Saturday, May 2, 2015

Pathfinder Faction: Technic League

I'm currently running a "backwards" version of the Pathfinder adventure path Iron Gods in which the PCs are members of faction within the Technic League (more on that later). As far as I can tell there's no official writeup of the league as a faction so I needed to create my own. Note the following writeup uses "Fame" for TPA and "Prestige" for CPA (which seems easier for players and is what Hero Lab uses; I'm not sure where this newer notation originally comes from), otherwise it's the same format as the Faction Guide





Technic League


The Technic League is a cabal of arcanists whose chief goal is the acquisition of personal and temporal power through the exploitation of magic and recovered alien technology. The Black Sovereign may be the ruler of Numeria, but the Technic League is the power behind the throne.


Goal: Control Technology



Many, albeit not all, powerful forms of magic are specific to those who are versed in its nature, but technology requires only energy and operational instructions—a bitter pill for any mage to swallow. Thus the League is concerned with technology’s potential to displace the power granted by magic. Rather than despise and suppress it, they seek to possess and control it.

Alignment: CE


The Technic League is anarchistic organization of power hungry arcanists that has strayed far from its original purpose. They have become selfish hoarders of technology, manipulative slavers, and allies of dark powers.

Leader:

While the leaders of the Technic League are referred to as captains, any illusion of military precision stops at the surface. The small council of captains is a squabbling and chaotic group, its members working together one minute and assassinating each other the next. All captains are technically equal in rank, yet one captain usually manages to rise to a position of leadership through brute force and intrigue, helping to organize and direct the other captains and acting as the primary liaison to the Black Sovereign. The current leader of the Technic League is Ozmyn Zaidow (CE male human magus 14).

Good Class Choices:


Alchemist, Arcanist, Magus, Sorcerer, Wizard

Challenging Class Choices:


Barbarian, Fighter, Monk


Headquarters:


The Technic League is based in Starfall, which is the closest city to Silver Mount and reasonably close to the northern Felldales (where a wealth of unrecovered technology awaits those who brave its dangers). Starfall is also home to the gearsmen (Pathfinder Campaign Setting: Inner Sea Bestiary 44), a small army of mysterious humanoid robots from Silver Mount that protect Starfall and enforce the Technic League’s orders—most of the time. The League’s authority doesn’t end at Starfall, however, as they maintain some presence in every city and large town in Numeria.

Joining:


Membership is generally restricted to those who wield arcane magic, but it’s not impossible for a divine caster of a compatible faith to be accepted. Initiates are sponsored by a captain. The organization is paranoid (though disorganized) about spies an infiltrators and tries to vet new initiates. Until an initiate has "gotten their hands dirty" they are restricted from access to technology and are not inducted into the mysteries of Silver Mount.


Gaining Prestige:


Members gain prestige by recovering (or crafting) technological items, uncovering information about the ruined spacecraft, or preventing technology or technological knowledge from leaving the League's control. In addition to prestige gained from completing missions and furthering the League's goals, members gain 1 PA every time they gain a level of Technomancer.

Resources:

The Technic League controls access to Silver Mount and many other technological sites in Numeria. They disseminate technology and technological knowledge among their membership. Members are not supposed to withhold technological secrets from one another, but in fact, that practice is all too common. As an organization of arcanists they have considerable traditional spell knowledge, which they guard much less than other magical organizations.


1 Prestige: Transcribe a common spell (any spell listed in the Pathfinder RPG Core Rulebook, or any spell the GM feels is common in the world) from another member into a wizard’s spellbook or alchemist’s formula book. This benefit does not require a Spellcraft check or any additional transcribing costs. 

3 Fame: Inducted into the mysteries of Silver Mount and become eligible to take the Technologist Feat. Purchase technological items from the league at 10% discount. 

3 Fame, 1 Prestige: Become familiar with a non-technological uncommon or rare spell (at the GM’s discretion) from the school’s library, allowing a bard, sorcerer, or similar spellcaster to select it as a spell known at the next available opportunity (this benefit allows such a caster to gain access to bard or sorcerer spells from sources other than the Pathfinder RPG Core Rulebook without having to do spell research or find a copy of the spell while adventuring). 

3 Fame, 1 Prestige: Get four charged batteries with 10 charges each. 

3 Fame, 1 Prestige: Learn Androffan as a bonus language. 

3 Fame. 1 Prestige: Acquire an Arachnid Robot (Numeria, Land of Fallen Stars p. 56) as a personal pet.

3 Fame, 2 Prestige: Acquire one dose of Numerian fluids.
  
5 Fame: Gain a +2 to all skill rolls to use, research or interact with technology while at Technic League offices or labs. This takes an hour to get the appropriate materials or speak with the necessary experts. This does not stack with the +4 bonus listed on page 55 of the Faction Guide. 

5 Fame, 1 Prestige: Become familiar with a technological spell (at the GM’s discretion) from another member, allowing a bard, sorcerer, or similar spellcaster to select it as a spell known at the next available opportunity (this benefit allows such a caster to gain access to bard or sorcerer spells from the Technology Guide without having to do spell research or find a copy of the spell while adventuring). 

10 Fame, 2 Prestige: Acquire the services of a League hireling (Numeria, Land of Fallen Stars p. 61 or a Rogue of half the character's level) for 1 week. 

10 Fame, 2 Prestige: Transcribe a non-technological uncommon or rare spell (at the GM’s discretion) from another member into a wizard’s spellbook or alchemist’s formula book. This benefit does not require a Spellcraft check or any additional transcribing costs. 

15 Fame, 2 Prestige: Transcribe a technology spell (at the GM’s discretion) from another member into a wizard’s spellbook or alchemist’s formula book. This benefit does not require a Spellcraft check or any additional transcribing costs. 

20 Fame, 2 Prestige: Acquire the use of five Mannequin Robots (Numeria, Land of Fallen Stars p. 57) for 1 week.

20 Fame, 2Prestige: Acquire the use of a Gearsman Robot (Pathfinder Campaign Setting: Inner Sea Bestiary p. 44) as a personal bodyguard. 

20 Fame, 2 Prestige: Gain access to any type of technological laboratory for 1 week.

20 Fame, 10 Prestige: Gain the trust of one of the League's captains and the title of "commander", "lieutenant", "second", "apprentice" or "assistant" as your patron prefers. Gain access to most secure League facilities and sites except for Silver Mount itself. 

50 Fame, 10 Prestige: Gain permanent control of a technological laboratory of any type and a generator capable of charging it. 

50 Fame, 30 Prestige, must be a vacancy in the council: Become one of the League's captains and join the council. 

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