Inventions
System
Technomancers love to craft machines with unusual purposes. Such advanced gear – referred to, in gamespeak, as Inventions – features special functions that only the right people can access. Such Inventions require Enlightened understand ing, often backed up with specialized training. Cybernetic enhancements, hypertech firearms, dimensional gateways, and other such technology can be considered capital-I Inventions.
In game terms, an Invention is simply a technological Artifact. Aside from the creation process (which demands scientific expertise instead of mystic rituals), and the form the Invention assumes (some item of technology rather than of “magic”), an Invention follows the systems given above. Unlike Devices, these Inventions cannot be used by the Masses; an exceptional citizen might be able to pick up one of Doc Eon’s specialized Hyperbolic Force Projectile Cannons, but she wouldn’t understand how to get, shall we say, the most bang for her buck from that weapon.
See also 2
Discipline Powers
- Projectile vampire/power/discipline_power/projectile
Rules
- Devices shared/rule/system/devices
Referenced by 2
Rules
- Flaw Traits as Flaws shared/rule/system/flaw-traits-as-flaws
- Trinkets shared/rule/system/trinkets