Carishia
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Alchemy, gadgets, and talismans. All three are craftables, all three have classes that can craft a few for free (arctype for talismans), all three say that “these are just a few examples”.
Knowing I more than likely will never be allowed their use in society play, I just want to dig a little into a much admired but cost restricted aspect of the game.
Alchemy has two major components:bombs, and drugs.
Talismans seem to mostly be reactionary.
And gadgets seem to be poor man’s magic items (using poor loosely)
Gadgets are my focus right now as I’m trying to pad out an inventor; jump boost, a mine, temporary low-light, and temporary armor points are really all they get. Late level gets a few different toys but mostly just upgraded versions of those.
Greases would be alchemy, and probably step on magus and runes.
Mods, while stepping on runes really don’t see use outside firearms or they become talismans.
Taser fits theme maybe lv2 item that does 1d6 lightning +1P
The hydrolics to make a +1STR exoskeleton probably make that a lv10
As I sit here brainstorming, most of what I come up with is based in alchemy: smoke bomb canister, auto-potion applicator, blast heads (weapon caps that release damage-type on hit).
So many feats of innovation don’t seem to fall into the range of “gadgets”. Ideally I want to make all this “society adjacent” so trying to avoid lines line “your game, your rules” and “play a different game”. Thank you.