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95 lines
5.1 KiB
Plaintext
95 lines
5.1 KiB
Plaintext
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-----=====Earth's Dreamlands=====-----
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(313)558-5024 {14.4} - (313)558-5517
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A BBS for text file junkies
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RPGNet GM File Archive Site
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By: Mike Kruppenbacher
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----------------------------------------------------------------------
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TECHNOCRAT
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The technocrat is a class based on science duplicating magical operations with
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machinery and devices. The minimum requirements for a technocrat are a
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strength of 12, IQ of 14, wisdom of 14, and Dexterity of 12.
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A technocrat fights on the Fighters table, and uses weapons specialization.
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A Technocrat, much like a magic user, studies under a master for a number of
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years, and when released from his/her apprenticeship is granted a number of
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technical devices, the minimum being the following:
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Decoder: Allows a technocrat to decode the writings of another technocrat much
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like the Magic User's Read Magic spell. Being that these are NOT magical
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writings, no spell will allow them to be read.
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Encoder, the reverse of the Decoder, allows the Technocrat to write technical
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data.
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Micro-computing Device: This is a storage and retrieval device for anything the
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Technocrat cares to record. The device uses removable storage devices, each of
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which will record up to 10 megabytes of data.
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Personal Defense Unit(PDU): This device is the Technocrat's alternative to
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varying forms of Armor. A PDU of level 10 costs about DOUBLE what armor of
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Armor Class 10 would cost. (So, simply take a players handbook and look up the
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armor, if they want Armor Class 5, look against armor rated Armor Class 5, and
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double the cost.) : PDU's will turn away 1 point of damage from the wearer per
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hit die per 3 classes. (ie, pdu armor class 7 will remove 1 damage from EVERY
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die rolled, so 6D6 actually can only do 6D5 damage max.. although you roll 6D6
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and subrtact 1 from each die.) : PDU's can be damaged by intense
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electromagnetic discharges. (Lightening bolt direct hits), losing 1 level for
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every 6D6 damage they receive.
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Personal Attack Device(PAD): This device is a bit like a wand of magic
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missles, it casts blasts of 1d4 damage per level of the technocrat, to a
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maximum of 1 blasts per recharge, per 3 levels of the technocrat. This device
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is recharged by solar power, and can be recharged in just 4 hours of daylight.
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(Cloudy day) or two hours of direct sunlight. It is also recharged by etheric
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methods that require 6 hours. (Draws direct charge from the ether). Range is
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1" per level of the technocrat, blast effect radius being 1/4" per level of the
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technocrat. (Ie, underground 10' aboveground 10 yards range, 2.5' raduis
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underground, 2.5 yards above affecting every creature in the blast radius with
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its damage, whether freind or foe.)
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This is the basic minimum equipment, along with the knowlege of gunpowder,
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gunmaking, and the making of all ancient weapons, that a Technocrat starts the
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game with. Generally the master will give the novice a PDU of level 8 (armor
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class 8) to start his adventuring. In harder campaigns, more equipment may be
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given. A technocrat is capable of manufacturing many items of high technology
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type, but this takes approximately the same amount of time as for a magic user
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of the same level. A technocrat is NEVER capable of making devices that grant
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WISHES or other strictly magical devices, however they CAN draw on the powers
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of the positive & negative material planes, as well as the forces of the ether.
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There is near every major town a Technocrat's guild, as well as a shop for
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technocrat items.
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A technocrat is a rare individual. It is almost completely impossible for the
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normal citizens of an AD&D campaign to be taught the ways of the technocrat,
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because the normal citizen is so steeped in the influences of magic. (they
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will not recognise the physical principals of an item, believing instead that
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it is magical in nature.) So, for instance, a technocrat introducing gun
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powder to a town will have a great deal of difficulty overcoming the belief
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that it is a "magical powder" and getting the average citizen to use it.
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I hope someone out there has been looking for this type of class to add to
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their campaign, either as a player character or a non-player character. If you
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do, keep us informed on the "devices" you introduce, how they are made, range,
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charges, etc...
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I started this class for a group of NPC's that travelled back from the future
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to trade for articles of the ancients for profit.. (ie, how much could YOU make
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if you traded Michael Angelo for a work of art that had never surfaced, hid it
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in that time, and retrieved it in your own time? Or what if you got hold of
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King Arthur's Excalibur, and hid it, and retrieved it in the present etc.. THIS
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was what they were doing..)
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It worked out so well though that I wrote it out and started using it as an
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allowed character class. (I dunno where the sheets are right now, so I just
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gave a general outline of the class and its fuunctions..)
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Drask Darkstorm
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* Origin: Adventurers MultiNet (214)240-2216 (1:124/5118.5203)
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