Firearms and Technology

Technology levels in a crossover setting can be a hard thing to wrap your mind around, which is a problem in a game that was originally built for pseudo-medieval level tech. My solution to this is to assume that all “basic” items are either of a somewhat high technology level (around that of the Mass Effect series) or enchanted to the point that they can compete with said technology, and both have safeguards against anti-magic/anti-tech countermeasures. In effect, high-tech combat suit personal shielding array could be mechanically equivalent to a set of full plate armor, and an omnitool blade could be mechanically equivalent to a masterwork dagger. Is it realistic? Is it awesome? You bet it is.

To that end, whenever you mention a non-standard item, be sure to refer to it as whatever it’s mechanically identical to in parentheses. For instance: “+2 Masterwork Omnitool Blade Program ( +2 Masterwork Dagger)”

As for firearms, this game uses the “Guns Everywhere” rule from the SRD; Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed. The Gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.

Firearms and Technology

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