Technology on Kongthf urf isn't really modern tech. It's more a mix of old scifi thrown in with some modern trappings. Simple things like guns, yeah, an automatic rifle works as one would imagine, but something like a kongthf urf car, that isn't going to be the same under the hood.
this i largely because of the disconnect between how an outside who knows magic seeing an old combustion engine, and trying to logic out how it might work. gasoline is heated, combusts and makes the car move, right? So he sets out to replicate that in effect, and ends up with a different engine.
This leaves technology on kongthf urf interacting largely with two skills. Arcana, reflected that is in part magic still, and Thievery, representign that is still very mechanical, so quick hands and know how can fix it.
So it largely becomes a game of guess scope. Car repair, gun maintenance, rearing a robotic limb, all of these are thievery. Building a combustion engine, repairing your burned out computer, getting the engines back online? this is were arcana steps in. In theory, large scale repairs, like repairing an Enforcement Golem 902 might require some dungeoneering.
But this is why the motorcycle is an arcane class, not a technology class. though later in its development life i might change it. They are pulling power from their magic core and hurling it at stuff. Where a tech class like Gun guy is using tech weapons to hurt stuff.
As well i have the idea for Techno-weapons.
Not Technology weapons like guns, but as a mimic of magical weapons. that mimic things that are real, but yo can't make a mundane weapon.
Like a Ballistic knife, but a sword. Lets you use it as a range weapon once per encounter. whoever, once used as such, you can't use it as any kind of weapon until a short rest to put the blade back in.
The question then becomes, do I have it in addition to magic properties on a weapon, or as a replacement for. That i'm not sure of yet.
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