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Armoury has lots of gadgets but that's dwarfed by the real world. Presuming I get the GM to agree a real world device can be bought in-game, what real world currency to credit conversion ratio is generally used? As I'm British, I'd prefer from Pound Sterling but US Dollars is fine.


The Technomancer's magic hack Fabricate Tech allows creation of technological gear that can exist for a few minutes. I'm considering choosing this when my PC levels up but there seem to be problems that render the class feature near unplayable.

First, I can't find guidelines about what qualifies as 'technological'. Presumably, the dictionary definition applies and any manufactured item is possible but only the artificial, engineered aspect. I could create a box of blank paper but not a newspaper. I could create an empty food tin but not any processed food in it.

Second, the level of the created item is limited according to spell slot expended but I can't find guidelines of item level if it's not listed. If I create a radio spectrum analyzer, how can the GM adjudicate the item level?

Third, items with limited use or charges can't be created. Looking at the Technological Items table, that's most of them. Toolkits and locks are fine but not flashlights, fire extinguishers, personal comms units or spy drones.

So, Fabricate Tech would seem to be a cool class feature as long as the item isn't too powerful to descend into engineering or technolobabble power level debate, is non-consumable, and is non-electrical. This class feature seems near pointless.


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I will be playing in S&S as an Elven Rogue who's already a pirate but won't handle slaves. Apparently, S&S is 'sandboxy', so I'm wondering if being a privateer for Andorra is feasible. Mostly so my character can snigger that a bunch of do-gooders grant (restricted) license to commit robbery.

Would Andorra issue Letters of Marque? Would the Pirate Lords accept privateers within their confederation? Are privateers outside the sandbox of S&S?