Advanced
technology has been present in the Pathfinder Campaign Setting since
the very beginning. The old Pathfinder Chronicles: Gazetteer
contains a 1-page entry on
Numeria and its crashed spaceship (albeit referred to as a “great
metal mountain”). It was
inevitable that more detail would be forthcoming. Eventually, Numeria
got its own dedicated book, Numeria, Land of Fallen Stars, and
an adventure path, Iron Gods,
that takes place there and exploits its science fiction aspects.
But
adding technology into a fantasy game like Pathfinder takes more than
just including some guns and computers in an adventure book. Not only
do these things need statistics, but
there also need to be
consistent rules governing their use. Much like with magic items and
spells, players are bound to be interested in having their characters
acquire more of such items or even create them themselves. The game
needs to have ways to cover such eventualities. Yet a book like
Numeria, Land of Fallen Stars
simply doesn't have the room to detail these
kinds of rules in any
extensive manner—not and have any space left over
to talk about the setting.
The same goes for Adventure Path
volumes. Technology needs its own separate book.
That's
where the Technology Guide
comes in. It provides both rules necessary for integrating technology
into a Pathfinder game and a plethora of sample items—big and
small, low-powered and high-powered—for villains to use and player
characters to acquire. Although the Technology Guide
is published as part of the Pathfinder Campaign Setting
line of books, this is actually a relatively setting-neutral book. It
does focus on fitting its content to the flavour of Numeria and does
have occasional references to places
in Numeria (and elsewhere on Golarion), but for the most part, the
material is generic enough for use in any campaign setting that
features technology of any kind. And it's for good reason. As much as
I praise world-specific content, there needs to be a baseline for
the world-specific to
build
on. The baseline also allows people to create
their own campaign worlds that
use technology. It's
therefore not surprising that the rules and items from the Technology
Guide have been added to the
Pathfinder Reference Document,
which is usually reserved for material from the setting-neutral
hardcover rulebooks.
When
adding technology to a fantasy game, one needs to consider carefully
its place in the game and the game world. How prominent is it? Is it
rare or common? In James Jacobs's introduction to the Technology
Guide, he talks about this very
thing, and draws comparisons between technology and magic. He rightly
points out that magic itself can seem not very magical when it's
ubiquitous and so, part of the goal with technology in Pathfinder is
that it have a place in Golarion that is similar to the place magic
would have in the real world if it existed—one of mysteriousness
and awe. In a sense, technology is the “magic” of Golarion. It's
a great discussion and, while I know lots of people tend to skip the
introductions of books, this one is well worth a read.
The
Technology Guide
begins with looking at the base rules for handling technology in the
game. It looks at the intersection of skills with technology and
introduces several new feats. These include four key feats: Craft
Cybernetics, Craft Pharmaceutical, Craft Technological Arms and
Armour, and Craft Technological Item. These are the technological
equivalents of the magic item creation feats. The opening pages of
the book also include new spells that interact with technology,
several technology-themed archetypes, and a prestige class, the
technomancer—a melding of arcane spellcaster with technology. The
class is primarily intended for members of the Technic League in
Numeria.
The
book then gets into the means for creating technological items. The
system works in the same manner as magic item creation (although
pricing takes into account the
fact technological items can
be recharged more easily than magic items). Not only does this help
simplify the process (by using a system players and GMs are already
familiar with) and keep things consistent, it maintains game balance
as well. After all, from a strictly mechanical point of view, it
doesn't matter whether a character's power comes from magic or
technology. The effects are what matter. However, there is one slight
difference brought about by necessity. Since technological items are
not magical, it wouldn't make sense to include spell prerequisites
for their creation, something that is a key balancing point of magic
item creation. As a result, technological items require the creator
to use specific kinds of laboratories (there are six different kinds
altogether). These laboratories also require power, which can be
acquired through generators or batteries (both of which are described
later in the book).
Of
course, in a game that contains both magic and technology, it is
inevitable that someone will want to combine them. As such there are
rules for this as well. Characters who wish to add magical abilities
to existing technological items simply use the standard magic item
creation rules. However, it is also possible to create a magic
technological item from scratch using a system that combines both
processes into one.
The
bulk of the book is devoted to the statistics for various
technological items. They are divided up into sections of weapons,
armour, pharmaceuticals, and technological gear. Within each section,
they are listed alphabetically in a manner similar to how other books
list and describe magic items, though with a few extra categories.
For example, most technological items require power, so each one has
a “capacity” statistic indicating the maximum number of charges
it can hold at a time.
Since
most of the technology in Numeria is actually ancient, with few
people understanding how to create new items, the book introduces a
special condition for technological items: timeworn. Timeworn
items have generally lost the ability to be recharged (meaning when
their current charges are used up, they become useless) and often
have additional glitches (the inside front cover has charts for
determining random glitches). Timeworn items are a good way to
maintain the mysteriousness of technology and ensure that it doesn't
become too ubiquitous.
The
Technology Guide uses
a colour-coding system to indicate the relative power of various
items. Most
items
have
an illustration and the prominent colour of the illustration
indicates the the spell level the item's abilities would be
equivalent to if it were a magic item. The colours are based on the
seven skymetals, with brown (representing non-skymetal
base ores) introduced for
1st-level effects and prismatic (representing all skymetals combined)
for 9th-level effects. The system is a nice idea in theory, although
in practice, I'm not certain it works all that well (though
admittedly, I am not a visual learner, so it may be more successful
for people who are). The order of the colours (brown, black, white,
grey, green, red, blue, orange, prismatic) is not intuitive and I
find it very difficult to remember. As such, if I see a red item, I
have to flip back in the book to discover that red represents a
6th-level spell equivalent. Personally, I would much rather there
just be a text entry in the item's stat block, saying, “Equivalent
Spell Level: 6th”.
There
are quite a lot of items in described in the book.
There are the staples like various kinds of energy guns, spacesuits,
jetpacks, and even a non-copyright-infringing version of a
lightsaber, the null blade
(which is both technological and magical). Some are simple items like
flashlights and fire extinguishers, while others, like the skillslot
and skillchip, are more unusual (a skillslot is implanted in a
character's brain; then, various skillchips can be inserted, each
providing the character with a
bonus to a specific skill). Overall, there's enough variety to cover
most general needs GMs might have in a campaign. They probably won't
cover every possibility, but GMs can easily follow the examples of
the ones here to create additional items for their own campaigns.
The
final chapter of the book looks at other application of
technology—particularly the more powerful ones. It contains an
overview of the seven skymetals, as well as rules for radiation and
technological traps. There are also rules for artificial
intelligences, plus the “aggregate” template, which is for adding
an AI to a robot. Finally, there are stats for several technological
artifacts. Like magical artifacts, these are examples of the most
powerful items and cannot be easily created like other items. Unlike
magical artifacts, however, technological ones can be destroyed like
any other items and may even be quite fragile.
Overall,
the Technology Guide
provides gamemasters with the information and items they need to add
technology into their fantasy games. It's not particularly exciting
or innovative, but that's not really its point. Instead, it forms the
necessary baseline for other books to build upon, much like the Core Rulebook provides the baseline
rules for the entire game. If you want technology in your games, it's
a book you really can't do without.
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