Horizon: City of Traitors

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HORIZON IS OVER!

The webpage remains up as a permanent archive of game material, mainly for the benefit of nostalgic players - although if you'd like to run a Horizon-inspired game for your friends, that's wonderful too. Horizon will be succeeded by Legacyin Trinity term of 2006.

If you like you can look at the (sketchy, incomplete) GM notes as well.

Steam and Clockwork

Clockwork | Steamwork | Grey Technology

Introduction: a Dialogue

A Strict Clockworker and a member of the Steam Union are talking in a pub.

Clockwork Guildsman: I don't understand why people give steam the time of day. Clockwork artifacts are more beautiful, and show true craftsmanship; they are wondrous devices that can be used in the home, whereas all steam can make are bulky, noisy, horrible trains, vast smoke-belching airships, and ghastly eyesores of factories which crank out artless, pedestrian, mass-produced tat.

Steam Union Foreman: People like steam, chum, because steam's made the life of the common man better. Snobs like yerself don't understand: when you're poor, you don't care that your kettle isn't carved with scenes from the Irgar Sagas and doesn't whistle the Hymn of the Intercessor's Silence when it boils and won't pour itself and hand the teacup to you; you just want something which will boil the water when you put it over the stove and won't break the first time you treat it rough. Your clockwork toys are all very well for the rich folks but most people won't ever afford any of 'em. You tinker at your leisure and maybe sell two or three devices a month to Lord Whathaveyou; my lads in t' factory work like dogs and make thousands of pairs of boots a day. Those boots aren't pretty but they are cheap, and that means for the first time in his life my grandpa can pay three shillings for a proper pair of boots that'll last him years, not four shillings every couple of years for a new set o' cast-offs that'll fall apart in months.

CG: Improve the quality of peoples' lives? Don't make me laugh, sir! What good does it do your grandfather to have a decent pair of boots if he has to work night and day in a steamy, sweaty hellhole to pay for them? At least in the old days people toiled in good, honest, natural conditions - these new soot-belching factories are a blight upon the landscape! No, sir, your wittering about quality of life is a sham; if you were genuinely concerned with the common good, you would realise that the nobles and the wealthy of Horizon are there to provide inspirational examples to lesser men, and that beauty and craftsmanship enriches the soul as well as the day-to-day trivialities of life. Your factories are ugly and loathesome, and their smoke befouls the air.

SUF: You speak as if beauty were for everyone, but only the rich get to benefit from it. You've clearly never been in the lower city: the poor quarters have always smelt ripe, even before the factories came. We're giving the man in the street a chance to better himself, which is more than you've ever offered despite your fine words about inspirational examples. I'd rather see everyone earn enough to keep their kids in clothes and food and go down the pub once in a while, and have a bit of soot in the air, than see 99 fellows out of 100 living in shit and squalour while the perfumed elite traipse around their beautiful parks with their lovely clean air and their armies of servants.

CG: You're just showing the bias of the Union now; and what relevance is the Union anyhow? Everyone knows that the factory owners have their own Union these days. They own more than half of the industrial district now, and I've been hearing that they've got their sights set on stamping you fellows out! And maybe if your bosses got and did something instead of holding endless meetings and voting on proposals you'd actually have been able to stop them! That's the consequence of steam: I am an artisan, working alone, subsisting on the fruits of my labours; you are a mere cog in a machine, a machine that requires hundreds of other workers to manage, and produces vast amounts of revenue for the investors! I ask you; which of us is really the lackey of the aristocracy? You! And yet it's you who indulge in this ridiculous class warfare, spouting the ugly politics of envy and sloth!

SUF: Envy and sloth? Envy and sloth? We've worked hard to earn our crusts, and we don't steal from you. We're proud of what we've got because it belongs to us, and we've got it through backbreaking labour. If you ever did a proper day's work in your life, you pampered ponce, you'd...

CG: How dare you, sir! I have spent all of today and all of last week working night and day, labouring over my latest masterpiece...

SUF: What, an eggcup that cuts, butters and dunks the toast soldiers for you whilst singing the Imperial War March?

CG: How dare you, you filthy upstart! I'll not be insulted by a filthy factory ape any more!

SUF: Ape? I'll wipe the smile off your fat, pie-eating face...

CG: Soot-covered imbecile!

SUF: Bourgeois pig!

The clockworker shoots the foreman dead with a finely-crafted clockwork pistol from his own workshop. At the same time, the foreman shoots the clockworker dead with an ordinary but functional factory-made crossbow. The foreman would doubtless have been pleased to know that when it fell to the ground the clockwork pistol's delicate mechanism smashed beyond repair.

Clockworking

Clockworking is regarded as a noble art, the pursuit of craftsmen. A high-quality clockwork item is a lovingly-crafted status symbol; the Clockworker's Guild counts itself amongst the most respected trade organisations in the city, and despite its progressive policies in taking on talented commoners as apprentices, clockworking is still often a family trade handed down from father to son.

The Philosophy of Clockworking

Clockwork requires craftsmanship. A steady hand and skilled eye are just as important as knowledge of the principles behind clockwork mechanisms; indeed, many of the more advanced clockworking principles can only be learned through hands-on experience as opposed to academic study. Simply put, not everybody is capable of clockworking, and no factory machinery will ever be precise enough to make mass production of clockwork items viable - it's very much the sort of thing that's practiced by clockworkers and their apprentices in small workshops.

Clockwork is art. And no two artists have the same method. Simple clockwork devices - such as guns or timepieces - often strongly reflect the style of the clockworker who made them. More complex, specialised devices are often difficult to replicate: the inventor, or a team of apprentices working to the inventor's instructions can build them; however, whilst a rival clockworker could make a viable copy of the invention by taking one of the original inventor's products apart to see how it works, backengineered items tend to lose something in translation. In advanced clockworking, intuitive leaps often play as much as a part as painstaking design. If you want to make clockwork wings, for example, you must design your own brand of wings from scratch.

Clockwork is precise. Pinpoint precision is the main advantage of clockwork. Clocks tell the time with perfect accuracy. Counting machines make no errors. A ballerina automaton will perform precisely the same dance in precisely the same manner every time it is activated. Clockwork wings provide almost as much freedom and manouverability in flight as real ones.

Clockwork comes in small packages. Clockwork devices larger than a man are not viable; friction, tension, strain and various other factors conspire to thwart larger projects.

Clockwork is delicate. An out-of-place cog or a weakened spring will swiftly put a clockwork item out of action; it doesn't take much damage to break a mechanism to the point where repair would be more expensive than replacement.

Strict Clockworkers and the Broader Guild

Towards the end of the Year of Chaos, a most unusual Skylarking event took place. (Skylarking is the sport of racing about the city's rooftops using clockwork wings.) The race was the subject of a bet between the Clockwork Guild and the Grey Order; if the Guild's team won the race, the Grey Order would withdraw from Horizon and the Trans-Wall Colonies, and if the Order's team won the Clockwork Guild would open its doors to Grey Order members. The Clockwork Guild lost the race, much to the fury and dismay of its members, but hurried diplomacy led to an agreement which gave the Grey Order most of what it wanted out of its win, but allowed the Guild to save face. The deal was simple: Grey Order members would be allowed to join the Clockwork Guild, but would do so openly - there would be no secret infiltration. Meanwhile, there would be a small clique within the Clockwork Guild which would not admit Grey Order members; the clockworking secrets of this clique would not be revealed to anyone outside the clique.

Soon, the Clockwork Guild was effectively two separate bodies which happened to share the same Guildhall: the Strict Clockworkers were the pure-clockwork branch, admitting no Grey Order individuals, whilst the Broader Guild came more and more under the influence of the Grey Order. The Strict Clockworkers are not at ease in the Guildhall, which they consider wholly compromised by the Grey Order, and certainly do not keep any sensitive documents or clockworking projects there; they despise what they see as the Broader Guildmen's willingness to sacrifice their integrity in return for the Grey Order's money. The Broader Guildmen, meanwhile, have been wholly subsumed into the Grey Order.

It is assumed that all player characters who buy the Clockworker profession are Strict Clockworkers. If you really wish to play a member of the Broader Guild, the best way to do so is to buy the Grey Salesman day job and the Clockworking skill (or the variant of Grey Engineering which includes skill at clockworking), since ultimately the Broader Guild is just a bunch of Grey engineers tinkering away in public as opposed to behind closed doors. (You'll be able to expect trouble from both Strict Clockworkers and the Steam Union).

The Practice of Clockwork

If you have the Clockworker quirk - or the variant of the Grey Engineering quirk which includes skill at clockworking - you may, if you wish, design brand-new clockwork devices to dazzle and amaze the people of Horizon. Here is how we'll be handling those things from a system perspective:

Portfolio Items
Your Portfolio is the group of clockwork machines you are familiar enough with to construct at a rapid rate. Your Portfolio consists of:

  • The standard machines which all Clockworkers learn to produce in their training: clocks, simple counting machines, clockwork wings, replacable springs, artificial limbs and guns (except for automatic weapons and sniper rifles).
  • All new inventions you have produced a prototype of.
  • All inventions you have successfully back-engineered.
  • All modified versions of the above you have successfully made a prototype of.
  • If you are a member of the Strict Clockworkers, you may begin the game with three additional inventions in your portfolio from the "known clockwork inventions" list below.

    Since you already have the specialised tools and experience required to efficiently make the devices in your Portfolio, you can make such devices cheaply and comparatively swiftly. You can make one device from your Portfolio per turn as a housekeeping action. If you put a turnsheet action into producing such devices, you can produce another two devices in addition to any produced in housekeeping. If you let your apprentices make items from your Portfolio during your turn, they can make one such device - however, it will be clearly an inferior, apprentice-made product, and will not sell for as much as usual. If you and your apprentices work together, with you spending a turnsheet action supervising them and working alongside them, you can make four such devices - three of which will be good enough to pass off as your own work, one of which will be clearly apprentice-made crap - in addition to any devices you produce in housekeeping. You must spend a Notable amount of money on each Portfolio device you wish to make.

    New Innovations
    Producing an entirely new and original invention is, obviously, the most difficult and time-consuming activity you can undertake as a clockworker. The process goes something like this:

    1: E-mail the GMs and tell us what you want to do. We will e-mail you back telling you how viable the project is. We hope to be able to say "yes" to most ideas - the closer your invention adheres to the philosophy behind clockworking, the more likely this is to happen.

    2: Spend 1 turnsheet action per turn for three turns producing the prototype of your invention. You will need to spend a Significant amount of money each turn on the prototype. Spending additional turnsheet actions per turn on producing your prototype will not speed things up; you cannot rush art. Your apprentices, if you have any, will not be able to help you to a significant extent during the production of the prototype; when producing prototypes intuition is just as important as theoretical understanding, and the interference of others is a hindrance, not a help.

    3: Once your prototype is produced, you will now have a complete working example of your invention. Having gone through the process of making it once, you can now make additional copies of your invention much more efficiently - the design is now part of your Portfolio.

    Gilding the Lily
    Sometimes you will want to modify a device in your Portfolio. This is simplicity itself: simply spend a turnsheet action and a Notable amount of money on parts and tools, and you've successfully altered the design; the modified invention is now part of your Portfolio.

    Backengineering
    If you desire to work out how another clockworker's inventions function, you must spend one turnsheet action per turn for two turns painstakingly taking it apart to find out where all the bits go, and must spend a Significant amount of money on producing the specialised tools required to replicate your rival's achievement. Once you have done this, the device is now part of your Portfolio.

    The Clockworker's Guild does not forbid its members to backengineer one another's works in this manner; after all, each clockworker's style is so distinctive that it would be hard to mistake one man's work for another's. Furthermore, devices produced by backengineering another clockworker's design tend not to not work quite as well as those produced by the original designer and his team.

    The State of the Art

    How developed is clockworking currently? Here's an overview of the current state of research in various areas:

    Timepieces
    Few further developments are possible in the field of timekeeping: the possibilities for greater precision and accuracy are quite exhausted by now.

    Counting Devices
    These are not especially advanced beyond simple adding-and-subtracting engines of the sort used by shopkeepers or Treasury tax assessors (and cash registers only appear in decidedly upmarket shops).

    Automata
    Clockwork machines in the shapes of men or animals which can undertake simple tasks or perform little tricks are prized by the nobility and are highly sought-after status symbols; an automaton produced by a famous clockworker is regarded in much the same way as one would regard a painting by a great artist. The clockwork limbs invented by Broader Guild founder member James Bisley are now common enough that all clockworkers know how to make them in their apprenticeships; examples of clockwork hearts, lungs, and even stomachs have been produced. A concept that appears in lots of clockworking texts - both as a metaphor for the philosophy of clockwork, and as a hypothesised peak of the clockworker's art - is the production of a clockwork human which can think and reason like a real person. Such a creature has not never yet been produced. As far as anyone knows, that is...

    Replacable Springs
    An invention of Gyran Rampeshti - not so much a device as a component of a device, replacable springs a means of allowing a clockwork device to continue operating for an extendable period of time. The idea is simple: one builds one or more "springports" into a device, rather than giving the device its own internal spring. A wound-up replacable spring is pushed into the springport until it clicks into place and begins operating. When the spring winds down, you can take it up and wind it out again. In this manner, clockwork devices which operate continuously for long periods of time can be produced - one simply gives them multiple springports, and as one replacable spring winds down another takes over, allowing the spent spring to be removed from the port and wound up again. (It also means that unsightly keyholes are no longer necessary.)

    The Grey Order have produced so-called "autowinders" for winding up clockwork devices, and these work with replacable springs very well. For this reason, replacable springs aren't fashionable amongst the Strict Clockworkers - they'll incorporate springports into their inventions if it's necessary, but they won't be happy about it.

    Guns
    Last - but certainly not least - all guns in the world of Horizon work using clockwork principles rather than gunpowder.

    Varieties of Gun Available

    Oneshot
    The cheapest and simplest gun available. Disreputable clockworkers can crank several dozen of these out in a turn for some quick cash. A oneshot is very simply a gun barrel loaded with a single shot, powered by a cheap spring. It can be fired only once - after that, the spring breaks and the internal mechanism is ruined by the recoil, and one is left with a useless lump of metal. The main advantage of a one-shot is that it is easily concealed.

    "Spring Kids", young toughs swaggering around armed with oneshots, are regarded with contempt by most of the criminal underworld. They're loud, they're rude, they're too rowdy to make good members of a gang and they attact too much attention from the Watchdogs. And their guns make them prone to do very stupid things: hardly a week goes by without a Spring Kid being sent to the Doghouse for shooting a rival Spring Kid or a Watchdog, or being snatched by the ghouls for killing some old lady in a bungled mugging attempt.

    Oneshots are a Minor purchase. However, because these things are nasty, cheap, concealable, and dangerous, one-shots are illegal; it requires at least a turnsheet action to find an NPC clockworker willing to sell them to you, if you can't convince a PC clockworker to make you one. Furthermore, a warning to players of clockworkers: the Guild strongly disapproves of the production of one-shots (they consider them a perversion of the clockworker's art and a waste of talent), and are not liable to back you up if you are caught making them.

    From a clockworking point of view, Oneshots are simple to make - boringly so. You can knock out half a dozen in housekeeping (assuming you're not making any other inventions in housekeeping), or devote a turnsheet action to producing a dozen.

    Rifles
    A rifle is a Significant purchase. It is also difficult to conceal.

    A rifle's mechanism is more robust and more powerful than a oneshot's, but it can still only load and fire one bullet at a time. It takes around half a minute to reload a rifle after it is used. They do have an impressive range, however - but not as good as a proper sniper rifle's.

    The Watchdogs and Legions are the main purchasers of rifles in the city, and while it's not illegal for a civilian to carry a rifle around, it will get you far more attention than you'd enjoy from the Watchdogs; they are not used much in the criminal underworld.

    Revolvers
    A revolver is a Significant purchase, and holds six bullets. After a bullet is fired the revolver's mechanism moves the chamber with the next bullet into position - however, between shots the user must wind up the firing mechanism once more. This does not take long, however, and a firing rate of one bullet every few seconds is pretty damn impressive.

    Automatic Rifles and Pistols
    Automatic rifles and pistols are a Major purchase for a civilian - this reflects their scarcity as much as it does their complexity, since it is illegal to sell these weapons except to the Mayoral Legions or the armies of the Four Nations. Only licenced clockworkers may legally produce automatic weapons, and to apply for a licence one must:

  • Be a member of the Strict Clockworkers in good standing, and be vouched for by three Tylers of the Guild.
  • Pay a Major free to the city Treasury before your application is considered.
  • Submit to a thorough background check to ensure that you do not associate with any dubious elements.

    In addition, the Guild of Clockworkers really isn't keen on too many people making these things; the more clockworkers are allowed to work on them, the more likely it is that leaks will happen. As a result, in practice only the three most distinguished and respectable Strict Clockworkers in Horizon ever hold licences to make automatic weapons.

    Automatic weapons operate on a simple basis. You load a clip of a few dozen bullets, or a continuous belt of bullets. You turn the small crank on the side of the weapon to wind up the mechanism. As soon as the trigger is squeezed, the mechanism is allowed to operate and the gun fires bullets at the rate of around one a second until the trigger is released, or until the bullets run out, or until the mechanism winds down - which, if the operator keeps cranking it up, won't happen for a long while.

    One bullet a second isn't an especially impressive rate of fire by out of character terms. However, in the world of Horizon it's the best you can expect from guns. It's also kind of lethal - especially if you have a line of riflemen trained to stagger their shots by a fraction of a second, in order to set up a more-or-less continuous flow of bullets into the "kill zone". Automatic weapons were responsible for some of the bloodiest massacres of the Last War as generals struggled to adapt their out-of-date tactics to the demands of modern technology.

    Sniper Rifles
    Inventions of the Lasinian clockworker-assassin Janus Voorash, these rifles are designed for maximal range and minimal noise. Again, only the Strict Clockworkers are allowed to produce them within Horizon - the hoops one has to jump through are more-or-less the same as the hoops one has to jump through to produce automatic weapons, and in general the same people within the Strict Clockworkers hold both the sniper rifle and automatic weapon licenses.

    The story of how the Strict Clockworkers learned how to produce sniper rifles is of note: a few weeks after Janus Voorash died in Lasinia, in confrontation with the police following vigilante action taken against his house by locals, a parcel from Lasinia arrived at the home of a Strict Clockworker containing Voorash's clockworking notebooks. Nobody knows who sent these blueprints to the Strict Clockworkers - the most common theory is that they were saved from the rabble's fury by a member of the Lasinian People's Union of Clockworkers, and sent to Horizon (after the LPUC had studied and copied them) to ensure that the inventions contained within would not fall into the hands of the Grey Order (directly or via the Broader Guild). However it reached them, the so-called Voorash Stash provided the Strict Clockworkers with numerous interesting inventions.

    Known Clockwork Inventions

    Last but not least a list of some specific inventions that have been produced over the years.

    Note: The agreement between the Strict Clockworkers, the Broader Guild and the Grey Order - known as the Guild Accord - states that the Strict Clockworkers may keep their own secrets. This means that knowledge of how to make inventions produced by Strict Clockworkers may not be given to members of the Broader Guild or the Grey Order. In 4001 HR, a landmark legal decision stated that it also meant that members of the Broader Guild and the Grey Order were forbidden from even researching how to produce inventions produced by Strict Clockworkers, or inventions invented by outsiders (such as members of foreign Guilds) who have given the blueprints for said inventions to the Strict Clockworkers. These provisions were eventually incorporated into the oaths sworn by new members of the Clockwork Guild.

    In the list below, the note "SC" indicates that a particular invention is restricted to the Strict Clockworkers, and Broader Guild and Grey Order members cannot even speculate on how they work lest they draw the wrath of the Tylers. The note "BG" indicates that the invention in question was produced by a Broader Guildsman, and therefore any member of the Clockwork Guild or Grey Order can learn how to make them if they wish. Members of the Strict Clockworkers may choose three of the below items to be part of their clockworking portfolio at the start of the game, unless otherwise noted. Any member of the Clockwork Guild may request blueprints of the inventions allowed to them (except for automatic weapons and sniper rifles): this reduces the number of turnsheet actions required to learn how to make these inventions by 1.

    Please note that this is not an exhaustive list. There have been all sorts of inventions over the years, but the inventions listed below are of note because they are of especial interest to the criminal underworld. Clockworkers willing to slum it amongst the Riverview crowd are rare; those that do tend to leave behind devices that change the underworld forever.

    Clockwork Keys (SC)
    Part of the Voorash Stash, clockwork keys are godsends to both professional locksmiths and thieves. (Legally speaking, of course, only the former may possess them...). A clockwork key looks like a usual key, except that its "teeth" are mobile and can retract, extend, and move back and forth, and it has another, smaller key poking out of the other end which is turned to wind the clockwork key up. In the hands of a layman, the clockwork key is useful enough - pop it in a lock, wind it up, and step back as it attempts to open the lock. In the hands of a trained lockpick, it can make the process of opening a lock much swifter.

    In system terms: a clockwork key can open any lock that someone with the "lockpicking" skill has. If you do not have the "lockpicking" or "safecracking" skills, it will take a long time for the clockwork key to open the door - this counts as two Minor Disadvantages to a burglary attempt. If you do have either of those skills, using a clockwork key is almost as good as having the actual key to the door - it is no disadvantage at all to use it. (Remember, if you are a lockpicker it is usually a Minor Disadvantage to be obliged to pick a lock during a burglary attempt).

    Clockwork Locks (SC)
    The natural response to clockwork keys and lockpickers, clockwork locks are used by those who can afford them to secure particular rooms (it would be prohibitively expensive to put a clockwork lock on every room in a house). A clockwork lock is installed in a particular door, and is powered by a large number of replacable springs (which must be rewound every day) that are placed in a small box set into the wall of the room one wishes to prevent access to - the mechanism engages as soon as the door is closed. The interior of a clockwork lock shifts and moves constantly, and thus clockwork locks are not easily picked - the situation within the lock changes too quickly for lockpickers to open the door. Those who have permission to enter the room in question will be issued special keys, which look like normal clockwork keys except that they have no springs or keys to power them, their teeth are all retracted and they are hollow. One inserts this key into the clockwork lock; the mechanism of the clockwork lock engages the mechanism of the special clockwork key and powers it; the teeth extend to the correct positions and the key turns in the lock and opens it. The disadvantage of using a clockwork lock is their delicacy - someone giving the door they are installed in a good thump is enough to throw the mechanism out of whack, effectively preventing the door from being opened unless one actually kicks it down - and thus they are not used on people's front doors.

    Clockwork locks are not perfect: they can be opened by individuals with the safecracker skill, or by lockpickers with a normal clockwork key. Systemwise:

  • For a safecracker with a clockwork key, it is a Minor Disadvantage on a burglary attempt to have to open a clockwork lock this way.
  • For a safecracker without a clockwork key, or for a lockpicker with a clockwork key, it is two Minor Disadvantages to have to open a clockwork lock this way.

    Pitch Tuners (BG)
    An innovation of James Bisley's, Pitch Tuners are fairly simple devices: when wound up, a hammer strikes a metal bar, creating a musical note, and does so over and over until the tuner winds down or is turned off. The pitch of this note can be adjusted, as can the frequency of srriking, and pitch tuners are therefore used mainly by musicians to help tune their instruments and to keep time when playing. You will occasionally get noble children "borrowing" their parents' pitch tuners and using them to break glass at a distance, but kids are like that...

    Automatic Spear (BG)
    A particularly vicious sort of clockwork trap, automatic spears are used by those who wish to keep a particular item secure. The device is built into the box, bookshelf, display case, plinth, recess or other container where the item is kept. If someone picks up the item in question without first deactivating the automatic spears (perhaps by tapping the side of the box with a particular rhythm, or pushing a particular book on the bookcase, for example) the spears shoot out - in theory, impaling the individual in question so that they cannot flee. In practice, victims of clockwork spears have been able to extricate themselves from the devices, but being obliged to do so hampers the burglary attempt greatly (is a Major Disadvantage).

    Voorash Wings (SC)
    Much prized by Skylarking enthusiasts, Voorash wings are - as the name implies - part of the Voorash Stash. They are sleeker, faster, and more compact than conventional clockwork wings, and can be concealed under a large coat or cloak. The Flying Squad now use Voorash Wings exclusively, and everyone's heard stories about cornered government agents suddenly doffing their coat, launching into the air, and flying to the Hive to report that their cover's blown.

    Clockwork Alarms (BG)
    A somewhat benign version of the automatic spear, clockwork alarms merely set off a loud bell if a particular item is moved without disarming the alarm.

    Gun Canes (BG)
    Invented by an anonymous member of the Broader Guild, Gun Canes are frowned upon by the authorities but are prized in the black market. They are exactly what the name implies - handguns disguised as canes - and certain aristocrats are known to carry them, especially those who are fond of duelling but don't want to alert the authorities to the fact.

    Wristblades (SC)
    Another item from the Voorash Stash, a wristblade are knives that are concealed in a metal bracer worn on the wrist - a specific movement of the hand releases the knife, placing it in the hand of the user swiftly. Another hand movement causes the blade to retract. The wristblade is thus a hidden weapon which can be deployed in a fight very quickly and hidden again just as swiftly, qualities which make them highly desirable to underworld figures.

    They come in two varieties: combat wristblades are sturdy things that can be used in a fight without too much risk of damaging the mechanism. Quiet wristblades are small, have a quiet mechanism, and shoot in and out of their holders smoothly and quickly, and are thus used mainly as assassination weapons.

    Legally speaking, civilians are not allowed to possess wristblades, but - like clockwork keys - plenty get onto the streets anyway.

    Automatic Rifles and Sniper Rifles (SC)
    As described in the list of types of gun above. Please note that there are only three licences to produce automatic rifles or sniper rifles within the city, and they tend to go to the most respectable Strict Clockworkers. Since your character is the sort of individual who hangs around the Riverview, you are unlikely to be the most respectable Strict Clockworker around - unless you have a very good reason, you will not be able to start the game knowing how to make automatic weapons or sniper rifles (although of course it can be one of your character's goals to win an automatic weapon or sniper rifle licence).


    Steamworking

    Steamworking is a new technology, one which is expanding rapidly. Exactly how steam power will transform society has not yet become apparent, but it's obvious to everyone that the effects will be powerful and widespread.

    The Philosophy of Steam

    Steam acts on a grand scale. There is no such thing as a small steam engine, and attempts to reduce the size of steam-powered systems have only proven the impossibility of minaturisation. No steam-powered machine can ever be smaller than a large room, and steam machines smaller than train carriages are extremely rare.

    Steam is of the people. It doesn't matter how many middle-class system designers or aristocratic investors you have supporting a project; if you want your machine to be anything other than a pretty blueprint and a nice idea, you need solid working class lads to build and maintain the thing. Often, this requires getting the Steam Union onboard; as ineffectual a lobbying force as they are, hiring scabs and strikebreakers is expensive in terms of both money and public sympathy, and the Union can make an awful lot of trouble for you if you cross it.

    Steam is a sledgehammer. Steam machines are powerful. They make an impact. They are not at all subtle. And they are not at all precise. Pinpoint accuracy is not the order of the day; shock and awe is.

    Steam transforms societies. Steam factories are bringing cheap, affordable, functional goods of adequate-but-not-brilliant quality within reach of the masses for the first time. The railways are forcing more traditional trade caravans to attempt ever riskier journeys in order to turn a profit. Steam technology always makes a huge impact upon the societies that adopt it - the Irgar owe their very independence to it.

    The politics of the factory floor are also making themselves felt more and more. Otto Richter, inventor of the Horizon subway system, was one of a number of influential steam designers who began as just another mechanic in the factory, and even at the peak of his success never lost touch with his working class roots. After retiring from steam design he wrote a short manifesto entitled The Foreman and the World's Fate, which set forth a philosophy of world-as-machine, with the workingmen who build and maintain the means of production being oppressed by "counter-productive parasites" who have usurped control of the means of production from the workers. The tract was only ever supposed to be passed amongst Richter's friends, but several underground presses published copies following his death; the authorities were slow to realise its inflammatory nature, Richter having enjoyed the Emperor's favour due to the success of the subway system.

    The tract itself is an angry, sometimes incoherent polemic against the moneyed classes, and in terms of political philosophy is somewhat simplistic (Conversations with Otto, published anonymously after The Foreman and the World's Fate became famous, presented a much more developed political philosophy, but some historians doubt that all the monologues recorded therein actually originated with Richter). It did, however, crystallise and clarify many of the grievances of factory workers everywhere, and many movements - such as Horizon's Steam Union - have drawn heavily on the ideas therein. Arguments over the finer point of Richterism between its proponents are always intesne; a meeting between delegates of the Horizon Steam Union and the Richterist Worker's Party of Irgar famously came to blows when the Irgarim workers sneered at the Union's insistance on the principle of decent working conditions for all.

    Steam is ugly. Steam machines will never be mistaken for works of art. Aesthetics necessarily takes a backseat to efficiency and other engineering concerns. Building new factories requires knocking down large numbers of beautiful old buildings, or razing large tracts of countryside. Railwaylines force their way through sleepy forests and ancient hills, and bring with them the din and racket and roaring of the massive trains. And always, always, always the steam engines belch smoke and ash into the air.

    The Practicalities of Steam

    Steam designers, like clockworkers, establish a Portfolio of designs they are competant at drawing up. Unlike clockworkers the men who design steam machines often have little or nothing to do with the actual building and maintenance of the things - however, if the designer has had experience of working on the factory floor, they can design their blueprints to optimise the building time. Furthermore, it is much less viable for individual designers (or even worker's collectives) to fund the production of steam machines - funding must be obtained from somewhere, and it's very, very rare for a steam-powered device to be buildable for less than a Staggering investment of cash (and sometimes multiple Staggering investments may be required).

    Portfolio Items
    The items in a steam designer's Portfolio - or that of a Grey Engineer with knowledge of steamworking - are as follows:

  • The basic designs for factories to produce cheap consumer goods.

  • Blueprints for steam trains and steam ships.

  • Any machines that the designer has produced themselves, modified from existing designs, or backengineered.

    To produce a Portfolio item, the designer must spend a turnsheet action drawing up a set of blueprints for the specific machine to be made. They must then find the money required to build the thing - this often entails going cap in hand to the friendly neighbourhood loan shark. Once the money is available, teams of steamworkers must be hired (often via the Union), and it will take them two turns to build the machine. You may also reduce the time taken to produce the machine by 1 turn for each additional Staggering investment you are able to obtain for the project above and beyond the minimum required (though a steam machine will never take less than a turn to produce).

    Modifying a Machine
    Sometimes a designer will want to modify a machine. There's two ways of going about this:

  • Produce a modified design, and then build a new machine based on that design. It takes a turnsheet action to draw up the modified blueprints, and once that is done the same funding, hiring and building procedure outlined for Portfolio items must be pursued.

  • Alter an existing steam machine. The designer must spend a turnsheet action to draw up the modified blueprints still. During the following turn, the changes will then be implemented by the steamworkers manning the machine.

    Alterations to an existing machine require a Major investment.

    Backengineering a Machine
    To backengineer a machine, you need to do one of two things:

  • Beg, borrow, buy or steal the relevant blueprints - at which point you may treat the machine like any of your other portfolio items.

  • Have someone infiltrate the factory/ship/whatever and work out the design of the machine by watching it in operation. This is a decidedly more dangerous option for them if they are caught.

    Inventing a New Machine
    The process of inventing new steam machines is as follows:

    1: E-mail the GMs and tell us what you want to do. We will e-mail you back telling you how viable the project is. We hope to be able to say "yes" to most ideas - the closer your invention adheres to the philosophy behind steamworking, the more likely this is to happen.

    2: Spend 1 turnsheet action producing the blueprints for your invention.

    3: Convince investors to fund your project and hire steamworkers.

    4: Spend three sleepless turns hoping nobody sabotages the project before the steamworkers have finished building the thing. You may reduce the time taken to produce the machine by 1 turn for each additional Staggering investment you are able to obtain for the project above and beyond the minimum required (though a prototype steam machine will never take less than two turns to produce).

    5: Have someone famous smash a bottle of champagne against the side of your machine as you throw the big lever to start the thing up.

    It's that simple!

    The State of the Art

    Factories
    Most simple goods can be mass-produced by factories. Clothing, books, newspapers, basic weaponry, that sort of thing. Factories cannot produce items of the same quality or aesthetic appeal as hand-crafted items. Nor can factory machinery ever attain the precision required to make more complicated items; factories will never produce items more mechanically complex than, say, a crossbow, let alone anything as complex as clockwork or steam machines.

    Steam Ships
    These vast, slow hulks can carry staggering amounts of trade goods over water - even the smallest are the size of several large warehouses. They are not perfect, however. They are slower than sailing ships, and less agile. Perishable goods cannot be carried great distances by steam ship, for they will be rotten in the hold by the time they reach their destinaton. Furthermore, any pirate ship can outmanoeuvre a steam ship with ease; the expense of hiring sailing escorts severely undermines the profits that would otherwise be making steamship operators rich beyond their wildest dreams.

    Trains
    Woo woo!

    Steam trains are large, fast, and noisy. You can often hear the rumbling of the comparatively small subway trains beneath the city; out in the countryside, you can hear one of the gargantuan overland trains coming from miles away. Bandits can and do prey upon steam trains - there simply isn't enough soldiers and mercenaries in the world to guard every place the trains have to stop to refill their water tanks or drop off some mail.

    Heat Factories
    There's no getting around the fact that winter in Horizon is cold, even indoors. The only way to keep warm is to light a fire, with all the difficulty associated with that. Smoke, soot and the difficulty of obtaining fuel in a city all make an open fire inconvenient.

    Heat Factories are a marvellous new invention. Water from a nearby river is drained into a huge underground tank and boiled (thanks to a workforce of men stoking huge furnaces with coal) into steam, the pressure of which pushes it along an underground pipe. The big pipe becomes a smaller pipe, the smaller pipe becomes a little pipe, and the little pipe (if you've paid the factory owner enough money for him to connect you up to the network) goes through your house, making the place snug and warm. In system terms, any player who lives in high-quality rented accomodation (rent of Notable or above per turn) or who owns their own house can assume - if they wish it - that their house will be warmed by a Heat Factory.

    The biggest danger with these heat factories is the way that if the pipes get cracked, your house fills with scalding hot steam. But at least you'll be warm.

    Steam Abbatoirs
    These are the size of small factories, which indeed they are in a certain sense. Essentially a steam abbatoir comprises a steam-driven production line on which a number of semi-skilled workers can very efficiently butcher large numbers of animals. The cunning part is that the carcasses are then treated with waste steam to remove every remaining scrap of meat from the bones; this (generally very low quality) meat is then reconstituted by another section of machinery into desperately cheap "meat-based products". As a result the urban poor are able to afford regular meat in their diets for the first time in history, although it is of very low quality. Such abbatoirs require very good rail links to bring in the animals fast enough to make them viable, and also a ready market for huge quantities of meat, so as yet only large cities such as Horizon have them.

    Recently, Baron von Liktinstein has expressed interest in building at least one of these in Vegdarbarra. Other governments try to avoid thinking about the possible reasons.

    Steam Mines
    Steam-based mining machinery has revolutionised mining. A central steam engine can power an internal railway, huge and powerful (though not especially delicate or easily-controlled) drills, pumps to empty flooded regions of a mine, and so forth. The largest steam mines can even incorporate huge refineries in which factory workers can melt ore down into metal and so forth.

    Reputedly, the Land hates these things - certainly, Land shamen and daimons have been known to attack steam mines if they get the opportunity.

    High Pressure Steam Cleaners
    Invented around 18 years ago by Mr Nathaiel Hauser, the High Pressure Steam Cleaner combined two things he deemed necessary to maintain cleanliness: heat (as observed when cooking) and water (for washing, obviously). The HPSC consisted of a coal-heated brass sphere in which the water was boiled and the steam collected. The brass sphere had a single valved outlet at the top which was attached to a directional nozzle. This allows the build up of steam within the sphere and therefore an increase in pressure occurs – this allows the steam to become superheated and thus can be released at incredible temperatures.

    The HPSC was used at the tail-end of the Versinya Plague to eradicate any trace of the disease from the homes and buildings that had contained the sick and to clean all items that had come into contact with them. This had some limited success with large mobile units being pulled by horses through the streets and manned by a group of steam workers who became known as Hausers. They were not always very popular for although the machine appeared to rid the building of the disease it also caused massive damage to anything inside such as furnishings, wallpaper, paintings and tended to crack china; the rich and poor were effected alike in this manner.

    The HPSC really found its forte when immobilised in hospital buildings where it could be used to clean equipment and linen that had been used on the sick.

    The other major disadvantage of the HPSC is the propensity of the brass sphere to buckle, burst or explode, thus venting superheated steam into the local vicinity. This has caused a number of casualties including several fatalities and extensive burning disfigurement.

    The Revolving Restaurant
    A famous Horizon landmark, the Revolving Restaurant is situated at the top of a high tower, built in the midst of the Imperial Ruins back when the land prices there were still cheap. Powered by a large Steam engine in the basement of the tower, the Revolving Restaurant turns slowly on the top of its column, enabling diners to enjoy a complete view of Horizon from the air. The tower itself, of course, is a terrible eyesore, a blight on the Horizon skyline for those who cannot afford to eat there.

    The Steam Chair
    There is no such thing as a humane means of public execution, but the closest thing yet invented is the Steam Chair. Located in the midst of the Steam, the Steam Chair is a large steel seat. A pipe has been connected to one of the main steam outlets from a nearby factory, and in turn has been subdivided into a myriad of small pipes which surround and are aimed at the individual in the Chair. Condemned prisoners are strapped in, the faucet on the connecting pipe is opened, and high-pressure superheated steam blasts the criminal from all directions, scalding them to death swiftly. Ghouls who have consumed individuals executed in this manner report that the individuals felt intense pain for a brief moment before the merciful release of death; it is still, however, vastly preferable to hanging or death by firing squad. Nonetheless, the spectacle is vivid and shocking, and many judges are reluctant to sentence people to the Steam Chair. There is a persistent rumour that the Steam Chair was designed by the Watchdogs and built in the Steam in order to strike terror into the hearts of the Steam Union and their Family backers.

    Steam Airships
    The most visually impressive steam inventions of recent years, Steam Airships are as large as the biggest steamships, and glide slowly and gracefully through the air; whilst they are slow (they tend to travel no more quickly than a fast sailing ship), they have the greatest range of any flying machine. They are kept aloft by vast steam-powered turbines on their underside, and take off with the assistance of powerful jets of steam; they must land on large bodies of water, partly for structural reasons and partly so that they can use the water to refill their tanks, and so they cannot take off using their turbines or the turbines will become waterlogged.

    There was some concern that revolutionaries could take control of an airship and drive it into a major city. Military exercises conducted in the Jurican desert at the request of the Caliph have shown that there is little need to fear this happening: steam airships are slow and large and give off big clouds of steam and smoke, and thus rogue steamships would be noticed while they were still a long way off, and a large number of clockwork wing troops and military flying taxis could be deployed to take control of said airships long before they threatened a city. It is assumed that in wartime steam airships would be used more as mobile aerial headquarters than as weapons of war themselves.

    Steam Artillery
    Now these are weapons of war. Steam-powered artillery pieces have been developed by all military forces of the True Lands. They are about as effective in terms of range as First World War artillery, but are absolute pains to move around on a battlefield (you need large teams of horses, or powerful land taxis, or a train to shift them) and need large teams of men to load, reload and fire. Indeed, the deployment and use of artillery on a battlefield is one of the most hotly contested debates in modern military theory; it is generally assumed that many battles in the future will be decided by the capability of the armies in question to a) get their artillery in position and set up quickly, b) locate the enemy's artillery and put it out of action, and c) prevent the enemy from achieving b). Attempts to produce mobile artillery by mounting artillery pieces on train carriages have failed miserably - the recoil invariably derails the train, no matter how well it is secured, and wrecks the track in the bargain. It should also be noted that steam artillery fire is much less accurate than real-world artillery; while you can make rough estimates of where your shots will land, the huge recoil and the imprecise nature of steam machinery means that you can only narrow these estimates down to, say, an area the size of a football pitch - and that's if the firing conditions are perfect.

    The Steam Union

    The Steam Union is an ineffectual hybrid of a workingman's club, a real-life trade union, and a college JCR. It is often likened to a big sleepy good-natured bear - fearsome when it is roused, but actually stirring it to action is difficult. Seniority is Casual in the Union: the Rank setup works as follows:

    Rank 1: You are a rank-and-file Union member. You have the membership card, you turn up to the lunches and don't listen carefully at meetings, and you down tools and take up placards when you're told to.

    Rank 2: You are a minor but known member of the Union. Factory foremen and Union-affiliated steam designers hold this rank by default, simply because their jobs involve having authority over other steamworkers. Alternately, you could be a normal steamworker who happens to be enthusiastic about the Union, Richterism, and worker's rights.

    Rank 3: Union work is now taking up a significant amount of your spare time. Should strike action occur you're probably going to be closely involved in organising the pickets and keeping an eye out for strikebreaking Rumblers. The Union will pay you a Poor income (this could come in useful should you be fired for your Union-related activities), and may make Trivial purchases for you from time to time.

    Rank 4: At this point you are probably spending more of your time working for the Union than you are actually on a factory floor. You will have a Comfortable income from your Union work; you can also apply to get Minor purchases made for you through the Union. You're a bigshot in the Union now: you make speeches at meetings regularly and your motions may even be passed from time to time. If you're not on the Central Committee of the Union they still listen carefully to your advice, and you often get involved in heated debates about major policy decisions.

    (As always, if you wish to play a Rank 5 member of the Union talk to the GM team.) Calling for strike action involves a complicated voting process which, for reasons of sanity, we'll abstract out. Your rank in the Steam Union is roughly equivalent to your popularity: the higher your rank, the louder your voice. A Rank 4 member calling for strike action will get much more support than a Rank 1 member. When a call for strike action goes out, we will let all players of Steam Union PCs know and ask them to make their feelings felt in the housekeeping section of their turnsheets. We will then add up the number of Ranks in favour and the number of Ranks against, and factor in the opinions of any NPC Steam Union members who might have strong feelings about the issue (for the most part we'll restrict this to NPCs directly involved with the issue at hand, or have been convinced to vote one way or the other by PC steamworkers). So, a Rank 4 Union member effectively has 4 times the voting power of a Rank 1 member. A simple majority is required for limited strike action (for example, strikes happening at a specific factory or project). A three-quarters majority is required for a general strike.


    Grey Engineering

    The
    Grey Order practices an unusual form of engineering which attempts to fuse steam and clockwork. This doesn't always succeed, and is greeted by both clockworkers and steam afficionados with horror; the philosophies behind clockwork and steam power are different and often opposed to one another, and the philosophy tends to affect the people who get involved with those aspects of engineering.

    The Grey Philosophy

    Grey technology is a meeting of opposites. Clockwork and steam are forced to violate their own nature, to an extent, in order to work with each other. Whilst this means that Grey technology lacks the strengths of clockwork and steam, it also compensates for the weaknesses, and has a few interesting properties of its very own.

    Grey technology is not clockwork. It is not as artistically pleasing. Nor is it ever as precise, nor is it ever as small (it's rare to see bits of Grey technology smaller than a large dog). On the other hand, it is much more durable and resiliant than fragile clockwork, and can bring more power to bear.

    Grey technology is not steam. It cannot be used to mass-produce goods. Nor can it bring quite as much power to bear, nor is it as robust, nor can it operate on quite such a grand scale (it's rare to see Grey machines bigger than large buildings - the Citadels of Steam are something of an exception, but then again there are steamships bigger than the Citadels of Steam). It is, however, slightly less of a sledgehammer, is not as smoke-belchingly ugly, and is capable of much more finesse.

    Grey technology is tied to a mystery. The Citadels of Steam and Grey Magic are poorly understood by many, but it's definitely the case that if Grey Magic runes are incorporated into designs for Grey technology interesting effects can be produced.

    Grey technology is versatile. It can't do many things brilliantly, like steam and clockwork can, but it can do a great number of things adequately.

    The Practicalities

    Portfolio
    An individual skilled in Grey Engineering can produce and repair the most common Grey items: taxis, Grey Hounds, and Greywriters. All items you backengineer, modify, and invent are also part of your Portfolio, as are items that the Grey Order gives you the blueprints of. Producing one of these items requires a Significant investment in materials, and takes three turns. The time required can be reduced to two turns if Grey Apprentices are available, and if you are a member of the Grey Order you might be able to have the project funded if you can convince your superiors that it's in the best interests of the Order.

    Backengineering
    Is a painstaking but doable process. A Significant investment and two turnsheet actions will allow you to backengineer a piece of Grey engineering and add it to your portfolio. Members of the Grey Order will have little reason to do this (if they need to know how an unfamiliar bit of Grey technology works they can just ask for the blueprints from their superiors), unless they come across a piece of technology made by an unauthorised individual - in such case, the Grey Order will probably fund the research since it would quite like to know what is going on.

    Modification
    Requires a turnsheet action and a Significant investment - as always, this investment can come from the Grey Order if you convince your superiors of the necessity of the modification. Once you have paid your money and done the work you have succesfully modified a Grey machine.

    New Inventions
    Producing a new invention requires Grey Engineers skilled in clockwork and steam, or a Grey Engineer skilled in both (though the latter are rare). It costs a Major amount of money and takes four turns (three if you have Apprentices) to produce a brand-new Grey prototype, but it's an excellent way to gain promotion within the Order and if you pitch your idea right the Order may fund your project.

    The State of the Art

    Few pieces of Grey technology have been released from the Citadel of Steam, but here are the most notable ones:

    Taxis
    As detailed in the transport section. Few cities other than Horizon have adopted taxis, due to the necessary modifications to the roads, although a few places in Irgar use them.

    Grey Hounds
    Only vaguely look like dogs: they are more like lumpy metal boxes on four legs with a powerful gripping arm on the front. They are about the size of a large greyhound, and are produced as companions and servants for the idle rich. They fetch the newspaper and slippers and can see off assailants with ease, but they are very expensive (a Staggering investment) - they're a real status symbol amongst those who aren't paranoid about letting a Grey Order-produced mechanical hound with a powerful gripping arm for a head follow them around.

    Greywriters
    Are an absolute godsend for the underground press. Many printing presses are great big steam-powered things, and for running off thousands and thousands of copies of a newspaper, tract or book there's really no alternative to a steam press. Greywriters are small, temperamental, and break down if you try to make them print things too rapidly - but feed them a book or tract and they'll be able to make few dozen copies over the course of the next hour, before they need to stop and cool down for a while. Their main advantage is their size: steam presses are vast and fill entire cellars, Greywriters are the size of a large cabinet and are much more concealable. Many underground presses have continued to operate in a limited fashion using Greywriters after their steam presses have been impounded by the Watchdogs. A Greywriter is a Major investment.