Horizon: City of Traitors

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Steam and Clockwork

Clockwork | Steamwork | Grey Technology

Introduction: a Dialogue

A man from the Clockwork Guild 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.

The Practice of Clockwork

If you have the Clockworker quirk, 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 and guns (except for automatic weapons).

  • 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.

    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, if you put a turnsheet action into it. If you let your apprentices make items from your Portfolio during your turn in housekeeping, 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, you can make three such devices - two of which will be good enough to pass off as your own work, one of which will be clearly apprentice-made. 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. 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...

    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.

    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 - snipers swear by them.

    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 Guild 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 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.


    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 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 three turns to build the machine - unless the steam designer is a former steamworker, in which case it takes only 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. (Again, the process is quicker if the steam designer is a former steamworker: they can just go along to the machine, talk to the foremen, and say "Right, we need to move that bit over there, add a few more gears over there, and put a really big piston here", and get the modifications completed in the same turn as the completion of the modified blueprints.)

    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 four sleepless turns (three if you're an ex-steamworker and have therefore designed the machine from a steamworker's POV) 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.

    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 Moderate 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.

    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 Citadel of Steam is something of an exception, but then again there are steamships bigger than the Citadel 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 Citadel 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.