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Les énergies profanes flamboyantes peuvent traverser le champ de bataille à la vitesse de l'éclair. Les tornades de glace tranchante peuvent transpercer les troupes et faire exploser les engins de siège. Cette magie est une puissance importante dans le monde de Warcraft, et nombreux sont ceux qui se sont mis à l'utiliser sans en connaître entièrement les sombres origines.

La magie divine, qui constitue sur de nombreux plans une alternative à l'attirante violence de la magie profane, est également très répandue en Azeroth. Elle ne possède pas l'incroyable pouvoir destructeur de cette dernière, mais elle se montre plus efficace lorsqu'il faut faire preuve de subtilité. Bien que cette magie soit orientée vers les soins, elle peut aussi être utilisée en combat. Les lanceurs de sorts divins peuvent protéger les innocents et abattre leur juste fureur sur leurs ennemis. Certaines races comme les orcs, les tauren et les elfes de la nuit se sont tournés presque exclusivement vers cette magie divine, qu'ils considèrent comme une alternative plus sûre à la magie profane.

Vous trouverez dans cette section une description détaillée de ces deux types de magie, suivie d'une liste de sorts propres à l'univers de Warcraft.
086
La Troisième Guerre fut une période de chocs et de surprises. La découverte de tout un continent jusqu'ici encore inconnu de l'Alliance et de la Horde fut probablement aussi surprenante que le retour des démons en Azeroth.

Séparées du continent de Lordaeron par les mers tourbillonnantes du Maëlstrom, les terres sauvages de Kalimdor se révélèrent être l'ultime destination de la Légion Ardente. Les membres de la Horde avaient alors déjà atteint Kalimdor grâce aux visions de leur chef de guerre, Thrall. Les races de l'Alliance, dont les royaumes avaient été ravagés par les serviteurs morts-vivants des démons, les rejoignirent peu après.

Bien qu'accidenté et encore indompté, ce nouveau continent était loin d'être inhabité. Les orcs, les humains, les nains d'Ironforge et les hauts-elfes y rencontrèrent les elfes de la nuit, les tauren et d'autres races. Les elfes de la nuit et les tauren se joignirent à eux pour vaincre la Légion Ardente sur les pentes du Mont Hyjal.

Après la guerre, les orcs de la Horde fondèrent Durotar, leur nouvelle patrie, sur la partie orientale du continent. Non loin de là, leurs nouveaux alliés, les imposants mais pacifiques tauren, établirent leur propre patrie sur les étendues de Thunder Bluff, en Mulgore. Dans le nord, les elfes de la nuit luttèrent contre leur mortalité récemment acquise tout en s'appliquant à soigner leur patrie ravagée.

La victoire s'avéra mitigée pour les races de l'Alliance. Les humains, les nains d'Ironforge et les hauts-elfes devaient faire face à un voyage des plus périlleux s'ils souhaitaient retourner en Lordaeron. Même s'ils parvenaient à passer le Maëlstrom sains et saufs une seconde fois, peu de choses les attendaient de l'autre côté en dehors des ruines et de la dévastation.

Les survivants des races de l'Alliance et leur chef, Jaina Proudmoore, restèrent en Kalimdor pour y bâtir, comme les orcs, de nouvelles cités et établir un nouvel avenir. Récemment, des flottes de navires sous le commandement du père de Jaina, le Grand Amiral Daelin Proudmoore, arrivèrent de Lordaeron. Ce dernier contesta l'avis de sa fille qui prétendait que les orcs ne désiraient que la paix, et raviva ainsi le conflit qui avait éclaté entre les deux races. La bataille s'acheva lorsque Jaina s'allia à Thrall contre son propre père, provoquant ainsi la mort du Grand Amiral et l'anéantissement de ses forces. Par la suite, une paix fragile fut établie entre la nation orc de Durotar et la forteresse de l'Alliance à Theramore.

Une nouvelle ère a débuté en Kalimdor, mais seul le temps nous dira si elle se terminera, comme les autres, par la guerre.
Pas besoin de tout lire. :]
Le début suffit pour comprendre.

Citation :
Bonjour, ceci est un topic destiné à la traduction en français des livres du jeu de rôle basé sur l'univers de Warcraft et utilisant le système de jeu d20 3.5 SRD de Donjons & Dragons.
http://www.warcraftrpg.com/

Il n'est pas prévu de traduction officielle en français, c'est donc à la communauté francophone de la faire elle-même si elle le souhaite. Tout le monde est donc invité à participer.
En gros, si tu as un bouquin chez toi des livres de JDR basés sur Warcraft (basés sur D&D), ils sont forcément en anglais. Donc si tu veux aider tu recopies des bouts de ces bouquins (qui ne sont pas déjà traduits, vérifie dans la liste du persistant) et d'autres bénévoles vont les traduire si le coeur leur en dit.
Si tu n'as pas les livres mais que tu es bon en anglais et que tu es super sympa, tu traduis ce que ceux qui ont les livres recopient ici (dans ce forum, certains posts avec le tag warcraftRPG par exemple).
You pitted your orc blademaster against all foes who would threaten Durotar, gathering scars and gaining fame. You sent your human paladin warrior out to find and destroy any lingering remnants of the Burning Legion and the Scourge, defeating fel stalkers and skeletal warriors alike.

Now, it's time to try something different.

Welcome to the Alliance and Horde Compendium, a volume that broadens your Warcraft game with a wealth of new options, rules and items.

Adventure in a world in which zealous blood elf sorcerers seek out new and darker sources of arcane energy, in which pandaren warriors bring their distinct combination of deadly martial prowess and calm reflection to Kalimdor's conflicts, in which dwarven windriders command the skies on the backs of majestic gryphons, and in which human and orc necromancers yet serve the Scourge in its drive to crush all of Azeroth under its bony heels.

Or send units of human knights, elven archers and dwarven rifle troops against the forces of demons, undead and other threats such as forest trolls and harpies. Do so with massive siege weapons that hurl bombs over great distances to crush the enemy in devastating numbers.

Enter a world straining to find peace and hope while a brooding, undying menace waits to sweep down from the north!

The Current State of Affairs
In Dungeons & Dragons Warcraft The Roleplaying Game, we met a Kalimdor fresh from the Third War and the defeat of Grand Admiral Daelin Proudmoore's attempt to destroy the orcs in Durotar. Of course, events on Kalimdor - and Azeroth - have not stood still while the Alliance and Horde strive to establish their new lands, maintain an uneasy if crumbling truce, and seek out any remnants of the Burning Legion and the Scourge. No, it was not yet time for true rest and peace. The Lich King Ner'zhul called out from Icecrown glacier for a champion to rule with him on the Frozen Throne, and two of Azeroth's darkest heroes responded: Illidan Stormrage and Arthas Menethil.

Illidan was urged by the demon Kil'jaeden the Deceiver to destroy the Frozen Throne. Despite bringing the long-hidden naga and the newly formed blood elves to his cause, Illidan met with defeat and banishment. He faced pursuit from those forever concerned with his actions: his brother, Archdruid Malfurion Stormrage; the priestess Tyrande Whisperwind; and Warden Maiev Shadowsong. They foiled his initial attempt upon the Frozen Throne, costing Maiev's life, and he tasted defeat again at the hands of Arthas. Fleeing to the extradimensional realm known as Outland, Illidan Stormrage now plots in exile with those blood elves and naga loyal to him.

With Illidan out of the way, Arthas attained the Frozen Throne... and merged with Ner'zhul's spirit to become the new Lich King, the most powerful being ever to walk upon Azeroth. He now builds an immense stronghold in Northredn, desiring only to spread his might across the entire world.

On Kalimdor, races of the Alliance, Horde and other affiliations yet seek to adjust to each other. The Alliance faces growing inner tension as many humans grow increasingly dissatisfied with the truce and their lives in Theramore. Some even consider Jaina Proudmoore a traitor, given her actions to counter the attack upon Durotar launched by her father, Grand Admiral Proudmoore. Meanwhile, the Horde enjoys a relative peace under the combined leadership of the tauren Cairne Bloodhoof and the orc Thrall. Orcs continue to settle Durotar and reconnect with their shamanistic roots while tauren look to rebuild their population. In addition, groups of jungle trolls take guidance from the orcs and seek to change their savage ways. Other races also now play a role in events, as blood elves to their cause, furbolgs warily assess how to deal with the newcomers, pandaren venture to Kalimdor after generations apart, and naga emerge to assume a greater presence in world affairs.

As always, peace o the world of Azeroth remains tenuous. The threat of the Lich King and the Scourge looms from the north over every race... and old enmities may boil over again, igniting yet another war.

What's in this Book?
The three chapters and first appendix in the Alliance & Horde Compendium supplement and expand upon the material covered in the Warcraft RPG, giving you more options for your heroes, providing rules for mass combat and detailing several new weapons. Here is what you will find in each chapter:

Chapter One: The New Blood describes seven new player character (PC) races and eight new prestige classes (PrCs). It also presents a new skill for use with the mass combat rules explained in Chapter Three, as well as a plethora of new feats.

Chapter Two: Choosing Sides takes you on an in-depth tour through the Alliance, Horde and independent affiliations. It discusses the role of the affiliations in general and takes an extensive look at each specific race, exploring a race's history, its role within its affiliation, its relationships with and attitudes toward other races, and its current situation following Illidan Stormrage's attempts to seize the Frozen Throne. Moreover, information for those races that appeared in the Warcraft RPG is updated to account for recent events on Azeroth.

Chapter Three: The Craft of War outlines mass combat rules from Skip WIlliams's Cry Havoc, an avent book from Malhavoc Press. These rules focus on unit- or skirmish-level combat, much as you know it in Warcraft computer game. Learn how to build units, control them on the battlefield, and send them screaming into war - no clicking required! You will also find rules in this chapter for the use of magic in mass combat.

Appendix One: Weapons of War provides the descriptions of and the statistics for several siege weapons, such as the whirlwind trebuchet or the triple siege crossbow, prefect for wiping out enemy units in mass combats.

Warcraft and d20
The material presented in the Alliance & Horde Compendium further defines the Warcraft world through elements such as races, prestige classes and feats. Yet rules are also designed for compatibility and balance with version 3.5 rules as delineated by the d20 System. We encourage you to explore the many great d20 products out there to enhance your Warcraft experience. Even if you don't run a Warcraft campaign, you can certainly make available to your players the races, prestige classes, feats and items described here!

Some elements in this books bear names similar to those you might find in the Player's Handbook or MM - such as the Warcraft versions of gnomes and naga. The versions in Alliance & Horde take precedence for a Warcraft game (though you may, of course, choose other versions if desired).
Many race inhabit Azeroth, and heroes may choose from among numerous career paths in the course of their adventuring lives. Dungeaons & Dragons Warcraft the Roleplaying Game details many of the most significant races, classes and prestige classes - as well as skills and feats common to the world of Warcraft. Events on Azeroth since the release of the Warcraft RPG, however, necessitate that we detail here the races, prestige classes and feats that previously lay hidden to the rest of the world or that demanded treatment in material supplementary to the core book.

This chapter contains all the races, prestige classes and feats that either were not included in the Warcraft RPG core book or that cover information revealed in The frozen Throne expansion set for the Warcraft III computer game. So, if you have waited to play a Wildhammer dwarf windrider or a blood elf necromancer, now is your chance!
New Races of Warcraft
This chapter introduces several new races for your Warcraft game. Some of the races listed here - such as the blood elves and the naga - are new to the Warcraft world, having been created or discovered only recently. Others have been around for a long time but took a support role in recent conflicts. Now, these races seize their chance to make a name for themselves in the dynamic post-war climate.

The player character (PC) races described here are as follows: Wildhammer dwarves, blood elves, furbolgs, gnomes, naga, pandaren and jungle trolls. While there are general similarities between some races in the Player's Handbook of MM and this book, the descriptions for races in the Warcraft campaign setting take precedence.

Race Descriptions
Each race receives a brief account of how it exists in the Warcraft RPG:

Description: General details on the race as a whole, focusing on the race's society and culture.

Appearance: Details of size, build, complexion and other features common to the race.

Region: The general types of areas in which the race is found, geographically speaking.

Affiliation: Whether the majority of that race is affiliated with the Alliance or Horde, or is independent. This section also includes some notes on how the race gets along (or not) with other races.

Racial Traits: Abilities specific to the race. These abilities may differ from what you might find in the Player's Handbook, MM or the Manual of Monsters. Versions of Warcraft races already detailed in Manual of Monsters (i.e., furbolgs, naga, pandaren and jungle trolls) should serve primarily as NPC and/or monster encounters.

Starting Characters and Level Adjustment
As described in Chapter Two: Heroes of the Warcraft RPG, newly created heroes begin at 2nd level, with all of the skills, feats, equipment and other benefits that come with advancement from 1st level.
Some races are inherently more powerful than others, however. To maintain balance between races, the Warcraft RPG applies a level adjustment of +1 (or more) to the more powerful character races. PCs of such races begin play with greater natural power but gain levels more slowly than races that have no level adjustment.

A hero from a race with +1 level adjustment starts at 1st level for the purposes of skills, feat, Hit Dice and class abilities. The PC, however, has an effective character level (ECL) of 2 for the purposes of advancement and starting equipment. A hero's ECL is determined as follows:

ECL = level adjustment + character level

Thus, a jungle troll character (level adjustment +1) with 5 levels in scout (Sct5) and 2 in beastmaster (Bst2) has ECL 8.
270 - Recueil de l'Alliance et de la Horde - Introduction
Votre Maître Lame orc a affronté tous les ennemis qui menaçaient Durotar, récoltant cicatrices et célébrité. Vous avez envoyé votre Paladin rechercher et combattre tout ce qui restait de la Légion Ardente et du Fléau, détruire aussi bien des démons que des guerriers squelettes.

C’est maintenant le moment d’essayer quelque chose de différent.

Bienvenue dans le Recueil de l’Alliance et de la Horde, un volume qui étend votre jeu Warcraft grâce à de nouvelles options, de nouvelles règles et de nouveaux objets.

Aventurez-vous dans un monde dans lequel d’ardents sorciers elfes de sang cherchent de nouvelles et sombres sources d’énergie des arcanes, dans lequel des guerriers pandarens apportent la combinaison de leur prouesse mortelle pour les arts martiaux et de leur réflexion calme aux conflits de Kalimdor, dans lequel les chevaucheurs du vent nains règnent sur les cieux sur le dos de majestueux griffons et dans lequel des nécromants humains et orcs servent toujours le Fléau dans son effort pour écraser Azeroth sous sa poigne d’os.

Ou envoyez des chevaliers humains, des archers elfes et des fusiliers nains contre les forces des démons, des morts-vivants ou d’autres menaces comme les trolls des forêts et les harpies. Utilisez des armes de siège massive qui projettent des bombes sur de longues distances pour écraser vos ennemis en grand nombre.

Entrez dans un monde peinant à retrouver la paix tandis qu’au nord, couve une menace qui ne s’éteindra jamais.

L’état du monde

Dans Warcraft, le jeu de rôle, nous découvrions Kalimdor tout juste après la fin de la Troisième Guerre et l’échec de la tentative du Grand Amiral Daelin Proudmoore de détruire les orcs de Durotar. Bien entendu, bien des choses se sont passés en Kalimdor comme en Azeroth alors que la Horde et l’Alliance essayaient d’établir leurs nouveaux territoires, de maintenir une trêve fragile et de rechercher les restes de la Légion et du Fléau. Non, le temps pour une véritable paix et pour le repos des guerriers n’était pas encore venu. Le Roi Liche Ner’zhul, depuis le glacier du Trône de Glace, cherchait un champion pour régner avec lui sur le Trône et deux des plus sombres héros d’Azeroth répondirent à son appel : Illidan Stormrage et Arthas Menethil.

Illidan reçut l’ordre du démon Kil’jaeden le Trompeur de détruire le Trône de glace. Malgré le ralliement à sa cause des nagas, longtemps cachés et des elfes de sang, tout récemment regroupés, Illidan échoua et fut banni. Ceux qui, depuis toujours, se préoccupait de ses actes, le poursuivaient : l’Archidruide Malfurion Stormrage, la prêtresse Tyrande Whisperwind et la Gardienne Maiev Shadowsong. Au prix de la vie de Maiev, ils empêchèrent la réussite de sa première tentative contre le Trône de glace. Il goutta encore une fois à la défaite dans un combat contre Arthas. Fuyant vers un royaume extradimensionnel connu comme les Terres Extérieures, Illidan complote maintenant depuis sa terre d’exil, soutenu par les elfes de sang et les nagas qui lui sont restés fidèles.

Illidan au loin, Arthas atteint le Trône de Glace et fusionna avec l’esprit de Ner’zhul pour devenir le nouveau Roi Liche, l’être le plus puissant à avoir jamais foulé la terre d’Azeroth. Il construit maintenant une immense forteresse en Northrend, ne désirant qu’une chose : étendre son pouvoir sur le monde entier.
Sur Kalimdor, les races de l’Alliance, de la Horde et celles affiliées à d’autres factions cherchent maintenant à s’adapter les unes aux autres. L’Alliance fait face à des tensions internes croissantes comme de nombreux humains se plaignent de la trêve et de leur vie en Theramore. Certains considèrent même Jaina Proudmoore comme une traîtresse, suite à son aide pour contrer l’attaque de Durotar par son père, l’Amiral Proudmoore. Pendant ce temps, la Horde vit une période de paix relative, sous la direction combinée du tauren Cairne Bloodhoof et de l’orc Thrall. Les orcs continuent la construction de Durotar et redécouvre leurs racines shamaniques tandis que les taurens cherchent à rétablir leur population. De surcroît, des groupes de trolls de la jungle prennent les orcs pour guides et cherchent à changer leurs traditions sauvages. D’autres races jouent maintenant un rôle dans la course des évènements, comme les elfes de sang, les furbolgs qui évaluent comment vivre avec ces nouveaux arrivants, les pandarens qui réapparaissent en Kalimdor après des générations passées au loin et les nagas qui émergent des eaux pour assumer un rôle plus important dans les affaires du monde.

Comme toujours, la paix reste fragile dans le monde d’Azeroth. La menace du Roi Liche et du Fléau pèse depuis le nord sur tous les peuples… et de vieilles inimitiés peuvent se réveiller à nouveau, entraînant de nouvelles guerres.

Qu’y a-t-il dans ce livre ?

Les trois chapitres et le premier appendice du Recueil de l’Alliance et de la Horde complètent et étendent le matériel présent dans Warcraft JdR, vous donnant plus de choix pour votre héros, donnant des règles pour les combats de groupe et détaillant de nombreuses nouvelles armes. Voici ce que vous trouverez dans chacun des chapitres :

Chapitre Un : Le Nouveau Sang décrit sept nouvelles races pour les personnages des joueurs (PJ) et huit nouvelles classes de prestige (CPr). Il présente aussi une nouvelle compétence à utiliser avec les règles de combat de groupe expliquées au chapitre trois, ainsi qu’une pléthore de nouveaux dons.

Chapitre Deux : Choisir son camp vous emmène pour une présentation en profondeur de l’Alliance, de la Horde et des factions indépendantes. Il discute le rôle de l’affiliation à une faction en général et donne une description détaillée de chaque race, explorant son histoire, détaillant son rôle au sein de sa faction, présentant ses relations et son attitude envers les autres races et sa situation actuelle à la suite de la tentative d’Illidan Stormrage de détruire le Trône de glace. Les informations pour les races déjà présentées dans Warcraft JdR sont ici mises à jour pour prendre en compte les événements récents.

Chapitre Trois : Le métier de la guerre détaille les règles de combat de groupe provenant de Cry Havoc par Skip Williams, un ouvrage publié par Malhavoc Press. Ces règles se concentrent sur des combats à l’échelle d’une unité, à des combats de la taille d’une escarmouche, similaires à ceux rencontrés dans le jeu vidéo Warcraft. Apprenez à recruter des unités, à les contrôler sur le champ de bataille et envoyez les, hurlantes, à la guerre (pas besoin de clics !). Vous trouverez également dans ce chapitre des règles pour l’utilisation de la magie en combat de groupe.

Appendice Un : Les Armes de Guerre présente une les descriptions et les statistiques de nombreuses armes de sièges comme le trébuchet tournant ou l’arbalète de siège triple, idéale pour faucher les unités ennemies dans les combats de groupe.

Warcraft et d20
Le matériel présenté dans le Recueil de l’Alliance et de la Horde définit un peu plus le monde de Warcraft à travers des éléments tels que les races, les classes de prestige et les dons. Cependant, les règles sont aussi définies pour maintenir une compatibilité et un équilibre avec la version 3.5 des règles comme spécifié dans le système d20. Nous vous encourageons à explorer les nombreux produits d20 présents sur le marché pour améliorer votre expérience avec Warcraft. Même si vous ne jouez pas une campagne Warcraft, vous pouvez certainement rendre disponibles aux joueurs les races, classes de prestige, donc et objets décrits ici.



Certains éléments de ce livre porte des noms similaires à ceux que vous pouvez trouver dans le Manuel du Joueur – comme les versions de Warcraft des gnomes et des nagas. La version présentée dans Alliance & Horde prend le pas pour une partie de Warcraft (bien que vous puissiez, bien sûr choisir d’autres versions si vous le voulez).
271 - Alliance et Horde - Un nouveau sang
De nombreuses races habite Azeroth et les héros peuvent choisirent de nombreuses carrières au cours de leurs vies aventureuses. Warcraft le jeu de rôle détaille beaucoup des races, classes et classes de prestige les plus importantes, ainsi que les compétences et les dons représentatif du monde de Warcraft. Les évènements survenus en Azeroth depuis la publication de Warcraft JdR, nécessite toutefois que nous détaillions ici les races, classes de prestiges et les donc qui étaient restés cachés au reste du monde ou qui demandaient à être traité en dehors du livre de base.

Ce chapitre contient toutes des races, des classes de prestige et des dons qui soit n'étaient pas présent dans le livre de base, soit couvrent des informations révélées dans l'extension du jeu vidéo Warcraft III : le Trône de Glace. Si vous avez donc attendu pour jouer un chevaucheur du vent nain du clan Wildhammer ou un nécromancien elfe de sang, votre jour est venu !
272 - Alliance et Horde - Un nouveau sang - Nouvelles races de Warcraft
Nouvelles races de Warcraft

Ce chapitre introduit plusieurs nouvelles races pour votre jeu Warcraft. Certaines des races présentées ici - comme les elfes de sang et les nagas - sont nouvelles dans le monde de Warcraft, ayant été créées ou découvertes récemment. D'autres étaient présentes depuis longtemps mais n'ont pris qu'un rôle mineur dans les conflits récents. Maintenant, ces races prennent leur chance de se faire un nom par elle-même dans le climat changeant de l'après guerre.

Les races pour personnages joueurs (PJ) décrites ici sont les suivantes : nains Wildhammer, elfes de sang, furbolgs, gnomes, nagas, pandarens et trolls de la jungle. Bien qu'il y ait des similarités entre certaines races décrites dans le Manuel du Joueur ou MM et ce livre, les descriptions des races dans les campagnes Warcraft prennent le pas sur les autres.

Descriptions des races

Chaque race reçoit un bref récit de son apparition dans Warcraft JdR:

Description : Des détails généraux sur la race dans son ensemble, en se concentrant sur sa société et sa culture.

Apparance : Des détails sur la taille, la forme, la complexion et sur d'autres caractéristiques communes à la race.

Région : Le type général de région dans lesquelles on trouve cette race, d'un point de vue géographique.

Affiliation : Si la majorité de cette race est affiliée à l'Alliance ou à la Horde, ou si elle indépendante. Cette section comprend aussi des notes sur les rapports de cette races avec les autres.

Traits raciaux : Capacités spécifique à la race. Ces capacités peuvent différer de ce que vous trouverez dans le Manuel du joueur, MM ou le Manuel des Monstres. Les versions des races de Warcraft déjà détaillées dans le Manuel des Monstres (i.e., furbolgs, naga, pandaren et trolls de la jungle) devaient servir au départ pour les PNJ et/ou rencontre avec des monstres.

Nouveaux personnages et ajustement de niveau

Comme expliqué dans le chapitre deux : Héros de Warcraft JdR, les personnages nouvellement créés démarrent au niveau 2, avec toutes les compétences, dons, équipement et autres bénéfices qui viennent de l'avancement depuis le niveau 1.
Certaines races sont, cependant, plus puissantes que les autres de manière inhérente. Pour maintenir un équilibre entre les races, le JdR Warcraft applique un ajustement de niveau de +1 (ou plus) aux personnages des races les plus puissantes. Les PJ de ces races commencent à jouer avec un pouvoir naturellement plus grand mais gagnent des niveaux plus lentement que les races sans ajustement de niveau.

Un héros d'une race avec un niveau d'ajustement de +1 commence au premier niveau en ce qui concerne les compétences, dons, dés de vie et compétences de classe. Cependant le PJ a un niveau de personnage effectif (NPE) de 2 en ce qui concerne l'avancement et de l'équipement de départ. Le NPE d'un héros est déterminé comme ceci :

NPE = ajustement de niveau + niveau du personnage

Ainsi un personnage troll de la jungle (ajustement de niveau +1) avec cinq niveaux en Scout et deux en Belluaire a un NPE de 8.
Malfunction Ratings
Each Mechanical objects has a Malfunction Rating between 0 and 5. This number represents the chance that the item will suffer a catastrophic failure when used. If you roll a number equal to or below the Malfunction Rating (MR) when making a skill check or attack roll while using the device, the object fails to operate correctly.

Any device with MR 1 or higher requires a skill check or attack roll to use. The skill is usually Use Technological Device, with a DC depending on the task (12 + Technology Score, see "Creating Technological Devices," below). The GM may apply other skills for a simple device that does not require the user to understand the details of its operation. A motorized plow might be best used with a Profession (farmer) check, while most weapons use ranged or melee attack rolls as appropriate.

All devices list any special circumstances if a malfunction occurs. Most items simply stop working until repaired with a Craft (technological device) check (DC as determined by the GM). Dangerous items such as gunpowder weapons often destroy themselves in ways that threaten the users and those near the item - not to mention making repairs more than a little challenging.

A device with MR 0 may have a skill check or attack roll assigned to it, but it is not in danger of malfunction. If a mechanical object has no listed Malfunction Ratng, assume it has MR 0.
Materials and Techniques
Every race is familiar with the techniques involved in crafting masterwork equipment (see the PHB, Chapter 7: Equipment). Some races, though, have developed expertise in crafting weapons and armor from special materials. Each race receives a +1 bonus to appropriate Craft checks with the respective material or materials listed below in Table 3-2: Favored Materials:

Masterwork items, adamantine, darkwood, and mithral (spelled "mithril" in the world of Warcraft) follow the same rules as described in the core rulebooks. Warcraft also includes several new materials, described below.

Arcanite: This grayish metal looks dull even when tempered, but it holds a keener edge than any other metal on Azeroth. An arcanite weapon gains a +1 enhancement bonus to attack and damage rolls, and its critical threat range is increased by 1.

Arcanite is also extremely flexible and can be worked into a springy armor that turns aside the mightiest blows. Armor that uses arcanite has a percentage chance to reduce critical hits from any weapon, starting at 10% and costing 100 gp per percentage point (thus, 1,000 gp for a 10% reduction), to a maximum of 50%. If a critical hit is confirmed, the wearer of the arcanite-enhanced armor must make a miss chance percentile roll to avoid the critical hit (though the attacker still hits and deals damage normally). This rule applies after doubling the threat range for the Improved Critical feat.

Example: A normal longsword has a 19-20 critical threat range, an arcanite longsword has 18-20 critical threat range, and a keen arcanite longsword has a 17-20 critical threat range.

This useful metal does not come cheeply. For arcanite weapons, add 9,000 gp to the base cost. (This adjusted price is added to the cost of enchanting an arcanite weapon.) All weapons and armor made with arcanite are considered masterwork.

Arcanite has hardness 15 and hp 30 per inch of thickness.

Dragonhide: Inherently magical, dragonhide counts as a masterwork item for purposes of enchanting armor. It can be used to make hide, leather, and studded leather armors. Armor made from dragonhide has a 0% chance of arcane spell failure. Dragonhide is rare, and any armor that uses it costs 20 times its normal price.

Dragonhide has hardness 10 and hp 30 per inch of thickness.

Thorium: This rare metal combines the weight of lead with the strength of steel. Orcs prize it for weapons because the extra weight allows a skilled user to strike with more force.

Using a thorium weapon properly requires the Exotic Weapon Proficiency (thorium weapons) feat. A character with this feat deals extra damage with a thorium weapon equal to half his Strength bonus. So, a hero with a +3 Strength modifier gets a +4 bonus to damage when using a one-handed thorium weapon, or 1.5x his Strength bonus, and a +6 bonus when using a two-handed thorium weapon (assuming it is not a light weapon), or 2x his Strength bonus.

Thorium armor offers damage reduction 5/+1, but leaves its wearer virtually immobile. It is considered one category heavier, to a maximum of "heavy." Thorium reduces the maximum Dexterity bonus for a piece of armor by 2 (to a minimum of +0); furthermore, both the armor check penalty and the chance of arcane spell failure is doubled. Weapons made from thorium add 20,000 gp to their normal price and weigh twice as much. Thorium armor also adds 20,000 gp to its normal price. (The adjusted price does not affect the cost of creating a masterwork item or enchanting it.)

Thorium has hardness 15 and hp 30 per inch of thickness.
Firearms
Firearms are a relatively new dwarven invention. Despite the dangers of dealing with volatile explosives, dwarves are fascinated by the possibilities. Dwarven gunmakers constantly tinker with the guns they craft, trying out new designs and upgrades, naming and decorating their weapons.

Firearms and gunpowder obey the rules under Renaissance firearms in the revised DMG, Chapter 5: Running a Campaign, "Building a Different World," Advancing the Technology Level.

Firearms are treated like other ranged projectile weapons, although they cannot be constructed to benefit from a user's exceptional Strength bonus. Exotic XWeapon Proficiency (firearms) grants the character proficiency will all firearms; otherwise, a -4 penalty applies to all attack rolls. (Ironforge dwarves treat firearms as martial weapons.)

The attack bonus from a masterwork firearm stacks with the attack bonus from refined gunpowder (there is no such thing as masterwork firearm ammunition), but does not stack with enhancement bonuses.

The attack and damage enhancement bonuses from a magical firearm stack with the attack and damage bonuses from imbued gunpowder and magical ammunition. These bonuses do not stack for purposes of damage reduction, and the attack bonus of magical ammunition does not stack with the attack bonus of imbued gunpowder.

The MR for firearms and explosives varies depending on the specific weapon. Firearms usually jam or misfire, while explosives go off prematurely or prove to be duds. See "Gunpowder," below, for additional details.

Gunpowder
Firearms use 1 ounce of gunpowder per shot. Gunpowder is sold in small kegs (15-pound capacity, 20 pounds total weight, 250 gp each) and in water-resistant powder horns (2-pound capacity and total weight, 35 gp for a full powder horn); there are 16 ounces per pound. If gunpowder gets wet, it is ruined and does not burn.

Dwarven experimentation has uncovered several improvements on common gunpowder. "Refined" gunpowder is a masterwork mixture that propels ammunition with greater velocity. It provides a +1 bonus to damage rolls. Refined gunpowder costs 50 gp per pound.

Gunpowder has MR 1. On a malfunction - due to a skill check, attack roll, or saving throw - the gunpowder goes off in an uncontrolled fashion. Anyone within 5 feet must make a Reflex save (DC 18) to avoid the resulting explosion. (Ironforge dwarves receive a +4 racial bonus to this Reflex save; they cause gunpowder accidents just as often as anybody else does, but have more practice at avoiding the effects.) Gunpowder itself inflicts 2d6 points of fire damage. If part of a bomb, cannon, or firearm, the explosion damage is equivalent to the weapon's normal damage.

See Table 3-3: New Weapons and Table 3-4: Explosive Weapons for available firearms and explosives.
Weapons
Ammunition, Ball: A flintlock pistol uses soft lead balls slightly smaller than a human fist. The balls are sold in sturdy leather sacks of 10.

Ammunition, Bullets: A long rifle uses carefully shaped lead bullets about half an inch in diameter. They are sold in pouches of 10 bullets each.

Ammunition, Mortal Shell: A mortar shell is a metal case filled with a small gunpowder charge that explodes on impact. A shell casing has hardness 0 an hp 2.

Ammunition, Shot: A blunderbuss fires a quarter-pound of tiny lead pellets with each shot. Blunderbuss loads are sold 12 at a time, with each load individually wrapped in a muslin bag.

Blunderbuss: This basic firearm deals 2d6 points of damage to a target in the first range increment and 1d6 points of damage to anyone in a 5-foot wide path beyond that distance, out to maximum range. It holds a single shot and requires a standard action to reload.

If the damage of a blunderbuss is upgraded (see Creating Technological Devices, below), then the weapon inflicts maximum damage to any target in the first range increment. (Note that the range increment can be increased as per the upgrade rules.) After that, the damage is reduced one die for each range increment. Once the damage is reduced to 1d6, the blunderbuss does 1d6 points of damage to anyone in a 5-foot-wide path to the maximum range of the gun.

Ironforge dwarves and goblins treat blunderbusses as martial weapons.

Bomb: Bombs are simple weapons made out of little more than gunpowder and bits of metal poured into a steel ball. They are devastating against people and monsters, less so against buildings. About half the weight of a bomb is gunpowder, while the rest is casing, scrap metal, and a fuse.

All bombs must be primed to explode with a DC 12 Use Technological Device check before being tossed, emplaced, or launched. If the check is successful, the bomb explodes at the end of the round. Failure can lead to a gunpowder explosion (see "Gunpowder," above).

A bomb can be set to explode after a delay of 1 or more rounds. Each round of delay adds 1 to the DC of the Use Technological Device check to prime the bomb. Setting a delay requires attaching a fuse or alying a trail of gunpowder, so it is only effective with bombs that are not thrown or moved.

Bombs can be scaled up. On doing so, see "Upgrades and Adding Functions" in Creating Technological Devices, below.

Bomb, Grenade: This small bomb can be thrown by hand. A character hit by a grenade bomb may make a Reflex save (DC 20) to catch or deflect it. A deflected bomb scatters (see PHB, Chapter 8: Combat, "Special Attacks," Throw Splash Weapon). A character who catches a grenade bomb and has an action available can throw the bomb as a normal attack action. Keep in mind that after the fuse has been lit, Mr. Grenade is no longer your friends.

Grenade bombs can be scaled up. On doing so, see "Upgrades and Adding Functions" in Creating Technological Devices, below.

Claws of Attack, Orcish: This traditional orc weapon consists of blades that emulate the 12-inch claws of a dire wolf.

Orcs treat orcish claws of attack as martial weapons.

Flintlock Pistol: A flintlock pistol is powerful but inaccurate, not so much a small version of the long rifle as it is like firing a bomb through a short tube. It holds a single shot and requires a standard action to reload.

Ironforge dwarves and goblins treat flintlock pistols as martial weapons.

Halberd, Tauren: Tauren us the axe head and spear-like spike of this traditional weapon to devastating effect. Wise opponents keep their distance from anybody strong enough and furious enough to carry this gigantic halberd.

If you use a ready action to set the tauren halberd against a charge, you deal double damage if you score a hit against a charging character.

You can use the hook on the back of the halberd to make trip attacks. If you are tripped during your trip attempt, you can drop the tauren halberd to avoid being tripped (see PHB, Chapter 8: Combat, "Special Attacks," Trip.

Tauren treat tauren halberds as martial weapons.

Hammer, Dwarven Tossings: This ancient dwarven melee weapon is lighter than a warhammer and is perfectly balanced as a throwing weapon.

Ironforge dwarves treat dwarven tossing hammers as martial weapons.

Long Rifle: The king of small arms, a long rifle is nearly as long as a dwarf is tall. Thanks to the innovative barrel design, a skilled sharpshooter can use the long rifle to knock an apple off an orc's head from nearly half a mile away - assuming the rifleman can resist the urge to shoot the orc instead. The long rifle holds a single shot and requires a standard action to reload.

Ironforge dwarves and goblins treat long rifles as martial weapons.

Moonglaive: Night elf sentinels favor his three-bladed weapon, which can be used either in melee or as a thrown weapon. The Exotic Weapon Proficiency (moonglaive) feat confers proficiency with both fighting styles. A skilled user can gain feats to ricochet the weapon off opponents and back into her own hands.

Night elves treat moonglaives as martial weapons.

Mortar: Mortars launch grenadelike weapons such as explosive shells in a high arc to land near or on a target. Mortars are treated like firearms in most respects, except that they require their own Exotic Weapon Proficiency feat and use 4 ounces of gunpowder with each shot. The mortar can fire once per round as a standard action and must be reloaded after every shot as a full-round action.

Mortar attacks ignore any cover that is not total cover or that does not protect the target from above; however, a mortar cannot fire at targets within one range increment.

Totem, Tauren: If this massive weapon looks like it's an intricately carved tree trunk, that's because it is. The tauren prefer to spend their time decorating and meditating on their totems, but they are also perfectly willing to hit foes over ther head with them. Said foes quickly learn the error of disturbing a meditating tauren.

Tauren treat tauren totems as martial weapons.

Warblade: A warblade is a finely balanced longsword with a vicious curved edge. It counts as a light weapon for Medium creatures.
Martial Weapon;Cost;MR;Dmg (S);Dmg (M);Critical;Range Increment;Weight*;Type**
One-Handed Melee Weapon;;;;;;;;
Warblade;20 gp;;1d6;1d8;x2;;3 lb.;Slashing
Exotic Weapons;Cost;MR;Dmg (S);Dmg (M);Critical;Range Increment;Weight*;Type**
Light Melee Weapons;;;;;;;;
Claws of attack, orcish;25 gp;;1d4;1d6;19-20/x2;;2 lb.;Slashing
Moonglaive;20gp;;1d4;1d6;x3;10 ft.;1 lb.;Slashing
One-Handed Melee Weapon;;;;;;;;
Hammer, dwarven tossing;15 gp;;1d4;1d6;x3;10 ft.;7 lb.;Bludgeoning
Two-handed Melee Weapons;;;;;;;;
Halberd, tauren?;50 gp;;1d8;2d6;x3;;25 lb.;Piercing and slashing
Totem, tauren;20 gp;;1d10;2d8;x2;;50 lb.;Bludgeoning
One-Handed Ranged Weapon;;;;;;;;
Flintlock pistol;400 gp;1;2d6;3d6;x3;5 ft.;5 lb.;Piercing
Ammunition, ball (10);5 gp;;;;;;3lb.;
Two-Handed Ranged Weapons;;;;;;;;
Blunderbuss;250 gp;1;Special;Special;x3;10 ft.;10 lb.;Piercing
Ammunition, bullets (10);10 gp;;;;;;3 lb.;
Long rifle;800 gp;1;2d6;3d6;x3;300 ft.;20 lb.;Piercing
Ammunition, shot (12 bags);6 gp;;;;;;3 lb.;
Mortar;75 gp;1;?;?;x2;40 ft.;20 lb.;Piercing

* Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
** When two types are given, the weapon inflicts both types if the entry specifies "and" or either type (player's choice at the time of attack) if the entry specifies "or."
? Reach Weapon
? The mortar fires mortar shells; see Table 3-4 Explosive Weapons for specifics.
Weapon;Cost;MR;Damage;Blast Radius;Range Increment;Weight;Type
Ammunition, mortar shell;25 gp;1;3d6;5 ft.;;1 lb.;Fire
Bomb, catapult?;150 gp;1;8d6;20 ft.;;20 lb.;Fire
Bomb, emplaced?;80 gp;1;4d6;10 ft.;;10 lb.;Fire
Bomb, grenade?;40 gp;1;2d6;5 ft.;10 ft.;1 lb.;Fire

? These explosives require no proficiency to use (although a skill check may be required).
Technology
Mechanical devices and steam technology are not just about blowing things up. These items can multiply strength, speed up travel, and make tasks easier. The items in this section are examples of the kinds of devices available in the Warcraft universe, and rules follow to show how you can turn almost any idea into a functioning device.

Of course, just because a device functions now does not mean it won't malfunction later. Yet, then, that's part of the fun of technology, isn't it?

Adventuring Gear
Army Knife, Goblin: It's not stylish and it's useless as a weapon, but no sensible goblin warrior marches without this tool-of-all trades. The goblin army knife digs trenches, saws wood, hammers nails, lights fires, sounds three different kinds of duck calls, polishes and oils armor, sews clothing, stores 25 feet of spidersilk rope with a test weight of 100 pounds, extends into a fishing rod, and unreels into a 1-person canvas tent. All this utility in just 4 pounds, and it even cuts things!

Operating the intricate system of levers to access each function of the knife takes 3 rounds, but no skill check is required. The knife has hardness 1 and hp 5.

Gyroparasol: This sporty umbrella can protect up to 3 Medium characters from rain and harsh sunlight. Its cunningly shaped panels also spin when a strong wind rushes through them, while a gyroscopic stabilizer keeps the umbrella steady in its user's hand. This improvement over ordinary umbrellas was designed to keep the gyroparasol from blowing away in storms, but it has proven remarkably useful for slowing down falling heroes.

Opening a gyroparasol is a move action. The device can slow the fall of up to 600 pounds of weight, preventing the first 3d6 points of damage suffered from falling. Holding it properly requires a DC 10 Use Technological Device check. On a malfunction, the gyroparasol's support ribs collapse upward and the device prevents no falling damage. The gyroparasol has hardness 3 and hp 15.

Mine Shoes, Goblin: Once essential for negotiating minefields, goblin mine shoes have been made obsolete by the goblin land mine. They remain exceptionally useful, however, for avoiding pressure plates, pit traps, and other hazards common to old ruins and abandoned fortresses.

Goblin mine shoes are 2-foot wide metal plates that can be strapped onto any normal shoe. A system of gears and hinged plates prevents the shoes from interfering with normal walking and spreads the hero's weight over a much wider area. This effect gives the character a chance to avoid any trap that is triggered by being stepped on.

To avoid such a trap, make a Use Technological Device check (DC = the trap's Disable Device DC). If successful, the trap is not triggered, though it is also not disabled.

Running while wearing goblin mine shoes is impossible. Any character with 5 or more ranks of Perform (dance), however, can master some amazing tap dance routines.

On a malfunction, the goblin mine shoes lock in one position when the trap is triggered, preventing the character from making a Reflex save. Goblin mine shoes have hardness 2 and hp 10.

Pulley Gun: Grappling hooks are fine for simple climbing, but sometimes you need to move heavy loads over walls or across chasms. The pulley gun makes this job a breeze. A blast of steam propels a thick metal spike up to 50 feet through the air and deep into any surface up to hardness 8. (The spike penetrates stone but not iron.) The force of impact compresses the spike, causing four tines to dig into the surface and secure it.

An instant after the spike fires, a second blast steam shoots a pulley-and-rope attachment from a second barrel. This barrel is sighted so that the pulley hits and locks onto the spike. Once the pulley is secure, the 100 feet of attached spidersilk rope can be used to move up to 800 pounds. Resetting the pulley gun after it has been fired takes 4 minutes.

You can get an upgrade of additional ropes and slings that can carry up to 1,600 pounds (enough to move all but the largest of horses). Attaching the upgrade takes 10 minutes. (See "Upgrades and Adding Functions" in Creating Technological Devices, below.)

The pulley gun is complicated piece of machinery, requiring a DC 20 Use Technological Device check to fire, hit the intended location with the spike shot, and hold the gun steady for the pulley shot. (Not attack roll is required.)

If used as a weapon, the pulley gun requires a ranged attack roll. It is considered an exotic weapon with a range increment of 50 feet and inflicts 3d6 points of piercing damage.

On a malfunction, the pulley gun suffers a burst steam line. The user must make a Reflex save (DC 15) or take 2d6 points of heat damage from the steam. The pulley gun has hardness 5 and hp 15.

Rope, Spidersilk: This rope is even sturdier and more lightweight than silk rope. It has 5 hit points and can be burst with a DC 25 Strength check. Most significantly, it has a slightly tacky yet supple texture that aids greatly in climbing, providing a +4 circumstance bonus on Use Rope checks.

Steam Hammer: This portable battering ram knocks down doors, breaks large objects, and pries gates open with its optional crowbar attachment. It is reliable but not useful on stealth missions, given the staggeringly loud sound it makes.

The steam hammer has a +15 Strength bonus and substitutes for your Strength when making checks to break down doors, break objects, and other actions that requires heavy smashing.

Using the steam hammer is a full-round action, and rebuilding a head of steam after each use takes 1 minute. The user and anyone within 100 feet is deafened for 1d10 rounds afterward. A deafened character takes a -4 penalty on initiative checks, automatically fails Listen checks, and has a 20% chance of spell failure when casting spells with verbal components.

Any creature within half a mile of the device may make a DC 5 Listen check to hear it being used.

If used as a weapon, the steam hammer requires a melee attack roll. It is considered an exotic weapon and inflicts 5d6 points of bludgeoning damage. The steam hammer has hardness 5 and hp 25.

Special Substances and Items
Phlogiston Elixir: This draught is composed of phlogiston gas mixed with rare herbs and minerals. When you consume the elixir, choose 1 ability to increase and 1 ability to decrease, then roll 1d4+1. Adjust the chosen abilities by the result of the roll; this is an enhancement bonus and penalty. The elixir's effects last for 1 day.

A phlogiston elixir is almost as unstable as the pure substance. Mixing a dose of phlogiston elixir requires a DC 12 Craft (alchemy) check, takes 1 hour to complete, and requires 300 gp for the gas and rare herbs and minerals.. The dose remains stable for a number of days equal to the amount by which the Craft (alchemy) check exceeded the DC. After that, the admixture breaks down as if the elixir malfunctioned (see below). A DC 20 Craft (alchemy) check - or ingesting the draught - confirms if the mixture was successful.

On a malfunction, the admixture was off, turning the elixir into an ingested poison (Fort DC 13, initial damage 1 Con, secondary damage 1d4 Con).
Adventuring Gear
Item;MR;Cost;Weight
Army knife, goblin;0;50 gp;4 lb.
Gyroparasol;1;150 gp;2 lb.
Mine shoes, goblin;1;400 gp;10 lb.
Pulley gun;1;225 gp;8 lb.
Upgrade;;175 gp;8 lb.
Rope, spidersilk (50 ft.);0;25 gp;3 lb.
Steam hammer;0;500 gp;35 lb.

Special Substances and Items
Item;MR;Cost;Weight
Phlogiston elixir;2;25 gp;
Creating Technological Devices
There are many weapons and technological devices in the world of Warcraft - from bomb launchers, dragon guns, and gryphonclas pistols to autostilts, clockwork oxen, goblin zeppelins, flying machines, night scopes, portable field kitchens, rocket submarines, siege engines, and many kinds of walking armor. This amazing technology will be detailed in Alliance & Horde Compendium, but that doesn't mean you can't make devices of your own!

Kalimdor is a crucible of developing technology. Dwarven and goblin workshops are springing up across the land, and a host of devices and constructs are taking shape. With all this activity going on, it would be a shame if you got left out of the fun. The item creation rules below will assist you in developing your own steamtech gadgets.

Step One: Set the Technology Score
Imagination and hard work only go so far. The power of the items you can create is limited by your experience. This factor is handled as a "technological limit," figured as follows:

Technological Limit = 1 + tinker class level + feat modifiers

Any device you build must have a Technology Score (TS) less than or equal to your technological limit. If more than one character works on an item, the device's TS may be less than or equal to the highest technological limit. Items with lower Technology Scores are cheaper and quicker to make than those with higher Technology Scores.

The TS determines the device's maximum capabilities. Not all categories apply to all objects - a gun does not carry cargo, for instance - and an object can be designed to use less than its maximum capabilities. Thus, the object's overall TS is determined by the capability that requires the highest Technology Score. A TS can be increased by later upgrades; see "Upgrades and Adding Functions," below, for more information.

The DC of the Craft (technological device) check needed to build the device is determined as 15 + TS.

Step Two: Define the Task
The first step to designing any item is figuring out what you want it to do. Got a forest you need to chop down? Maybe some goblin treecutters can help. How about drilling through a castle wall or sailing the seas in a rocket submarine? If you can imagine and describe a task, then a technological device can perform it. Some possibilities include:
  • Magnify small of far-away objects.
  • Bore through a lock on a door - or the stone wall next to it.
  • Fly people and cargo across the continent.
  • Test the floors of a ruined temple for traps.
  • Entertain a crowd with automated puppetry.
  • Assemble a brick wall.
  • Forge a hundred swords.
  • Communicate with a distant city by using giant semaphore signals.
  • Hang glide into a mountain fortress.
  • Change the course of a river by digging out its bank.
  • Add up large numbers very quickly.

Once you have described the task to be performed, the GM assigns it a DC to represent how difficult it is for the proposed mechanical device to perform the task described.

Task DCs are never used in skill checks. They exist only as a way of evaluating how difficult an item is to construct.

The GM should take into account the scale of the task, how long the task is likely to take, how complicated the actions required to perform the task are, and how the item is expected to operate. These factors make for a wide range of possible DCs - a device that produces a small fire without flint or tinder may be DC 5, for instance, while "kill every orc on Kalimdor" may be DC 500. The GM may even rule that a task is impossible to perform with the technology available to Warcraft characters.

One way you can persuade the GM to set a low DC is to provide a detailed description of how the item is expected to accomplish its task. If you can show that the task is easy, the GM has a good reason to assign a low DC. A Rube Goldbergstyle drawing is a wonderful way to prove that a task is not as difficult as it might seem.

Step Three: Decide How Quickly the Item Operates
A task takes time to perform. For most items, this time is the interval between beginning the task and finishing it. For vehicles, this time measures how quickly the vehicle begins operating. For weapons, this is the time required to reload or ready the weapon.

The GM decides the basic time unit for the task - combat rounds, minutes, hours, days, weeks, or months. Use whichever time unit seems most appropriate given the scale of the task and the design of the item.

The person designing the item then chooses a number between 1 and 10. This is the Time Factor, or how many time units are needed for the item to perform its task. The Time Factor is important because slower items are less expensive and can be built more quickly than faster items. The faster an item is, the more you pay for it.

Some items work just once and then destroy themselves. These items are considered to have a Time Factor of 10.

Example: Zim the Mad is building a boning machine to prepare his favorite dish: gefilte human. His player presents a charming sketch of a conveyor belt system with 36 strategically placed blades. The GM decides that this is a complex repetitive chore, but the blades are positioned efficiently and will do the job quickly. The GM decides that "minutes" are an appropriate time unit for the job. The player chooses 2 minutes for each use, making this item's Time Factor 2.

Step Four: Determine the Malfunction Rating
You can make something reliable and expensive or save some gold and put up with the occasional life-threatening explosion. Most tinkers prefer thriftiness to personal safety, which means there is a significant chance that their devices will malfunction during normal use.

During the design process, you assign the task a Malfunction Rating from 0 to 5. This number represents the chance that the item will suffer a catastrophic failure when this task is performed. See "Malfunction Rating," above, for specifics on applying an MR to completed items.

Figure the Market Value
Once the Technology Score (TS), Task DC, Time Factor, and Malfunction Rating (MR) are determined, the item's market value (in gold pieces) is figured. The Task DC is the most important factor when deciding worth.

Task DC;Multiply by
10;10
15;20
20-30;25
35-50;50
75-100;100
200+;250

The list above shows the number by which you multiply the Task DC to get the Task DC Value, which is then applied with the other elements to determine market value, as indicated here:

Market Value = TS x (Task DC value) / (Time Factor + MR)

So, a device with TS 4, Task DC value 500, Time Factor 3, and MR 1 has a market value of 500 gp.

Market value is not set in stone. The GM should round the value to the nearest 25 gp and may adjust it further to reflect special circumstances.

Hardness, Hit Points, and Size
You determine the hardness and hit points. In most cases, these figures represent the maximum that the item's TS allows. (Steam technology may be oversized, but it is generally sturdy.) Building a fragile device that is easy to destroy if it falls into the wrong hands is convenient sometimes, however.

The GM then sets the size and weight of the device based on what functions it performs and the materials from which it is constructed. In most cases, the size of an object is obvious - small hand tools are Tiny and weigh a few pounds at most, steam-powered tree saws are Small and can be held and operated in two hands, while self-propelled mechanical lumberjacks may be Huge and weigh hundreds of pounds. Keep in mind that steam technology tends to involve large pistons, boilers, and other oversized equipment. Most devices are much bigger and bulkier than they would be on 21st-century Earth.

Finally, the GM determines any other information necessary to use the item. Most steam-powered air vehicles have average maneuverability, for instance, though the GM may decide that a particular vehicle is more or less maneuverable. (A flying machine would have "good" maneuverability, for instance.) Alliance & Horde Compendium will provide more detailed guidelines.

Building the item
Once the item creation DC and the market value are set, the item may be built using the standard Craft rules (PHB, Chapter 4: Skills, "Craft"). You pay one-third of the item's price in raw materials to get started. Actual construction requires a weekly Craft (technological device) check. Mltiply a successful check result by the check's DC and record the total. When the accumulated progress is greater than the device's market value x 10, the item is finally completed!

Technological devices are considered complex items. They require a Craft (technological device) check if created by spells such as minor creation or fabricate.
Capability;Limit
Maximum AC bonus;Technology Score
Maximum ability modifier;+(Technology Score x 3)
Maximum cargo;Technology Score x 200 lb.
Maximum damage inflicted/prevented;(Technology Score)d6 points of damage per round
Maximum hardness;Technology Score
Maximum hit points;Technology Score x 5
Maximum movement speed;Technology Score x 20 miles per hour
Maximum range increment;Technology Score x 50 feet
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