RPG

Age of Electrotech

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From publisher blurb: Got batteries, will travel! From Jules Verne to Nicola Tesla, electro-mechanical gadgets have puzzled, empowered, and endangered heroes and common folk alike. Whether rare wonders from a lost age or as shiny exemplars of a brand new one, electrotech opens new doors to new and electrifying possibilities. Age of Electrotech for Pathfinder RPG, by Paizo Inc., includes nearly one hundred pages of crackling goodness: Ideas for electrotech in your campaigns. The technician base class, with diverse "trades" around bombs, crafting, firearms, scavenging, soldiering, symbionts, tinkering, and traps. Archetypes such as the cyborg, electromedic, esotechnic, necrotech, and transmoglomaniac. Plus new feats. Twenty-eight pages of electrotech gear: armaments, batteries, household goods, toolkits, vehicles for all terrains, and "wonders of madness" from the cosmitron and hypnogogue to the pleasure orb and zealotron. Rules to craft and augment characters with bizarre and practical gadgets such as the cricket for your feet, an electromechanical grappling hook, and a life scanner. Every gadget comes with multiple upgrade options to keep gadgets close to one's heart over a career. Symbionts: rules for growing and implanting biological augments. Two new races, the mutamorph and nashi, plus a character history generator, traits, downtown and kingdom building options. Inspiring fiction for an age where science is the romance.

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