Setting idea for the Fantastic Science

DMH

First Post
The PCs' society was banished from their home plane and ended up on a planet used as a dump by a magictech society. They can not leave, at least yet and have just started to figure out how to cobble the junk into some useful devices.

The monstrous dwellers of the planet are mostly vermin, plants and broken constructs (though some of the latter are lifesparked and have been able to repair and improve themselves). In fact there is a war brewing, humans vs the constructs, that is based on a misunderstanding (the humans see them as monsters and useful spare parts and have been killing some of the lifesparks).

So it is Gamma Worldish (mutants wouldn't be that hard to add) in style.

If Matt reads this, I have a question. Can technologists take craft feats and make psuedomagical items, using the crafting rules, above those they earn per level? I don't mean new devices, but rather objects that mimic magic items (and only those based on what the technologist can already create).
 
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Some stuff I missed:

Craft points are not automaticly given every level- they must be either scavenged or purchased (2 to 5 gp/point).

Constructs hold a number of points = HD X 50.
A typical, unscavenged building holds 50-5000 points.
Deconstructing broken devices can net between 0 and 25% of the points put into it, depending on the damage.

Survival is an issue as food and clean water are rare.
 

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