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<blockquote data-quote="Stormborn" data-source="post: 3343616" data-attributes="member: 14041"><p>Seconded.</p><p></p><p>As to the OPs question: What kind of tech are you looking for exactly? Alchemical items, guns, vehicles, weapons? The easiest change you can make regardless of what you want is simply to change the flavor of a thing with out changing the mechanics that you already have.</p><p></p><p>Alchemy: Potions and Elixirs- Its the ingrediants themselves that have efficacy (reflected in their cost), the spell that is used to create them is the formula and the final thaumaturgical "zap" needed to get them working together.</p><p></p><p>Guns: Crossbows - they are all single shot weapons (except the exotic repeating ones). If it makes you more comfortable with the feel you can make them v. touch AC to represent the ability to penatrate armor.</p><p></p><p>Clockwork Inventions: Wonderous Items - The gears and moving parts are all right there. That +1 Bracer of Armor? Its an unfolding bracelet that turns into an articulated metal gauntlet, or it hums loudly as it generates an energy field. Cloak of Charisma? A backpack that generates a positive biothaumaturgical aura or maybe releases small jets of a specically derived self regenrating gas that makes people more receptive to the wearer. </p><p></p><p>Weapons: MagicWeapons - A +1 Undead Bane Longsword? Its a sword with a tiny clock work chain saw blade running the edges with each tooth covered in a specific rune that is anathema to the walking dead. </p><p></p><p>Thats just examples, not everything might work out, but most things will and you might be even better served culling through source books and finding those that work best. Its just a matter of being consistant. Of course, the problem would be the tendecy over time to ignore the fluff and just treat everything like a magic item. But that could happen even with a special book. Mechancially technology or magic doesnt matter, its all in the descriptions.</p></blockquote><p></p>
[QUOTE="Stormborn, post: 3343616, member: 14041"] Seconded. As to the OPs question: What kind of tech are you looking for exactly? Alchemical items, guns, vehicles, weapons? The easiest change you can make regardless of what you want is simply to change the flavor of a thing with out changing the mechanics that you already have. Alchemy: Potions and Elixirs- Its the ingrediants themselves that have efficacy (reflected in their cost), the spell that is used to create them is the formula and the final thaumaturgical "zap" needed to get them working together. Guns: Crossbows - they are all single shot weapons (except the exotic repeating ones). If it makes you more comfortable with the feel you can make them v. touch AC to represent the ability to penatrate armor. Clockwork Inventions: Wonderous Items - The gears and moving parts are all right there. That +1 Bracer of Armor? Its an unfolding bracelet that turns into an articulated metal gauntlet, or it hums loudly as it generates an energy field. Cloak of Charisma? A backpack that generates a positive biothaumaturgical aura or maybe releases small jets of a specically derived self regenrating gas that makes people more receptive to the wearer. Weapons: MagicWeapons - A +1 Undead Bane Longsword? Its a sword with a tiny clock work chain saw blade running the edges with each tooth covered in a specific rune that is anathema to the walking dead. Thats just examples, not everything might work out, but most things will and you might be even better served culling through source books and finding those that work best. Its just a matter of being consistant. Of course, the problem would be the tendecy over time to ignore the fluff and just treat everything like a magic item. But that could happen even with a special book. Mechancially technology or magic doesnt matter, its all in the descriptions. [/QUOTE]
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