Mangaholic13 |
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Technomancers. Still not sure how to squeeze this into a game where it doesn’t step to hard on either the mechanic or inventor narratives, but one thing that comes to mind is hybrid items. Whatever else the class is based on, they should be the best at utilizing and creating hybrid items
I'd also guess that Technomancers will focus more on the interaction between magic and technology. I'm thinking prepared casters able to do such things as: create an AI familiar, trade spell slots for battery charges and visa versa, cast spells through the infosphere, use technology to perform ritual spells (like Megami Tensei), and create spell disrupting EMP blasts.
As for Mechanic... I'm thinking they'll be more focused on implants, drones, and weapon/armor mods, to better separate them from inventors. Wouldn't be surprised if they also got abilities related to making field repairs and combat hacking.
AnimatedPaper |
When I think about Technomancers and consider stuff in the playtest, the other thing that fairly leaps out is the Prismeni versitile heritage. If I was thinking about abilities that a spell caster that heavily utilizes technology could do, some pretty basic ones are on that heritage. Living Battery for starters and most clearly, but Encode Presence, Verbal Transmission, and Remote Access are things I'd expect the Technomancer to be able to do via class features or spells.
I'm also curious about the Virtual item trait. There should be an ability for them to be able to use Virtual spell chips in real space without needing them to be installed onto a physical spell chip at the very least. Perhaps the ability to use any virtual item without the need for a comp or tech item, but some kind of benefit if they do.
Edit: There used to be a joke about Mechanics and Technomancers, that Mechanics specialized in hardware and technomancers software. I don't know if that's the best way to proceed in SF2, but software is something that isn't in Pathfinder and so the Technomancer would be able to play at will in that narrative space.
Driftbourne |
I think theme wise the obvious things for Mechanics to be dealing with are starships, mechs, and vehicles, but those things don't come into play every adventure. If you know you are playing in an adventure that uses those a lot it would be nice to have subclass options that deal with being a starship, mech, or vehicle mechanic. The other problem with mechanics is that most of what mechanics do falls under downtime activities, not combat. Maybe if there were more downtime activities that a mechanic could do that would help later in combat might help.
AnimatedPaper |
They come into play in every combat if you're bringing your own mech to the party every time.
This is part of why I think Mechanics should at base have either a drone or implant like they did in SF1. Most of the later options that let you swap that out for, say, a gun, are or could be covered by the inventor now, so refocusing on a drone or computer as the class's way of interacting with the world is probably needed.