Savage Worlds - Fantasy Da Vinci Machines.pdf

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Da Vinci Machines
Fantasy is usually swords-and sorcery, set in
a time before gunpowder and technology. Some
settings allow dwarves to build steam engines
or manufacture gunpowder. If you’re running a
psuedo-historical fantasy game, you might wish
to set it as late as the Rennaissance.
Here we take a look at using Da Vinci
machines in a fantasy setting. It’s an official,
and free, add-on for the Fantasy Gear Toolkit .
choice. If you do, you might wish to consider
using the Weird Science rules as a starting
point. Fly , for instance, may be a helicopter,
whereas burrow might be a drilling machine
(useful in sieges) and blast a revolutionary
new cannon. Not every power is suitable for
turning into a Da Vinci machine, however.
Unfortunately, Weird Science uses Power
Points, and equating these to non-magical
devices can be difficult. For instance, if you
have a new type of cannon (blast), what’s
to stop you simply reloading it? A flying
machine ( fly ) might resonably be powered by
gears or even pedal power, but why should it
not be rewindable or able to fly as long as
the pilot has enough stamina?
The easiest solution if you intend to use
Weird Science is to have them require a
unique fuel source. Maybe clockwork devices
are powered by crystals, which store a charge
and then release it over time. Once drained,
they take time to replenish their energy.
The cannon, for example, might produce
such power that the barrel gets red hot.
Power Points thus equate to the time it
takes for the barrel to cool. Sure, you could
pour water on it to help it cool quicker, but
since Power Points represent a finite limit
to a devices’ usage, the barrel would crack,
rendering the entire device useless.
What Are They?
Da Vinci machines are gizmos based on
the sketches and plans of Leonardo Da Vinci.
Although fantastical for their time, there
is evidence that they could have worked
had any of them being constructed. Unlike
“steampunk” devices, they work on the
principal of gears and clockwork rather than
steam engines.
Of course, not all of Da Vinci’s machines
were clockwork, or indeed fantastical. His
machine for storming a castle wall is simply
a variation on the siege towers of old.
Making Machines
If you’re thinking about using Da Vinci
machines, you’ll first need to consider how
to introduce them into your setting. It doesn’t
matter whether they’re bult by dwarves or
exist as “what ifs” in a pseudo-historical
game—someone created these devices and
you need an entire of how they function.
Mundane Items
If you want Da Vinci devices to be more
mundane, the best option is simply to device
a list of standard equipment. Players might
be able to buy these items, depending on
their rarity, but they can’t knock one up from
spare parts found in their workshop.
Weird Science
Whether you allow your characters to
manufacture Da Vinci machines is a personal
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Aerial Screw
Da Vinci Trappings
Here’s a list of possible Da
Vinci-style machines as trappings
for Weird Science. The list isn’t
exclusive, but Da Vinci machines
shouldn’t be able to mimic mental
powers, such as puppet or beast
friend, any form of healing, or
more unusual powers, such as
teleport..
Armor: Metal plates for a
vehicle, such as a cart.
Barrier: Pop-up wooden
fortificati, held down on springs
until released..
Blast: Cannon.
Bolt: Advanced flintlock.
Burrow: Digging machine.
Burst: Flamethrower.
Environmental Prot: Diving
suit (water) or flame retardent suit
(fire)
Fly: Helicopter, ornithopter,
wings.
Obscure: Smoke generator,
smoke bombs.
Speed: Clockwork engine.
The aerial screw is a pedal-powered,
single person flying machine. It comprises
of a large, upturned screw attached to a
small platform by a shaft. The pilot rotates
the shaft, and thus the screw, by pedaling,
efffectively pulling the device off the ground.
Forward momentum is provided by the
wind, and thus the pilot hass little control
over which direction he goes. More advanced
versions might use a fan attached to the
same pedals or powered by a passenger to
provide forward momentum.
Pedalling is, of course, quite tiring,
especially for long periods and without the
benfit of advanced gearing. For every 10
minutes the device is pedalled, the pilot must
make a Vigor roll or suffer a level of Fatigue.
One Fatigue level is recovered after 5 minutes
of rest. If the pilot stops pedalling while
airborne, however, the device plummets to the
ground at 20” per round.
Acc/Top Speed: 3/12 (2/6 with fan);
Climb: 3; Toughness: 8 (2); Crew: 1; Cost:
$1000.
Notes:
Armored Car
As such, there are no firm rules or
guidelines for creating a Da Vinci machine—
you simply give the device whatever it needs
to function. Some devices you can build as
vehicles, others are weapons or items with a
specialized purpose. Not every device needs
to have some “super power,” such as flight or
the ability to destroy castle walls in a single
shot.
Don’t fret too much over the game
mechanics. So long as the device is
reasonably balanced, serves it function, and
doesn’t become the “must have” item in the
setting, you can’t go far wrong.
A Da Vinci armored car, also called a tank,
is a tortoise shell design designed to protect
the crew. Comprised of wood reinforced with
metal plates, the shell protectes an inner
turret and the workings. The entire device
move on wheels, protected by the shell, and
is powered by a crew of six who use gears
and cranks to propel the vehicle.
This version has a series of portholes around
the shell, which allow gunners to pick which
arc they wish to fire in. A single cannon
protrudes from the front. When reloading, it is
pulled back inside, and a hinged wooden hatch
closes to seal the temporary breech.
Acc/Top Speed: 2/6; Toughness: 13 (4);
Crew: 6+8; Cost: $6000.
Notes: Heavy Armor
Weapons:
• Cannon (20 shots)
Example Devices
This section looks at a sample of Da
Vinci devices, from armored vehicles to
watercraft, and cannon to more innocuous
items. Although based on Da Vinci’s working,
a great deal of liberty has been taken with
some of the devices to make them usable in
a roleplaying game.
Diving Suit
Da Vinci diving suits come in two forms—
tube fed and self-sufficient. Tube fed suits
are made from leather and have a cane hose
fixed by leather joints to allow flexibility.
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Steel rings in the canes prevent them from
collapsing under pressure. The top of the
hose extends above the water and is held in
place via a float.
The diver can remain submerged
indefinitely, although there is a practical limit
as to how far he can go before sucking in air
becomes impossible due to pressure. How far?
It’s your setting, so you decide. We suggest
about 20” as a guideline.
Self-sufficient suits are far more elaborate.
A leather bag rinfoced with metal rings
provides a supply of air and allows the diver
to move freely without getting his hose
tangled or revealing his presence to watchers
above. Again, there are limited as to how deep
the diver can go and how long a bag of air
lasts, but these are questions you need to
answer.
Tube Fed: Weight: 15; Notes: +1 Armor
(entire body); Cost: $500.
Self-Sufficient: Weight: 15; Notes: +1
Armor (entire body); Cost: $750.
Flying Ship
The flying ship is one of the more
fantastical devices available. Roughly the
same size as a sloop, power is provided by
two huge wings, which flap in a manner
similar to that of a bird. Five crew power each
wing, using a gigantic oar-like mechanism
which is moved in a rowing fashion.
The reason for the large crew is to allow
shift changes. Unless the crew are changed
every hour, they automatically suffer a level
of Fatigue for the exertion. A 20-man crew
can keep the flying ship airborne indefintely
(or until supplies run out, anyway).
Acc/Top Speed: 2/10; Climb: 3;
Toughness: 13 (4); Crew: 20+8; Cost: $40,000.
Notes: Heavy Armor
Weapons:
• Eight cannons (20 shots each)
Hull Rammer
Eight-Barrel Organ
The hull rammer is a device used to sink
ships, and is most often employed by divers.
It comprises of a U-shaped iron bar with
a central screw. To use it, the “legs” of the
device are placed against non-adjacent planks
of a ship and the screw turned until it bites
into the middle plank. A second screw then
forces the legs of the U upward, cracking the
hull plates.
Damage is inflicted each round. When the
vessel is Incapacitated, it begins to sink. Any
critical hit caused by the weapon is always a
hull hit.
Damage: 2d6; Weight: 10; Str: d8; Notes:
Can only be employed against wooden ships,
AP 4; Cost: $400.
This is a primitive machinegun, comprising
of eight muskets or bowchasers (small
cannon) mounted on a wheeled carriage
and arranged in a fan pattern. Although the
eight guns are locked in their fan-shape, the
entire fan be quickly be rotated via handles,
allowing the gunner to adjust his aim for a
better shot. A screw allows for the elevation
to be adjusted.
All barrels are fired simultaneously, and
use two Cone Templates. Place the small ends
of the template adjacent poiting away from
the organ. Everything in the template must
make an Agility roll at -2 or take damage.
Although reload times are slow, the entire
barrel fan can be removed and replaced.
Changing the fan takes just two rounds.
Because of the gun carriage, a single gunner
can pull the entire assembly at his base Pace.
He cannot run, however.
The 33-barrel organ has three rows of
11 barrels fixed in a straight line. Each row
can be fired independently or as a collective
whole. Still use the Cone Templates, but
increase damage by one die if two rows are
fired and 2 dice if all three rows are fired.
Range: Cone; Damage: 2d8 (muskets)
or 3d6 (bowchaser); ROF: 1; Notes: 1 round
per barrel to reload/2 rounds to change the
assembly; Cost: $2000.
Self-MovingCar
The self-moving car is a cart frame to which
are attached a complex set of leaf springs and
gears. The leaf springs are “hand-loaded” and
release energy to the wheels through the gears.
Each wheel is independently powered, though
only the front wheels are steered by the driver.
Ten minutes of powering the springs provides
one hour of drive time.
A more advanced of the armored car
uses this mechanism to provide pwoer, thus
removing the need for the large crew.
Acc/Top Speed: 3/6; Toughness: 11 (2);
Crew: 1+3; Cost: $2500.
Notes: Four Wheel Drive
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