Technologists


Technologists - Version 4.11

Requisites: INT 9+, DEX 7+.

                                             R/
    Name                 Experience     UM   MM
 1  Apprentice             0             5   10
 2  Jobman                 1.5k         10   15
 3  Technician             3k           20   20
 4  Engineer (Er)          6k           30   25
 5  Chief Engineer        13k ( 12k)    40   30
 6  Specialist            27k ( 25k)    50   40
 7  Philosopher           55k ( 50k)    60   45
 8  Craftsman (Cr)       110k (100k)    70   50
 9  Precisionist         225k (200k)    80   55
10  Technologist(Dr)     350k (300k)    90   75
11  Tech, 11th           700k (450k)    95   80
12  Tech, 12th           1.05M(600k)   100   85
13  Tech, 13th           1.4M (800k)   105   90
14  High Tech (Sr)       1.75M(1.0M)   110  100
15  High Tech, 15th      2.1M (1.25M)  115  105
16  High Tech, 16th      2.45M(1.5M)   125  110
17  High Tech, 17th      2.8M (1.8M)   130  115
18  Master Tech (Mr)     3.15M(2.1M)   135  125
19  Master Tech, 19th    3.5M (2.5M)   140  130
20  Master Tech, 20th    3.85M(3.0M)   150  135
21  Master Tech, 21st    4.2M (3.5M)   155  140
22  Master Tech, 22nd    4.55M(4.0M)   160  150
23  Master Tech, 23rd    4.9M (4.5M)   165  155
24  Master Tech, 24th    5.25M(5.0M)   170  160
25  Master Tech, 25th    5.6M (5.5M)   175  165
26  Master Tech, 26th    5.95M(6.0M)   180  175
27  Master Tech, 27th    6.3M (6.5M)   185  180
28  Master Tech, 28th    6.65M(7.0M)   190  185
29  Master Tech, 29th    7.0M (7.5M)   195  190
30  Perfect Master Tech  7.35M(8.0M)   200  200

Special level titles (~r) are used by some Technologists.
Their pronunciation is:

Er ... Eur
Cr ... Cur
Dr ... Dur or Doctor
Sr ... Sur or Senior or Sir
Mr ... Mur or Master or Mister
Pr ... Pur for Perfect Master Tech

(...) Experience is that for D&D rather than AD&D

Introduction

This is a Lawful or Neutral class which uses its knowledge of the properties of matter to construct devices with powers regarded as magical by the ignorant. Technologists (Techs) tend to distrust magic-using classes and their powers, the reverse also tends to apply. They will tolerate clerics (assuming their powers are god(ess) given) and alchemists.

Use of Magic

Techs do not trust magic and will use almost no magic items bar certain potions, e.g. ESP, clair..., speed, (hill) giant strength, (extra) healing, cure disease, longevity, strength, dexterity, neutralise poison, infravision, regeneration. They generally expect and experience after-effects from powerful potions, e.g. giant strength - weakness, speed - exhaustion. They will also use unenchanted mithral (+1) and adamantite (+2) equipment and technological artifacts (if unwise enough). Considerable persuasion might get a Tech on a magic broom or carpet if there was no other practical way of inspecting a technologically interesting situation, or get them to countenance carrying very heavy equipment in a bag of holding.

Requisites and Abilities

Tech's prime requisite is INT, which must be at least 9, and the secondary requisite is DEX, which must be at least 7. INT is needed for technical learning and also modifies the Understand Machine skill (UM), DEX is needed for construction of devices (e.g. a minimum of 12 is required to grind laser crystals) and also modifies the Repair/Modify Machine skill (R/MM). Due to their very strong interest in all things technical Techs have a basic 7% chance of taking unwise or hasty action (called Unwise Action, or Meddle) when confronted with a technically interesting situation (DM's decision), -1% per level above 1st, adjusted by WIS.

Modifiers to abilities/non-Tech maximum

            INT              DEX           WIS
        Under. Mach.     Rep./Mod.Mach.  Meddle
Value   Bonus  Maximum   Bonus  Maximum   Bonus
  3     -25%   zero      -50%    zero      +4%
  4     -20%   zero      -35%    zero      +3%
  5     -15%    5%       -20%    zero      +2% 
  6     -15%    5%       -15%    zero      +2%
  7     -10%   10%       -10%    10%       +1%
  8     -10%   10%        -5%    10%       +1% 
 9-12   normal 25%       normal  25%     normal
13-14    +5%   30%        +5%    45%       -1%
15-16   +10%   40%       +10%    75%       -2% 
 17     +15%   50%       +15%    90%       -3%
 18     +20%   75%       +20%    none      -4%

If a roll exceeds 95% after all modifiers have been applied then for each 5% above 95% add 1%; e.g. a 12th level Tech with 17 INT has a 100% Understand Machine +15%, hence 99% (95%+20/5%). The maximum percentage chance is 99% anyhow.

Maximum Understanding

The full understanding and correct construction of devices of above 4th level may be optionally limited by INT and DEX. For 5th level devices INT 11 and DEX 9 are required, 6th requires INT 13 and DEX 10, 7th requires INT 15 and DEX 11, and 8th+ INT 17 and DEX 12. INT and DEX may be technologically amplified (see Mind Amplifier and see Reflex Accelerator).

Racial Limits and Modifiers

This is an optional system for limiting advancement for certain races and giving racial modifiers to abilities; modifiers should only be given if racial limits are applied.

               Max   Understand  Repair/Modify  Unwise
Race          Level    Machine      Machine     Action
Human         none       +5%           -         +1%
Elf           7(13)     +15%          +5%         -
Dwarf         none       -5%         +10%        -2%  
Halfling      9(15)       -           +5%        +1%
Gnome         9(15)       -           +5%        -1%
Half-Elf      9(15)     +10%           -          -   
Half-Orc      5(11)     +10%          +5%        +2%
Tinker Gnome  9(15)       -          +10%        x3%

To exceed the basic maximum a 17 INT and a 13 DEX is required, this gives +1 maximum level; 18 INT and 15 DEX +2 levels and every +1 INT gives another +1 (i.e. 19 +3, 20 +4, 21 +5, 22+ +6). Half-orcs with 17 INT and 14 DEX roll D100 and use the following system: 17(51-75) +2, (76-90) +3, (91-99) +4, (00) +5; this roll only controls maximum level and gives no other benefits. INT and DEX may be technologically amplified, see Mind Amplifier and see Reflex Accelerator. These level limitations do not apply to Mad Scientists.

Combat and Saving Throws

Techs have the saving throws and progress in fighting ability as clerics; they have the same hit dice as clerics with a maximum of 10, +1 HP per level above. They may gain the strength bonuses of fighters if they practice this skill, i.e. don't cower in the middle of the party while 1st-3rd level; and spend time on training and practice. They may wear any non-magical armour (typically chainmail without a shield) and may use any non-magical weapons.

Weapon proficiency includes two normal weapons and one technological one with a non-proficiency penalty of -4 on normal weapons and -2 on technological ones. Added proficiency is one normal weapon per four levels and one technological one per three levels. A tech' weapon may be selected rather than a normal one, these include crossbows and siege weapons. See Technologist Non-weapon Proficiencies for details of these.

Technological weapons which are not obviously weapons strike against unknowledgeable opponents at +2 on the first attack, if a 'to hit' roll is required. Multiple attacks with tech' weapons not identical to normal weapons is only possible for Techs or highly trained non-techs, as a rule few can shoot faster than once per three segments.

Explanation of Abilities

The standard rolls given on the table are for work in the field using no more than Tools & Materials. Where the term 'machine' is used, this could mean a mechanical system like a lock or trap, an actual Tech device, a system of devices, a control panel or system, or even a technological situation. DMs may declare in exceptional cases that several rolls are needed, say for large complex systems that can not be comprehended in one study; rarely more than three rolls are needed.

Understand Machine, Fast System:

A basic Understand Machine (UM) roll is calculated from the Tech's Level, any modifiers for INT, any modifiers for NWP, any modifiers for plans, and any modifiers for appropriate Sensor Devices. If this roll is made then the Tech is assumed to have fully understood the machine, if this roll fails then the Tech may not roll again for this machine until they get a bonus from somewhere, such as going up a level.

Understand Machine, Extended Rules:

The DM could make Understand Machine (UM) rolls as complex as they like, with tables for different devices and all sorts of situational modifiers. It is recommended however that the DM uses as many of the rules below as they feel improves their game.

1 - The 'Fast System' above is used, and making the roll indicates the Tech has gained at least some understanding of the machine. How much the roll is made by indicates how good an understanding the Tech has gained. DMs may rule that rolling 01 is a 'perfect' roll, and should be recorded as indicates a special understanding, 00 is a 'terrible' roll and should also be recorded; these might give future modifiers. Note that once a machine is understood re-rolls may not be made, say in the search for a perfect roll, until a Tech gets a bonus from somewhere, such as going up a level. DMs might also rule that rolling less than a fifth of the required roll, or more than 95 (modified by how good the base roll is) gives a special success or failure; 'Chaosium Games' have an effective set of tables for this in a number of their systems, such as 'Rune Quest'.

2 - The basic chance refers to devices of L the Tech can construct (treat 1st-3rd level Techs as being able to construct 1st level devices) or are familiar with. There is a -5% per L greater and an up to -20% chance if the device is constructed by an unknown or alien technology.

3 - The device has to be studied, for from a round to several game turns; good roleplaying may give modifiers. If fail the roll then totally dismantling the device, if possible, allows a re-roll (see Repair/Modify Machine for reassembly).

4 - Taking extra time gives +5% for double the time, +10% for five times the time, and +15% for 10x.

5 - Several Techs may confer and, if they agree, +5% per extra Tech (maximum +15%) is gained at UM by all and failed UM rolls may be re-made up to twice as long as one actually make their roll first time. Anyone rolling 01 succeeds at UM and gains +15% to any following R/MM roll, -15% to everyone's UM if anyone rolls 00; this may make rolls that have already been made successfully (unless 01) fail. As noted no more than +15% may be gained by confering and fights may start. If all the Techs fail their roll first time then, unless a fight breaks out and they stop any further work, whatever they are working on is almost certainly doomed.

Note that being in a well-known Workshop gives bonuses, particularly for improved and superior Workshops. The total bonus from Sensors and the best Workshop combined will not normally exceed +25%.

Repair/Modify Machine, Fast System:

Before the roll is made an Understand Machine roll must have succeeded by this Tech for this machine. A basic Repair/Modify Machine (R/MM) roll is calculated from the Tech's Level, any modifiers for DEX, any modifiers for NWP, and any modifiers for special Toolkits. If this roll is made the machine has been repaired or modified as appropriate, if this roll fails the device remains broken, or becomes broken, and the Tech may not roll again for this machine until they get a bonus from somewhere, such as going up a level.

Repair/Modify Machine, Extended Rules:

Again the DM could make these rolls really complex, but it is recommended that they be made no more complex than gives an interesting game.

1 - If the Repair/Modify Machine (R/MM) roll fails the device will no longer work and a successful roll to restore it to it's previous state must be made before another attempt. If this re-roll fails only a higher level/more skilful Tech may attempt to restore it, though a Tech with a +25% R/MM chance on the failing Tech could attempt to make the modification anyway, totally wrecking the device if failing.

2 - 'Blind' R/MM rolls may be made if a device is not understood at -25%, failure typically wrecking the device to some extent. Referees may rule that this is one thing that Techs might attempt if they fail their Unwise Action roll.

3 - R/MM is not modified by the level of device or how alien the technology is; this is covered by the need to have made a UM roll first. However, the DM may say that special tools are needed, or some special approach devised by good roleplaying, and without this the repair or modification is just not possible.

4 - The DM may set a base time for the repair or modification, which varies from device to device, typically from one turn, to several hours, to days in cases. If so, taking extra time gives +5% for double the time, +10% for five times the time, and +15% for 10x.

5 - Several Techs working together may in exceptional circumstances gain a R/MM bonus, from a 'perfect' UM roll, see above.

Notes:

Being in a well-known Workshop gives bonuses, particularly for improved and superior Workshops.

In most cases the cost of repair is no more than 10% of the original cost of the device, and if only temporary repairs, sometimes called 'lash-ups', are required then there may be no cost. Cost in percentage might be determined by rolling 2D10, and any 10 rolled means roll and add another D10. Cost will never exceed 30% of the original cost for any worthwhile repair, and some tasks are so simple no roll will be required. For example if the original constructor of a particularly awkward device takes it to pieces for ease of transport, reassembly and testing will not exceed 10% of the original cost and will require no R/MM roll assuming nothing goes wrong. The 'Gravitic Neutraliser' transport technique is preferred wherever practical.

If an UM roll is made a R/MM roll may be made to pick locks or remove traps.

Neutral Technologists (10th level+, or lower if racial maximum) may become slightly mentally imbalanced and the 'Mad Scientist' syndrome may set in (player's option). This results in the building of terrifying and powerful devices to some mad purpose, e.g. save/understand/rule/destroy the world/universe, and often almost total seclusion from the world. Those going Mad are often the most creative and/or dedicated of Technologists, see below for some of the advantages of being Mad. The gods may step in and direct adventurers to these if they are getting out of hand.

Construction of Devices

                              Devices
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th
  4    1   -   -   -   -   -   -   -   -   -    -    -    -    -
  5    2   -   -   -   -   -   -   -   -   -    -    -    -    -
  6    2   1   -   -   -   -   -   -   -   -    -    -    -    -  
  7    2   2   -   -   -   -   -   -   -   -    -    -    -    -
  8    3   2   1   -   -   -   -   -   -   -    -    -    -    -
  9    4   2   2   -   -   -   -   -   -   -    -    -    -    -  
 10    4   3   2   1   -   -   -   -   -   -    -    -    -    -
 11    5   3   3   2   -   -   -   -   -   -    -    -    -    -
 12    5   4   3   2   1   -   -   -   -   -    -    -    -    -  
 13    6   4   4   3   2   -   -   -   -   -    -    -    -    -
 14    6   5   4   3   2   1   -   -   -   -    -    -    -    -
 15    7   5   5   4   3   2   -   -   -   -    -    -    -    -  
 16    7   6   5   4   3   2   1   -   -   -    -    -    -    -
 17    8   6   6   5   4   3   2   -   -   -    -    -    -    -
 18    8   7   6   5   4   3   2   1   -   -    -    -    -    -  
 19    9   7   7   6   5   4   3   2   -   -    -    -    -    -
 20    9   8   7   6   5   4   3   2   1   -    -    -    -    -
 21   10   8   8   7   6   5   4   3   2   -    -    -    -    -  
 22   10   9   8   7   6   5   4   3   2   1    -    -    -    -
 23   11   9   9   8   7   6   5   4   3   2    -    -    -    -
 24   11  10   9   8   7   6   5   4   3   2    1    -    -    -  
 25   12  10  10   9   8   7   6   5   4   3    2    -    -    -
 26   12  11  10   9   8   7   6   5   4   3    2    1    -    -
 27   13  11  11  10   9   8   7   6   5   4    3    2    -    -  
 28   13  12  11  10   9   8   7   6   5   4    3    2    1    -
 29   14  12  12  11  10   9   8   7   6   5    4    3    2    -
 30   14  13  12  11  10   9   8   7   6   5    4    3    2    1

Locally the cost of constructing devices is arbitrarily set at 500gp per level of device (500gp/L) unless stated otherwise. First level devices take one week to construct, +10 days per extra L. Thus a Breather Mask which is a 3rd level device (L=3) costs 1500gp (1.5kgp) and takes 7+2x10 = 27 days. A Workshop is required to construct devices, see Workshop in "Modification Devices". Certain high level devices may reduce the cost, or substitute for a Workshop.

Certain rare materials may be required in the construction of some devices, e.g. mithral, adamantite, dureum; for special coils or shielding, often involving other planes or (semi-) psionic devices. Adamantite can normally be substituted for mithral. Local price for mithral is 250gp/piece and adamantite 500gp/piece, dureum and stelium (synthetic materials) are priced as mithral, and spectrum (rainbow metal) priced as adamantite, ferum (a strange liquid iron) 2000gp/gpwt; this of course assumes that they are available. Very high level technological devices are capable of making all of these.

Techs may attempt function as if one level higher with a (INT+DEX/2)x3% chance, two levels higher with half this chance, and three levels higher with half this halved chance; more than three levels is not possible; sometimes called 'Level Push'. The number of all devices that can be simultaneously under construction is halved (round down) while making the attempt and new levels of device gained cost double the normal cost. For example a 7th level Tech with INT 15 and DEX 10 attempts to build a Breather Mask (L=3rd); this takes 27 days and costs 3000gp with a 60% ((15+10/2)x3%) chance of success, and only one 1st level and one 2nd level device may be constructed in parallel:

                   INT
 DEX    9 10 11 12 13 14 15 16 17 18 
 7- 8  39 42 45 48 51 54 57 60 63 66
 9-10  42 45 48 51 54 57 60 63 66 69
11-12  45 48 51 54 57 60 63 66 69 72 
13-14  48 51 54 57 60 63 66 69 72 75
15-16  51 54 57 60 63 66 69 72 75 78
17-18  54 57 60 63 66 69 72 75 78 81

Mad Scientists may construct devices as if they were two levels higher if they devote all their time to this device and build it with ten times normal power use and weight (this is formalised as Inefficient Device(x10) in "Modification Devices"). If they exceed even this and fail the roll the device may work but unreliably. Thus an 11th level Mad Scientist using Inefficient Device(x10) could attempt a 7th level device (normally requiring 16th level) at (INT+DEX/2)x3/2/2% chance, e.g. with INT 17 and DEX 13 (17+13/2)x3/2/2 = (17+7)x3/2/2 = 24x3/2/2 = 72/2/2 = 36/2 = 18% chance.

An infrequently used ability of all Technologists of 4th level or higher is to perform the marriage ceremony, in a basically secular, but acknowledged as valid by civil authorities where technology is not banned, ceremony. This works on a similar principle to smiths being able to marry, and is based on the idea of them 'making' the bond; they may or may not charge for this as circumstances and individual tastes vary. The ceremony must take place in a Workshop, and varies between Techs: some require ritual purification and vigils, some may use props like an Educator or Dreamer, some will refuse to marry if they believe the marriage will not be a success, and some (particularly Mad Scientists) will get very upset if the marriage is not a success. Most Techs will break off from whatever work they are doing (assume this may be safely done every 10% through the total construction time) to conduct a marriage.

Production of Equipment and Limits

Equipment is only constructed for others at great cost and a Tech will probably be required to run and/or maintain it. Typical prices are double Cost plus 50-100gp per day, rounded up to the nearest 500gp; weapons are usually more expensive, power supplies less so. Some 'standard' prices for devices in 1000gp (1k=1000) from Monobrick Enterprises (a local technological clearing house) are as follows:

Level  Price    Level    Price    Level     Price     
 1st   1000gp    5th   30,000gp    9th   500,000gp
 2nd   3000gp    6th   50,000gp   10th+  not available
 3rd   5000gp    7th  100,000gp
 4th 10,000gp    8th  300,000gp

Devices above 4th level are hard to obtain; prices for 8th and 9th level devices aren't really meaningful unless you can find someone to construct them. Contacts and good merchant skills help, as does extreme politeness, and lack of obvious magic-user status. Note that very few devices can be used stand-alone almost all require a power supply and many require computer control and programs.

Weapons are typically +50% (maybe only +25% for hand-to-hand), power supplies and other 'support' items only usable to technologists are -10%. Where a device is unusually expensive to construct (e.g., all Lasers), add the increased cost to the table price and round up. Powerful weapons are typically far more difficult to buy.

Tech's own equipment often has concealed activation or disarming switches (see Identity Circuit and see Sensitive Circuit devices); Good Techs will never make gear do more than self-destruct. This precaution generally only applies to portable gear. If the Understand Machine roll is made a Tech can activate/disarm another's gear.

Non-Evil Techs will never go in for mass-production of one device, internal combustion engines, explosives or explosive-propelled missile weapons (explosives are illegal & don't work in one local universe) or polluting or ecologically or socially destructive technological processes. Even Evil Techs will be unwilling to produce these things unless they are mentally imbalanced. None of these restrictions apply to Mad Scientists.

Plans

In most cases a Tech's understanding of devices comes from their own knowledge, possibly aided by various sensors. However, DMs may want to make things more interesting by adding Plans to their games, which are particularly relevant to complex systems of devices.

Plans take the form of a record of the structure of something, and while Tech's may prefer plans stored in devices like Recorders and displayed using something like a Video Monitor, the advantages of plans on paper or other suitable materials is that they can be used without a power supply, or at least nothing more than a light. Even so, all plans will be annotated in Unglas, the secret language of Technology, known by all Techs. Assume that plans vary in size from the equivalent of a scroll to a thick sheaf of papers that can just about be carried by a normal man, and while the most complex plans are typically for complex systems of devices, more complex plans are not necessarily of higher quality.

Plans will only typically be of use to Techs, or non-Techs trained in Technology. If DMs want more detail than this, then the NWP Mechanical Technology (or Mechanical Theory, which also gives skill in drawing plans) gives skill with plans, and Mechanical Technology II gives skill with almost any kind of plan. Some of the earlier versions of the Tech spec included the NWP 'Draftsmanship', which became just part of Mechanical Theory in the current version.

Plans come in a number of varieties, ranging from 'Inferior' to 'Superior', and giving modifiers between -5% and +25% to Understand Machine (UM) rolls. Any plan worse than Inferior will be seen (by a Tech) to be obviously different from the thing it describes. Similar to a plan is a Machine Pattern, see "Information Devices", which if used correctly gives an automatic UM roll; this could be called a 'Perfect' plan. These are made using a specialist device, as opposed to plans which are basically complex drawings. However, a DM may rule that a Mad Scientist has drawn a Perfect Plan (typically if they rolled 01 for a Mad Scientist device); sane Techs don't have the focus or take the risks needed to do this.

The varieties of plan are: Inferior (-5%), Standard (no modifier), Improved (+5%), Good (+10%/+15%/+20%), and Superior (+25%). Who can create the different varieties is up to the DM, but the variety of plans typically kept in a Tech workshop are Standard ones, and some Techs carry Improved plans for things important to them around with them. Assume that a plan takes one day's undisturbed work per level of device, in a workshop, and for systems of devices count the highest level and add one day per extra device. DMs may rule that plan drawing uses up all first level device 'construction slots'.

Any Tech who can build a device can create Standard plans for it. Improved plans may be prepared if can build a device and have a suitable NWP better than is needed to build that device. Good plans may be prepared given the Research NWP, and making a successful Research roll for a device that can build, if have more Research than needed +5% per extra pick, so if Research I is needed and have Research III, then the plan is a Good Plan III (+20%); a failed roll produces an Inferior Plan.

Superior plans are only made with DM permission, but the creator of a new device might make a single Superior Plan with the first fully working prototype. Another possibility is that a Tech who has made a 'perfect' (01) UM roll for a device, could reliably build devices of two levels higher, and then makes a Research roll for that device by at least 50% creates a Superior Plan (only by 40%-20% might give a Good Plan III-I, and by 10% an Improved Plan).

DMs may find damaged plans a useful thing to use. A damaged plan looses 5% to 15% bonus, more damaged than that and it is completely useless, and if a plan falls below Inferior this can be easily spotted. Certain very high level devices can completely repair damaged plans. Techs are very reluctant to just copy an existing plan; they will invariably believe they can draw up a better one!

Breakdown of Devices

Technological devices are tough, and will usually operate without trouble between about -25deg C and 50deg C in all but the most humid environments, as long as moisture and dust is kept out of their internals. However there have been various optional rules systems developed to cover devices breaking down in normal or extraordinary use: a flat breakdown chance system, a hit points system, and a saving throws system. DMs may use one or more of these (or even none), as they see fit.

Optionally devices have a basic 1% chance of failing per day unless they are carefully protected, for example embedded, implanted or areal. There is a 5% chance of failure every time they receive an attack (unless designed to) or are subjected to physical violence, subject to modifiers. Some suggestions for the effects of failure are in "Modification Devices", also see Protected Device and Reliable Device in "Modification Devices" for improving reliability. In some cases an indicator may be fitted to show failure. Assume most Tech devices need to make appropriate saving throws as if +1 magical (hard) metal (unless otherwise noted or specially protected) for an alternative breakdown system, see "Alchemical Devices" for further details.

Another alternative is to give devices, particularly big and/or heavy ones, AC, HD, and DR (Damage Reduction (see "Mechanical Devices")). Give most devices an AC between 10 and 4, depending on how flimsy they are; some, particularly Defence Devices, might be better than AC4. HD and DR is based on Weight, assume devices less than about 389gpwt have 1HP and no DR (unless made of solid Crystal, for example, when a saving throw system, see above, is probably more appropriate). A base Weight of 550gpwt (389-778gpwt) gives 1HD and DR1, 1,100gpwt (778-1,556gpwt) gives 2HD and DR2, 2,200gpwt (1,556-3,111gpwt) gives 3HD and DR3, and every double Weight gives +1 HD and DR, e.g. 10,000gpwt (x18, approx. x16) gives 5HD and DR5, 22,000gpwt (x40, approx. x32) gives 6HD and DR6. These rules should not be applied to Frames, which already have specified (and probably incompatable) values.

Damaged devices are Failed Devices (see "Modification Devices"), and on going below one HP a device stops working altogether, a device below it's HP's negative is a totally useless pile of junk. Most DMs dont bother rolling HD to get HP until the first time a device is damaged, but one advantage of doing it in advance is to spot particularly flimsy or robust ones, something a Tech might be able to notice. DMs might allow Enhanced Frames in "Modification Devices" to be used to toughen up devices.

Education and Training

Techs are assumed to have attended a Technological College from the age of 12 to 21 (or equivalent ages for non-humans) where advanced devices are used to educate (and condition) them. The break-down of this conditioning is one of the main sources of Mad Scientists. They are all taught to read/write and to some extent understand/speak Unglas, the secret language of Technology. This is in fact early 21st century English. Training includes general technology such as: siege craft, mechanics, electronics, light engineering, metal, wood, glass and crystal working, force field theory, magical theory, multiverse theory and draughtsmanship but no metallurgy, organic chemistry, production technology, fluid dynamics or technological history. See Technologist Non-weapon Proficiencies for details.

Optionally instead of training always taking 9yrs every 2pts of INT or DEX over 12 reduces the time by 1yr (round to advantage), every 2pts of WIS below 9 increases the time by 1yr (round to disadvantage), and previous magical training, great age, or a rigid mind increase the time by 1-3yrs for each. There is generally a minimum of 3yrs and a maximum of 18yrs. Thus a 22 INT, 15 DEX, 8 WIS, 200yr old, stubborn, elven wizard would take 9 - ((22-12)/2 = 5) - ((15-12)/2 = 2) + ((9-8)/2 = 1) + (slightly old = 1) + (rather rigid = 2) + (very magical = 3) = 9yrs.

Techs may go on courses at a Technological College to gain a Specific Device Technology proficiency with all levels of a certain device, e.g. (personal) force fields, multi scanners, heavy lasers, power/transformer crystals etc. These are expensive and take 5+ weeks depending on course intensity and ableness of student (local cost from 500gp/week); at least double time if do not have a spare proficiency slot. Self-training also generally takes at least double this time.

There will be a college in any large country (unless technology is banned or unknown). Technology may be 'underground' in some places with secret colleges. Different colleges may train in the construction of more or less than the standard devices on the tables, some devices may not work in some worlds.

Technology for non-Techs

Intelligent and dexterous fighters, thieves or (shudder) bards might learn some applied technology but never how to build devices from scratch. They will not normally be trained unless they have at least average INT and DEX. An initial three years training gives 25% Understand Machine (UM) and Repair/Modify Machine (R/MM), and every extra year gives a +5% chance of UM and R/MM up to the requisite limits for non-Techs, e.g. a 14 INT, 16 DEX thief could have 30% UM and 30% R/MM with 4yrs training, with 7yrs 30%/45% and 13yrs 30%/75%. A chance of insanity is suggested for those who attempt to understand/use spells and technology actively at the same time (INT 22+ might prevent this). See Technician in "Technologist Non-weapon Proficiencies" for a more effective system for handling these skills.

A cleric worshipping Trurl, God of Technology (called 'The Great Constructor', or some other suitable god) would have the Understand Machine and Repair/Modify abilities of a Tech of two levels less, as divine gifts (no negative modifiers due to low INT or DEX) and those who are High Priests or have the Book of Mechanisms can construct devices similarly.

Hiring Techs and Workshops

The hire fee for Techs varies locally upward from 75gp/month/level cumulative. Thus an Engineer (4th level) would be paid from 750gp/month (75+75x2+75x3+75x4). An Engineer or above may serve as the specialist/expert hireling of the same name, General Technology II and Mechanical Technology II would be needed to carry out all duties (see Technologist Non-weapon Proficiencies). A Tech may hire out a workshop if it is not in use, local hire fee is about a quarter of the workshop's value per week.

Henchmen

The number of henchmen a Tech may have is restricted in the same way as other classes unless the Tech is totally fanatical or a Mad Scientist. In this case they gain +2 effective CHAR, double the normal limit on number of henchmen and if their effective CHAR is 5 greater than a henchmen's then the henchman may be a fanatic. Typical henchmen are 0th-3rd level fighters of not above average INT, WIS and CHAR, or Technicians; they are never magic-using classes.