Steamware

General Steamware rules

All cybernetic systems require frequent maintenance with the appropriate skill as well as refuelling. Failure to maintain a system will result in the systems malfunction. Relevant lore sheets provide further details. In the event of taking a single electro hit at the item’s threshold value the device become inoperable, unless the armour specifically states that steamware are not effect by electro then the system malfunction effect will still occur. Additionally some items may have further effects when shattered or a electro is taken, as soon as it is OC convenient you should rip open the steamware lammie and follow its effect. You should not attempt to use this OC convenience rule to your advantage but only to prevent disruption of the flow of combat. Finally all steamware is only good for that event and you should hand it in along with your body card. Failure to do so will result in the item being considered broken at the start of the dt period.

For example Lucky the Wondergretchen now has a fancy new arm after being stabbed up by those filthy inquisitors and the incompetance of Dr Grog-em. Huzzah! However one night while walking back home from the local brothel Lucky is waylaid by Dr Grog-em who wishes to protest against the malpractice suit Lucky entered with the local maccelum. Dr Grog-em has decided to protest with some kinda lightning caster he borrowed from his friend. Poor lucky is shot by Dr Grog-em who calls single electro. While Lucky’s light armour takes the damage, so lucky is not mortally wounded (which is good as the only local surgeon is Dr Grog-em) Lucky loses use of his replacement arm as the call exceeds his hardening value and he drops the sword he was holding. Lucky proceeds to pick up the sword with his left hand and as Dr Grog-em didn’t really think through the whole one shot weapon idea, Lucky hits him twice for two doubles then coup-de-grace’s him. Lucky has now been out of direct conflict and proceeds to tear off and read the effect. Oh noes, Lucky’s arm goes Kaboom and lucky receives a single through. Poor Lucky now needs to work out how to revive Dr Grog-em and convince him to help patch up Lucky.

General principles of steamware

Steamware must be handed in with your player pack along with your body card.

Some steamware needs to be maintained by an expert regularly.

Some steamware require an external power source.

Some steamware has an electro threshold which if met will make the item inoperable for a period of time.

Steamware purchased at character creation is always of the best quality for that item and usually comes with basic hardening for electro-damage. After character creation steamware may very rarely (with no guarantee at each event) be available for sale by NPCs for shamic, or otherwise available through plot but there is no guarantee as to the quality of the item. Steamware can also be crafted by PCs from base components (either brought or manufactured in game), with a quality that is statistically likely to be better.

Other factors

Fitness

Steamware has an effect on the level of fitness your character maintains and a good diet is essential for your character.

Rejection

Non-Gretchen almost always reject steamware even if it’s successfully implanted if a course of Besume is not consumed, the recommended course for humans by most apothecarys is two months.

Mental problems

There are no major psychotic problems associated with steamware however it will damage certain cultural mindsets. Additionally there is a small but increasing common minor mental problem associated with steamware for humans, with symptoms of excitability, overconfidence etc. For someone who’s just got his arm chopped off and mentally traumatised by it this might not be a bad thing initially and indeed steamware often alleviates mental trauma from injury.

Legalities

The Acacianic church strongly discourages steamware believing it to have an adverse effect upon man’s mortal soul. While there are a few notorious exceptions any order member who has voluntarily accepted an implant can expect to be booted from the church at best, excommunicated and executed at worst. Additionally the church believes that those heavily implanted with steamware are not savable at all.

Phys Rep

While some steamware can be internal any limb or major modification should have an obvious phys rep and you should match at least the minimun for that item. We’d also recommend that you consider using LED’s and sound effects as part of that representation if possible.

Cost to increase hardening

An item can have its hardening increased by one point at purchase. It costs the amount of hardening that the device is currently at to increase by one (so single to double costs one point, double to triple costs two). All items purchased at character creation are considered high quality and steamware items bought through other sources in play may have a lesser hardening value.

Items

Velten optic piece. 5 pt

Electrohardening: Double

A pure synergistic artefact and each one a family heirloom, this Velten optic is inserted around the eye socket where it binds with the flesh, completely replacing the eye. The secret to manufacturing these has long since been lost with the khanate, and the Gretchens have only been able to form a poor substitute. As such these items are considerably rare.

Rules:- You may increase the damage of any abstract or missle weapon by one for any non-mass normal or through damage even above the theoretical maximum above the lammie. If the item is an abstract item you must be able to operate it to use this effect. This optic piece is only compatible with the Velten.

Phys rep: Steampunk contraption covering an eye socket (eye may be visible).

Secondary vascular pump 2 pts.

Electrohardening: Double

A artificial heart has been placed in your system, boosting your health and general well being as well as possibly saving you from heart failure during bleed out.

Rules:- Your death count is decreased by 50 seconds due to the increased blood pressure you system is receiving, however your body points are increased by one and upon reaching the end of your death count or coup-de-grace period you may rip off the lammie. If the lammie has a sticker then you must pocket this and add it to your body card when convenient. There is at least a one in three chance that the secondary vascular pump will stop you from dying and move you to debilitated immediately. If there is no sticker in the lammie then your character dies as per the standard death count rules. Additionally this device may assist in surgery recovery providing the surgeon is competant.

Phyrep: Small brass prosthetic attached to neck or shoulder.

Gretchen optic piece 4pts

Electrohardening: Single

Attempts to implant the Velten optic piece into a Gretchen resulted in failure with the Gretchen completely unable to interface with the eye, further attempt with humans even after discovery of besume always resulted in the eventual death of the host. However a solution was eventually formed in utilising some of the basic mechanical principles involved. To gain accuracy to the same level however requires an additional contraption attached to the housing of the weapon being utilised.

Rules:-You may increase the damage of any abstract or missile weapon by one for any non-mass normal or through damage even above the theoretical maximum of the item providing that it has been customised with the interface device. In addition to this your character recieves one standard interface device that will be either be attached to any starting free item your character recieves or another one of your choosing, providing you inform us prior to starting in play. The standard interface device attached to the weapon will be charge limited and each time you use this item you must tear off a tab. To recharge the item will require shamicology.

Phys rep: Steampunk contraption covering an eye socket (eye may be visible).

Skinpocket Plating 2pts

Electrohardening: N/A

Rules: Your character receives an additional armour point, which is lost after any conventional armour clothing is expended but before any body hits. This item is an exception to the no armour stack rule. Healing is slightly harder however, even for Gretchen and while side effects from breakage are lesser than those of active components, plating repair is considerably more expensive in shamic and takes at least a week, done in very stable conditions.

PhysRep Needed: Metalic plates attached across all visible skin

Exo-Plating 3 pts

Electrohardening: N/A

Rules: Your character recieves three additional armour points, which are lost after any conventional armour is expended but before any body hits. This item is an exception to the no armour stack rule. Healing is considerably harder however, even for Gretchen and while side effects from breakage are lesser than those of active components, plating repair is considerably more expensive in shamic and takes at least a week done in very stable conditions. Additionally any electro damage your character receives is increased by one point which is calculated before calculating whether any steamware item is broken or not, or any immunities your character may have.

PhysRep Needed: Bulky Metallic plates attached across all visible skin

Ticker (1pt Gretchen , 2 pts others)

Electrohardening: Double

Rules: You may at any point activate this device regardless of your character status, including if dead, providing you have not been dead longer then five seconds. Although system malfunction may have (eventual) lethal repercussions if not repaired and this is considered to be an extremely dangerous device it will not replicate the effect that voluntary activation will have. If you activate this device then the entirety of your body is completely destroyed, resulting in immediate death if your character was still alive and preventing any attempt at resuscitation, in addition you must call mass double strikedown. Once the call has been made you should leave any items you have, including steamware, ripped open if capable where your character has died. But take your body and head card to GOD.

Physrep: internal, optional.

Chemical dispenser 3pts

Electrohardening: Single

“Inserts a injectable automatically into the hosts blood stream upon specific muscle flexation.”

Rules:- A character with the steamware maintenance skill may spend five minutes preparing any drug marked “injectable” for immediate insertion into your bloodstream through this device. Once it is prepared you must attach the lammie to the chemical dispenser lammy. You may activate the device at any time including incapacitation and then may follow the effects described upon the drugs lammie. You may only have one drug per chemical dispenser. A character with the steamware maintenance skill may remove the drug prior to insertion but doing so completely renders the drug useless. Finally rather then becoming inactivated if the electrohardening threshold is crossed the dispenser instead automatically releases its load, though you may delay reading and taking the effect until when OC convenient (for example after combat or when incapacitated). Never assume that the contents are what you expect and do not take its effects until you have read and confirmed what the drug is.

Physrep: Valve containing brightly coloured liquid upon the neck, side of head or forearm.

Skel-tone Booster 3pts

Electrohardening: Single

A set of hydraulic systems have been inserted in the torso and arms, allowing the user to increase the amount of damage they can cause for one blow per activation. However extended usage of this device can cause injury.

Rules:- You may increase the call of any damage call for an impact weapon you can make by one point, once per event. The maximun amount of damage a weapon can do is increased by one if you are using this power but if the call you are making is over the maximun of the weapon then that weapon is shattered unless the item states it is of good or better quality. You may use the booster more than once per week, however subsequent usage of the booster in a period of one week causes you to lose one hit point.

Physrep: A set of mechanical contraptions and tubing running along the shoulders and upper arms.

Beccaria wiring 3pts

Electrohardening: Triple

Rules:- Your character is completely immune to zero, single and double electro damage including its mortal damage. However any active steamware componant (defined as any item with an electrohardening value that is not N/A) is inoperational as are any modifications stemming from that item (for example Razor claws).

Physrep: A crisscross mesh of wiring across all visible skin

Acid Blood (3pts)

Electrohardening: Single

A small device is implanted upon the aorta, which adds into your blood a substance that eats through certain inorganic materials. In addition to giving you partial immunity to certain poisons your blood rapidly eats away at intrusive items that have been rudely thrust into your body.

Rules:- If a player makes contact with a weapon on you and makes the call through, cleave or coup de grace, then you must call shatter upon it providing you have at least one hit point left prior to taking the damage from the weapon. Additionally you may call coup de grace upon yourself and then call shatter upon an object, providing you then roleplay smearing the object with your blood for three seconds.

Physrep: Release tubes on the neck

Eye (free)

Electrohardening: Single

Rules: Acts as a fully functioning eye.

Please note if both eyes are steamware and both are inactivated then you should roleplay blind only. Please do not close both eyes; consider your and others’ safety.

Physrep: mechanical device on the eye socket

Replacement arm (free)

Electrohardening: Single

A replacement arm acts as a fully functional normal arm. A standard replacement arm has zero electrohardening, however any character starting with a replacement arm has a slightly better model that may be hardened and even improved.

Phys rep: A mechanical device completely enveloping the hand and forearm at least to the elbow.

MkII Replacement arm (1pt)

Electrohardening: single

MKII Replacement limbs are considered superior to previous models and significantly increase the vitality of their users providing they are powered. However they are difficult to harden and increase an individuals susceptibility to electro damage. MKII replacement arm acts as a fully functional normal arm and in terms of external appearance are identical to a standard arms.

Rules: MKII replacement arms, like standard replacement arms are functional without an external power source. However if powered with a shamic battery using the skill steamware maintenance a characters maximum hit points are increase by one for one week and which can be regained normally by the same means as normal hits. This limb always considered unpowered at the start of an event.
If this is the first time you have powered it at this event your current hits are also increased by one. Multiple hits gained from multiple MII limbs stack.
However any electro damage (including zero electro) your character takes is also increased by one, regardless of whether the limb is powered, to a maximum of quad electro. This effect does not stack with other MKII replacement limbs.

Phys rep: A mechanical device completely enveloping the hand and forearm at least to the elbow.

Modifications

Razor Claws (2pts)

Electrohardening: N/A

Razor claws are specially tempered shamic blades attached to the forearm of a replacement arm. Although there has been rumour of razor claws being attached to an ordinary arm in the style of the Velten claws, these ones must be attached to a replacement arm.

Rules:-Razor claws are capable of doing single through, however they must be sharpened prior to an event from someone with the skill shamicology or steamware maintanance. If not maintained the maximum call is single. Your character automatically starts off knowing how to use these claws if purchased at character creation. Claws can be added to both arms providing both are replacements at no additional cost.

Physrep: Lrp safe claws, this item must be safety checked prior to use in play.

Static Claws (1 pt requires Razor Claws)

Electrohardening: N/A
This modification adds an internal capacitor to the arm allowing the user to call single electro once when using this device. Additionally the hardening of the arm has been increased to single if not already. Static claws run from the same power source thus claws can be on one or both arms but the number of discharges is still one.

Static claws Improved Capacitor storage (2 pt requires Static Claws)

Electrohardening: N/A
User can now call single electro three times before running out.

Surgeons Hands (1 pt)

Electrohardening: Single

Rules:-Not compatible with other arm modifications except razor claws. Add a number of helpful tools to the surgeons fingers. Host can add another 10 seconds to their healing adjustment. This item may be brought for each arm.

Physrep: Number of medical tools attached to the forearm and hand, fingers should still be present.

Zurich Lathe (2 pts)

Electrohardening: Single

The slightly misnamed Zurich Lathe (for it is not precisely a lathe, nor was it created in Zurich) replaces the hand with a set of claws that can be used as adjustable spanner, screwdriver and general manipulator of mechanical contraptions, significantly assisting its user.

Rules: Acts as as a set of precise mechanical tools (without the consumables), additionally this item can speed up various projects. Providing the item is considered lrp safe then you may use it in combat with the call single if approved by a weapons checker.

Physrep: Mechanical manipulators completely replacing the forearm and hand. Fingers may still be present.

Hand Cannon (2 pts)

Electrohardening: Zero

It was one true love between Gretchen and humans as the requests for gunpowder weaponry attached to appendages started flowing in from across the empire when Besume effects became common knowledge. Unfortunately Gretchen were unable to create something that was suitable and practical and instead developed a synergistic item based upon one of their own weapons. A hand cannon permently replaces any hand with a steampowered firearm at the cost of a fully functioning hand. A hand cannon has enough power to fire small velocity rounds five times before recharging is necessary or may, if the wearer has a significant amount of power, release a higher powered round.

Rules: You may not use the replacement hand for any skill and must roleplay any manipulation task with it as being extremely clumsy and inefficient. Permenant loss of a hand for any skill is an extremely harsh limitation and you should check carefully on the requirements for your skills as it restricts you from almost all technology and medical skills. A hand cannon has five charges, you may expend one charge and call double or four charges and call double stun. A hand cannon must make an auditory effect such as a cap firing when used. It takes 1 week for the hand cannon to pressurise significantly for one charge. If purchased at character creation your character automatically has the skill Steamware Cannon Operation. This item is compatable with passive arm modifications only (for example razor claws).

Replacement leg (free)

Electrohardening: Single

Acts as a fully functional leg

Physrep: A complex mechanical contraption completely enveloping the foot from ankle to knee. It should be bulky enough to be make a visible bulge under most normal clothing.

MkII Replacement leg(1pt)

Electrohardening: single

MKII Replacement limbs are considered superior to previous models and significantly increase the vitality of their users providing they are powered. However they are difficult to harden and increase an individuals susceptibility to electro damage. MKII replacement legs act as a fully functional normal leg and in terms of external appearance are identical to a standard arms.

Rules: MKII replacement legs, like standard replacement legs are functional without an external power source. However if powered with a shamic battery using the skill steamware maintenance a characters maximum hit points are increased by one for one week and which can be regained normally by the same means as normal hits. This limb always considered unpowered at the start of an event.
If this is the first time you have powered it at this event your current hits are also increased by one. Multiple hits gained from multiple MII limbs stack.
However any electro damage (including zero electro) your character takes is also increased by one, regardless of whether the limb is powered, to a maximum of quad electro. This effect does not stack with other MKII replacement limbs.

Phys rep: A complex mechanical contraption completely enveloping the foot from ankle to knee. It should be bulky enough to be make a visible bulge under most normal clothing.

Replacement Leg Modifications

Spring Heel 1pt

Electrohardening:Single

Named after a rumoured steam-borg who terrorises the Cetus Duchies, the spring heel allows the person to react instantly to threatening stimuli, albeit without the ability to leap tall buildings.

Rules:- Character may dodge one additional time per day as per the dodge rules

Physrep:- An additional mechanical contraption that is attached to the foot.

Gyro Stabilisers 2pts

Electroharding: Single

Rules: Character is immune to the strikedown effect of zero or single strikedown, if the single strikedown causes the loss of one body hit then that character is still mortally wounded. A character must still take the effect of zero strikedown if he wishes to dodge and no hard cover is available.

Physrep:-A bulky set of mechanical devices attached to the lower torso around the hip with wires running to the steamware leg.