Priests of Trurl - ROM, 02/Nov/05


Prime requisite: WIS (9+), also INT 9+, DEX 7+
                          R/
Level  Experience   UM    MM  Meddle Name
  1             0    5%   10%   7%   Apprentice Acolyte
  2         2,400   10%   15%   6%   Jobman Acolyte
  3         4,800   20%   20%   5%   Technician Acolyte
  4         9,600   30%   25%   4%   Engineer Priest (Er)
  5        19,200   40%   30%   3%   Chief Engineer Priest
  6        38,400   50%   40%   2%   Specialist Priest
  7        76,800   60%   45%   1%   Philosopher Priest
  8       153,600   70%   50%   -    Craftsman Priest (Cr)
  9       307,200   80%   55%   -    Constructor Priest
 10       465,000   90%   75%   -    Technologist Priest (Dr)

 11       930,000   95%   80%   -    Tech Priest, 11th
 12     1,395,000  100%   85%   -    Tech Priest, 12th
 13     1,860,000  105%   90%   -    Tech Priest, 13th
 14     2,325,000  110%  100%   -    High Tech Priest (Sr)
 15     2,790,000  115%  105%   -    High Tech Priest, 15th
 16     3,255,000  125%  110%   -    High Tech Priest, 16th
 17     3,720,000  130%  115%   -    High Tech Priest, 17th
 18     4,185,000  135%  125%   -    Master Tech Priest (Mr)
         +465,000

As the god is different in Tim Deacon's 'Gods' campaign, so the priests are. In any other campaign priests of Trurl would just be constructors, in this they have martial options.

A minimum WIS and INT of 9, and DEX 7, are required. This is because these priests of Trurl are Technologists, with just the addition of the clerical miracles and abilities that make them also priests. The "Technologist" character class rules, in particular the Tech NWP, and the Device tables and explanations, will be needed to play priests of Trurl.

In whatever campaign, all priests should make their own (weapons, armour and) equipment. They cannot turn undead. They can, by default, only use self-constructed or temple-dispensed equipment, and will not use most magic items (bar potions). Priests of Trurl cannot make or use Holy Water; they use Holy Oil instead (assume this has the same price). They may use any equipment/items that they construct.

It should be noted that priests of Trurl have the same attitude of distrust towards magic and magic-items that most Technologists do. This means that the only magic they will use is some potions, and unenchanted mithral and adamantite equipment. The only exception to this is the various 'divinely blessed' (enchanted) products of their clerical construction, which they give the benefit of the doubt to, as the technological arts of their god are beyond their understanding. Clerical magic-items of other religions will almost never be used, unless they are quite convincingly technological.

They have clerical hit dice, but have ten of them, and add one point per level thereafter. They gain the same weapon proficiencies and non-weapon proficiencies as technologists, clerical saving throws, and advance in combat skill as clerics, with the exception of gaining fighter multiple attacks per round, with tech weapons, at seventh level. For the purpose of constructing technological devices, they count in all respects as technologists, including UM, R/MM, Meddle, and 'Push'. It should be noted that priests of Trurl rarely become Mad Scientists; their priestly wisdom, and often being part of a temple organisation, likely helps.

Priests of Trurl are not allowed to be evil, and they tend towards being good. They rarely become Chaotic, because their practice of the technical arts ceases to advance if they do (record any experience earned, but don't award any of it until they cease being Chaotic). Most priests are Neutral, because they may well consider laws, like everything else around them, as being in need of work to improve them. But some are Lawful, as they consider while the laws aren't perfect, they exist, and should be followed until they are corrected.

Most priests are human males, though dwarves and gnomes are not uncommon, and there might be some half elves or half orcs. Halflings and elves don't tend to follow Trurl. Constructs with their own spirits are encouraged to become priests of Trurl. There are some female priests, and these might be more common among the gnomes.

There are many ways that a DM could designed the game mechanics for a priest, for example by allowing them to be dual class technologist/clerics, but the one presented here is the Technologist-Priest, built using the 'Character Designer' system, details shown below.

If a priest of Trurl just pays the standard clerical experience points, then their only required stat is WIS 9+, they 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. They do not have any Meddle chance, but they also have no abilities with regard to undead. Thus a 6th level non-constructing priest would have UM 30%, R/MM 25%, possibly improved if they have good INT or DEX.

The exact abilities of individual priests vary, so for simplicity a number of options are given, and the player chooses the blessings that the god sees fit to bestow on their character.

Choose three from:

Options:
 May use other-constructed (non-temple-dispensed) equipment
 +10% UM for Robots* (if have appropriate Tech NWP)
 +5% UM & R/MM on normal Workshop bonuses & Halve Meddle chance
 -20% cost of parts (e.g. 400gp instead of 500gp)
 +15% base Push roll

Where Trurl is a martial deity, their three choices may also come from:

Options:
 D10 (Fighter) Hit Dice and Gain full Fighter CON Bonus
 Gain full Fighter STR Bonus (including Exceptional STR)
 +2 WP, gain 2 not 1 WP as go up levels, only -2 NP Penalty

* also '+10% UM for Weapons', if Trurl is a martial deity; if Trurl is not a martial deity this option may be taken twice, and on occasion is conferred a third time, as a divine benefit.

More may be bestowed later, as divine benefits, for example, for successfully establishing a new temple, but very rarely does any priest have more than five in total, and rarely some may be (temporarily) withdrawn, for bad behaviour.

Construction of Devices

                  Devices
Level 1st 2nd 3rd 4th 5th 6th 7th 8th
  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

Modifiers to abilities

         INT    DEX    WIS
         UM    R/MM   Meddle
Value   Bonus  Bonus  Bonus
  3     -25%   -50%    +4%
  4     -20%   -35%    +3%
  5     -15%   -20%    +2% 
  6     -15%   -15%    +2%
  7     -10%   -10%    +1%
  8     -10%    -5%    +1% 
 9-12   normal normal normal
13-14    +5%    +5%    -1%
15-16   +10%   +10%    -2% 
 17     +15%   +15%    -3%
 18     +20%   +20%    -4%

 19     +25%   +25%    -5%
 20     +30%   +30%    -6%
 21     +35%   +35%    -7%
 22     +40%   +40%    -8%
 23     +45%   +45%    -9%
 24     +50%   +50%   -10%
 25     +55%   +55%   -11%

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

Prices of Devices

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 techs 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.

This is what a new device or one in perfect condition and working order is sold for, particularly if it is being sold by the maker or a skilled repairer, effectively with a guarantee.

Salvaged or 'treasure' devices of unknown origin very rarely fetch a price of more than 90%, and 75% is more common. Could be determined by rolling 2D10 and adding 65, and any 10 rolled means roll and add another D10, ignore any excess beyond 110%.

Failed devices (see "Modification Devices"), depending on the failure, are rarely worth more than 50%. Could be determined by rolling 2D10 and adding 25, and any 10 rolled means roll and add another D10, ignore any excess beyond 70%.

Broken devices, which may still have some salvage value, or be repairable by someone skilful enough, are rarely worth more than 25%. Could be determined by rolling 2D10 and adding 5, and any 10 rolled means roll and add another D10, ignore any excess beyond 40%.

Fully working Mad Scientist devices could go for anything between 50% and 150%. Could be determined by rolling percentage dice and adding 50.

Junk pile devices will generally cost less, as someone has already decided they are not worth repairing. Could be determined by rolling 2D10, and any 10 rolled means roll and add another D10, ignore any excess beyond 25%.

Note that any price modifiers for being weapons or support equipment are applied after the price has been determined above. If it is unknown what a device is, then by default it may be assumed to be L=4, which have a standard price of 10k; this may well be the case for indistinguishable devices on a junk pile.

If DMs wish to randomly generate how badly broken a device is:

01-05 Total Junk
06-10 Mostly Junk
11-25 Potentially Repairable
26-95 Easily Repairable
96-00 Trivially Repairable

This roll should only be made if the DM has no other idea what has happened to the device. For example, if a device becomes broken by just failing its saving throw then there shouldn't be a chance of it being junk unless a natural 1 is rolled. Or, if a device has hit points, and has just gone below zero, similarly, but if it goes beyond its hit points negative then it will be junk. Some devices are normally either fully working or junk, such as some crystals, which as a rule aren't repairable, and have no parts value.

This roll might be used for junk boxes, junk piles (maybe exposed to weather), or things like salvaged vehicles or robots. Where devices have already been examined (e.g. before putting on a junk pile) to see if it is worth repairing them, there might be modifiers, like -25%, or only D50 is rolled, but there should always be a chance that they are Trivially Repairable, such as the top 5% if -25%, or 48+ on D50. In systems of devices the system might be broken, but individual devices might have just failed, or even be fully working.

Note that this roll will often be kept secret by the DM, unless the player can be trusted to properly roleplay the repair process.

Spells

     1st
 1 Bless
 2 Cure Light Wounds
 3 Detect Construction
 4 Detect Metal
 5 Detect Luddite & Gremlin
 6 Light
 7 Mending
 8 Protection/Machine
 9 Remove Corrosion
10 Resist Electricity
11 Remove Technophobia
12 

     2nd
 1 Chant
 2 Detect Enemies
 3 Fear Animals
 4 Find Traps
 5 Hammer Machine
 6 Identify Construction
 7 Minor Mechanisation
 8 Pause (Intelligent) Machine
 9 Repair
10 Resist Fire/Light
11 Sensor Cloak
12 Speak with (Intelligent) Machines

     3rd
 1 Animate Machine
 2 Continual Light
 3 Create Fuel/Power
 4 Cure Insanity
 5 Dispel Magic
 6 Fabricate
 7 Major Repair
 8 Mechanisation
 9 Minor Enhancement
10 Prayer
11 Sensor Sweep
12 Speak with Any Machine


Explanation of Spells

Most of the spells of priests of Trurl manifest in a technological way. They might remove a small device from their robes, belt pouches, or toolbox, to do a detection spell, or use tools to do a mending spell. In general, they will try and avoid the appearance of doing magic, and will refer to 'divine miracles and blessings' if pressed. People who ask awkward questions will be asked if the don't think Trurl has advanced enough technology to do 'miracles', and quoted 'Any sufficiently advanced technology is indistinguishable from magic', with it being quite clear what it would be sensible for them to answer.

1st Level

Bless: also works on machines; a dart gun, or even a crossbow, count as machines, which will likely give a cumulative +2. A single spell is still needed to make a single weapon count as blessed. Typically a priest spills a little Holy Oil, while making a few gestures and quietly asking for Trurl's blessing. It is regarded as bad form to notice that a priest has done this, or comment on it, as it is quite difficult for a priest to disguise this as a technological effect.
Level: 1st.

Cure Light Wounds: also works on machines, in particular living ones. Prists using this typically produce and make use of a healing salve on biological creatures, or use some form of repair tool on machines.
Level: 1st.

Detect Construction: can tell that something is a 'made thing' (by other than the will of a god), and will tell whether it is a machine, enchanted or otherwise. The simplest thing detected as a machine will be a dart gun or a crossbow. This would, for example, detect a secret door in an otherwise natural rock wall, but would not be able to tell a secret door from a constructed wall (unless the secret door was more machine than the wall; a simple catch is not enough for this. It will also detect synthetic gemstones, or other materials, made by any means, as opposed to natural ones. Also detected are disguised things which are of quite different construction from what they are pretending to be, such as stone golems impersonating stone pillars, or robots pretending to just be an immobile part of an installation. Alchemical manikins, or technological androids (or demi material or non material computers (NMC)), that have advanced at least two level in their highest/most expensive class are not detected, but simulacra are, as are robots, puppets, fetches and golems. Note that this spell, in itself, does not give the capability to detect NMCs, etc. This spell is particularly effective in telling whether or not something is a machine, for example, illusions, such as fetches and puppets, will be detected as being not completely machines, even if carefully integrated with them. This is otherwise as a Detect Evil spell.
Level: 1st.

Detect Metal: will note metal in a large body (1000gpwt, 100lb) with range 2", or may detect range 6", smaller masses at reduced range, e.g. 50lb- 1"/3", 25lb- 5'/15'. Indicates general type or metal, e.g. ferrous (iron, steel), argenous (silver, mithral), common (lead, copper, bronze), precious (gold, platinum), rare (platinum, mithral, adamantite). Additionally will also detect water underground. Duration: 2 turns.
Level: 1st.

Detect Luddite & Gremlin: applies to anyone who wishes to destroy machines, just because they are machines. This is otherwise as a Detect Evil spell.
Level: 1st.

Light: is done by producing a crystal sphere (which resembles a Glow Sphere), which disappears when the spell expires or is dismissed by the caster. Otherwise as standard.
Level: 1st.

Mending: as the 1st level magic-user spell, but no material component is required. It can instead repair a piece of metal no thicker than paper, or which is woven into cloth or a garment, of which half or over remains. It will repair holes of up to 6 square inches/level, or wear of up to 12 square inches/level, or any combination thereof. It can repair multiple holes in the same garment. Duration: permanent.
Level: 1st.

Protection/Machine: as Protection/Evil, but protects from machines, and keeps out enchanted machines.
Level: 1st.

Remove Corrosion: reverses the corrosion of a metal object, provided not more than 5%/level of its material has been corroded, and all of the corroded material is available (losses of up to 1%/level can be replaced by supplying appropriate uncorroded metal). This will not restore magical powers which have been lost through the destruction of an object. Range: touch. Duration: instantaneous.
Level: 1st.

Resist Electricity: as Resist Fire, but for electricity.
Level: 1st.

Remove Technophobia: causes at least a short term removal of any fear of technology. This is a specialised Remove Fear spell.
Level: 1st.

2nd Level

Chant: as standard, but similarly to Bless also affects machines. However, in this case a cumulative bonus of +2 cannot be obtained; if the machine receives the bonus to Hprob and Damage, the user of the machine does not do so as well, unless they have a second attack that they are also using, which does not count as a machine.
Level: 2nd.

Detect Enemies: as a Detect Evil spell, but will detect enemies of the priest and their immediate associates. There must be at least some dislike or hostility; just not being a friend is not enough to detect as an enemy. There is a 10% chance per level of determining the level of dislike or hostility, but this in no way indicates how dangerous the enemy is; the vague dislike of a king, compared with the total hatred of a technophobe whose puppy dog you just cyborged.
Level: 2nd.

Fear Animals: a Cause Fear spell which works by inducing a fear of machines (which the priest has almost invariable got) in animals. The spell is unusable without a machine.
Level: 2nd.

Find Traps: as standard.
Level: 2nd.

Hammer Machine: induces pain in any machine, bypassing things like force fields and armour, similar to a Spiritual Hammer, and may well provide persuasion, or the 'jolt' that a jammed or mis-tuned machine needs to work properly again.
Level: 2nd.

Identify Construction: can tell that something is a construction, as Detect Construction, but also provides some more information about it. The main thing that can be told is the general style of construction, whether it is a mundane crafting, enchanted (and whether by cleric, or magic-user), alchemical, technological, psionic, illusionary, or other-planar working (like djinn creation). If it is a mixture, then it can be told roughly what the proportions are of each. Note that some sorts of construction can give misleading results, e.g. a Fabricate spell which does not leave any magic afterwards will seem a mundane crafting, as will unpowered technological devices, which do not include any unusual materials, and are theoretically within the crafting abilities of a non-tech trained master craftsman, such as Clocks and Dart Guns. In general, living or animate constructions, which this detects, can have their construction style easily identified. Careful examination, taking at least a turn, will tell which sort of school of magic is enchanted, or which god's priestly enchantment, if the working is particular to that school or religion, or will give a vague alchemical association, or give some idea roughly what sort of technological device it is, or give the general psionic category, or give some idea of the purpose behind the illusion. It can be told if the working is significantly damaged, or broken, but not to what extent. Unlike an Identify spell, no ritual purification of the thing is required, and it need not be handled, though to do the careful examination it will be necessary to get within 5', and for large objects, move around within 5' to study them from all accessible sides (if this takes a long time, then the spell duration will be extended, just for this one purpose). There is nothing to stop an Identify spell being used to gain more information, later. Having used this spell typically gives +10% to a subsequent use of the appropriate Identify ability, as is gained by various classes (e.g. Identify Enchantment for Spell Smiths), a total of +15% if the careful examination is done. This spell will give more detail about machines than other constructions, for example will give a little more rough idea what sort of technological device it is, but will never give any exact information. This is otherwise as a Detect Evil spell.
Level: 2nd.

Minor Mechanisation: when cast on a living creature gives it something of the essence of a machine. Its skin becomes silvery and harder, giving +1 to armour class, and it becomes resistant to poison, as if it were under the effects of a Slow Poison spell. Duration: as Slow Poison.
Level: 2nd.

Pause (Intelligent) Machine: makes a machine pause for at least a moment, say in an attack, giving time to attempt to communicate with it. This is a variety of Command spell.
Level: 2nd.

Repair: an improved version of Mending which will repair larger breaks in objects. As long as the object is not broken into more than five pieces, any object that can be lifted can be repaired. Again no material component is required. It can instead repair a light metal sheet, no thicker than platemail, or heavy woven metal cloth, or foamed metal, or a structure of such, of which half or over remains. It will repair holes of up to 6 square inches/level, or wear of up to 12 square inches/level, or any combination thereof. It can repair multiple holes in the same structure. Duration: permanent.
Level: 2nd.

Resist Fire/Light: is as Resist Fire, but also applies to Laser damage. Note that this is restricted so that it does not give immunity to normal fire. This spell does not act as Resist Cold.
Level: 2nd.

Sensor Cloak: hides from sensors that could be built by a Technologist of the cleric's level +3, i.e. as a base of L=2, such as Sound Sensors. This is ineffective against sensors that are directly part of a living intelligence, for example a cyborg with onboard intelligence, or a robot with an onboard true (living) AI brain.
Level: 2nd.

Speak with (Intelligent) Machines: allows communication with machines on a similar basis as Speak with Animals.
Level: 2nd.

3rd Level

Animate Machine: in a way that it could act if it was powered and controlled, for example a robot frame, a vehicle; a limited form of Animate Object.
Level: 3rd.

Continual Light: is done by producing a crystal sphere (which resembles a Glow Sphere), which disappears when the spell expires or is dismissed by the caster. Otherwise as standard.
Level: 3rd.

Create Fuel/Power: either produces Energy Fluid (Essence if 9th+ Level) or Power that can be used to directly power or recharge devices, even Power Packs. The Fluid will last one day, and will be useless after then, unless another spell is cast. If desired coal, wood or oil that would produce equal power to the Fluid can be produced. Wood or coal produced is in small pieces, and a place with enough room for the quite large heap is required; oil is typically produced so it goes straight in some sort of tank or other container. Produces 2 Fluid/level, or 100ep/level.
Level: 3rd.

Cure Insanity: as standard.
Level: 3rd.

Dispel Magic: as standard. However, note that the attitude of Trurl to magic tends to be that it is something to be swept away, as it is just interfering, so priests of Trurl do not tend to precisely focus their dispels. If they wish to do this then they must take an extra round to think through the Magical Theory involved.
Level: 3rd.

Fabricate: converts raw materials into a desired product, which is basically made of the same material. Thus, a wooden bridge can be fabricated from a clump of trees, a rope from a patch of hemp, clothes from flax or wool, and so forth. Magical or living things (or technological devices with a level) cannot be created or altered by a Fabricate spell. The quality of items made by means of the spell matches the quality of material used as the basis for the new fabrication (e.g. living trees are converted into a bridge, so you now have a bridge made of green wood, which is not seasoned, etc.). The finished product is not magical or enchanted, and the only magic that might still be there is a fading residue of the Fabricate spell; dispel has no effect. If it is desired to convert a product into another product, it must first be broken down into raw materials, such as lengths of wood, loose thread, stone blocks, metal parts, etc., which this spell will not do for you; a Disassembly spell could be used. If mineral material is worked with then the area of effect is reduced by a factor of eight (i.e. all dimensions are halved); note that iron and all other metals count as 'mineral'. DMs may treat this as a factor of ten, if this is more convenient to them. Articles requiring a high degree of craftsmanship (jewellery, swords, glass, crystal, etc.) cannot be fabricated effectively unless the priest actually has skill in the craft considered; generally at least one slot in an appropriate NWP. Casting requires 1 full round per cubic yard (or eighth of a cubic yard) of material to be affected. Given the appropriate materials this spell can also be used for any required repairs. A cubic yard of material which has a specific gravity (SG) of 1, such as water or most wood, may be assumed to weigh 0.75 tonnes; stone may be assumed to be SG 4, iron SG 8; an eighth of a cubic yard of iron would be 0.75 tonnes.

This spell must be customised to specify what sorts of non-mundane constructions, such as a (tool) kit, or a limited range of installations, typically at least a shrine, are made possible by the god. The day-long rituals to make these are costly, unlike mundane fabrication which is free if you have the materials. Cost: mundane- free, ritual- varies.

Area of Effect: 1 cubic yard per level of caster; minerals an eighth. Range: 1/2" per level. Duration: permanent.
Level: 3rd.

Major Repair: a greatly improved version of Mending which will repair larger breaks in objects. As long as no more than 10% of the original material of the object is missing, any object that is up to the size of a small house can be repaired. Again no material component is required. It can instead repair a piece of metal of up to one inch thickness per level of caster, or a metal structure with a maximum dimension of 2' per level of caster, of which half or over remains. It will repair holes of up to 6 square inches/level, or wear of up to 12 square inches/level, or any combination thereof. It can repair multiple holes in the same structure. In addition it can act as a Remove Curse or a Cure Radiation spell, on living or non-living targets. (See Jurgen's Cure Radiation spell.) Duration: permanent.
Level: 3rd.

Mechanisation: An improved version of Minor Mechanisation, only usable on the caster. The silvery skin gives +2 to AC, and the creature's metabolism is safely suspended, with similar effects to Feign Death if it is injured (it also stops ageing). The suspension makes normal movement impossible, so Animate Machine is usually cast first to animate the body. Some practice is required to use this effectively: the maximum effective DEX when animating one's self is equal to the number of previous occasions the caster has done it. Duration: as Feign Death.
Level: 3rd.

Minor Enhancement: allows enhancing of a construct, usually via a day-long ritual, and costing 1000gp, for each enhancement. If the construct is a temporary one, the enhancement may be added just by casting this spell, one spell per enhancement. Enhancement improves the body, or in a few cases grants powers to the mind, but it does not provide skill or training. Three of the following can be chosen: can speak; one physical stat improves from from 11 to 15; intellect improves either from not having one to lizard (INT 1), or from lizard to dog (INT 2-4); a new sense is acquired at a basic level (about as good as a human sense of smell), or a basic level sense is improved to a standard one (about as good as human eyesight, or the scent tracking ability of a hunting animal but not as good as a bloodhound, or adds infravision, or ultravision (both range 6"), or farsight, to human eyesight); toughness improves to perfect health; regenerate at one hit point per ten minutes and may go indefinitely negative hit points (killed like an ogre magi); a new related environment is acquired (water breathing for air breathing, or visa versa), size improves to ogre (gives ogre strength and CON 15) or reduces to halfling (gives +3 AC against ogre or larger opponents and DEX 15); or the stats DEX, CON, WIS and CHAR are rolled on 4D6, as a starting character (minimum value 8, maximum value 17) - having an enhanced stat from elsewhere will over-ride any roll, even a better one; or levitate/fly or control buoyancy/swim at 3". New senses need not be natural ones, but can be anything the DM allows, so a basic sense might be: life sense, ESP, sense active psionic power use (all 3" range). DMs are at liberty to add new forms of enhancement, but it is quite possible that some things are just not possible, even using Major Enhancement. It might, however, be possible to add the ability by 'bolting-on' a magic-item or a tech device, made in the conventional way. Conferring an enhancement requires the priest to have it themselves, to have a source to study and copy it from, or to have conferred precisely it three times previously, and thus be thoroughly familiar with it. Not all enhancements may make sense for all constructs, for example toughness implies the construct must be living, and size implies the construct is mobile and human-sized. Not all gods permit all combinations of constructs and enhancement; DMs decision as to what Trurl permits is final. Note that these are permanent alterations to the nature of the construct, leaving no magical residue, and cannot be separately dispelled. Also note that any non-temporary construct creation, in particular those with intellects about the standard, will need to justified to the High Priest, and the High Priest may need to justify it to the god, but this is unlikely to be a problem with Trurl. DMs should warn players if they feel that their characters are pushing the limits for construct creation, and that if they continue the consequences could well be unfortunate. Cost: free; ritual- 1000gp/enhancement. Duration: permanent. Non-reversible.
Level: 3rd.

Prayer: as standard, but see Chant, above.
Level: 3rd.

Sensor Sweep: allows use of any sensors that could be built by a Technologist of the cleric's level +3, i.e. a base L=3. The spell lasts for a single sweep of an up to 360 degree arc, or even an omni-directional 'ball of string', within two turns. If desired only a passive, rather than a both active and passive sensor sweep, can be done. It is not possible to pause in doing the sweep so as to attempt to gain more detail, or change the speed of the sweep, though the sweep can be terminated at any point.
Level: 3rd.

Speak with Any Machine: allows gaining of information from machines that they have a way of acquiring, such as by sensors, sensing vibration, and causing the machine to carry out any function it is capable of, unless it has Identity Circuit or a Sensitive Circuit or such. If the machine lacks something it needs to function, such as power, materials, or a Programming Device, it will not function. Intelligent machines may resist, but still tend to be favourably disposed.
Level: 3rd.

:
Level: .

Character Designer

Class    Technologist
HP       300
Saves    200
THAC0    600
Sp List  0
Sp Box   0
WP       150
NWP      150
Talents  100

BXP = 1500

Talents: Work with Technology, Unglas, Construction of Devices from 4th, Multiple Attacks with Tech from 7th, Benefit from Exceptional STR (conditional), Magic Item Use - some Potions.

Class    Cleric
Sp List  300
Sp Box   500
Talents  100

BXP = 900

Talents: Fabrication of Items, Enchantment of Items, May use all equipment self-built, Magic Item Use - some Potions.

Technologist-Priest: 1500+900 = 2400bxp


(c) Rory O. McLean, 1980 - Nov. 2005
    Permission granted to use for non-profit making purposes