by Marcus L. Rowland
Copyright © 2004
Worldbook | Main Index |
THE NEWS IN BRIEF
The Times ~ Tuesday May 2nd 1899 ~ LondonRURITANIA SEEKS AID
BRITISH MILITARY ADVISORS
KING MICHAEL of Ruritania has requested the services of British military advisors following a series of kidnappings and savage murders near the village of Zenda in central Ruritania. It is believed that as many as twenty deaths have occurred this year; the deaths are being attributed to "bandit attacks on an unprecedented scale", an incursion from neighbouring Transylvania. It is believed that Germany and France have also been asked to provide advisors. Full story page 2
ROYAL COMMISSION DEADLOCK
LUDDITES, UNIONS DERAIL TALKS
THE ROYAL COMISSION to investigate British investment in automata and calculating engine development has again become deadlocked, following the withdrawal of members of the General Municipal and Boilermakers' Union. Despite the Government's argument that the British economy would decline without such investment, and the need to solve "1900" problems, the talks had again been boycotted by Luddite MPs; with the GMB withdrawal the meeting was no longer quorate and has been adjourned pro tem. Speaking in the House of Commons the Marquess of Salisbury made it clear that the sentiment of the House was against these delaying tactics and that there is considerable support from both sides of the House for a change in the composition of the Commission. It seems likely that Her Majesty will be asked to approve such changes within the week. Full story page 4
PNEUMATIC "PIRATE" ARRESTED
DIVERTED CHEQUES
A YOUTH believed to be responsible for last week's cheque fraud has been arrested. Thieves cut into the pneumatic tube system near Harrods, removing cheques for payments totalling £12,600 and replacing them with cheques for much smaller amounts. These smaller payments were approved, and the telegraphic acknowledgement of payment was assumed to apply to the full amount. The fraud was only detected because of a mistake by one of the forgers, who wrote "seven and six" in words and "17/6" in figures. Full story page 3DEATH OF MECHANIC
"FREAK ACCIDENT" AT MINT
A MECHANIC injured whilst repairing automata at the Royal Mint earlier in the week died yesterday. Gideon Temple, 27, was crushed when an automaton bearing a load of gold bars collapsed onto him as he weas repairing a defective knee joint. Temple allegedly forgot to insert a locking pin into the joint before bleeding its hydraulic supply, in what Mint officials describe as a "freak accident" Full story page 6
BALANCE OF TRADE SHOCK
SWISS "BOOMING" AT OUR EXPENSE
NEW FIGURES released by the Board of Trade confirm that the imbalance in trade between Britain and Switzerland has risen by 12% since the last budget. The main imbalance is of course in components for automata and calculating engines, and in royalties on their manufacture in the United Kingdom. It is rumoured that the government plans to increase subsidies to the precision engineering industry, and sponsor prizes for inventions in this field which will "break" the Swiss patents. Full story page 9
CALCULATING ENGINE FRAUD
AMERICAN SCANDAL
AN AMERICAN city has been rocked by the discovery of systematic fraud amongst its merchants, all of whom used a "patent calculator" of a new design which was vulnerable to tampering. Citizens of Athens, Dakota became aware of the fraud after the inventor of the machine was asked to investigate several instances of over-charging. It is believed that the city's by-laws may be amended to ban all mechanical calculation. It should be stressed that the device in question was only sold locally, and that there is no reason to believe any other type of calculating machine is defective. Full story page 9
CLOSING PRICES PAGE 12
WEATHER CLOUDY, HEAVY RAIN
SUNNY WITH SHOWERS TOMORROW & REST OF WEEK
"In Italy for thirty years under the Borgias they had warfare, terror, murder, bloodshed - they produced Michelangelo, Leonardo da Vinci and the Renaissance. In Switzerland they had brotherly love, five hundred years of democracy and peace, and what did that produce? The cuckoo clock!"Orson Welles, The Third Man (1949)
SINCE the 1850s there have been rapid developments in the field of computation. Perfected Babbage engines have become smaller and more powerful, until it is possible to build machines that are capable of complex reasoning. Ways have been found to allow them to see, hear, and talk. Many are built into mechanical bodies powered by steam, electricity, and even clockwork, and these automata can be used as workers in industry and commerce.
The Swiss Movement
Thanks to its watch and clock industry Switzerland has become the world leader in this field, with at least 60% of calculating engines and 40% of automata Swiss made. Most automata built elsewhere incorporate Swiss components, most notably the Flez Biological-Mechanical Eye (described below) which is the only way to make an automaton see, or are built using designs licenced from Swiss patent holders. Britain, France, Germany and the United States make most of the rest. Only a small proportion of the world's economy is currently dependent on this technology, but its importance is rising fast, and economists in other nations have begun to suspect that the new century will usher in an age of Swiss financial supremacy. This is a prospect that worries treasury officials in several countries, but has received little attention elsewhere. Financial reports have begun to refer to this economic shift as the "Swiss Movement". Switzerland is also notable for various laws which promote the use of this technology while protecting the welfare of workers. Employers receive generous subsities if they modernise, but must retrain employees made redundant by automation or provide pensions to those who canot be re-employed. |
There is also a growing market for automata in entertainment; mechanical musicians controlled by small pianola rolls are fairly common, as are chess-playing automata. Magicians have used realistic automata for their tricks (the most obvious example is Maskelyne and Cook's famous "Madame Guillotine" illusion, in which a convincing automaton is substituted for the magician's assistant and beheaded, then replaced by the assistant for a miraculous resurrection), and there is a small and furtive market in feminine automata for more personal forms of entertainment, usually sold to wealthy collectors.
Another use for automata is in jobs where a human would be exposed to unacceptable risks - for example, Automaton Atkins was built primarily as a strong but expendable (and incidentally conscienceless) soldier which will obey orders perfectly provided they are clear. Uses might include bomb disposal or missions where a human soldier is certain to be taken prisoner, tortured or killed. For an example see The Queen's Own Aerial Hussars. Others are built for jobs where a human might be exposed to disease (e.g. hospital porter, Aerial Hussar) or temptation (e.g. Royal Mint porter).
Calculating and sorting engines are widely used in commerce, science, and government; they are nearly as common as automata, and their long-term effect may be more profound, but don't catch the public eye in the same way.
Careers In The Age of Automata Characters for this world need not have a special interest in automata, but it's probably a good idea if at least one adventurer has the Babbage Machine skill at a reasonably high level. Other useful skills include Morse Code (Cryptography), Mechanic (Automata or Calculating Engine), and Science. Society seems to be slowly adapting to the presence of these machines, careers can reflect this by embracing them or opposing them, or choose to ignore the whole issue. Some possibilities:
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The spread of automation has many ramifications, not least a general speeding of the pace of business. Accordingly, it is imperative that credit details and other items of information travel quickly, so the existing telegraph and telephone services have been greatly expanded and supplemented by fast pneumatic tubes for the rapid transmission of cheques and other documents. Facsimile copies can also be telegraphed, using Hummel's Telediagraph (or one of several other competing systems); since transmission takes several minutes per page the pneumatic tubes are faster and tie up fewer resources, so are preferred for local messages.
Naturally someone has to ensure that things continue to work properly. In Britain most government departments and several dozen private organisations and charities have fingers in this particular pie; most notably, the Inland Revenue, the department of Customs and Excise, Companies House and the main clearing banks monitor the accuracy of mechanical accounts, Home Office departments such as the Inspectorate of Factories and the Board of Trade ensure that automata in factories and other workplaces are acceptably safe for the humans around them, and unions fight a dogged rearguard action to ensure that these machines displace the absolute minimum of workers. The War Office is very interested in military applications of automata, and in other applications of calculating engines such as accurate gun-laying and navigation. The Luddites, opposed to all automata, have two seats in the House of Commons and four peers in the Lords, and prominent supporters in the unions and academic and artistic communities. There is even a National Society for the Prevention of Cruelty to Automata, although it has very few members and is generally considered a joke. Its most notable member is the author George Bernard Shaw.
A Day In The Life
SUPERFICIALLY everyday life in Britain hasn't been greatly changed by the introduction of this technology. Putting automata aside, the most obvious changes are a small rise in unemployment (especially for the lowest grades of industrial worker and clerk), increased speed of financial and business transactions, mild inflation, slightly more accurate weather forecasting and more complex bureaucracy. There are fewer horses on the road, more steam and petrol-engined cars. With analytical engines available to scientists and engineers other areas of technology such as flight, space travel, time travel and really weird science may also be unusually advanced. Despite these changes it's still possible to live an entirely bucolic life and have nothing to do with calculating engines; even in the cities less than 10% of jobs involving their direct use, and this percentage is unlikely to rise quickly.
There are complaints that the British government is becoming as obsessed with records as the French or the Prussians; while this isn't entirely true, the civil service has been given the ability to handle information more efficiently, and can only avoid staff cutbacks by looking busy. This has lead to a huge increase in the amount of information collected by all departments. Where records were once kept in ledgers and files and eventually forgotten, they are now ready to be recovered by the huge sorting engines of the Home Office and other government departments, and many clerks do nothing but recover files, add yet another piece of information that will probably never be needed, and return them to storage.
To date there is little co-ordination between the different government departments, let alone the government and other organisations, but the civil service already has a committee for the standardisation and centralisation of records (most notably, and notoriously, trying to develop solutions for the immanent "1900" problem; sorting systems and calculating engines that store dates as two figures will run into problems in the new year), widely seen as a harbinger of things to come. Needless to say the Liberals and more extreme political movements regard this as a threat to civil liberties, pointing to the awful example of Prussia, where every aspect of life is monitored and reported. The government feels that this is alarmist; the Prime Minister (more properly known as the First Lord of the Treasury in this era), the Marquess of Salisbury, often refers to the example of Switzerland, which has used this technology to make its bureaucracy and commerce more efficient, leads the world in its standard of living and per-capita income, and has virtually no unemployment.
The Institut Zug
The leading training centre for Swiss consultants is the Institut Zug, a new university in the Canton of Zug, on the shore of Lake Zug. Courses offered include the sciences, engineering, languages, economics, politics, law, busines and mathematics. Admission is by competitive examination, and limited to Swiss citizens and a very few foreigners of "unusual intelligence" (most of whom eventually become Swiss citizens); currently there is only one foreign student, a German named Einstein who is studying mathematics and physics. Less than 20% of Swiss applicants succeed, fewer than 1% of foreigners. The Institut is funded by the Swiss government and businesses; tuition is free, but students must agree to pay the Institut 20% of their net income for five years after graduation. There are tax advantages for Swiss graduates who continue to contribute at least 10% after the five years have elapsed. The Institut encourages its graduates to commit to the success of their clients (e.g. by taking payment in shares, not cash) and is happy to advise them on their investments. Visitors to Zug are encouraged to tour the Institut during approved hours and by appointment; annoyingly, transport links to the area are unusually poor for Switzerland, and the few hotel rooms invariably seem to be fully booked, so waiting for such appointments can be an uncomfortable business. |
More often than not these consultants ask to be paid in the stock of the company hiring them; this is usually interpreted as a gesture of faith in the solutions they are proposing, but means that a growing proportion of the world's economy is directly or indirectly under Swiss control. There are several conspiracy theories about this; annoyingly for such theorists, the Swiss don't seem to be doing anything with their control, apart from using their votes as stock-holders to put pressure on companies to improve pay and conditions and the quality of products. For example, the chocolate manufacturer mentioned above has recently adopted Swiss standards of purity and cocoa solid content. Of course such improvements often require the adoption of new technology, which again is likely to benefit Swiss interests...
The Luddites
The Luddites are named for the original Luddite movement which briefly opposed the introduction of spinning and weaving machines at the beginning of the nineteenth century, although there is no true continuity between them. They were most popular in the mid-1880s, but have since declined. The organisation is an extreme left-wing splinter faction. Only five MPs are members, three having been elected as members of other parties, and none seem likely to retain their seats in the next election. There are two faces to this organisation; the political party, which has a few hundred registered members and will probably get a few thousand votes in the next election, and an illegal organisation which calls itself the 'Luddite Army' and is believed to have less than thirty members, mostly in the Midlands and around London. This 'army' has committed a series of attacks on automata in factories in these areas. Needless to say the party "deeply regrets" the "unauthorised actions" of the 'Army', and takes pains to avoid involvement while trying to capitalise on their successes. Scotland Yard and the Surete suspect links between the Luddite Army, Fenians, and various anarchist and nihilist organisations in Britain and on the continent. The Luddite Army has recently had several spectacular failures, described as "own goals" in the popular press, and there are rumours of informers inside the organisation. In consequence the general level of paranoia amongst its members is extremely high. |
The most marginalised members of society such as the so-called criminal classes, the unemployed and the most unskilled workers, are still inclined to see automation as a threat and form the bulk of support for the Luddite cause; few actually join the party since this costs several shillings. There is also some middle- and upper-class support for the organisation on ideological and aesthetic grounds, which probably brings in most of its funds. Nevertheless the organisation is small and perpetually short of cash. It is believed that the "Luddite Army" obtains its funds by theft, most notably violent robberies of pawnbrokers shops and other "rich" targets.
While the Luddites are active in industrial areas, and devote almost all their attention to automata and automated factory equipment, an apparently unrelated group (or possibly a single individual) has been attacking sorting and record-keeping engines used by large businesses and the civil service in London. These attacks show a degree of technical expertise and the saboteurs have never sought publicity; if anything they seem to go out of their way to avoid it, and the aim seems to be to cause errors that will throw the system into disrepute. For example, one of the police record engines was modified to punch out the hole for "red-headed" in every criminal record that passed through it, and went unnoticed for several days. When the police eventually looked for a red-headed criminal several hundred records were presented, instead of the dozen or so expected. This was initially assumed to be caused by a cam that had stuck in the wrong position, but careful examination proved that the "jam" was deliberate sabotage. Damage caused by these saboteurs is often thought to be the result of a normal breakdown. Scotland Yard is collating information on these attacks - if there's one thing that the machines are good for it's collating information - and trying to avoid publicising them. The authorities don't want to admit that the essential machinery of bureaucracy is so vulnerable to sabotage.
Most of the civilised world uses calculating engines and automata, but each nation has its own approach to the problems they cause.
Adventure Idea: Prussian Roulette The adventurers are on holiday or a business trip to Prussia. While passing through a checkpoint (at a station or port) there's a small error; one of them is given back the card belonging to the next person in line. Ten minutes later the checkpoint officials are informed that they've just registered the card of an anarchist named Otto Hanff who is wanted for murder. When the adventurer presents the card again the authorities swoop in to arrest the dangerous criminal (who is incidentally considered a master of disguise, is known to be fluent in several languages, and is the same height and hair colour as the adventurer) and his suspicious associates. Once arrested, there is a bureaucratic nightmare, with the Prussians convinced that their "perfect" system of identification can't possibly have made a mistake. If the adventurers take things calmly and do their best to co-operate with the authorities and convince them of the error the problem will be resolved in three to four days; if they try to bribe their way out, tamper with the system, or break out they will soon find themselves in serious trouble, and if necessary on the run with armed police on their trail. |
Adventure Idea: Nobody Expects... The adventurers have to travel through one of these countries; unfortunately they are accompanied by an extremely valuable automaton servant, or have automaton components in their luggage. A bribe gets them past customs coming in to the country, but it soon becomes obvious that someone has told the authorities that they are smugglers. Fortunately the police are lazy and corrupt, easily bribed or tricked. Unfortunately the local clergy are a lot more efficient and are soon on their trail, accompanied if necessary by an angry mob. |
Adventure Idea: Patent Problem The Japanese want to start manufacturing their own automata, but seem to have a rather cavalier attitude to European and American patents. The adventurers are hired by one of the companies whose patents are being infringed, and sent to Japan to try to negotiate royalty payments. Unfortunately the infringing company belongs to a leading Tokyo crime lord, who is less than enthusiastic about paying a percentage to foreigners and can order assassins from petty cash. They'll be given some warnings first, of course... |
Automata and Babbage Engines
Words To Avoid
Three words that should be avoided in this setting are "Robot", "Program" and "Computer". All detract from the Victorian feel. The word "Robot" simply doesn't exist, it was first used by Carel Capek in the novel R.U.R. (Rossum's Universal Robots) in 1920. Automatons should always be "automatons" (or "automata") or "mechanical men", never robots. Surprisingly, the word "computer" was sometimes used to describe a machine capable of calculations as early as the 1890s, and before that to describe a person who carried out such calculations, but even though it is historically correct it is best avoided. Say "calculating engine", "Babbage engine", "difference engine", or "mechanical brain" instead. "Program" does not seem to have been used in this context until the 1940s; say "instructions" instead. |
The state of the art is represented by machines such as 'Automaton Atkins', strong automata capable of limited understanding of human orders and able to carry out tasks such as firing a gun. The technology involved is complex, but in principle any human task can be automated in this way. Whether it is desirable to do this is another matter; human workers are cheap, easily replaced, and very flexible, automata have none of these advantages. Nevertheless automate are beginning to appear in factories, and to a lesser extent in other areas. Their use is often an attempt to intimidate human workers and counter the power of unions, rather than a serious attempt to replace humans, but is taken very seriously by organised labour. There have been numerous cases of sabotage of these machines, a sure sign that they are worrying the unions.
Currently Germany and Switzerland seem to be leading the world in this technology. Faberge has also built some complex and extremely realistic automata for the Russian court, such as a jewelled dancing ballerina. Britain and the United States are also advanced, but lag behind Switzerland.
Construction of automata is still an extremely skilled process, and all but the cheapest are hand-built by craftsmen to many different designs using a wide range of techniques. This makes giving precise costs very difficult. All that can really be said is that good automata are expensive; how expensive is partly a matter of the difficulty of the job, but mainly the whim of the craftsman. It should be emphasised that most people have no detailed idea how they work, and either buy a basic model or order one from a craftsman and wait months to receive what is essentially a mechanical work of art.
The main components of an automaton are as follows:
A "brain": actually a compact Babbage engine. There is no particular reason why it should be located in the automaton's head, if one is fitted; although it is convenient to minimise the difficulty of connecting the "eyes" to the "brain", it adds to the difficulty of controlling the rest of the body. There are dozens of different designs, some based on punched tape, others on tiny punched cards, perforated cams, etc. Designs almost always include a mechanism which allows the automaton to learn from its experiences, such as a wax recording cylinder or paper tape and punch system.
Do Automata Think? One of the most hotly debated philosophical questions is the nature of automaton thought and it's "realness", the extent to which the machine is more than the sum of its parts, its built-in instructions, and its experience. The general consensus, if there can truly be said to be one, is that even the most intelligent automaton behaves like an idiot savant, its attention so tightly focused that it can only be said to think about its immediate situation, instructions, and tasks. Some have a capacity to respond to social situations, such as casual conversation, but it soon becomes apparent that these responses add little or nothing to the intellectual content of the conversation, but simply restate what has gone before or encourage the speaker to continue. Nevertheless anyone who works with automata for long can point to instances of a machine surprising them with unusually appropriate remarks or behaviour, above and beyond what is built in, and probably suspects that more advanced machines will be capable of something approaching true thought. |
Recognition Q: How does an automaton recognise someone? A: With great difficulty Since automaton sight is so limited, they can rarely recognise anything more complex than the outline of a human, and can easily be fooled by something that distorts or imitates the human form. This means that the basic visual process must be augmented by other means if it is essntial for the automaton to distingush between one person and another; for example, if an automaton sentry is to distinguish friend and foe. Sound (such as a password) is one possibility, others include insignia with distinctive light and dark patterns, flashing lights, and magnetic tokens. Recognition methods are often closely-guarded secrets; for example, the British mechanical soldier "Automaton Atkins" (see below) obviously has some means of recognising fellow soldiers, possibly by their uniforms or some token concealed in it, but the exact method has never been publicised. If an automaton is being run as a player character it probably isn't a good idea to emphasise this problem too much. See below for more on automatons as player characters. |
An anti-phonograph: Used to decode sounds by comparing them to phonograph cylinder recordings. Once the sound has been identified the "brain" can choose to reply or carry out an appropriate action, such as shooting or saluting. The basic patents on the phonograph itself are held by Edison, with more or less simultaneous patenting of this refinement by Swiss, German, British and American companies. As a result there is currently a free-for-all in this field, with most of the patent holders locked in prolonged litigation. Until the matter is resolved most manufacturers claim to be keeping good records and say that they will pay royalties once they know who to pay them to. The illustration shows early trials of the British version of the anti-phonograph.
A power supply: Usually steam or a compressed air bottle, although there are also clockwork and electrical designs. This is essentially the "heart" of the automaton. Steam automata must stoke their boilers occasionally (or add expensive carbide pellets), clockwork designs must be wound, electrical designs recharged, and compressed air designs pumped up. One of the reasons why steam automata are particularly popular is that they are reliable and can tend to their own fuel, other designs typically need human help or a connection to an external power source.
A skeleton or supporting frame: Generally steel, although lightweight aluminium or wood designs have been seen. This must be articulated at all joints, and strong enough to support all other components. The skeleton is usually designed in human form, but wheeled automata and machines in the shape of horses, dogs, and other animals have also been built.
"Muscles": Usually steam, pneumatic or hydraulic pistons; electric motors are too unreliable for serious use, although found in some domestic automata, solenoids don't have enough power.
"Skin": Typically a lightweight metal casing, although it can be armoured. Occasionally automatons are built disguised as humans, with rubber for the visible parts of the body. Some automata built for less public functions are rubber skinned throughout.
The cost of these components seems to have little relationship to their effectiveness or the quality of the workmanship. Some of the most expensive automata are flashy but unreliable, some of the cheapest industrial designs are utilitarian but dependable.
Automaton Design
Designing an automaton is a complex nightmare. But that's what the designers are paid for... For game purposes all that is really needed is an idea of the purpose, characteristics, skills, and construction of the automaton, which can be used to think of a number and inflate it outrageously when the bills come in.
For convenience fractions of a pound (in weight or currency) are shown as a decimal figure, not as ounces or shillings, in the stages that follow. Any fractions should be rounded UP at the end of each stage:
Example: 'Automaton Atkins' is a prototype military automaton commissioned by the British army. It will be used mainly for publicity purposes, also occasionally in missions where a human soldier might be hurt. Its job is mainly to look big and intimidating, obey orders, occasionally fire a weapon or hit someone, and supply hot water for tea when needed. |
BODY | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Cost | £15 | £20 | £30 | £40 | £50 | £60 | £65 | £70 | £75 | £80 |
Prices include the power transmission and connecting rods and gears used to operate the limbs and joints. A steel framework weighs 30 lb. x BODY. The price is mostly for workmanship rather than the metal itself.
Optionally designs may omit legs (replacing them with wheels, or leaving the automaton immobile) and other limbs; modify the weight (and cost) of the frame accordingly:
Replace legs with wheels | -10% |
Immobile | -30% |
Omit arm(s) | -10% per arm |
Add extra limbs | +10% per arm / leg |
Example: 'Automaton Atkins' is intended to be impressive, and will have normal arms and legs. The designer starts off by choosing a skeleton that is imposing without being too big to get through doors, with BODY [8]; the framework costs £70. It is made of steel, so weighs 240 lb. |
Note that this price does not include a power source, armour, etc., discussed later in the design process.
MIND | 1 | 2 | 3 | 4 |
Cost | £10 | £25 | £50 | £85 |
Weight | 5 lb. | 10 lb. | 20 lb. | 40 lb. |
This is the basic price and weight of the calculating engine "brain" including storage for its skills (which must be purchased separately as described below). This includes the engine itself, some memory storage on phonograph cylinders, linkages ready for standard components such as an eye, an antiphonograph, and the automaton's body. Add 10% to the cost and weight of the calculating engine for two or more eyes, subtract 5% if there are no eyes. The other linkages are less complicated and have a negligible effect on cost and weight.
Example: 'Automaton Atkins' has MIND [2], and will have two eyes; the basic cost for the calculating engine is £25+10%=£28, it weighs 11 lb. [subtotal £98, 251 lb.] |
See the section on Sorting and Calculating Engines, below, for some additonal options in calculating engine design which can affect performance, cost, and weight. They are comparatively rare in automata, but are sometimes worth considering if there is need for their special features.
Example: 'Automaton Atkins' has a monochrome eye and a colour eye, together costing £30 and adding 5 lb. [subtotal £128, 256 lb.] |
Example: 'Automaton Atkins' has an anti-phonograph and vocabulary of 200 words, costing £10 and weighing 5 lb. [subtotal £138, 261 lb.] |
Example: 'Automaton Atkins' has no SOUL or MAGIC. |
Example: 'Automaton Atkins' skills are built in and have not been upgraded. They are costed as follows:
Skill Base Cost Cost Weight points pounds lb. Athlete (running) [4] BODY/2 = 4 1 £ 2 1 Brawling [8] BODY/2 = 4 5 £10 1 Marksman [6] MIND = 2 5 £10 1 Melee Weapon [8] Av. BODY+MIND / 2 = 5 4 £ 8 1 Military Arms [3] MIND = 2 2 £ 4 1 Stealth [0] 0 - -'Atkins' skills cost £34 and weigh 5 lb. [subtotal £162, 266 lb.] Another three skill points could be retrofitted for £12, after that a larger calculating engine would be needed. |
Equipment | Price | Weight | Note | Equipment | Price | Weight | Note |
Lantern (oil or electric) | £2 | 1 lb. | includes battery/oil | Air horn / steam whistle | £2 | 1 lb. | |
Winch and 20' cable | £5 | 20 lb. | Quarter-plate camera | £10 | 5 lb. | wooden camera | |
Rotary drill | £5 | 10 lb. | Rotary saw blade | £8 | 15 lb. | ||
Pneumatic or steam drill | £10 | 30 lb. | Pneumatic or steam hammer | £12 | 40 lb. | ||
Machine gun (Maxim or Gatling) | £30 | 25 lb. | 50 rounds ammo | Elephant gun | £20 | 15 lb. | 10 rounds ammo |
Example: 'Atkins' has an electric lantern built into its head (£2, 1 lb.) and a compressed steam grenade launcher built into one arm. Although this weapon isn't on the table, it's assumed to be a little smaller than a pneumatic drill, weighing 20 lb. and costing £15 - it's a one-off design, so expensive. While providing hot water for tea is in the specification, this will be handled by adding a tap to the boiler at negligible expense and requires no special equipment. [subtotal £179, 287 lb.] |
Example: 'Atkins' is specified as requiring several hours of fuel, and will be armoured. As a rough guess the engineer assumes 50% extra weight, taking the estimated final weight to 430 lb., rounding it to 450 lb, roughly a fifth of a ton. |
Power Plant | Base cost | Base weight | Per Hour cost/weight | Power Plant | Base cost | Base weight | Per Hour cost/weight |
Clockwork | £0.10 | 0.1 lb. | Add 20% / 20% | Compressed Air | £0.20 | 0.1 lb. | Add 20% / 20% |
Steam Engine | £0.25 | 0.2 lb. | Add 1% / 10% | Carbide Engine | £0.20 | 0.15 lb. | Add 10% / 5% |
Electric motor | £0.30 | 0.15 lb | Add 25% / 25% | Petroleum Engine | £0.30 | 0.15 lb | Add 10% / 10% |
For all of these plants the basic price and weight is for the power plant, internal machinery to operate the body, etc., plus a one-hour energy source; a strong compressed spring for clockwork designs, an air cyliner for compressed air models, powdered coal or carbide pellets for steam models, and lead-acid accumulators for electric automata. Unless stated otherwise this is a one-off cost, unless it needs to be repaired; the exceptions are steam, carbide, and petroleum engines, which must be refuelled; steam and carbide engines must also be filled with water periodically. Again, the weight of the engine includes the first hour of fuel. Note that all of these power plants have disadvantages:
Example: 'Atkins' estimated final weight is 450 lb. and it is to be fitted with a steam engine designed to give it ten hours of endurance (less if its steam is used to make tea). An initial calculation on this basis has these results:
Weight of engine = 450 x 0.2 lb. = 90 lb. Cost of engine = 90 x .25 = £23. The extra fuel and water add 9 x 9 lb. to the weight = 81 lb. and £23 x 1% x 9 to the cost, about £2. This already exceeds the estimated final weight, even without armour, so the engineer decides to revise it to 550 lb., a quarter ton, and repeat the calculation: The weight of the engine is thus 550 x 0.2 lb. = 110 lb. This costs 110 x .25 = £28. The extra fuel and water add 9 x 11 lb. to the weight = 99 lb. and £28 x 1% x 9 to the cost, about £3. In all the engine and fuel add 209 lb. to weight and £42 to the cost. [subtotal £210, 496 lb.] Looking at this figure it seems likely that 'Atkins' will come close to 550 lb. in the final stages, so the engineer carries on. |
Percentage weight | 6% | 12% | 18% | 24% etc. |
Effect | -1 | -2 | -3 | -4 etc. |
Example: Atkins has a steel casing, -3 Effect. This adds 18% to weight, 496 x 18% = 90 lb., cost £9. This takes the final weight to 586 lb. and cost to £219, about the same as a small house. It's close enough to the 550 lb. specification to begin construction. |
Example: 'Automaton Atkins' has a Swiss-built calculating engine. Its price (including the skills accompanying it) is raised by 25%, from £28 to £35; this takes the total price to £226. |
Realistic rubber hands | £2 |
Realistic rubber or wax face mask | £1 - £5 depending on quality * |
** Add another £5 - £10 if it is fitted with pneumatic or mechanical muscles to smile etc. | |
Hot water tap | £1 |
Lacquered gold leaf inlay | £1 per hour spent applying it * |
* Gold leaf work is slow and delicate, it typically takes about an hour per square foot (or part thereof) to apply. | |
Baked-on enamel paint | £0.5 x BODY of automaton |
Embossed casing | £1 x BODY |
Example: 'Atkins' has a hot water tap (cost £1) and a layer of baked-on enamel paint in its regimental colours. It's BODY 8 so the paint costs £4, taking the final totals for Atkins to £231, 586 lb. |
Remember that all prices are guidelines only, and that the price actually charged may be considerably higher. Vendors will typically capitalise on their reputations, pad expenses wildly, and charge whaterver the market will bear. The prices indicated below are a guideline, customers typically pay considerably more.
Example: 'Atkins' is a prototype, there is no modifier for mass production. |
Example: 'Atkins' Estimated Weight was 550 lb but its Final Weight was 586 lb and BODY 8. This gives a lifting capacity of 550 x 550 / 586 x .1 x 8 = 412 lb. Atkins can lift a maximum of 412 lb without risking damage, although it must still make appropriate BODY or skill rolls to do so. Over this weight DIFFICULTY will start to rise, with the penalty for failure damaged gears or hydraulics and other mechanical problems. Atkins can carry two soldiers and their equipment or a small field gun. |
Basic time (seconds) | 12 / MIND |
Unusually poor calculating engine | + 50% |
Unusually good calculating engine | - 25% |
Divide by maximum possible skills / skill points used | |
Monochrome 'eye' | no modifier |
Colour 'eye' | + 10% |
Fast colour 'eye' | + 5% |
Multiple 'eyes' | + 10% |
Vocabulary 200 words | No modifier |
Per additional 100 words | + 25% |
Example: 'Atkins' MIND [2] gives a basic time of 6 seconds, modified to 4.5 by its Swiss-made calculating engine. 17 of 20 possible skill points are used, so the time is reduced to 3.8 seconds. The colour eye takes this to 4.2 seconds, and multiple 'eyes' take it to 4.6 seconds. There is no modification for vocabulary, so it will take 'Atkins' at least 4.6 seconds to respond to an order or new situation. |
Example: Automaton Atkins average of BODY and MIND is 5. The calculating engine is of superior quality and it is steam powered, taking the final number to 8. |
“Automaton Atkins” (Britain 1895)
BODY [8], MIND [2], SOUL [-], Athlete (running) [4], Brawling [8], Marksman [6], Melee Weapon [8] Military Arms [3], Stealth [0] Cost: £231 Weight: 586 lb. Carrying Capacity: 412 lb Endurance: 10 hours Reaction Time: 4.6 seconds Reliability: 8 Built-In Equipment: Steam grenade launcher (built in to arm), Electric torch (built in to head), Armoured, -3 Effect to all attacks Also Carried: 0.50 rifle, 50 rounds ammunition, 6 grenades plus fuses, 30 ft. rope - breaking strain 1000 lb., military uniform (extra large) Quote: "Sir! Yes Sir!" Description: British-built prototype military automaton with excellent Swiss-made calculating engine, monochrome and colour "eyes". Steel frame, humanoid construction, steam powered, with armour steel casing. The casing is enamelled to regimental colours (later supplemented with uniform), the boiler is fitted with a tap to allow hot water to be used to make tea. Notes: This was the fifth of several similar prototype automaton soldiers. A later design using a more powerful calculating engine was eventually put into mass production. Endurance may be reduced if hot water is repeatedly drained from the boiler to make tea; even if the water is replaced, more fuel is used to keep it boiling. Early versions were simply enamelled in regimental colours, and this is still done, but clothing was added after Queen Victoria complained of Atkins' 'nakedness'. The illustration is a studio portrait. A player character version of Atkins, omitting or modifying some of these details and expanding on characterisation, is described as part of The Queen's Own Aerial Hussars |
Some Other Automata
Krupp Stahlwächter (Germany 1894)
BODY [4], MIND [1], SOUL [-], Athlete (running) [4], Brawling [4], Marksmanship [5 / 6 at long range only], Stealth [2]
Cost: £364
Weight: 236 lb.
Carrying Capacity: 108 lb
Endurance: 5 hours
Reaction Time: 9 seconds
Reliability: 5
Built-In Equipment: Maxim gun, 50 rounds, Armoured: -6 Effect to all attacks
Also Carried: -
Quote: "Stehenbleiben oder ich schieße!" (Halt or I fire)
Description: A Prussian-built military automaton with Swiss-made calculating engine, monochrome "eye" with telescopic lens, single arm. Aluminium frame wheeled construction, electric powered, with armour steel casing. Typically described as resembling a conical pepper-pot with sloping sides.
Notes: The Krupp Stahlwächter (steel guard) is a Prussian automaton used to protect the Imperial Calculating Engines and other important facilities. Where most other nations built automata that can adapt to the terrain on which they are used, for this important job the Prussians have takem the unusual step of adapting the "terrain" to the automata. Sites on which they are used are levelled and surfaced to a high standard, and in buildings ramps replace stairs. This allows the use of a wheeled design with very little ground clearance, the wheels being covered by armour plating. An aluminium chassis minimises weight and electric motors reduce noise. Generally considered to be successful, although they are slow to react and vulnerable to attacks which damage the "terrain" or push them over; they cannot right themselves. An unusual feature is the telescopic eye, which is moved in and out on bellows and improves the accuracy of marksmanship. The down-side is that the eye has a restricted field of view, so that the automaton is easily attacked from the side, although sites where this model is used are generally designed to limit opportunities for such attacks.
At least a hundred are believed to be in service. The photograph shows a model generously donated to the Science Museum by the Kaiser; the unit designation and Prussian crest indicate that the machine it depicts is attached to the Imperial Archives. German soldiers generally refer to these machines as Pfeffertopfsoldaten, literally "pepper-pot soldiers".
Adventure Idea: Second Variety Trade journals in Germany have reported that contracts have been awarded for a new model Stahlwächter, but no specification has been published. The adventurers are hired or assigned to find out what changes are to be made. Unfortunately the only place to find this information seems to be the Stahlwächter production plant - which is guarded by dozens of the automatons. In fact about one Stahlwächter in ten at the factory is already the new and upgraded model with MIND [3], Marksmanship [6/7], and a second eye fitted with a wide-angle lens mounted to cover the automaton's rear and sides. Reaction time is reduced to four seconds, other statistics are unchanged. Once the adventurers are well into this mission have them run into some of the new automata, preferably in a situation where they must fight or out-think the machines. |
The Fosdyke-Chatterton Mk 2 Automaton Porter (Britain 1893)
BODY [4], MIND [1], SOUL [-], Brawling [3], Porter [6]
Cost: £105
Weight: 163 lb
Carrying Capacity: 63 lb.
Endurance: 2 hours
Reaction Time: 11 seconds
Reliability: 3
Built-In Equipment: "Coin in the slot" box (£5, 2 lb), steel casing -1 Effect all damage.
Also Carried: -
Quote: "Please insert a penny to continue."
Description: A humanoid compressed-air powered automaton designed to carry luggage. It has a single monochrome eye and a Birmingham-built calculating engine of average quality. The steel casing is floridly embossed and has a dark blue and red lined enamelled finish with gold-leaf detailing and a prominent coin mechanism that can take pennies, half-pennies, and three-penny bits. It does not give change or refunds. The illustration shows Mr. Houdini using one in a conjuring trick, probably circa 1910.
Notes: The Mk 2 porter was comissioned by the Great Eastern Railway and is still exclusive to that company, although similar automata are used elsewhere. Its most distinctive features are the GER livery, some unusually ornate decorative metalwork, and "coin in the slot" activation; where other automaton porters wait for tips after carrying luggage, the Mk 2 must be given a penny before moving, and an additional penny per 100 yards the luggage is carried. This has led to numerous "spending a penny" lavatorial jokes. It is designed to defend itself if it is vandalised or there is any attempt to steal it, and there have been several incidents of hooligans tricking two porters into fighting. There are forty or so in use in 1900, as production continues the price will drop. The built-in instructions compel the automaton to return to recharge with compressed air whenever there is fifteen minutes or less endurance remaining. They also prevent this model from leaving GER stations and their immediate environs; typically they can travel to the nearest taxi ranks and tram and omnibus stops, but no further.
Ford Factory Automaton
BODY [6], MIND [2], SOUL [-], Mechanic [4]
Cost: £165
Weight: 233 lb
Carrying Capacity: 161 lb
Endurance: 1 hour backup supply
Reaction Time: 1.5 seconds
Reliability: 3
Built-In Equipment: Rotary drill
Also Carried: Assorted rotary tools to fit drill
Quote: "Where are the bolts? Where are the bolts?"
Description: A wheeled automaton powered by compressed air from a centralised supply. It can operate on an internal air tank for short periods; this lets the automaton move from one part of the factory to another, where it must re-connect to the high pressure air main. The right "hand" is a rotary drill, the chuck can be replaced with various tools including wire brushes, screwdrivers, a circular saw, a socket driver, etc. It has two monochrome eyes and an American-built calculating engine of inferior quality. The illustration shows the final stages of assembly at the Ford factory.
Notes: This design is used to carry out assembly operations on a mass production line. The mechanic "skill" is usually a suite of simple pre-determined tasks, such as fitting a wheel or assembling a chassis, although some have been trained to be more versatile. Some tasks can include fetching materials, so they can operate on their internal air tank when necessary. They have a reputation for becoming "agitated" if any part of their working routine is interrupted, leading to errors and broken tools, and some Luddite sympathisers find this to be a highly amusing form of sabotage. Several hundred have already been manufactured.
Beeton Automaton Housemaid
BODY [3], MIND [1], SOUL [-], Housemaid [4]
Cost: £90
Weight: 71 lb
Carrying Capacity: 27 lb
Endurance: 3 hours
Reaction Time: 5.3 seconds
Reliability: 3
Built-In Equipment: -
Also Carried: Feather duster etc.
Quote: "May I clean in here, Ma'am?"
Description: An electrically-powered humanoid automaton built on a wooden frame, designed for light cleaning and dusting. It is modelled closely on a human housemaid, with its mechanism covered by tinplate and sculpted for a lifelike human appearance. It wears a traditional maid's dress; rubber hand coverings and a rubber mask are included in the price, but rarely used, since the main selling point of this automaton is as a "mechanical marvel", so there is little point hiding its artificiality. Since it is often in the company of humans it has a vocabulary of 400 words, considered sufficient for everyday household activities. As household objects are often referred to by colour it has a colour eye on one side of its "face", the other eye is decorative, not functional. The calculating engine is a Prussian design of excellent quality. This design is sold by several companies, most successfully by Mrs. Beeton, the famous cook; the illustration shows an advertisement from Beeton's Annual.
Notes: This type of automaton is primarily purchased as a status symbol by the upper middle classes; the nobility continue to prefer human servants and feel that mechanical minions are a sign of the nouveau riche. There are many stories about their errors, which are mostly urban legends of the "drowned/cooked baby/pet" variety with little or no factual basis.
Automaton Damage and Reliability
If an automaton is damaged the effects can range from scratched paintwork to total destruction. Injuries that would incapacitate a human for months can be repaired with a few spare parts and a lick of paint, but no damage, however minor, will heal without repairs. Some forms of damage have little or no effect on automata, others may have even more of an effect on automatons than on humans; most notably:
Reliability
As well as the obvious effects of damage, automata can sometimes become confused or malfunction spontaneously if "upset". Typical causes might include a minor impact which does no permanent damage but jars the calculating engine, the interruption of their normal routine, instructions that call on skills they don't have, etc. It's up to the referee to decide when a reliability roll needs to be made, and determine the DIFFICULTY it is made against.
The effects of a failed reliability roll are generally temporary and amusing rather than destructive. Possible consequences might include socially inappropriate behaviour or remarks (since automata are capable of learning from their surroundings, they may pick up bad language and the habit of using it when things go wrong), repetitive actions, or the right action in the wrong place.
Optionally a really poor reliability roll may lead to more permanent damage or more serious behaviour. Again, this is entirely at the discretion of the referee.
Automata As Player Characters
Simplified Automaton Characters The automaton design rules above are complicated, much more so than normal character design in Forgotten Futures. There's a much simpler alternative; design the automaton as a normal player character, remembering that it will have originally been built for a specialised purpose (such as a servant, porter, worker, soldier, etc.), using the following limitations:
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Automata can acquire a personality and S The Forgotten Futures points-based skill improvement process obviously can't work very well for automata; they have a small amount of learning capacity built in, but can't acquire more knowledge indefinitely. Adding or improving skills to any significant extent requires the purchase of an appropriate instruction set, which may not even be available, but if available can be added very cheaply if there is room for it. Some skills may also require physical modifications to the automaton; for example, it's pointless teaching an automaton to swim if its boiler goes out as soon as it enters the water. Major modifications may end up being more expensive than a new automaton, and the referee should feel free to say that the automaton's owner feels that they are too expensive or of too little use to be considered. If the owner is also a player character this should be made clear by presenting him or her with an extortionate estimate for the modification.
In campaigns with working magic it's possible that an automaton will be a magical creation, or given SOUL and a personality by magical means. The referee should decide on the nature of such changes and say how they affect the personality of the automaton and the options available to it. It wouldn't be inappropriate for a magically-enhanced automaton to have the same skill capacities as a normal human; it's possible that such an automaton could even become human given the right combination of spells and deeds ("...one day he'll be a real boy...") and some luck. See FF VIII for much more on magic.
Calculating and Sorting Engines
These machines are rarely suitable for use as player characters, since they are often immobile and usually very limited compared to the automata described above.
Design
Most of the design steps for automata also apply to calculating and sorting engines. The main difference is that most are immobile and lack limbs, so most of their specification is determined by the components they control, and by any special processes built into the calculating engines. The following points should be born in mind: Some of the modifications and components below could be added to a mobile automaton, but for one reason or another are rarely used. The modified engines add weight and bulk, the other components are bulky or of limited use outside an office.
Typical Calculating And Sorting Engines
The Fosdyke-Chatterton Automatic Secretary (Britain 1896)
Stanley Steam Chauffeur (USA 1896)
Faberge Chess Player Automaton (1895)
Krupp Precision Siege Gun (Prussia 1900)
Other Technology
While automata and calculating engines seem to be the most important technology in this world to those that are interested in or affected by them, not everyone would agree. Many other aspects of science and engineering are important. Germany leads the world in organic chemistry and chemical engineering, the USA in large-scale civil engineering works and architecture, Britain in shipbuilding (especially warships such as the Dreadnought class) and other forms of transportation. These fields and many others have been helped a little by automation and computation, but still largely depend on human resources and ingenuity. Many fields of technology regard automaton components as a minor part of the package, not an end in itself.
For example, lighter-than-air airships or flying ships (such as those described in The Queens Own Aerial Hussars) might incorporate calculating engines to simplify piloting and help with navigation and control of the engines, but this is hardly the sole reason for building the vehicle. Similarly, a Channel Tunnel is being built, with huge automaton digging machines and sophisticated calculation of the design to ensure that it can resist the pressure of the sea, but automation is largely irrelevant to the purpose of the project; even without it someone would probably build the tunnel sooner or later. Cars may have automatic drivers as described above, but most don't, and their drivers don't seem to be too worried about the lack. Torpedoes are "smart" weapons, to a point, and as bombs and rockets are developed they will also incorporate automaton guidance systems, but again they could probably be built with less elaborate mechanisms.
Even when dealing with machines that are primarily automatons, it probably isn't necessary to describe most devices with the amount of detail provided by the design system above; they should be taken for granted, part of the background and rarely thought of unless the characters have a reason to interact with them. A porter is a porter, whether it's a man or a machine, as is a chauffeur. Many devices are trivial or effectively invisible, built into equipment, vehicles, and even furniture, performing a simple task but otherwise completely forgotten. Examples might include an automated telephone system, the machine that routes pneumatic message capsules to the right destination, a doll that responds to its owner's conversation.
The Secret history of the Swiss Movement
The way that the Swiss seem to be gradually taking control of Europe's economy worries economists and scares conspiracy theorists. The latter are generally considered to be exaggerating things. In truth, the most likely state of affairs is that there are no Secret Masters out to control the world. The Swiss economy is booming, but that's more the result of shrewd investment in long-term economic growth and training than any deliberate plan to subvert other nations. If anything, the other European nations are benefitting from Swiss investment and financial know-how.
What follows is an optional piece of unlikeliness, which can be used if adventurers decide to go looking for the Secret Masters anyway. There is no need whatever to use it, the world described works reasonably well without an elaborate plot to drive it. In many ways the chaos that can arise if adventurers go looking for Secret Masters that just aren't there can be just as entertaining. But for those referees who prefer a sinister conspiracy, especially in a campaign with horror or supernatural elements (such as the world of The Queen's Own Aerial Hussars) the organisation described below may be useful.
A certain Herr Flez, a maker of clocks and scientific instruments, wished to interest my father in investing in his business. I was by this time able to walk with the aid of a crutch so accompanied my father on a visit to his workshops. It transpired that Herr Flez was a craftsman and an artist, the creator of extraordinarily elaborate musical timepieces and astronomical clocks and chronometers of outstanding accuracy, and complex automata of various types. He was also a natural philosopher of note, with a considerable interest in what was then called the electrical fluid...
IN the early nineteenth century Victor Frankenstein, a young Swiss student about to take up a career in medicine, happened to meet Otto Flez, a horologist and scientific instrument maker. Flez was one of the foremost precision engineers of his day, able to create timepieces and machines of unsurpassed accuracy and smallness, and owned a thriving business in Geneva. In 1804, foreseeing an end to the Napoleonic wars (and anticipating an early French victory) he guessed that peace would lead to a major increase in maritime trade, which would require hundreds of chronometers, sextants, and other instruments. He decided to expand his workshops to meet this demand, and asked Frankenstein's father (a wealthy retired politician and diplomat) to invest in his business.
Flez's scheme was misguided in several respects, most notably in its time scale and eventual victor, but also in his belief that the end of the war would create a market for these instruments. In fact the war ended with a decline in sales, with the needs of the new merchant ships largely served by surplus from the warships that were then being scrapped. Frankenstein guessed that Flez was being too optimistic, and persuaded both men that it would be better to expand the scientific instrument side of the business, and look for a modest long-term profit rather than the immediate short-term gains of a temporary boom in chronometer sales.
Neither thought much of the encounter at the time; Flez reluctantly changed his plan, conceding that it depended on an unacceptable element of chance, while Frankenstein came away with the impression that Flez was an ingenious if somewhat unworldly craftsman. Frankenstein was proved right the following year, when Napoleon's fleets were defeated at Trafalgar and it became apparent that the war would be greatly prolonged. Returning home in the vacation, he visited Herr Flez and was greeted as the saviour of his business. They became friends, and Frankenstein took considerable interest in his electrical experiments, while Flez heard much of Frankenstein's studies and interest in the possibility of restoring life to the dead. Flez, a Calvinist, was opposed to this idea, but conceded that it might be possible to restore life to those on the verge of death, possibly by electrical means. They had reached no conclusions when Frankenstein returned to Ingolstadt and resumed his experiments.
...by the dim and yellow light of the moon, as it forced its way through the window shutters, I beheld the wretch- the miserable monster whom I had created. He held up the curtain of the bed and his eyes, if eyes they may be called, were fixed on me. His jaws opened, and he muttered some inarticulate sounds, but seemed unable to talk. I steeled myself to examine the creature and realised the inadequacy of my work, defects which I had overlooked in my hurry to complete the experiment. At first I fell victim to despair, and to an irrational loathing of the creature, and almost fled, but a strange thought crossed my mind. Where medicine had failed, perhaps mechanism might succeed. If Herr Flez could make a clock sing, why not my monster? Horror turned to pity, pity to resolve, as I realised that it was my duty to do all for him that I could. I turned to him and tried to make it clear that I would do so, and believed that I perceived a glimmer of understanding. A week later I had settled my affairs in Ingsolstadt and we were bound for Geneva. The journey home was a nightmare...
In 1810 Frankenstein discovered the secret of reanimating dead human and animal tissues. His experiment was a partial success, his creation a huge and peculiarly distorted parody of a man which could barely speak. Repelled by its appearance, and tempted to flee, Frankenstein felt sufficient pity to try to help it, and turned to his friend Flez for assistance.
Although also repelled by Frankenstein's creation, Flez conceded that it must be pitied and given all possible help. Within weeks he had created an artificial larynx, a system of reeds and valves which Frankenstein implanted into the creature's throat. This was followed by leg braces, spectacles, and a series of operations and electrical and chemical treatments to correct the creature's appearance, teeth, and skin colour and texture. Nothing could really be done about its height.
...It was perhaps inevitable that we would eventually attract attention. There was at that time some fear of French agitators plotting to overthrow our system of government and add Switzerland to the Empire, and I suspect that one of the servants, or an artisan employed by Flez, became suspicious of our secrecy and concluded that we were up to no good...
In 1811 Frankenstein, his creature, and Flez were questioned by the Genovese authorities, and it became necessary to describe their experiments to the state and (ultimately) to the church. The hearings were secret, but eventually ended with a surprisingly liberal decision; they were released after Frankenstein had made a solemn undertaking never to repeat his experiments, and agreed that his creature would be instructed in the Calvinist faith and baptised.
The creature chose the name of William at baptism, after Frankenstein's younger brother, who had recently been murdered by robbers (a crime never solved), retaining his original name of Adam as a middle name. Frankenstein and Elizabeth (his adopted sister, whom he later married) became his godparents, Herr Flez (who was unmarried) adopted him as a son in order to ensure that he would have Genovese citizenship.
Having agreed to abandon his research, Frankenstein had to look for a new direction in his life and work. Flez suggested that until he had settled on a plan, he might help develop the scientific side of the business. Eventually this became Frankenstein's new career. From 1812 onwards the company was known as one of the most innovative manufacturers of scientific instruments, eventually including microscopes, telescopes, and (in the latter half of the century) cameras and planetarium projectors. Frankenstein's early experiments were quietly forgotten, all papers relating to them destroyed or archived by the Genovese government. "William Adam Flez" continued his studies; in view of his unusual looks and height he could never live a normal life, but he was active behind the scenes in the company while studying science, philosophy and economics, and eventually wrote a well-received volume of densely-reasoned economic theory arguing that world peace could only be achieved via social and economic unity. In 1855 he endowed the Institut Zug, using intermediaries, most of them unaware of his involvement and nature, to control the organisation.
Herr Flez is long since dead, his place in the company taken by his adopted son, my creation "William". Even today he is as active and hardy as the day he first opened his eyes. I have perhaps never learned to love him as a brother or a son, but I no longer regret his existence. I simply wish that I had done my work better, and built him in a form that fitted him to live a more normal life. I also wish that I could be sure that he has a soul, although I have seen no evidence that he has not. It is as well that I gave my word not to meddle in these matters again and have destroyed all papers related to this work; I know that I could now create something indistinguishable from a man, and the consequences of such a soulless creation are too horrible to contemplate...
Following Frankenstein's death in 1856 "William Flez" gradually took control of the company, buying out Frankenstein's son and other minority shareholders. A period of aggressive price-cutting drove several competitors out of business, and their facilities were added to those of Flez-Frankenstein AG (renamed Flez AG in 1870). Behind closed doors Flez set about re-creating Frankenstein's techniques, which he had copied from his notebooks as "writing practice". By 1870 the company was one of the most active manufacturers of automata and Babbage engines, and in 1885 began to sell insect-derived eyes for automata, described above. The chemical process used to preserve the eyes is a closely guarded secret. As a result Flex AG supplies Babbage engine "brains" and eyes to manufacturers all over the world.
This device is gold-plated (and thus inert to the chemical processes of the body) and has dozens of tiny pistons which press down onto the key phrenological areas of the brain. It is powered by movement, like a self-winding watch, and is used to control the victim's thoughts and emotions. The failure rate for this operation is still high; at least one patient in four dies, about a third of the survivors are paralysed to some extent by the process or go mad. Accordingly it is reserved for the most critically important of his servants, who might be able to betray him if they were free to act as they chose, and a few key figures in government.
Flez's long-term goal is to bring peace to Europe via economic means, as described in his thesis, partly out of apparently genuinely altruistic motives and partly to protect his own investments. However, he seems to regard this motive as justification for any means, however horrific.
Institut alumni have successfully brokered complex trade deals which mean ruin for some of the largest manufacturers in Europe if they ever go to war with their neighbours. As a simple example, most countries buy automaton brains from Swiss suppliers; in the event of a war the supply would quickly be cut off. There is currently only one supplier of automaton eyes, also Swiss, and they are essential for any automaton; the Institut has suppressed several alternative technologies, most recently the photo-electric discoveries of a certain Herr Einstein, one of the rare foreigners to be offered a place at the Institut. Prussia needs refined aluminium for many of its automata, but the leading suppliers are British, and would naturally stop supplying the metal if there was an Anglo-Prussian war. There are hundreds of other agreements, most having nothing to do with automata, all of them making war expensive or difficult.
Flez hopes to increase Swiss influence, eventually uniting Europe in a federation along the lines of the Swiss federation of cantons. After that he plans to incorporate the rest of the industrialised world. It will take decades, but William Flez appears to be immortal, with a little care; he hasn't aged since he was assembled, although he has had to replace some mechanical components that wore out, two livers, and a leg that developed an ulcer. If he needs more body components he purchases corpses via the medical school black market in Prussia or Italy (he avoids Swiss sources to avoid police enquiries). He prefers human parts, but can make do with animal tissues and organs if the need arises. His personal physician, Doctor Petri, is fully trained in the Frankenstein technique, and thanks to the small mechanism inside his skull is absolutely trustworthy.
This, then, is the hidden power the adventurers may eventually face; a totally ruthless organisation that on the whole is aiming to improve the lot of humanity and bring about peace on earth, albeit a peace that will maximise profits for Switzerland in general and William Flez in particular.
William Flez (Rich industrialist and economist, monster)
Deiter Klebb (Flez's man of business)
Johannes Gerber (Flez's head of security)
Doctor Claus Petri (Flez's personal physidican)
One interesting option for a campaign based on the Institut Zug, with or without Flez, is to begin with the adventurers on the inside looking out, at least partially aware of the organisation's goals - and working for it, as alumni and employees of the Institut Zug, "Europe's last best hope for peace."
Europe is in the grip of an insane and hugely expensive armaments race, with Britain, Prussia, France and Italy all developing new and more devastating weapons; automaton soldiers and guards, engine-guided railway and battleship guns, dreadnoughts and flying machines, chemical and possibly biological weapons. If there is ever another war the results could be too devastating to contemplate. The Institut hopes to make war too complex and expensive to contemplate, using everything from economics to sabotage to set back the great nations and their plans for armageddon. To do so it must know what's happening, which requires military and economic espionage. Make no bones about the fact that the main aim is to create a peace that will benefit Switzerland; peace is the important part, and profit is an excellent motivator. And of course if things are profitable the agents will be well-paid.
Gradually suck the adventurers into more questionable activities, using bribery, blackmail, and if necessary assassination to bring about results that may have a marginal effect on peace, but are intended primarily to increase the influence of the Institut and the profits of its investors.
Ultimately reveal that while the Institut was created to bring about economic peace and prosperity, some or all of its current directors are more interested in profit at any price; the secrets taken from one country are often sold to another, and the institut is actually fuelling the current arms race.
If William Adam Flez is Frankenstein's creation, this is the moment to bring in Gerber as (apparently) another agent who is disgusted by the current directors and is organising against them. He plans a purge, and wants the adventurers' help to pull it off. This shouldn't be easy, but eventually Gerber and the adventurers should triumph. Then Gerber explains that his backers will appoint new and more reliable directors to take up the original aims of the Instutut. And anyone who has their own ideas will be quietly escorted from the premises, by Gerber's goons, or if necessary terminated with extreme prejudice. It shoud gradually become apparent that his backers are the real powers behind the Institut, the crooked directors were a momentary abberation. The new directors are painfully honest, and completely ruthless in their drive for peace. Sooner or later the adventurers should discover that they are also mechanically-controlled slaves, and go looking for the real power behind the organisation.
If Flez is just another industrialist, the son of the Institut's founder and one of its financial backers, the adventurers should be on their own. Flez will be one of the few backers who isn't profiteering this way, and a leading candidate to take over. Once he's aware of the full nature of the Institut he'll leave as much as possible of the illegal work of the organisation in their hands, trusting them to continue the good work his father originally planned. But can the adventurers be trusted with the power and money they'll have, or the responsibility of safeguarding the peace of Europe? Adventures
Campaign: The Kobold Project
For more information on Prussia see FAQ Preußen (Prussia), a comprehensive web site on Prussian history and geography. The government is largely the same as in our world, with one crucial exception; Bismark is still Chancellor, and still in vigorous good health despite his advancing years. With the passage of time his influence on the Kaiser has grown, and he is the main driving force behind the transformation of Prussia and the greater Germany into a modern and fully regulated state as described above. The map (to the right) shows the German Empire, with the main locations marked; the FF CD-ROM includes a clearer version with less compression.
German currency is based on the Reichmark or Mark, worth approximately 10½d, divided into 100 Pfennige, with coinage as follows:
There are no "important" NPCs in this adventure; everyone that the adventurers encounter will simply be a cog in the Prussian machine, interchangeable with any one of a hundred other citizens. With the exception of a few key figures such as the Kaiser and Chancellor Bismark, neither of whom are likely to be encountered, everyone concerned is a nonentity. There are no mad scientists, no evil masterminds, just ordinary people doing their jobs. If one is killed or injured someone else will undoubtedly take his place. Some sample NPCs are provided at the end, and they should be used wherever appropriate; for example, only one craftsman is described, and he should be used wherever a mechanic or factory worker is required in the adventure.
Although this adventure is written in English, and plans etc. are labelled in English, it should be remembered that in reality all signs, plans, etc. would be written in German, and that relatively few characters the adventurers will encounter should speak English.
PRINCE OTTO VON BISMARCK, Chancellor of Prussia and Germany, has announced his budget for the coming financial year. Taxes remain largely unchanged, the main exceptions being small increases in the duty charged on spirits, tobacco, and playing cards. However, the budget shows a redirection in military funding, with the Army budget raised by more than a hundred million Marks and the Naval budget cut by more than fifty million. This is believed to reflect contracts announced earlier this year for the construction of "mechanised field units"; the exact nature of these units is unclear, but the Krupp engineering group is believed to be the main contractor.
The Times, April 1898 (last year) Bismark, the legendary Iron Chancellor, who is still active despite his advancing years, has finally persuaded the Kaiser that naval expansion isn't an immediate concern for a Continental power; the future lies in a strong army, which will eventually be able to conquer and hold the industrial centres and sea-ports of France, Italy, and other neighbouring states. Once Germany has these ports it will be time for naval power; meanwhile the army must take top priority (with aerial support if available).
One aspect of this change in policy is an attempt to develop automaton soldiers; the "pepper pot" Stahlwächter machines, shortly to be upgraded as described above, are used for internal security and guard duties, and a machine similar to Britain's Automaton Atkins will be used in more hostile terrain. This is still in development, and when the design is finalised it will be virtually identical to the British automaton; the main changes are slightly reduced height at 7ft 6in, a more Teutonic look to the head including a spiked helmet, replacement of the grenade launcher with a seven-shot repeating shotgun, and a coffee filter mechanism on the hot water spout. Statistics are otherwise the same.
Refined railway guns are also being developed, and will be useful if the railways of an invaded nation can be captured. They are expensive, best used as siege weapons in the "end game" of a war.
These automata apart, the "mechanised field units" mentioned in the article include tractors and trucks, mostly steam powered, which will replace the horses that are still used for most purposes by the army, two regiments of armoured cars, two land ironclads, and some special combat machines which are currently referred to by the code name Kobold.
The first prototype is already close to completion; however, it is being built in the naval dockyard at Kiel, not the main Krupp complex in Essen. The reason is simply that the construction is similar to a submarine, and Kiel has more experience of this work. The photograph (below) was taken by a paid agent working in the dockyard, using a miniature camera with poor focus and resolution, and the negative was damaged during processing. It shows the Kobold with turret extended, prior to the installation of its gun, and this has been mistaken for a conning tower. The Royal Navy now believes that the Germans are developing a small submarine which will be able to bore into ship hulls to destroy them without wasting explosives, an idea which they confidently expect to be a resounding failure. Copies of the photograph have also reached the Institut Zug and Italian government, which have also been fooled. From the viewpoint used by the photographer the spiked chains which propel the Kobold are concealed by the hull. Since there has been no increase in the naval budget they have also assumed that it is a one-off, a project doomed to failure, and paid it little subsequent attention.
In itself the Kobold is not a world-conquering weapon; it can only work in reasonably soft ground, not solid rock, is only usable against immobile targets such as fortresses at close range, and can be countered by drilling deep holes and planting mines or underground concrete barriers. Aerial attacks are more likely to be a threat - if aircraft exist in the game world the development of a subterrene implies that the Prussians have developed effective anti-aircraft defences and expect other nations to have done the same. The adventurers and their contacts may well assume that it implies expansionist Prussian intentions, but this isn't exactly a surprise.
Several phases are described below; there is no need for the adventurers to be involved in all of them, unless they are seriously committed to a career in espionage. Most of the rest can reach them in briefings or via NPC agents if that is more convenient for you.
Financial intelligence is in its infancy in this period, but the Institut Zug has the resources to realise that a significant amount of money from the Army budget is going to Krupp, more than can be accounted for by the announced projects; other intelligence agencies probably can't put this information together without prompting by the adventurers.
Meanwhile there should be rumours of a rift between the Army and Navy, mainly caused by the change in funding priorities. At high levels this is mostly seen in terms of railway guns and steam wagons versus battleships, but at low level there are some discontented mutterings; for example: If they are unusually efficient they may find an opportunity to take a close look at a Kobold in Kiel. The first prototypes are being assembled in the dry dock, with prefabricated components for more waiting to be put together. Most of the internal components will be added in Essen, the main parts installed in Kiel are the hull, the tracks, the drill, and the electic motor that powers it. A look inside the most complete machine will make it obvious that there is space left for huge batteries, for a controlling brain, for most of the turret mechanism, and for other internal machinery. There isn't enough fitted to make the machine's capabilities obvious. The main thing learned from an inspection in Kiel will be that it is designed to move on land (or in soil), not underwater; tracks under the hull make that obvious. Incidentally, the treads won't immediately seem familiar to a Victorian audience, make players think about the mechanism and describe it, rather than simply saying "catapillar tracks", before they are convinced that it's designed to move on (or in) land.
Even the incomplete Kobolds are well-guarded, as are the workshops and warehouses around the dry dock. There are about thirty soldiers on duty at any given time, and several secret police amongst the two hundred or so workers. The dock is part of the military dockyard, which has a much larger naval guard force, and getting anywhere near it requires getting through two checkpoints. It's surrounded by walls, fences, and other barriers. All workers and guards are required to carry special passes as well as their normal identity cards, which are checked and run through a card reading machine at both points; visitors aren't normally allowed anywhere near the dry dock, but it might be possible to get in by posing as a worker (with stolen cards) or as some sort of emergency service. The dockyard has its own doctor, ambulance, and fire station, so unusually creative methods will be needed. The use of soldiers to guard the dock does cause one vulnerability; they are outside the navy's chain of command, and the normal dockyard guards aren't controlled by the army, so it might be possible to find a way to get a look at the dry dock while posing as naval guards. Other possibilities include hiding aboard a goods train delivering supplies to the project, or simply sneaking in and avoiding the sentries. Naturally any intruders that are caught will be arrested as spies. Since Germany isn't currently at war they will be jailed indefinitely then deported; if they have harmed anyone or done any damage they will be shot.
Detailed plans for the hull, treads, and drill assembly are kept in the offices at the site, but the real guts of the machine - the calculating engine, power supplies, weapons, etc. - are only shown as rough outlines, indications of internal space that must be kept clear. Getting at them should be VERY difficult; for obvious reasons they are not kept in plain site, and the men assembling the Kobold only have simplified plans detailing the job of the day. At night they are kept in a locked safe, BODY [10], lock DIFFICULTY [8].
If the adventurers follow this lead, they should eventually see an incomplete Kobold on a railway wagon. Needless to say it is heavily guarded, as described above, and they should have to work hard to see anything. One obvious thing this tells them is that the Kobold is being shipped inland, which should seem odd if it's a submarine. When it is seen from the side they should realise that it is intended for land use.
Attempts to get inside a Kobold en route should be counterproductive; the most important components haven't been fitted yet. At best the adventurers will come away with relatively little useful information, at worse they will be captured and security will be tightened considerably.
As the Kobolds arrive at the complex they are shunted to one of the factories, illustrated to the right, for final assembly. This is a tricky process, largely because there is relatively little room to get inside the machines; most of the internal space is used for batteries, the turret and mine laying equipment, the calculating engine, and so forth. All of these components must be linked by complex arrangements of levers, gears, rods and cables, both mechanical and electrical. Once the outer casing is complete and riveted together the only routes into the interior of the machine are the mine compartment and some small access plates. When the machine is complete there is possibly room for one relatively small person to get inside, in a cramped compartment that will soon become stiflingly hot, its air contaminated with acid fumes from the batteries.
The schedule calls for the first Kobold to be tested as soon as it is complete, with final assembly of the remaining machines waiting for the results of the tests. This will make it easier to implement design changes if they're needed. A demanding schedule requires shift work, so even at night the workshop is bustling.
When the workshop is busy 50-100 mechanics and other workers can be found here, as well as a few industrial automata; the machines used are licensed versions of the Ford industrial automaton, above, with the exception that they have a Prussian built brain of standard quality, raising reliability to 5 and reducing reaction time to 1 second. Mostly they can be found performing simple repetitive tasks such as machining the rollers used in the mine compartment. Since this isn't as yet a production line they are mostly idle.
Plans for the Kobold are kept on the upper floor of the administrative offices adjacent to the workshop. There are usually at least a dozen draughtsmen at work there by day, often more, with engineers and other experts frequently present. No one person has all of the details of the project; it's too big and involves too many disciplines for that. The complete plans and specifications fill dozens of filing cabinets and plan chests, but these include working drawings used on the shop floor, copious documentation of components supplied by other manufacturers, and secondary paperwork which is mostly irrelevant to an understanding of the machine's capabilities. There are a dozen or so key plans, each about the size of a tablecloth when unfolded, which between them are the key to understanding these machines, and a summary file detailing the design specification (the statistics above, minus the game data, with more details). Naturally everything is written in German, with measurements in the metric system. The documents are arranged logically with the most important summary in the top left-hand drawer of the filing cabinets, the key plans in the top drawer of the plan chest. All drawers are locked, with clerks assigned to keep track of the files and plans and log them in and out as they are used.
The instructions for the Kobold are being prepared in the card design office on this level; they essentially consist of a stack of several hundred perforated cards, each covering an aspect of its operation. A bored operator converts endless sheets of typed instructions into code, using a calculating engine to test them and make sure that there are no obvious errors (which will lead to the cards being rejected). This is considered to be a low-status clerical job, with kudos going to the mathematicians and logicians who prepare the original instructions. At night the cards are locked into a safe (BODY [14], lock Difficulty [7]), but the combination to the safe is easily found; it's on a slip of paper in the operator's desk: 12R, 27L, 45R, 10L. Anyone who can get at the cards can insert additional instructions on a Difficulty [6] Babbage Engine roll; if unsuccessful the new instructions seem to work until they are tested in the Kobold, whereupon its mind locks up and stops processing cards, and the whole machine comes to a halt.
Pride of place in the project manager's office goes to the napkin on which the Kaiser originally sketched a Kobold, now framed and displayed below a portrait of the Kaiser himself. The sketch shows a machine much like the final prototypes, which explains some of the design problems; it would be more efficient with a more streamlined hull and multiple drill heads instead of a single massive drill. The main differences between this picture and the real machine are that the turret is shown extended, and that it is shown as having wheels rather than treads. From top to bottom the hand-written labels translate as: "Machine gun", "Cannon", "Automatic!", "War-machine", "Kobold!!", and "Rotary drill". The label below translates as "The Kaiser's original concept for the Kobold war-machine."
By night, when the offices are closed, four Stahlwächter automata patrol the upper floor. These are a variant model with the machine gun replaced by an electric prod:
If the adventurers can get at the plans and specifications they will probably want copies; stealing them is a little obvious. Photocopiers and other convenient machines don't exist yet, but they might be photographed. A large camera and twenty or thirty flash exposures will be needed for good results.
Alternatively, the master plans are filed with copies drawn on translucent paper for use in making blueprints, a process invented in the 1840s. Blueprints are produced by hanging the original drawing in front of a sheet of sensitised paper and leaving an arc light in front of both for several minutes. Ultraviolet light from the arc light passes through the thin paper but is blocked by the black ink. A chemical called Prussian Blue forms where the sensitised paper has been exposed to ultraviolet, with the lines left white. A wash with slightly acidic water, followed by drying, completes the process. It's a slow messy process taking thirty minutes or more to copy a single plan, with drying time afterwards, but produces an excellent result.
Getting into the offices and making blueprint copies of all the important plans would be an all-night job, difficult to do without arousing suspicion or attack by the automata. It may also be unnecessary. There are several copies of an order form for prints in the drawing offices, if one is left in the copy room "In" tray and seems to come from a legitimate source the copies will be made and dispatched to whoever has ordered them. The request would have to appear to come from someone fairly senior in the Krupp organisation or government, of course, and it would then be necessary to intercept the delivery.
The adventurers might think of trying to steal a Kobold; this is a very silly idea. Transporting a Kobold by rail requires special routing to avoid low bridges and other obstructions, and trucks capable of moving something this heavy by road aren't available. The Kobolds won't be able to move under their own power until they are ready for testing; it takes many hours to charge the batteries, and they slowly lose their charge, so it won't be done until just before each test. Instructing a Kobold to steal itself - to burrow to a rendezvous where it can be loaded onto transport - might be a possibility, but won't be inconspicuous; Kobolds are routinely tracked by buried microphones and seismographs during tests, and the controllers will soon become aware if it goes off course.
The mines to be carried by the Kobold have already been built and are kept in a munitions plant a mile or so from the rest of the complex. Security at this plant is extremely tight - it's a tempting target for sabotage by everyone from foreign spies to maniacs - and any attempt to get in should lead to disaster for the intruders. Several hundred tons of various explosives are kept in strong concrete bunkers, with draconian precautions taken to reduce static electricity and ensure that there are no sparks or flames. The guards carry swords and rifles with fixed bayonets; the rifles aren't initially loaded, but the guards carry ammunition and are authorised to use it if they can do so safely. The Kobold mines are kept in Bunker 7; there's nothing obvious to distinguish it from the other bunkers, containing torpedoes, artillery shells, small arms rounds, and other explosives, so if the adventurers don't know where to look they won't easily find the mines. The mines are transported to the factory just before each test, arriving about an hour before the Kobold is due to be moved out; it takes about fifteen minutes to load each of the smaller mines, about thirty to load the larger type.
If the adventurers have been assigned to sabotage the project, the most obvious way to do this is to set a mine to detonate on board or as soon as it is laid. Simply stranding a Kobold underground won't work; Krupp has plenty of workmen to dig it up and find out what went wrong.
The tests are planned to begin and end near the rail head, with the Kobold loaded back onto its railway car and returned to the factory for any modifications that might be needed after each test. If it breaks down a recovery team consisting of twenty or so workmen with spades, a steam traction engine powerful enough to tow the Kobold, and (if necessary) a bomb disposal team will retrieve it.
Naturally nobody expects these tests to go perfectly, and a delay of a day or two for repairs and modifications, or to prepare new instructions, won't surprise anyone. Some possible problems: The reasons for this abrupt policy change will never be announced, of course, and it will generally be assumed to be a whim of the Kaiser. In fact it is a shrewd political move, and will succeed in worrying Prussia's enemies for a few months. Eventually, of course, there will be war between Germany and one of its neighbouring states. Any spies that have been identified will be arrested, if that was part of the original aim of the project, and a few foreign intelligence agencies will be less efficient for several months. Eventually the German public will expect to see the Kobolds go into action, since their taxes have paid for them, and the only working prototype (if there were more the others have long since been stripped for parts) will be loaded onto a train and sent to the front.
Typical NPCs
Otto Holtz (Engineer)
Manfred Zeigler (Craftsman)
Adolf Kempler (Draftsman)
Major Paul Schmidt (Secret Policeman)
Klaus Boltzmann (Security Guard)
Kurt Reinhardt (Soldier / Sailor)
Results and Rewards
Experience points should be appropriate for the risks taken, the information gained, and the fun the players give the referee. For example, if the adventurers conduct daring commando style raids to find out more about the project they should earn a few points. If they persuade a beautiful young lady to seduce one of the guards to let them in, or get the guards so drunk that they don't notice an intrusion, that should also be worth a few points. While neither is quite as dangerous, it's a lot more ingenious.
Further Adventures Assignment Zenda
This is a military adventure that works particularly well as a crossover with The Queens Own Aerial Hussars. If you don't want real supernatural phenomena to exist the Hussars are a rapid deployment force similar to air cavalry, without any vampire-fighting weapons. The remainder of the adventure assumes that they are as described in their worldbook.
King Michael of Ruritania, a small nation bordering the Transylvanian provinces of Hungary, Bessarabia, and Bulgaria requests the help of British military advisors, and has specifically asked that they should be Aerial Hussars. It seems likely that Ruritania has supernatural problems, but they are curiously evasive about the details. The approach was made at the highest level, and it will be difficult to refuse without offending a friendly state. Whitehall has decided that the best response will be to send AAS Balaclava and its crew, with soldiers and some civilian specialists. They are to evaluate the situation, help the Ruritanians to get up to speed if it's a problem they can handle themselves, otherwise either deal with it by themselves or get the Ruritanian government to request whatever support they feel is needed. Needless to say they are given some background material on Ruritania (see The Prisoner of Zenda and sequels) and a few maps:
Diplomatic support is available in Ruritania, but additional air-ships or troops cannot be supplied unless the Ruritanians request them. Given the length of the supply line any help that's requested will take at least two to three days to arrive.
The British Embassy in Ruritania reports that Britain isn't the only nation that has been asked to supply help; there is also a Prussian military delegation in the capital, about a twenty officers and men, but they seem to be more interested in Ruritania's defences than in helping with the current problem. They don't have a proper Aæronef-style flying machine but their equipment does include an armoured car (Speed 30 MPH, BODY [12], armour -4 Effect all attacks, Gatling gun) and a small lighter-than-air airship:
As an optional complication, if you have previously used any of the adventurers in an adventure related to the Kobold Project above, the Prussians are aware of it and plan to kidnap those involved and return them for trial.
If the Prussians aren't helping to solve the problem, are they part of it? Several other suspicious foreigners are around including some French ornithologists, a group of Swiss meteorologists, a visiting Transylvanian count, etc.
When the adventurers reach Ruritania they will be given the facts: over the last few weeks eight bodies have been found in various locations around the capital (Streslau) and surrounding towns. Most recently two bodies have been found in the forests of the Grünewald district, about midway between Streslau and Hentzau. All of the victims were influential members of the community, lawyers and politicians, military leaders and teachers, but there is no obvious link between them, apart from the manner of their deaths. It's obvious that they are all victims of the same killer, since in every case the top of the skull has been caved in and there is extensive damage to the brain. Naturally, given their proximity to Transylvania, there are rumours of demons, vampires, and other supernatural attackers.
In fact the Swiss "meteorologists" are responsible. They are highly trained operatives of Flez Biomechanische Technik AG with a cover as Swiss sportsmen, working to gain control of the economy of Ruritania. These agents should be designed as experienced characters based on 25 points, with equipment including Automaton Whistles, guns, etc. They include several former soldiers, a surgeon, and a Mesmerist. They have rented Castle Zenda (its former owners were stripped of their power in the last reforms of the Ruritanian government and are now exiled in Vienna) and are using it as their base, with an operating theatre in one of the turrets. Their "cover" is construction of a weather station in another turret. The weather station is apparently genuine, part of a long-term project to improve weather forecasting which is
Ruritania has several worked-out silver mines which still contain rare earths used in Flez's reanimation technology; these mines are also of interest to the Prussians, who need the same rare earths as catalysts for their chemical industry. The Swiss agents, all implanted with Brain Enhancers, have been instructed to capture suitably influential Ruritanians, fit them with Enhancers, indoctrinate them with a desire to become an economic ally of Switzerland, then Mesmerize them to forget their captivity and indoctrination. The corpses are the failures, their skulls smashed to disguise the trephanation used to implant the Enhancer. For each body there have been several successes. In every case the victim vanishes for a couple of days, and comes back claiming to have been ill; Flez's strange chemicals make the incisions heal in a matter of hours, so that there is no evidence of the implant short of surgery or an X-ray. There are no X-ray facilities in Ruritania. Once back at work the victim starts to lobby for the Swiss; for example, a school-teacher might lecture her students on the natural superiority of the Swiss economic system, a politician might call for closer trade links with Switzerland, etc.
The kidnappers initially travelled all over Ruritania to find victims, but as time passed and nobody seemed to pay any special attention to them they have begun to strike closer to home. In the Grünewald district several local villagers are under their control including the local mayor, the pretty young schoolteacher, and the priest. The bodies belong to one of the aldermen and a minor member of the nobility, whose operations were botched. Another body will be dumped soon after the adventurers arrive in the area; Herr Sigismund, owner of the local mill. This gives the adventurers an opportunity to establish the pattern of kidnapping, since there will still be some evidence of the abduction at his home. At least one more body should be found before the Swiss fall under suspicion; this is partly because the Prussians will make a nuisance of themselves one way or another, and partly because King Rupert and his court will keep demanding progress reports and interfering in other ways, such as sending Ruritanian troops to help the British; they're sincerely trying to be helpful but won't speak English (or any other languages the adventurers understand) and are convinced that a vampire is responsible... There's also a visiting (and entirely blameless) Transylvanian count around to be the fall guy for that idea, who might need to be rescued from a lynch mob. In one play-test the Swiss arranged another diversion by sabotaging the German airship, leading to a daring mid-air rescue mission from the blazing German craft.
If the Swiss are unmasked they will try to to capture the Hussars and implant them, picking the least intelligent Hussars as the most likely candidates for conversion. "I am Baldrick of Ingstoldt. Surrender your bank-books now, and prepare to be assimilated..." Any Swiss captured will refuse to talk and will somehow activate the self-destruct devices in their Enhancers, killing themselves instantly.
This adventure should end with the adventurers aware that something nasty is brewing in Switzerland, but unaware of Flez's involvement (the Enhancers aren't marked with a manufacturer's trademark, of course) or the full scope of the plan. Once Flez is aware that his agents have been caught he will have all links to the operation severed, wait a few months, then try to buy the mines through one of his subsidiary companies. This may give the adventurers or their associates reason to suspect his company, but naturally there will be no proof.
Credits, Further Reading, Etc.
While every automaton contains a calculating engine, there are many other uses for engines. The immobile calculating and sorting engines used in commerce and bureaucracy are if anything more important. There are many different designs, from simple adding and multiplying machines to complex archiving and record-keeping systems. Usually they are designed as fixed installations, not portable, although there are portable suitcase-sized calculating and type-writing engines for businessmen on the move. Devices that can be controlled by calculating engines include card-sorting machines, factory equipment, weaving and sewing machines, printing presses and typesetting machines, etc. Often the calculating engines used for these purposes are larger than those used for automatons, and add refinements such as faster operations, multiple simultaneous operations, extremely precise mathematics, etc. The largest machines are gigantic, capable of sorting through the records of an entire nation in a few hours.
What? More Machines?
If you're wondering why this section is separate from the main rules on automaton design, it's because it complicates the design process and adds some ideas that are less likely to be useful for machines created by adventurers. Tom Sloth and his Mechanical Soldier has a nice ring to it, and could be a springboard to interesting adventures, Tom Sloth and his Mechanical Card-Sorting Engine is somehow less exciting... (unless you happen to be unusually interested in statistics, of course)
Engine Modifications Minimum BODY Cost Weight Precision Arithmetic 1 1 £5 x MIND 1 lb. x MIND Improved Speed 2 2 £10 x MIND Add 50% Multiple Tasks 3 2 £5 x MIND 3 lb. x MIND Multiple Engines 4 2+1 per engine As first engine plus 10% per additional engine Parallel Engines 5 2+1 per engine As first engine plus 20% per additional engine 1 Precision Arithmetic: The calculating engine can carry out complex calculations accurately, to any desired number of decimal places. Time rises steeply with the degree of accuracy required:
This feature is found in machines built for scientific and business purposes, gunnery, navigation, etc.
Places
Time (sec)1
0.52
1.03
2.04
4.05
8.0etc.
etc.
Example: a standard MIND 4 engine weighs 40lb. and costs £85; adding precision arithmetic would take this to 44lb., £105.
2 Improved Speed: The engine is unusually fast, reducing reaction time (including calculations as above) by 50%. Experimental designs have been built with greater reductions.
Example: a standard MIND 4 engine weighs 40lb. and costs £85; improved speed would take this to 60lb., £105.
3 Multiple Tasks: The engine can split its attention between MIND operations. For example, a MIND 4 engine might be able to devote MIND 2 to an arithmetical process, MIND 1 to a conversation, and MIND 1 to a sorting operation. Response time rises; in the example above, if the response time was normally five seconds it would take ten seconds to respond to any change in the MIND 2 process, twenty seconds to respond to a change in one of the MIND 1 processes. This modification can be combined with improved speed.
Example: a MIND 4 engine with improved speed weighs 60lb. and costs £105; Multiple tasks take this to 72lb., £125.
4 Multiple Engines: The machine has several linked calculating engines. All must be identical, and the complex linkages add 10% cost and weight for each additional engine. All engines operate at full speed. It is possible to combine multiple engines and multiple tasks per engine as above, but the MIND required for a single task cannot be taken from more than one engine.
Example: a standard MIND 4 engine weighs 40lb. and costs £85; a three-engine design of this type would weigh 120 + 20% lb. = 144 lb. and cost £255 + 20% = £306. This machine could devote MIND 4 to each of three simultaneous tasks, but couldn't assign multiple tasks to a single engine.
An arrangement of three MIND 4 engines, each capable of multiple tasks, can deal with up to twelve simultaneous tasks with MIND 1, six with MIND 2, but no more than three with MIND 3 since a task can't be split between different engines in this arrangement.
5 Parallel Engines: Sometimes MIND 4 just isn't enough. Parallel engines split the thought process between several linked identical engines, adding MIND 1 for each additional engine. The complex linkages add 20% cost and weight for each additional engine. This design cannot currently be combined with multiple tasks, but is often combined with Precision Arithmetic and Speed enhancements. Typical uses are scientific calculation, advanced financial prlanning, and other intensively complex computations.
Example: a MIND 4 engine with precision arithmetic weighs 44lb. and costs £105. Adding speed takes this to 66lb. and £145. Combining five such engines in parallel to give MIND 8 would take this to 220 lb. + 80% = 396 lb., £725 + 80% = £1305. It's important to remember that even a MIND 8 engine of this type is in most respects an idiot savant, ignorant of anything beyond the parameters of its instructions.Accessories BODY Cost Weight Typewriting machine 6 2 £6 (£10 with keys) 10 lb. Card punch and sorter 7 7 £150 200 lb. Typesetting machine 8 10 £250 500 lb. Telegraph 9 Negligible £2 Negligible Telephone 10 Negligible £3 2 lb. Telephone exchange 11 8 £100 50 lb. Artillary (small calibre) 12 30 £5,000 5 tons Artillary (large calibre) 12 50 £100,000 20 tons 6 Typewriting machine: Uses a rotating lettering cylinder with letters A to Z, figures 2 to 9 with I substituted for 1 and O for zero, plus basic punctuation symbols. Must be combined with an anti-phonograph and a specialised "spelling" skill (base value zero) which lets the automaton convert speech to text. Homophones (words with different meaning but similar sounds) such as "there", "their," and "they're" are a problem. MIND pages are retained in memory; this lets the user check the document and tell the automaton to make any changes required, a process repeated until the text is satisfactory. Some models have a keyboard, allowing a human operator to type messages or instructions, but this adds to the cost.
7 Card punch and sorter: The core of most modern record-keeping systems is a stack of punched cards with reference numbers linked to dossiers such as criminal records. Two to three hundred cards can be sorted per minute.
8 Typesetting machines: Automatic typesetting is still in its infancy and engine-contolled machines are rare, since it is generally felt that a human compositor is preferable. They produce strips of type, with the final page assembled by a human editor. Like typewriting machines they require an appropriate vocabulary for dictation and the special "spelling" skill.
9 Telegraph Human operators are faster and more accurate than automata, but an automaton with a telegraph can be used by someone who has no Morse Code skill. The automaton's skills must include Spelling and Morse Code. Often combined with a typewriting machine, allowing the automaton to print messages as they are received. The Reuters news agency is believed to be experimenting with a typesetting machine that can set type directly from received Morse code.
10 Telephone: A telephone can easily be added to an automaton's anti-phonograph, allowing it to connect directly to the wires without the use of a normal receiver, which would in any case be difficult to use with the usual anti-phonograph designs.
11 Telephone Exchange: An engine can be used to control a telephone exchange, using an internal telephone to talk to users and connecting calls by mechanical switches. Provided callers speak slowly and clearly the system works well. The size and price listed is for an exchange handling up to thirty telephone lines - typical for a small town or a large business. A multi-tasking engine can be added to increase the number of calls the system can handle, but a separate anti-phonograph is needed for each line the exchange is actively talking to; once a call is connected the automaton can leave it and connect to another line.
12 Artillary: Automaton-controlled artillary is being developed by several nations; for example, the Royal Navy has tested small guns for torpedo-destroyers and larger weapons for battleships, and Krupp is known to be experimenting with large guns for railway siege artillary and dreadnoughts, but the results are still a closely-guarded secret. It should be possible for a weapon under automaton control to adjust its aim for altitude, distance, bearing, wind, and its own speed and direction of movement, faster and more accurately than any human gunner.
BODY [2], MIND [1], SOUL [-], Morse Code [2], Spelling [4]
Cost: £60
Weight: 53 lb.
Carrying Capacity: N/A
Endurance: 2 hours (indefinite with gas supply & piped water)
Reaction Time: 15 seconds
Reliability: 4
Built-In Equipment: See below.
Also Carried: -
Quote: "Dictation now reads further.. to.. your.. letter.. of.. the.. fourth.. inst.."
Description: A "complete office in a trunk" incorporating a calculating engine with precision arithmetic, typewriting machine, telephone, telegraph, and anti-phonograph with 800-word vocabulary. It has no eye. When the case is opened the typewriting machine and a trumpet for dictation is revealed, along with compartments for files, paper, etc., a telephone, and a writing desk. It can be connected to a standard British telephone line, allowing it to take telephonic dictation and messages and to intercept unwanted calls; there are also fittings for connecting it to a telegraph line. Power is supplied by a small steam engine fuelled with paraffin (kerosene) or methylated spirits (industrial alcohol), or by gas from any convenient mantle. The boiler can also be connected to a piped water supply. The illustration shows the machine half-open with the typewriting machine pulled out; the writing desk and access panel have been removed to show the calculating engine. The steam engine, just visible behind the typewriting machine, is normally covered by an asbestos-lined panel, with fuel and water supplied through a side hatch. The antiphonograh is concealed by the side of the trunk. The half-open drawer contains the telephone, wires, and tools for connecting it to the exchange line. Several hundred of these machines have been sold.
Notes: These machines, and others like them, are aimed at small businesses and occasional private customers. While the advertising doesn't actually lie, it generally exaggerates their usefulness; dictation is slow, the automaton's voice is hard to understand over the telephone, and while they can send Morse code with relatively few errors they have difficulty decoding incoming messages. An optional upgrade to the Morse Code skill allows them to send and receive encrypted messages using the commercial codes authorised by the Post Office and other telegraph companies.
BODY [4], MIND [2], SOUL [-], Driver [6]
Cost: £80 (add £5 for dummy legs, £2 for uniform)
Weight: 115 lb
Carrying Capacity: N/A
Endurance: N/A
Reaction Time: 0.9 seconds
Reliability: 6
Built-In Equipment: -
Also Carried: -
Quote: "Where.. to.. Sir?"
Description: Immobile automaton with twin monochrome eyes, average quality calculating engine with improved speed, anti-phonograph, powered by steam from car's boiler. The steel casing (-1 Effect) is enamelled as a chauffeur's uniform with flesh-coloured face and hands.
Notes: When the Stanley brothers launched their first steam cars in 1896 this automaton was an optional extra which made them a runaway success. It was a relatively inexpensive replacement for a human chauffeur, costing considerably less than a year's wages plus accommodation. The Steam Chauffeur must be fitted in a workshop, in place of the driver's seat, and is permanently connected to the car's steam supply and controls. The casing is humanoid from the waist up, with a somewhat oversized head to accommodate the calculating engine and eye mechanisms, but has no legs or feet, just pistons attached to the accelerator and brake pedals; its hands are designed solely for operating the controls. The photograph shows an early production model in California. Some purchasers find the legless model unnerving, and dummy legs can be added to make them look a little more lifelike, as can specially-fitted chauffeur's uniforms padded to make the size of the head look a little more natural. The Stanley model was originally only available for Stanley Steamers, but proved so popular that several other steam-car companies began to buy them and offer them as optional extras for their own vehicles. There are rival models from Ford, Daimler, etc., built for other types of power supply, typically compressed air or a belt drive from the engine.
Legal note: In Britain automaton-driven vehicles are limited to 10 MPH in urban areas, 20 MPH elsewhere, must have prominent red flags as a warning that they are not under human control, and must carry at least one human occupant capable of stopping the vehicle in an emergency. These laws often broken; steam cars carrying dead-drunk farmers home from market are a cliche of rural fiction, but a reliable source of income for country lawyers.
(Thanks to Tim Illingworth and John Birchby for suggesting some details)
BODY [2], MIND [4], SOUL [-], Chess [7], Linguist (Russian, German, French) [5]
Cost: If you have to ask you can't afford it.
Weight: 160 lb
Carrying Capacity: N/A
Endurance: 4 hours
Reaction Time: 6.6 seconds
Reliability: 5
Built-In Equipment: Chess board
Also Carried: -
Quote: "Pawn to king... king... king.."
Description: A clockwork chess-playing automaton in the form of a Turk sitting behind a chess board. Only one arm is mobile, the legs and other arm are fixed in place. There are two monochrome eyes. The calculating engine was built by Faberge himself; unfortunately Faberge is best known for his spectacular jewellery, not his skill as a calculating engine designer, and it is only of average quality. The inner frame is made of ivory inlaid with gold, and the pieces are made of gold or silver and ivory, but it is overall one of his less impressive works.
Notes: This is an expensive toy made for the Tsar, modelled on the earlier fake automaton (an expensive conjuring trick) built by Baron Wolfgang von Kempelen in 1770. There is no fraud in the Faberge model; it plays a reasonable game of chess, but can be beaten by any master and is less reliable than might be expected considering its price.
BODY [50], MIND [8], SOUL [-], Military Arms (gunnery only) [10], Morse Code [9], Spelling [9]
Cost: Circa £150,000
Weight: 250 tons
Carrying Capacity: N/A
Endurance: N/A
Reaction Time: 5-10 minutes (mostly time required to aim the gun, return to the firing point after recoil, reload, etc.)
Reliability: 10
Built-In Equipment: Naval gun, five parallel fast superior quality calculating engines with precision arithmetic, four telegraphs, two colour eyes fitted to telescopic periscopes, typewriter, anti-phonograph.
Also Carried: See below.
Quote: "Ready to fire."
Description: An "intelligent" railway-carried field gun (based on a naval design) capable of precision fire at a range of up to fifty kilometres. Its shell weighs more than a ton, and can be fired with an accuracy of
Notes: Traversing the gun horizontally requires a section of curved track or a railway turntable for coarse adjustment, with the fine adjustment made at the gun mount. In use an advance party of engineers and surveyors finds a suitable area of hard ground on or near a railway line, and sets up an appropriate position, usually a curved section of track with extra rails parallel to the main track for stabilising outrigger bogies. Once this position is prepared the artillery train is brought forward and the gun is set up, a procedure that usually takes several hours. Meanwhile defensive positions are prepared and manned, observers go forward with telegraph lines and direction-finding equipment, etc. Once the gun is in position and assembled the first ranging shots can be fired, the aim is automatically adjusted to compensate for the observations reported to it, and a steady bombardment can begin.
(suggested by Sir Ernest)
MOST of the material above is known, to some extent, by anyone with an interest in technology, politcs, or economics. Some of the more subtle details aren't common knowledge, but can be found out with a little effort. The material that follows isn't like that; it's a dark secret, known only to a handful of peoplem, mostly in Switzerland. As a campaign develops some of the details may become known to adventurers, but every step should be a challenge against serious odds, and against serious people who really value their privacy, are immensely rich, and will do their utmost to ensure that their secrets don't get out. If they exist at all...
Referee's Eyes Only
Everything follows is for the Referee's eyes only, not the players. If you want to play a character in this setting your enjoyment will be greatly diminished if you read on.WHEN I had attained the age of seventeen, my parents resolved that I should become a student at the university of Ingolstadt. I had hitherto attended the schools of Geneva; but my father thought it necessary, for the completion of my education, that I should be made acquainted with other customs than those of my native country. My departure was therefore fixed at an early date; but before the day resolved upon could arrive, the first misfortune of my life occurred - I slipped on a patch of ice in the street and broke my leg. My journey was delayed, and before my leg was entirely healed an incident occurred that was eventually to have a profound effect on my destiny.
...As the minuteness of the parts formed a great hindrance to my speed, I resolved, contrary to my first intention, to make the being of a gigantic stature; that is to say, about eight feet in height, and proportionably large.
...All this my creature bore with a certain stoic calm I originally found disquieting, but later realised was extraordinary fortitude. As the work progressed it became apparent that he was attempting to follow our conversation, and eventually to join in. My sister Elizabeth, who had early learned of our mysterious "patient" and of the great lengths we were taking to keep him from the public eye, uncovered our secret as he was first learning to talk; at this point his appearance was already greatly improved, and she was less frightened than I had feared, though awed by his sheer size. The next day she began to teach him the alphabet and our language, which he acquired with unusual speed, until even I would have had difficulty telling his voice from any ordinary man, were it not extraordinarily deep...
...I am now retired, and my son has taken my place as director of Flez-Frankenstein AG, but I still remain interested in the work of the company; only recently they acquired the Swiss rights to manufacture analytical engines of the Babbage design, and it is obvious that they will eventually become an important element of the business.
In the 1890s Flez AG has diversified into every field of engineering and is apparently the richest company in Geneva, other than the banks; unknown to the public, Flez AG owns several banks. Herr Flez's unusual nature is long since forgotten; he lives as a recluse in an isolated mansion on the shore of Lake Geneva, and his sole contact with the outside world is via trusted servants and lawyers. He trusts them because they are his creations. "William Flez" has long since mastered the skills Victor Frankenstein pioneered, and is building an odd army of servants, entirely loyal to his will because he has found a way to insert a tiny Babbage engine, a little larger than a pocket watch, into the human skull between the brain's outer membranes and the bone.
Mary Shelley's Frankenstein
One of the reasons why the Frankenstein name has been gradually eclipsed is that the novel Frankenstein exists in this world; Mary Shelly heard rumours of Frankenstein's early experiments, but wasn't aware that he had come to terms with his creation. When the book was published the real Frankenstein considered legal action, but was eventually persuaded that it would be wiser to keep a low profile and pretend that Shelley must have picked a name at random from the Ingstold university records. At this point Frankenstein was becoming a successful businessman and William was already a recluse, so there was little difficulty in concealing his reality. William owns a copy of the first edition, and gives it pride of place on his shelves.The Flez Brain Enhancer
While Flez would never dream of marketing this invention, or making it known to the world, he thinks of it as enhancing the functions of the human brain, rather than as a means of enslaving his servants. It works most effectively in the brains of persons of limited intelligence, boosting MIND to some extent. This effect is achieved by enhancing the ability to concentrate and think logically, at the expense of intuition and emotion (shown as a reduction of SOUL to a minimum of SOUL [1]). The effect is shown in the table to the left.
After some "training" (experimental psychologists would say conditioning) the victim is incapable of any act of defiance or disloyalty. This normally takes at least a week, but could probably be done faster.
Original MIND
After implant
SOUL1-2
+2
-13-5
+1
-16-7
No change
-2
The casing is designed so that a small glass capsule of aqua regis (a mixture of acids that attacks most materials including gold) will shatter and destroy the inner workings if it is tampered with; this also occurs if the casing is damaged by e.g. a head wound. Needless to say the release of this acid inside the brain will kill the victim. Release also occurs if the mainspring of the device runs down completely, but this requires 48 hours of complete immobility, far beyond even normal sleep; it will only occur if the victim is dead or in a deep coma.
Flez has perfected the operation to emplace this device, so that the only sign of its presence is a small scar concealed by the victim's hair. The chemicals developed by his creator repair damage to the bone and scalp so that the full extent of the operation is indetectable. Roentgen rays (x-rays) will of course show the implanted device. It can be removed by a careful trephination operation. Even after the device is removed victims may be so heavily conditioned that they are incapable of acting against Flez.
The Institut Zug is secretly owned by Flez and run by his creations. Students are indoctrinated with the idea that Switzerland must bring peace to Europe and eventually the world by controlling its economy. Students aren't usually fitted with Brain Enhancers, although an exception might be made for an otherwise promising student who asks too many questions about the grand plan for global domination, or poses a serious threat to it. Mostly they follow the plan through loyalty to the Institut and patriotism, or (especially in the case of foreign students, who are very carefully selected) realisation that peace with Swiss economic domination is considerably better than any form of war.
World With No Frankenstein
If you are not using this background the Swiss industrialist and economist William Adam Flez did endow the Institut Zug, and was for a time one of its directors, but retired in 1870 and died in 1874. His son, Adam William Flez, is a businessman in his fifties, director of Flez Biomechanische Technik AG. The company still provides a share of funding for the Institut Zug, but so do dozens of other companies. The benefits include tax breaks and opportunities to employ Institut alumni at reduced rates.
BODY [8], MIND [7], SOUL [1], Babbage Engine [8], Brawling [10], Business [9], Doctor [10] First Aid [9], Linguist (Latin, Greek, English, French, Russian, German, Italian, Hebrew) [8 ], Marksman [6], Mechanic [8], Melee Weapon (sword) [10], Scholar (history, economics, etc.) [9], Scientist [9], Stealth [6], Thief [7]
Wounds B [ ] B [ ] F [ ] F [ ] I [ ] I [ ] I [ ] C [ ] C [ ]
Flez is unusually resistant to damage; wounds seep blood rather than spurting it, and the first wound of each type has no effect on skills etc. His doctors can repair any wound short of death in a matter of hours.
Equipment: Medical laboratory, all of the resources of a large mansion and a vast industrial empire. .50 revolver (huge revolver) in desk, armed guards etc. in easy reach, automaton whistle (see below) in pocket.
Quote: "I'm sorry if my appearance alarms you."
Notes: Flez is eight feet tall, weighs more than four hundred pounds, and has pale, almost white leathery skin, with dozens of faint scars visible on his face and hands. His head is extraordinarily elongated, his eyes oddly large, brown with silvery-grey whites, usually concealed by thick glasses. His clothing conceals most of his deformities, and some of the mechanical devices he uses to function "normally". He speaks via an artificial larynx, and must belch to talk.
Flez is an extremely competent monster. In the abstract he follows altruistic principles, and in the long run his plans might genuinely benefit the world, but he wouldn't hesitate to order an execution or a war to bring them to fruition. He finds it difficult or impossible to empathise with the feelings of those who find themselves hurt by his plans; if anything he resents their complaints. He occasionally feels a mild urge to explain himself to potential recruits or captured enemies, but this will not be a prelude to the usual sort of melodramatic villainous stupidity; if he wants someone dead he will kill him, or have him killed, in the quickest and most humane manner compatible with efficiency. He will not hesitate to order the implantation of one of his controlling mechanisms, despite the risk of death or injury to the victim. Flez should always be the unseen presence, the shadowy figure behind the throne, and the referee should make it almost impossibly difficult for adventurers to find him without a prolonged investigation which will be opposed by the Swiss government and almost anyone else that becomes aware of their interest. He lives in a mansion on the outskirts of Geneva, seeing nobody except his most trusted servants.
The Automaton Whistle
Every automaton calculating engine built by Flez's many subsidiaries contains several pieces of steel designed to resonate at an exact ultrasonic frequency. Three quick bursts of sound at that frequency (e.g. blowing a specially designed whistle three times) wipe all ongoing commands from the automaton's mind, leaving it ready to accept new instructions from the source of the sound. Note that the automaton must be able to understand the language used for the instructions. Several of Flez's agents carry these whistles.
Souled automata should feel an almost irrisistible compulsion to obey, but may attempt to use their SOUL to overcome their MIND and resist the compulsion.
BODY [5], MIND [5], SOUL [3], Babbage Engine [8], Brawling [7], Business [8], Driving [7], Linguist (English, French, German) [7], Marksman [6], Melee Weapon (sword stick) [8], Psychology [7], Riding [6], Scientist [7]
Equipment: The resources of a well-run industrial empire, sword stick, .22 Derringer. Brain enhancer.
Quote: "Of course my principal will consider your proposal, but I can make no promises... No, Herr Flez sees nobody..."
Notes: Klebb, a businessman in his forties, handles the day-to-day running of Flez's commercial empire, although Flez makes the major decisions and handles long-term planning. He is a perfectly loyal manager, thanks to the machine in his head; if it were removed he would lose most of his business sense and find it difficult to change the habits of more than two decades. He oversees the day-to-day operations of Flez Biomechanische Technik AG and is the company's liason to the Institut Zug. He is a teetotaler, married with three children aged eleven to nineteen, and a lay preacher.
BODY [6], MIND [4], SOUL [2], Athlete (gymnastics) [8], Brawling [9], Business [6], Detective [6], Driving [6], First Aid [5], Linguist (French, German, Italian, English) [5], Marksman [8], Martial Arts (Savate) [6], Melee Weapon (sabre) [8], Military Arms [8], Morse Code [5], Riding [9], Stealth [6], Thief [7]
Equipment: .38 revolver, numerous thugs, etc. Brain enhancer.
Quote: "Come quietly or there will be.. trouble."
Notes: Originally a Captain in the Prussian army, Gerber was stripped of his rank following a sabre duel in which he disembowelled his opponent. He is a polite, intelligent sociopath who has been conditioned to accept Flez's judgement as his moral compass, and is utterly ruthless within the bounds of his instructions.
BODY [2], MIND [5], SOUL [2], Babbage Engine [6], Brawling [3], Doctor [9], Driving [6], First Aid [8], Linguist (French, Italian, German, Latin, Greek) [7], Psychology [6], Scientist [8], Stealth [3]
Equipment: Medical kit, fully equipped medical laboratory including operating table and instruments (in Flez's mansion). Brain enhancer.
Quote: "I'm afraid that this procedure can be somewhat... disturbing. Tighten the straps, please."
Notes: Petri is a slightly-built physician with a dispassionate concern for his patients; even when he is performing life-threatening unnecessary surgery he will do his best to cause as little pain as possible and maintain a pleasant bedside manner.
Campaign Outline: Europes Last Best Hope...
This section describes a Prussian military project which might be brought to the attention of adventurers as spies, agents of the Institut Zug, Luddites, saboteurs, etc. They might even be agents of the Prussian government, working to uncover spies and saboteurs who have become aware of the Kobold Project. The project is BIG, and what follows is an outline of its main stages and the places where they occur, with some suggestions on ways of using them in an adventure or campaign. There is no plot, as such, simply the development, testing, and final fate of the Kobold. It's up to the referee and players to determine how they'll become involved in the project.
In playtesting the adventurers were a group of "amateur" spies, British tourists and businessmen asked to keep an eye open for any evidence of the new direction in Prussian military thinking, based very loosely on characters from The Lady Vanishes and Wodehouse, accompanied by Sirius the Steam Dog, Miss Marple (an annoyingly precocious teenage niece who fancied herself as a sleuth), and her maid.
An obsolete silver coin, the Thaler, is worth three marks and is slowly being withdrawn from circulation. Germany uses the metric system of measurements, but in this era has its own names for the different units:-Gold Coins 20 Marks 10 Marks 5 Marks Silver Coins 5 Marks 2 Marks 1 Mark 50 Pfennige 20 Pfennige British equivalent 19s 7d 9s 9½d 4s 10¾d 1s 9d 10½d 5¼d 2d
Stab = Meter; Neuzoll = Millimeter; Strich = Centimeter; Kanne = Litre; Schoppen = half-litre; Neuloth = 100g; Centner = 50 Kg; Tonne = 1000 Kg.
Referee's Information
FURTHER MECHANISATION OF ARMY?
Informed speculation suggests that the new units are self-propelled artillery units, similar to Krupp's earlier railway guns but designed to travel on roads or across country, and probably incorporating advanced calculating engines for greater accuracy. The new direction in Prussian military thought may be related to the Russian demonstration of a land ironclad last year, and follows an earlier commitment to the creation of an all-terrain automaton soldier (resembling the British 'Automaton Atkins'), which has so far not beeen realised.
The governments of several neighbouring countries have already expressed concern at this new development, which seems likely to spark more military rivalry and can only lead to excessive government spending.
Faced with the threat of the British fleet at sea and the armies of its Continental rivals on land, the Prussian government (which is in effect the government of Germany) has long sought ascendancy through superior firepower. One response is the race to build larger and more powerful Dreadnought battleships, a contest which Britain is currently winning, another is the development of dirigible balloons (such as the Zeppelin design) or, in campaigns in which this technology exists in the late nineteenth and early twentieth century, heavier-than-air flying machines.
The Kobold is an entirely new concept designed for trench warfare; a subterrene, a vehicle which can move through the earth and lay explosives or surface inside an enemy's defences to fire a lethal barrage. The Kaiser originally suggested building them, sketching his version on a napkin during a meeting with Bismark, and Bismark adopted the idea enthusiastically. His reasons for doing so can be boiled down to a belief that the Kobold might make an interesting terror weapon if it works, while if it doesn't the embarassment might deter the Kaiser from meddling in military affairs.
The Kobold programme is a bluff, not a realistic military project. The Prussians hope to mislead neighbouring nations into believing that it is a serious threat; their aim is trick such governments into heavy investment in useless underground defences, which will leave less money for defences against the Kaiser's real weapons. Only one Kobold is being built, its trials will be faked to make it look much more formidable than it really is. Several replicas (actually just hollow shells) will be deployed to make it look like Prussia is seriously committed to this technology. The remainder of this section describes it as a real project - any information related to the deception plan will be italicised and in square brackets [like this].
A secondary goal of the plan is to identify enemy agents, to make it easier to round up spy rings when war is immanent. Accordingly security is good, but is geared towards identifying spies, not capturing them, and looks much lighter than it is.
[In the deception plot the photograph was supplied to the photographer, who is a double-agent. As time goes by more information about the Kobold will be leaked, allowing foreign governments to build up a misleading idea of its capabilities. All of the information below exaggerates the Kobold's real capabilities (if you are not using this plot it is true); for example speed is under 2 MPH, endurance is only 12 hours, the mines do less damage than claimed, and so forth. The torpedoes mentioned aren't even under consideration; artillery works considerably better and is a good deal cheaper.]
Secret projects like the Kobold are difficult to hide completely; while no foreign power is currently aware of its existence, Prussian officials know about it, and sooner or later someone will say something where it can be overheard. For example: "This new machine Krupp is building will never work. The Chancellor should never have authorised it!" or "When will the army test Krupp's new machine?" Initially there should be nothing but rumours which, when put together, point to the idea that Krupp is developing a machine to revolutionise land warfare. Krupp already builds most of the artillery for the Imperial army and navy, as well as the Stahlwächter automata, and will build Germany's answer to Automaton Atkins once the plans are finalised, but none of this seems exactly new or controversial. "Krupp's new machine" must be something really radical to arouse such intense interest. The problem is that the people discussing it are senior officials, and getting near them and learning anything more substantial will be extremely difficult.
[If the optional plot is used there will be deliberate leaks if there doesn't seem to be much foreign interest]
[If the Kobold is a deception this actually reflects the fact that more land ironclads and guns are being built than have been announced, or an unnanounced program of flying-machine construction.]
In these encounters the adventurers should be able to learn just a little more if they buy a round of drinks, express sympathy, flatter the person they're talking to, or otherwise encourage more conversation. Don't give the adventurers everything on a platter; all they should be able to learn, even if they ask the right questions, is that there is friction between the Army and Navy and that something is going on in Kiel, an Army project (or possibly Navy, nobody is too sure) which has tied up one of the dry docks and is being guarded by the Army.
[If the deception plot is being used, there is only one genuine Kobold, the other prototypes will never have any internal machinery fitted, but this will not be obvious; the components that are fitted are the same as those of a real Kobold, but (for example) no motors will be fitted, much of the internal gearing for the treads "hasn't been installed yet", and so forth. Most of these components are also used in submarines and other vehicles, and are stored at the dock, although they will not actually be used for this project. Spies will either be allowed to come and go "unnoticed" by deliberately poor guards, or will find it relatively easy to escape after being caught. Naturally they will have been photographed, and will be followed to trace their contacts and accomplices.]
Once the first Kobold's outer hull and main components are complete it must be moved from Kiel to the Krupp factory in Essen for final fitting-out and trials. The others are scheduled to follow at intervals of a week, regardless of their state of completion; their movement has to be scheduled very carefully since it will disrupt rail services. After this all production will be moved to Essen; while the dry dock facilities are useful, they're expensive and working on two sites is more trouble than it's worth, so a special workshop has been built at the Krupp factory to take the dock's place. Moving the Kobolds is to be done secretly; so secretly, in fact, that it will probably become blindingly obvious that something odd is going on! A direct overland route is about 200 miles, but the actual distance by rail is considerably more; since the Kobold is unusually wide and long it will need to be sent along complicated routes which avoid tunnels and low bridges, which require other trains to be diverted to sidings while the military train passes. The best route is via Berlin, taking the total rail distance to about 600 miles. The trains must carry a track crew, to cope with any unexpected problems en route, and include a crane wagon. There are also several wagon-loads of guards, so the total load requires two engines. This isn't exactly inconspicuous... As they approach a station or another train the Kobold train stops, and armed soldiers are sent forward to clear passengers from the platform or pull down the blinds. These soldiers wait until the trains pass, then follow on foot - the train stops a few hundred yards past the station to take them aboard again. There are never enough guards to monitor every window or vantage point, and it should be possible to glimpse something if adventurers are careful. The train slowly travels from Kiel to Berlin, about three hundred miles, arriving at 5 AM, waits in a secure depot until 11 PM to avoid the busiest period of rail traffic and let the guards get some sleep, then carries on towards Essen.
[In the deception scenario the route has been selected to maximise the chance that the special trains will be seen by visiting foreigners. There are going to be four deliveries at weekly intervals, the genuine Kobold and the "incomplete machines", with meticulous timetable changes to ensure that the train carrying the "secret military equipment" isn't held up. These timetable changes are, of course, posted at all stations affected. While there is no indication of the cause, something which is going to delay dozens of trains by twenty minutes or half an hour is sure to be noticed by travellers since the Prussians are famous for having trains that run exactly on time.]
The story to the right is a minor filler on the foreign news page of a leading newspaper - one read by the adventurers, e.g. The Times if they are British - during this period, but is censored, blacked over with indelible ink, in all copies sold in Germany. Needless to say the censorship attracts more attention than the story would have done. Getting hold of an intact copy in Germany is difficult; if it is The Times the British embassy in Berlin has a few copies, of course, as will the embassy of whatever country the paper is printed in if it is not British, and travellers arriving in the next day or two might have one, but otherwise the only way is to get a copy from abroad. Foreign mail and telegrams aren't (apparently) being intercepted or censored, it's only bulk deliveries of newspapers that have been censored. If adventurers are already aware of the Kobold and its production in Kiel they should hear about these arrangements the first time one is moved; if this is their first involvement, most of the Kobolds have already been moved by the time they investigate.
[If the deception plot is used access to the Kobolds will be a little easier, though still not simple. Naturally the secret police are deployed to spot anyone who is spying and trace their contacts.]
The Krupp organisation owns a complex of foundries, factories, and test sites around Essen. The company is so big, and produces such a diverse range of goods, from household cutlery and automata to complex war machines (sometimes in the same building), that it is impractical to keep everything completely secure. Needless to say anyone entering a security area is supposed to carry a special pass (different from the passes used in Kiel), but the company has 43,000 employees and if security checkpoints are avoided it's unlikely that anyone will challenge an intruder who looks busy and is wearing appropriate working clothes.
[If the optional plot is used the project will be permanently stalled at this point, with repeated (faked) tests of the first Kobold while the others are never to be completed. Work will proceed more slowly, with two shifts rather than round-the-clock work.]
EFFECT [7] damage A:F, B:KO, C:KO/K
Marksman skill is replaced by Melee Weapon [4]. They will attack anyone who does not give the correct password, then drag them down to the guard room, which is manned at all times. Passwords are changed on a weekly basis. By day these automata are stored in the guard room, switched off. All of the guards know the passwords.
[If the deception plot is used, the mines will still be built; several will be needed for the faked trials, any left-overs can be emptied and the explosive used for other purposes.]
Sooner or later it's time for the first prototype to roll out for its initial test. The site used is owned by Krupp, a shell-pocked area of countryside several miles across dotted with fortified buildings in various styles. Most of them have been rebuilt several times. The map shows the test area, about ten miles east of the main factory complex. Everything shown is part of the area; even the village is just a target for weapons tests. The site facilities include a goods station with a crane large enough to handle a Kobold, a railway turntable designed for Krupp's largest guns, observation towers and bunkers, and everything else that might be needed to test the latest and most sophisticated military hardware.
Once all of these tests have been completed the Kaiser will be invited to a full demonstration, essentially a repeat of day 7. All damaged buildings will be repaired prior to the demonstration.
The Kobold will manoeuvre on the surface then descend a prepared ramp to start tunnelling a metre or so below the surface through soft earth. If all goes well it will surface after one kilometre, then go underground again to test its steering by going around a "figure of 8" course.
As Day 1 but in harder stony soil.
The Kobold will lay three mines in open areas, away from any building, then return to its launch point before they are detonated.
As day 3. but the Kobold lays a single three-ton mine.
The Kobold travels a kilometre, surfaces enough to free its turret, fires at targets, then goes underground again for the return journey.
The Kobold will lay mines as near as possible to both pill boxes and the bunker, without surfacing. The mines will detonate an hour after they are laid.
The Kobold will lay mines at the fort and the southernmost pill box, carry out a cannon attack on the village (which will be "populated" with lifelike clockwork automata instructed to attempt to dodge its attacks), then lay a mine at the northern pill box before returning to the rail head.
[If the project is a deception operation all of the tests will be faked to some extent - typically the Kobold will go underground and stop for a while then circle back to its launch point, while previously deployed explosive charges explode with remarkably accurate timing. For the gun test a small army of workmen and soldiers will deploy from a concealed underground bunker, dig up the village square to simulate the Kobold attack, spray the automata with large calibre machine gun bullets, then retreat to the bunker until several hours after the target village has been inspected by any interested parties.]
Adventure Idea: Observer Effect
This adventure is most usefully run if the adventurers are not already aware of the Kobold's nature; in fact it works best if they are innocents who simply stumble into the situation described, but can still work even if the adventurers are spies sneaking around the Krupp test site trying to get a glimpse of the new war machine, provided they don't know it is a subterrene:
While walking in the woods near Essen the adventurers discover a neat Prussian village - populated entirely by clockwork automata, about as convincing as the average shop window dummy, all fully wound and apparently instructed to avoid anyone who tries to touch them, dodge blows, etc. They are dumb but fast, but two or three people working together can corner one and look inside to determine their approximate specifications - they have six hour's endurance and have been running for no more than an hour or two. Looking around the adventurers should eventually notice that many of the buildings have been damaged by bullets (the holes have been filled with plaster) and that there are other signs that the village has repeatedly been shot up, shelled, etc.
If the adventurers know that they are near the Krupp factory they may guess that it is a test site; if not, they will be even more surprised when a Kobold surfaces with a grinding roar, extends its gun turret, and starts to shoot at anything that moves. Fortunately the automata have been set to move around a LOT under these circumstances, and if the adventurers keep still and low they are unlikely to be hurt by more than the odd splinter of brick and metal - anyone trying to attack the Kobold or out-run its automatic cannon is in a world of hurt, of course...
After a minute or so the turret retracts and the Kobold sets off again, rapidly going underground, filling the tunnel behind it with earth, stones - and an ominous-looking metal cylinder which is slowly ticking...
Assuming that the adventurers out-run the mine - it's on a 30-minute fuse so it isn't hard to get away - or somehow defuse it they have just seen Prussia's most secret weapon, and one that the Prussians are VERY keen to keep a secret. And they've been seen by the official observers, who are in a bunker a few hundred yards away, watching the test through periscopes with telescopic lenses and cameras. A huge manhunt will begin, continuing until they are caught or somehow get away. As they are pursued remember that in this world every aspect of life in Prussia and Germany is heavily beaureaucratic; they'll need valid papers with the correct perforations to buy train tickets, book hotel rooms, send telegrams, etc., and attract unwelcome attention if they can't produce them on demand.
If they are caught they will be quietly "vanished" to a maximum security prison until the Kobold secret has been revealed in war or by other spies. If they are spies they may also be shot, depending on whether or not Germany is at war with their nation. Innocent trespassers will be quietly deported, with compensation for their arrest on a moderately generous scale, once the secret comes out. This may lead to many other complications, of course; for example, the adventurers may have been declared dead while missing.
Useful sources include the novels The Riddle of the Sands (Erskine Childers), Rogue Male (Geoffrey Household, also filmed) and the film The Lady Vanishes.
[If you are using the deception version of the Kobold, the adventurers see the workmen and soldiers described in the main text, but are in turn seen by them. The Prussians will want to stop them before they can reveal that the Kobold is an elaborate hoax.]
By the time the Kaiser arrives, the Krupp organisation will know that the Kobold is a failure. It's slower than planned (it barely manages 5 MPH through soft soil under ideal conditions, the original specification was 10 KPH, about 6 MPH, through hard soil), navigates poorly, can easily be heard coming (even without instruments it's possible to hear the whine of its motors and feel the ground vibrate), can't run deep enough to avoid defences such as mines, and encounters problems under many of the circumstances found on a battlefield. There seems to be little prospect of improvement. Nevertheless the project engineers will put the best face on it that they can, and try to present it in the most favourable light, while subtly implying that the money might better be spent elsewhere; on more railway guns and automaton soldiers, for example. Bismark is more than willing to listen to such arguments, the Kaiser less so. If he sees even one successful test he will be adamant that the project must go ahead - but it must be publicised, so that the enemies of Germany will know of the fate that awaits their armies if they ever attempt to defy the Empire. At this point the main plot and the deception plan converge - Krupp will concentrate on building one Kobold, regardless of its performance, and try to give the impression that more are on the way. The press will be invited to witness the next test (which will be rigged as described above to give an impression of high speed and reliability). Any foreign spies that have been caught will be released on the Kaiser's orders; German-born spies will be held indefinitely.
The final official stage of the Kobold story is its only use on the battlefield, in France or Italy or wherever else Prussia might be fighting on the European mainland. It can't be deployed until the Germans face a static defence in fairly even soft ground, which tends to limit its usefulness, but sooner or later they should wish to attack a defensive position in suitable terrain. This will not be a success; having had months to think about the Kobold, the enemy has buried hundreds of strong magnets around the defense, and the Kobold will swing hopelessly off course, depositing its mines harmlessly a couple of hundred yards from the target, then travel on, never to be seen again. The official story of the Kobold ends here.
Adventure Idea: A Relict of Empire
Long after the war one or more of the adventurers happens to be visiting the battlefield when a heavy thunderstorm begins. The only shelter is a derelict farmhouse; it was obviously abandoned early in the war and repeatedly shelled, but seems to have most of its roof left. As the adventurer(s) shelter there's an ominous creaking noise and someone falls through the floor, landing on a soft pile of earth in a forgotten cellar. Why is there a soft pile of earth there? Because the Kobold dug its way into the cellar before it ran out of power, and the earth fell out of the hole as it came in. By sheer luck the access hatches are in the cellar proper, not the tunnel, and with sufficient Babbage Engine skill and some means of recharging the Kobold's batteries (such as a car engine used as a generator for several hours) it ought to be possible to order it to surface a few hundred yards from the barn.
What the adventurers do with the Kobold once it's on the surface is left open. Obvious answers include salvaging it legitimately, secretly transporting it to Prussia and turning it over to its owners for a suitable reward, auctioning it to the highest bidder, or using it as a vehicle for exploring caves or a series of daring bank robberies. Without mines and with a few modifications two or three passengers can fit inside, and either use the Babbage Engine to control it or rip it out and take the helm for themselves. It probably won't be much better at exploration or crime than it was at war, but discovering that is a problem for the new owners.
These characters are typical of those associated with the Kobold project, and should be used wherever seems appropriate. If you need more than one character of the same general type reuse them, but change the name and the description to suit the circumstances.
BODY [3], MIND [4], SOUL [3], Artist (draftsman) [5], Babbage Engine [6], Brawling [4], Business [5], Driving [5], Linguist (English, French) [3], Marksman [5], Mechanic [7], Military Arms [6], Scientist (engineering) [8]
Equipment: Engineering plans, circular slide rule, pens, table of constants, micrometer, gold pocket watch, identity card and papers.
Quote: (in German) "And so, if we run all batteries in parallel, we will achieve drill speeds in excess of five revolutions per minute."
Notes: Holtz is a nattily-dressed man who generally wears a smart business suit, adding overalls if he is working on the shop floor. He is usually accompanied by at least two assistants. He regards the Kobold as an interesting technical project, and has never really thought about its end use, or that of the other weapons systems he has worked on for Krupp. In his spare time he breeds ornamental carp.
BODY [4], MIND [3], SOUL [3], Ahlete (skating) [5], Brawling [7], First Aid [4], Mechanic [6], Military Arms [5], Stealth [4], Thief [4]
Equipment: Access to workshop, tools, etc., identity card and papers.
Quote: (in German) "Do you want it done fast, or do you want it done right?"
Notes: Zeigler is a fat grumpy workman who happens to be a particularly skilled craftsman. His area of expertise should be selected to suit the circumstances, e.g. lathe operator, welder, electrician. He isn't fast but he's a perfectionist who usually gets the job done right. He's also a petty thief and has been stealing money and other small valuables from his workmates. He is open to bribery - for example, if he is based at Kiel he will have taken the first photograph of the Kobold and sold it for a thousand marks (about fifty pounds) to a freelance agent who eventually sold it on for five thousand marks. His superiors have begun to suspect that he is a thief, and he is intermittently watched while he is at work, but they have no idea of any other activities. In his spare time he drinks, gambles badly, and beats his wife.
BODY [2], MIND [3], SOUL [4], Actor [5], Artist (technical drawing, painting) [7], Mechanic (theoretical only) [5]
Equipment: Access to drawing board, plans, etc., identity card and papers.
Quote: (in German) "Rembrandt, now there was a painter... let's see now, 4.75mm cable trunking goes here..."
Notes: Kempler is an efficient draftsman who would prefer to be an artist. Unfortunately the modern efficient Germany prefers photography, and although he has sold a few water-colours and oils there isn't enough money in it to take up a full-time career as an artist. Kempler has an excellent memory for faces, and will be able to sketch anyone he meets long after the encounter, if he is reminded of the circumstances. Despite his unhappiness with his career he's loyal to his employers, and will report any attempts to recruit him as a spy.
BODY [4], MIND [3], SOUL [2], Actor [4], Athlete (run) [6], Babbage Engine [5], Brawling [6], Detective [5], Driving [4], Linguist (English, Russian, French, Italian) [6], Marksman [5], Melee Weapon [5], Morse Code [4], Psychology [5], Riding [4], Stealth [4], Thief [4]
Equipment: Handcuffs, whistle, notebook, etc. Mercedes with automaton chauffeur. Two assistants (generic thugs). Access to Prussian record system, state cryptoanalysis department, etc. Phonograph and large selection of classical music on cylinder. Identity card and papers.
Quote: (in accented English) "Not so fast, Professor. There are still many questions to be answered."
Notes: Schmidt has overall charge of counter-espionage related to the Kobold project in his district (Kiel, the secure depot in Berlin, or Essen). He is a cynical experienced hard-bitten career detective, deeply contemptuous of spies (regardless of their nationality, rank, etc.), and overdue for promotion; catching a few more spies, or at least identifying them, would be a useful addition to his record in the next performance review. Any spies he captures will be kept awake by a constant barrage of classical German music until they confess.
[If the deception plan is in effect Schmidt will seem to be less efficient than he is, making subtle mistakes (such as posting a rigid predictable schedule of guard patrols or withdrawing a few officers to handle some other operation). Naturally a second layer of guards will be deployed, ready to spot spies and identify them and their contacts as described above.]
Interrogation: If possible interrogations should be role played, not resolved by rolling dice. If dice rolls are necessary the interrogator's MIND or Psychology skill must repeatedly overcome that of the victim, whichever is higher. Modifiers to this roll might include the victim's innocence, a long interrogation, a long period without sleep, injury, etc. Anyone seeking more detailed rules or information on this topic should look elsewhere, since the author has no intention of providing either.
BODY [4], MIND [2], SOUL [3], Brawling [8], Marksman [5], Melee Weapon [7], Military Arms [4]
Equipment: Rifle, electric torch, uniform, greatcoat, identity badge, identity card and papers.
Quote: (in German) "Halt! Who goes there?"
Notes: Boltzman is an ex-soldier who lost an eye and was invalided out of the army. He is still an excellent shot and efficient brawler, though his missing eye means that he is at -2 to fight foes to his left. He is a patriot and won't be bribed to betray his country, but a clever spy might be able to get past him with a suitable story or forged papers.
BODY [4], MIND [3], SOUL [3], Actor (singing) [4], Athlete (running) [5], Brawling [6], First Aid [4], Marksman [5], Melee Weapon (sabre, bayonet) [6], Military Arms [5], Riding [5]
Equipment: Rifle, bayonet, uniform, greatcoat, identity card and papers. May be equipped with a horse if riding a patrol around one of the locations described above.
Quote: (in German) "Halt or I fire!"
Notes: An ambitious young soldier, a little too eager to check identity cards and generally make a nuisance of himself. He can't be bribed, but he's easy prey for other forms of persuasion such as seduction.
Seduction: If possible seduction should be role played, not resolved by rolling dice. If dice rolls are necessary the seducer's MIND, SOUL or Psychology skill must repeatedly overcome the MIND or SOUL of the victim, whichever is higher. Modifiers to this roll might include the victim's innocence or experience, physical attractivemess, a long period without sleep, a headache, etc. Anyone seeking more detailed rules or information on this topic should look elsewhere, since the author has no intention of providing either.
Unless the adventurers have sabotaged the project it ends as described above; the Kobold is used once in earnest, fails, then the idea is quietly abandoned. There is no real way to make the project succeed; it just isn't practical. The best the Prussians can hope for is a temporary propaganda victory, the unmasking of a few spies, and enemies tricked into squandering their resources on defence against an impractical weapon. The best that agents working against the Prussians can hope for is early discovery of the inherent uselessness of the Kobold as a weapon.
Daimler Luftwagen (1894)
BODY [12] (truck), BODY [5] (gas bag)
Speed 50 MPH flying, 25 MPH on land with the gas-bag deflated.
Capacity 4 passengers plus 0.5 tons cargo.
The Luftwagen, or Air Wagon, is a small airship consisting of a lightweight truck equipped with a gas bag, aero-engine, and cylinders of liquefied hydrogen; it takes twenty minutes to inflate the bag, after that the entire truck can take to the air. After landing the gas can be pumped back into a storage tank but there are inevitable losses; in all there is enough gas aboard to inflate and deflate the bag about three times. Deflation takes about an hour.
Any time any source of sparks or flame (such as a gun) is used aboard the air ship roll 2D6; on a 12 the gas ignites, and flames spread up to the gas bag. This requires an immediate Pilot roll, Difficulty [5], repeat with Difficulty rising +1 per minute until a landing is made or the fire is somehow put out. On a failed roll the airship crashes and the impact attacks the crew:
Airship crash, "Skill" [6], Effect [8], Damage A:F, B:I, C:C/K