Archived Technology Rules

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Introduction

Therafim is a massive and diverse world, filled with all manner of possibilities. Its peoples are every bit as developed in culture as those of Modern Earth, and in many cases even more, thanks to the additional diversity of races, and the powers of magic. A native of Earth in the modern day would probably not feel too terribly out of place among one of Therafim's societies of similar population to that which the Earthling left. The presence of magic, however, would soon prove to be a significant point of difference.

It is the presence of magic on Therafim that changes things. Technology and magic, for reasons not completely understood, are at odds with each other and, on Therafim at least, magic trumps the powers of technology. This is part of the Laws of Magic, or the rules that determine what can and cannot happen on Therafim. Fortunately, the Laws of Magic are as flexible as they are arcane, and there are ways around them.

When humans first arrived on Therafim, they had immense technological might available to them. However, after less than a decade, the Laws of Magic stripped the human technology of its power, and left it lifeless, never to work again. Later, while exploring the limits of what was still possible along with gnomish allies, humans discovered that the Laws of Magic could indeed allow high technology to function, provided that it was done in line with the Laws of Magic. This led to the following spell and item enchantment, listed below.

Empowering Devices of High Technology

Empower Device
Transmutation
Level: Wizard/Sorcerer 2, Bard 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Effect: Any device or machine up to 1 square foot/level in size
Duration: 10 minutes/level (TL 3); 5 minutes/level (TL 4); 1 minute/level (TL 5).
Saving Throw: None
Spell Resistance: No

With this spell, a caster is able to empower a normally dead high technology device, allowing it to function in high-magic areas. This is limited by the size of the device in question, and if a device is too large, then the spell automatically fails. This allows the use of weapons, vehicles, and other pieces of high technology, though the duration steadily decreases as the complexity of the device to be empowered increases, starting at Tech Level 3 as a base.

Empowered
This is an enhancement that can be applied to any device of high technology. Once this enchantment is in place, then a device of up to 3 square feet will function normally despite the presence of magic. However, ironically enough, the technology will cease to function for an entire round inside an antimagical area, though after this full round it will resume normal function. This full round of deactivation followed by normal function also occurs when the device re-enters a magical area. To empower larger devices than 3 square feet requires additional applications of this enchantment.

Important Notes: Since it is steadily more difficult to Empower technology as it increases in complexity, it becomes steadily more costly to make such an enchantment permanent. Because of this, for example, while there are a decent number of Empowered matchlocks, steam engines, and astonishingly effective plumbing systems available, especially in places that have a large number of moderately-powered mages and governments and wealthy individuals willing to pay for such conveniences, modern firearms, airplanes, and automobiles are essentially unheard of, especially since magical variants can perform the same functions with far less hassle or pollution.

Also note that, unlike most weapon enchantments, Empower Device can be placed on a weapon without that weapon having to have the normal +1 or better enchantment bonus.

Faint transmutation (depending on size); CL 3rd; Craft Wondrous Item, creator must have the ability to make or repair the device in question; Price: 12,000 gp for each 3 square feet of the device at TL 3; 24,000 gp at TL 4; 36,000 at TL 5.

Weapons of High Technology

While modern weaponry are as rare as artifacts on Therafim, and much less reliable, there are several black powder weapons in relatively common use, listed below. The price for empowering the weapon is included in the costs listed below, right after the normal price, for those who don't want enchanted versions. Note that black powder bombs do not require the Empower Device enchantment, due to their incredibly simple nature.

Weapon Name Cost Dmg (S) Dmg (M) Critical Range Increment Weight Damage Type
Pistol 250/12,250 gp 1d8 1d10 x3 50 ft. 3 lbs. P
Musket 500/12,500 gp 1d10 1d12 x3 150 ft. 10 lbs. P
Explosive Name Cost Damage Blast Radius Range Increment Weight Damage Type
Bomb 150 gp 2d6 5 ft. 10 ft. 1 lb. Fire
Smoke Bomb 70 gp Smoke 20 ft. smoke 10 ft. 1 lb. -

Gunpowder: Normally, gunpowder (also called black powder) burns at a rate of 1 ounce per round, and illuminates like a sunrod while burning. Under the proper conditions, or when set by someone with training in the use of firearms, it can also explode. Usually, however, it is used to propel bullets or to pack bombs. One ounce of gunpowder is needed per bullet fired, and must be bought along with bullets. Gunpowder is sold in small kegs (15 lbs. of gunpowder, 20 lbs. total weight, 250 gp each) or in water-resistant powder horns (2 lbs. of gunpowder and total weight, 35 gp each). If gunpowder gets wet, it cannot be ignited until it dries.

Bullets: Bags of 10 cost 3 gp and weigh 2 lbs.

Pistol: This one-handed firearm holds a single shot and requires a standard action to reload.

Musket: This two-handed firearm holds a single shot and requires a standard action to reload.

Bomb: A round bomb packed with gunpowder, this bomb must be lit (a move action) before it is thrown (a standard action). The explosion deals 2d6 points of fire damage in a 5' radius. Anyone caught in the blast radius can make a Reflex save (DC 15) to take half damage.

Smoke Bomb: This cylindrical bomb must be lit (a move action) before it is thrown (a standard action). Two rounds after the smoke bomb is lit, it will explode in a nondamaging cloud that emits smoke as a fog cloud spell in a 20' radius, with the same rules for dispersal as the spell.

Tech Levels

It is well known that high technology does not function well on Therafim without the use of magical assistance. But what constitutes high technology? The following chart should assist in explaining this concept. This chart is adapted from the tech levels of GURPS 3rd edition.

Therafim Tech Level Possibilities
0 Basic: Fire, lever, language
1 Average: wheel, writing, agriculture, construction
2 Advanced: steel, clockwork, math with zero
3 Cutting Edge: gunpowder, printing, steam power
4 Empowered: combustion engines, radio
5 High-Tech: spaceflight, cybernetics

On Therafim, anything above the Advanced level of technology has trouble working under normal conditions. CUtting Edge technology might function for those with a special affinity for it, such as those of the Artificer or Gunslinger classes, or certain special individuals (can be bought with 15 REP for a special background story), but normal people are not able to use such items without them simply ceasing to function. All devices of Cutting Edge and above function normally with the application of the Empower Device spell or the Empowered enhancement.

In order to make most high-tech devices, simply add the Empowered enhancement to the stats of a normal magic item. This will mean that the magic item was actually created by technology, and so can function inside anti-magic areas as easily as in normal magic areas. For example, a wand of cure light wounds can become a high-tech autodoc, while a wand of magic missiles might become a blaster, and an amulet of shielding becomes a force field. However, devices above the Cutting Edge level must be found, as must the sources of power and ammunition for such items; they cannot be created. Since the spells allowing the use of such items were not developed until centuries after the humans had lost access to their high technology, most of it has been lost to the passing ages, and might turn up in a variety of odd locations across and underneath Therafim. As a general rule, the higher the Tech Level, the harder it is to find a particular device.

Itemized Tech Levels
Transportation

0 Basic: feet, canoes, sledges
1 Average: mounted travel, carts and chariots, galleys
2 Advanced: saddles with stirrups, bicycles, sailing ships
3 Cutting Edge: hot-air balloons, steam engines, indoor running water
4 Empowered: automobiles, aircraft, submarines
5 High-Tech: spaceships, mag-lev monorails, hovercraft

Weapons and Armor

0 Basic: fists, stone weapons, leather armor
1 Average: bronze and iron weapons and armor
2 Advanced: steel weapons and armor, masterwork items
3 Cutting Edge: gunpowder weapons
4 Empowered: dynamite, repeating guns, Kevlar
5 High-Tech: missiles, energy weapons

Power

0 Basic: slaves and other workers
1 Average: windmills, animal power
2 Advanced: clockwork devices (can be any size)
3 Cutting Edge: steam
4 Empowered: electricity
5 High-Tech: nuclear power, fusion

Medicine

0 Basic: supportive treatment, herbal remedies
1 Average: first aid, crude prostheses
2 Advanced: hygiene, knowledge of germs
3 Cutting Edge: anesthetics, vaccines
4 Empowered: major surgery, antibiotics, organ transplants
5 High-Tech: healing machines, bionics and cybernetics

Sensors

0 Basic: The naked eye, trained animals
1 Average: compass, wind sock
2 Advanced: pocket watch, telescope
3 Cutting Edge: telescopic sight, thermometer
4 Empowered: Geiger counter, radio receiver, metal detector
5 High-Tech: GPS, laser spectrometer, chem sniffer, scanners

Communication

0 Basic: Smoke signals, loud instruments, word-of-mouth
1 Average: written communications, trained carrier animals
2 Advanced: organized mail systems, coded messages
3 Cutting Edge: telegraph wires
4 Empowered: telephones, radio
5 High-Tech: cellular phones, communicators

General Tech Levels on Therafim

These tech levels are divided by landmass in alphabetical order.

Autumn Land

  • Aelfheim: Overall: 2; Transportation: 2; Weapons and Armor: 2; Power: 1; Medicine: 2; Sensors: 1; Communication: 2.
  • Council of Wands: Overall: 2; Transportation: 3; Weapons and Armor: 2; Power: 2; Medicine: 3; Sensors: 2; Communication: 2.
  • Empire of the Iron Throne: Overall: 2; Transportation: 2; Weapons and Armor: 2; Power: 2; Medicine: 2; Sensors: 2; Communication: 2.
  • Freeholds: Overall: 1; Transportation: 2; Weapons and Armor: 2; Power: 1; Medicine: 1; Sensors: 1; Communication: 1.
  • Godscar: Overall: 1; Transportation: 1; Weapons and Armor: 2; Power: 0; Medicine: 1; Sensors: 1; Communication: 1.
  • Kardruin: Overall: 2; Transportation: 1; Weapons and Armor: 2; Power: 2; Medicine: 1; Sensors: 2; Communication: 2.
  • Thardruin: Overall: 2; Transportation: 1; Weapons and Armor: 2; Power: 2; Medicine: 2; Sensors: 2; Communication: 2.
  • Zenomael: Overall: 2; Transportation: 1; Weapons and Armor: 2; Power: 0; Medicine: 2; Sensors: 2; Communication: 2.

Cargando

  • Ababanissa: Overall: 3; Transportation: 2; Weapons and Armor: 3; Power: 3; Medicine: 3; Sensors: 3; Communication: 3.
  • Coutraman Confederacy: Overall: 2; Transportation: 2; Weapons and Armor: 3; Power: 2; Medicine: 2; Sensors: 2; Communication: 2.
  • Gila Kingdom: Overall: 1; Transportation: 1; Weapons and Armor: 1; Power: 1; Medicine: 1; Sensors: 1; Communication: 0.
  • Tribes of the Serewind Plains: Overall: 0; Transportation: 0; Weapons and Armor: 0; Power: 0; Medicine: 0; Sensors: 0; Communication: 0.

Crescent

  • Alazarim Trade Confederacy: Overall: 2; Transportation: 2; Weapons and Armor: 2; Power: 2; Medicine: 3; Sensors: 3; Communication: 1.
  • Anubast: Overall: 1; Transportation: 0; Weapons and Armor: 2; Power: 1; Medicine: 2; Sensors: 1; Communication: 1.
  • Necropolis: Overall: 1; Transportation: 1; Weapons and Armor: 2; Power: 0; Medicine: 2; Sensors: 1; Communication: 1.
  • Tribes of the Firelands: Overall: 0; Transportation: 0; Weapons and Armor: 0; Power: 0; Medicine: 0; Sensors: 0; Communication: 0.

Heaven's Tear

  • Bazram: Overall: 2; Transportation: 2; Weapons and Armor: 2; Power: 1; Medicine: 2; Sensors: 2; Communication: 1.
  • Butasta: Overall: 1; Transportation: 1; Weapons and Armor: 2; Power: 1; Medicine: 2; Sensors: 0; Communication: 2.
  • Cho-Lin Empire: Overall: 2; Transportation: 1; Weapons and Armor: 2; Power: 1; Medicine: 3; Sensors: 2; Communication: 2.
  • Spiderlands: Overall: 1; Transportation: 1; Weapons and Armor: 1; Power: 1; Medicine: 2; Sensors: 0; Communication: 1.
  • Yeth-Hitess: Overall: 1; Transportation: 1; Weapons and Armor: 2; Power: 0; Medicine: 0; Sensors: 1; Communication: 1.

Hydra

  • Cobra's Hood: Overall: 1; Transportation: 1; Weapons and Armor: 2; Power: 0; Medicine: 0; Sensors: 1; Communication: 1.
  • The Jungle: Overall: 0; Transportation: 0; Weapons and Armor: 0; Power: 0; Medicine: 0; Sensors: 0; Communication: 0.
  • Mankata: Overall: 1; Transportation: 1; Weapons and Armor: 2; Power: 1; Medicine: 2; Sensors: 1; Communication: 2.
  • Obsidia: Overall: 2; Transportation: 1; Weapons and Armor: 2; Power: 2; Medicine: 2; Sensors: 2; Communication: 2.

Isle of the Mighty
There are two basic parts to the Isle of the Mighty: the high population areas areas (Tech Level 2), and the less-populated areas (Tech Level 1). Both Brightland and Darkland have these areas. Overall, both sides have access to Tech Level 2, so long as they have access to the High King or the Overlord, or similar beings of control. The giants of the Isle are overall Tech Level 1, though some more primitive giants are tech level 0.

Matrakal

  • Druid Council: Overall: 1; Transportation: 0; Weapons and Armor: 1; Power: 0; Medicine: 2; Sensors: 1; Communication: 1.
  • Frenzy Worshipers: Overall: 0; Transportation: 1; Weapons and Armor: 0; Power: 0; Medicine: 0; Sensors: 0; Communication: 0.
  • Tribes of Matrakal: Overall: 0; Transportation: 0; Weapons and Armor: 0; Power: 0; Medicine: 1; Sensors: 0; Communication: 0.

Panoceana

  • Carcosa: Overall: 1; Transportation: 0; Weapons and Armor: 1; Power: 1; Medicine: 1; Sensors: 2; Communication: 1.
  • Islanders: Overall: 0; Transportation: 0; Weapons and Armor: 0; Power: 0; Medicine: 0; Sensors: 0; Communication: 0.
  • Merfolk: Overall: 1; Transportation: 1; Weapons and Armor: 2; Power: 1; Medicine: 2; Sensors: 0; Communication: 1.
  • Other Undersea Races: Overall: 0; Transportation: 1; Weapons and Armor: 1; Power: 0; Medicine: 1; Sensors: 0; Communication: 0.

Rimevast

  • Cold Hold: Overall: 2; Transportation: 1; Weapons and Armor: 2; Power: 1; Medicine: 1; Sensors: 2; Communication: 0.
  • Far North: Overall: 0; Transportation: 0; Weapons and Armor: 0; Power: 0; Medicine: 1; Sensors: 0; Communication: 0.
  • Hordelands: Overall: 2; Transportation: 1; Weapons and Armor: 3; Power: 1; Medicine: 2; Sensors: 1; Communication: 2.

Shatterlands

  • Great Arena: Overall: 2; Transportation: 1; Weapons and Armor: 2; Power: 1; Medicine: 3; Sensors: 2; Communication: 2.
  • Red Mark: Overall: 1; Transportation: 1; Weapons and Armor: 2; Power: 1; Medicine: 1; Sensors: 1; Communication: 1.
  • Terratos: Overall: 1; Transportation: 1; Weapons and Armor: 2; Power: 1; Medicine: 1; Sensors: 1; Communication: 2.

Summer Country

  • Avalon City: Overall: Tech Level 3; Transportation: 3; Weapons and Armor: 3; Power: 3; Medicine: 3; Sensors: 2; Communication: 3.
  • Coutraman Confederacy: Overall: 2; Transportation: 2; Weapons and Armor: 3; Power: 2; Medicine: 2; Sensors: 2; Communication: 2.
  • Deepforge: Overall: 2; Transportation: 1; Weapons and Armor: 3; Power: 2; Medicine: 2; Sensors: 2; Communication: 2.
  • Lichthamner: Overall: 2; Transportation: 2; Weapons and Armor: 3; Power: 1; Medicine: 2; Sensors: 2; Communication: 2.
  • Northermost: Overall: 1; Transportation: 1; Weapons and Armor: 2; Power: 2; Medicine: 2; Sensors: 1; Communication: 1.

Underdark
In the Underdark, there are a vast number of races, each with their own level of technology. Listed below are a few samples of overall tech levels of some of the Underdark's principle inhabitants.

  • Drow: Overall: 2 - the drow achieve much greater effects through magic, however.
  • Duergar and Derro: Overall: 2 - duergar often achieve level 3 in their technology, especially in relation to power and weapons; derro prefer to use magic, which helps them reach their present Tech Level.
  • Grimlocks: Overall: 0. Grimlocks vehemently reject the technological trappings of the sighted races, who they loathe.
  • Kaorti: Overall: 5. The kaorti and related races (such as the zurn) often mix magic and technology in a variety of truly strange ways. While they may not be able to use much of their technology in high magic areas, they nevertheless work to Empower as much as they can, when they are able. They also achieve many similar effects to high technology through the use of their twisted program of creating monstrous servants.
  • Mind Flayers and Neogi: Overall: 1 with access to up to Tech Level 3, depending on what slaves they acquire. These races accomplish most things with magic and slaves.
  • Orcs: Overall: 1. Weapons and Armor: 2.
  • Sarkreth: Overall: 3 or higher. The Sarkreth actively collect high technology items, and are often able to use it without penalty, thanks to their antimagical abilities.