/— See text, DR 12/— See text, DR 15/—

Saves: Fort +1, Ref +1, Fort +2, Ref +1, Fort +5, Ref +3, Will -4 Will -3 Will 0

Abilities: Str 16, Dex 10, Con —, Str 20, Dex 8, Con —, Str 24, Dex 6, Con —,Int —, Wis 1, Cha 1 Int —, Wis 1, Cha 1 Int —, Wis 1, Cha 1

Feats: See Text See Text See Text

General D20 Clockworks

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Clockworks

The goal of Mechanomancy is the creation ofclockwork devices to perform tasks for theMechanomancer. These clockworks are im-bued with limited intelligence and life by themagic the Mechanomancers use, but must bewound and maintained like any machines. As-

sembling a clockwork is relatively simple; it isthe expenditure of charges that make the de-vices special.

In game terms, clockworks are Constructsbased on a general stat block, with customiza-tion added by the Mechanomancer. The morecustomized the clockwork is, the more charges

Colossal Clockwork Construct

Hit Dice: 32d10 (176 hp)

Initiative: –3 (Dex)

Speed: 20 ft.

AC: 11 (–8 size, –3 Dex, +12 natural)

Attacks: Slam +25 melee

Damage: 4d6+13

Face: 40 ft. by 80 ft. (long), 40 ft. by 40 ft. (tall)

Reach: 15 ft. (long), 25 ft. (tall)

Special Attacks: See text

Special Qualities: See text, DR 17/—

Saves: Fort +10, Ref +7, Will +5

Abilities: Str 28, Dex 4, Con —, Int —, Wis 1, Cha 1

Feats: See Text

Climate/Terrain: Any land and underground

Organization: Tiny: Group (4); Small: Pair; Medium-size, Large, Huge, Gargantuan,and Colossal: Solitary

Challenge Rating: Tiny 1/2; Small 1; Medium-size 2; Large 3; Huge 5; Gargantuan 7;Colossal 10

Treasure: None

Alignment: Usually neutral

Advancement: —

Combat:

Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subjectto critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Damage Reduction: Clockworks are constructed out of metal, and thus have a Damage Reduc-tion based on their size.

Customization: Clockworks may be customized in various ways; see text.

General D20 Clockworks

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you need to build it. You get to determine whatyour clockwork looks like, but it must have theproper components for its function: somethingwithout legs or wheels cannot move, and some-thing without limbs cannot grab.

MINOR CHARGE EFFECTS

For a single minor charge, you can create aTiny Clockwork. This item can obey one sim-ple order X words long. X equals twice theamount by which your Mechanomancy roll ex-ceeded the DC of 21. Thus, if you rolled a 24,the item could obey a command no morethan 6 words long. The order given when theclockwork created is the only one it can everobey: minor clockworks are one-trick ponies.If the item isn’t built for combat, it can per-form a single function, although it can be onethat normal machines cannot. It can serve asamusement, like a dancing or singing doll, orcan carry out a simple chore, like oiling andsharpening a sword.

SIGNIFICANT CHARGE EFFECTS

The expenditure of a significant charge allowsyou to create a Medium-Size Clockwork. Atthe time of creation, you can decide whetherthe clockwork looks human, animal, or like aclockwork monstrosity. You can also choosewhether the device can obey one simple com-mand at a time, or whether it can only per-form a single skilled task.

If you create the clockwork to obey simplecommands, it does so mindlessly and withoutany specific skill. It can speak only to repeatwhat you tell it to say. The clockwork has noskills apart from its attack bonus, although itcan be ordered to repeat simple patterns, likedancing in a set routine or playing a song onan instrument.

If you create a skilled construct, it can performonly a single skill, but has ranks in that skillequal to half your Mechanomancy roll whenyou create it.

MAJOR CHARGE EFFECTS

By spending a major charge, you can give amind to your clockwork; it gets an Intelligenceability, unlike lesser clockworks. You can du-plicate any race or creature that has a corpore-al body; the resulting clockwork has all theAbility scores of the normal creature (exceptfor Constitution) as well as the Construct im-munities. Hit dice are d10, and the clockworkreceives no benefit for Constitution, as it hasnone. The clockwork you build has none ofthe Extraordinary, Supernatural or Spell-Likeabilities of the original, nor does it have anyof its feats, although it has all of its physicalskills (those that are Con, Dex, and Str-based).You can also give it any mental skills (thosebased on Int, Wis, and Cha) that you yourselfpossess, at the ranks you possess them. Youcan even duplicate people that you know orhave known, like lost loved ones or enemies. Amajor construct’s default size is the size of theoriginal creature.

Customizing Clockworks

Once the basic form of the clockwork hasbeen created, it can be customized by theexpenditure of additional charges to im-prove the various capabilities. These cus-tomizations vary in cost depending on thetype of improvement and the base type ofclockwork.

Customizations are built into the clockwork. In-creasing the movement rate means building inextra legs, wheels, or another means of motivepower, and increasing the natural armor meansbuilding in metal plates. The physical structureof the clockwork is integral to what abilities itcan use.

MINOR CHARGE CUSTOMIZATIONS

For a single minor charge, a Mechanomancercan customize a minor clockwork by increasingthe speed by 5 ft., adding a single hit point, orincreasing the save bonus of one category ofsaving throw by one point. For two minor

charges, the natural armor of a minor clock-work may be increased by one point, the baseattack bonus may be increased by one point, orthe damage inflicted by a successful attack maybe increased by one point. Three minor chargeslets the Mechanomancer add one point to anAbility score. Three minor charges can also in-crease the size of the minor clockwork to Small,and another three minor charges can raise it toMedium-size.

Additionally, two minor charges can be usedto allow a minor clockwork to fly at its basespeed, with poor maneuverability. Each addi-tional minor charge can be used to increase ei-ther the base speed by 5 ft., or the maneuver-ability by one step.

By spending a minor charge, theMechanomancer can change the attack of any

clockwork. By adding blades, needles, or otherweapons, the Mechanomancer can change theattack type from Slam to whatever the newweapon is, and change the crushing damage toslashing or piercing, as desired. Adding a rangedweapon requires two minor charges.

SIGNIFICANT CHARGE CUSTOMIZATIONS

Significant charges may be spent to customizesignificant clockworks in the same ways thatminor charges are spent on minor clockworks.The main difference is that the default size ofSignificant clockworks is Medium-size, andtherefore three significant charges would in-crease it to Large, and so on.

In addition to these customizations, a Signifi-cant charge may be used to increase a skill by

The Squire

(Minor Clockwork)

Tiny ConstructHit Dice: 1/2 d10 (4 hp)Initiative: +2 (Dex)Speed: 50 ft.AC: 14 (+2 Size, +2 Dex)Attacks: Sword +1 meleeDamage: 1d4–1Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.Special Attacks: NoneSpecial Qualities: See text, DR 2/—Saves: Fort +0, Ref +2, Will –5Abilities: Str 8, Dex 14, Con —, Int

—, Wis 1, Cha 1

The Squire is a nicely functional minorclockwork that cleans and maintainsweapons and armor. It appears as a tiny manmade of brass, with a brass satchel on itsback containing polish, cloth, oil, and awhetstone. When wound up and placed be-

side armor and weapons, it proceeds tosharpen swords, oil weapons, polish metal,and generally perform basic martial mainte-nance. A typical winding lasts about anhour, which is sufficient to service onesword, one shield, and a breastplate. Morearmor and weapons requires multiple wind-ings. Chain armor takes an especially longtime, as the Squire cleans each link individ-ually.

The Squire is not built for combat, but doeshave a little bronze sword that it draws anduses in defense of itself or the gear it is ser-vicing.

The construction of the Squire required twominor charges and 100 gp worth of materials.

Combat:

Construct: Immune to mind-influencing ef-fects, poison, disease, and similar effects. Notsubject to critical hits, subdual damage, abilitydamage, energy drain, or death from massivedamage.

Sample D20 Clockworks

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one rank. Two significant charges can add anyfeat for which the clockwork meets the prereq-uisites. These must not be metamagic or itemcreation feats. Only Significant or Major clock-works may be customized in this manner.

Any clockwork can also have an additional at-tack added at the cost of one Significantcharge. Unless the appropriate feats are alsobought, this is considered a secondary attackand has a –5 penalty to the clockwork’s baseattack bonus.

MAJOR CHARGE CUSTOMIZATIONS

Each additional Major charge can add one ofthe original form’s Extraordinary or Supernat-ural abilities to the clockwork, provided thatthe Mechanomancer is able to construct amechanism to duplicate it. Thus, to add thefiery breath weapon of a red dragon, theclockwork requires a reservoir of fuel, a bel-lows to shoot it out the mouth, and a pilotlight to ignite it.

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The year is 1610. Theplace is Prague, capi-tal of the Holy

Roman Empire, a city ofmagic and enlightenmentwhere terrible plans areafoot. A notorious paint-ing, said to be a powerfulartifact, has vanished — andthe trail leads straight tothe palace of the mad em-peror Rudolf II, where itlies guarded by clockworkmonsters of steam andiron. Now the city’s spiritu-al factions — priests, rabbis,knights, and sorcerers — areat war, vying to steal backthe painting. You and yourcomrades must enter the emperor’s subter-ranean Wunderkammer, do battle with its magi-cal guardians, and recover the mysteries of theascended Magdalene . . . or die trying.

The Ascension of the Magdalene is a 64-page, dual-system supplement that can be used for eitherthe D20 System or the critically acclaimed Un-known Armies game. The book features a castof remarkable figures out of occult myth and

history — the Rosicrucians,the Knights of Malta,Rabbi Loew and hisGolem, and more. Besidesrevealing the clockwork dis-cipline of Mechanomancy,this book details D20 rulesfor Avatars and Godwalk-ers, a new form of magicbased on archetypes ofmass consciousness; plusRenaissance firearms andarmor.

Ordering Information

If you are interested in buyinga copy of The Ascension of theMagdalene, these are the “vitalstatistics” your store may need

if they don’t already have the book in stock.

Stock Number: AG3401ISBN: 1-58978-012-4

Suggested Retail Price: $13.95 (US)

On our website, you can find more informationabout our games and where to buy them, free down-loads like this one, and more!

WWW.ATLAS-GAMES.COM

The Ascension of the MagdaleneA Dual-System Adventure for D20 and Unknown Armies

9

The following text is the property of Wizardsof the Coast, Inc. and is Copyright 2000 Wiz-ards of the Coast, Inc ("Wizards"). All RightsReserved.

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Open Game License v 1.0a Copyright 2001,Wizards of the Coast, Inc.

D20 System Rules & Content Copyright 2000Wizards of the Coast, Inc.; Authors JonathanTweet, Monte Cook, Skip Williams, based onoriginal material by Dave Arneson and E.Gary Gygax.

“Mechanomancy,” an excerpt from The As-cension of the Magdalene, Copyright 2002 Tri-dent Inc. d/b/a Atlas Games; author RickNeal

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