Tag: tecmaturgia

  • The Techmaturge is dead…

    The Techmaturge is dead…

    …long live Techmaturgy!!!

    Yes, the Techmaturge class has been removed from Runarcana, but don’t despair, follow the reasons here and understand how this doesn’t have much of a real impact and how easy it is to convert your character from the Techmaturge class to any other class and maintain not only the same characteristics, but better mechanical functioning.

    Benefits:

    Below are the benefits of this change:

    • Devices are no longer exclusive and artificially locked to a class;

    The Techmaturge was originally created to fill a space for “equipment creators” to reflect the Runeterran aspect of this, which is very common in Piltover and Zaun. Since every class needs to have at least one resource that is unique, or that sets it apart from the others, devices were this “unique characteristic”.

    In this way, every “Invention” had to be classified as a Device or another category, meaning that only the Techmaturge could use devices through the “Energy” characteristic, which ended up being a forced limitation on the interaction with these items.

    • One less class to balance;

    During its development, Runarcana sought to balance classes so that any of them could be functional within a campaign. Over time, even if indirectly, the system was modeled to understand classes not as professions, but rather “how you fight”.

    An additional class considerably increases the work of balancing for combat, in many cases doing exactly what other classes do without it being interesting to use it because it has other resources that make this balance make sense.

    • The Inventor idea or “Theme” can be applied to any class;

    Since the class primarily reflects “how someone fights”, the space for their professional activities beyond interests opens up to several possibilities. A soldier may be interested in cartography while a student of the Arcane may very well practice forging.

    The inventor is the one who uses the resources at his disposal and creates creations to solve problems by combining techniques from different disciplines, such as techmaturgy, which is the union of magical technology with other technology such as gears, gunpowder, or even forging.

    • Tecmaturgy becomes part of the scenario in a non-exclusive way, and can be explored by other classes;

    No longer tied to a single class, a techmaturge can be an Arcane, a Marksman, a Hunter, or a Mercurial, as long as this character is interested in and has developed activities in the field of techmaturgy, which includes but is not limited to hextech.

    Instead of locking up inventions and separating them into devices, gadgets, and other names that help with this artificial separation, all classes can use this equipment. Typically, what differentiates a techmaturgic item from a “magic item” is the need for energy sources for techmaturgic items.

    • Given the latest Lore updates, it makes more sense within the magical landscape of Runeterra.

    There are many ways to combine technology with magic, with hextech being just one form of techmaturgy that we see in the Runeterra setting. As such, the expansion of what exactly techmaturgy is and how it relates to a class is not something that is limited to an artificial resource.

    Techmaturgy can emerge in any region, using existing magical resources to create new solutions, with hextech being just one among many other possibilities.

    Techmaturgy

    Chapter 11: Techmaturgy appears, which contains texts on general techmaturgy, an explanation of the techmaturgies of each region (from the current Techmaturgist) + examples from the series of articles on the Runarcana blog. See the Variant Heritage Technological Progression, which already presents important aspects of this development.

    Although techmaturgy seems at first glance to be something exclusive to Piltover and Zaun, only Hextech techmaturgy is in some way exclusive, with it existing in all regions through different thematic forms. In Piltover and Zaun, the difference is only how transformative they were in society.

    Techmaturgy = Technology + Thaumaturgy, or even the creation of “miraculous” effects through the combination of technology and magic.

    It is important to understand that, for an RPG table, the canonical and consolidated lore is just a basis for a new world to be created, where events are different and players can truly influence the world.

    Always remember that the mechanical structure serves to enable characterizations, so although in some cases (such as in Techmaturgy) it seems that giving a greater scope is “taking away exclusivity”, it is worth remembering that the rules present how things can be done, and not whether they should be done or not.

    Each RPG table has its own fantasy and its own way of interpreting the world of Runeterra or even a new world based on the premises of Runarcana. If a Freljord character at your table will not have access to techmaturgy, this does not mean that this resource should be removed from the system.

    Class Features

    1. Reactor:
      1. Arcane – Can be replaced by any spellcasting class or subclass
      2. Crystalline – Combatant Guardian
      3. Metallic – Already a Combatant
      4. Liquid Metal -Marksman/Hunter
    2. Energy: Unnecessary resource, only creates more complications to give exclusivity to devices
    3. Devices: Become Techmaturge formulas
    4. Specialist: Possible to acquire via Heritages and/or Enhancements
    5. Apparitioner: Unnecessary and existed only to fill space
    6. Combat Style: Works better on other classes
    7. Techmaturgical Aptitude: Again Heritages and/or Enhancements
    8. Reactor Emanation: The same as Reactors, class and subclass automatically supply
    9. Entropy: Energy Mechanics
    10. Indomitable Mind: Can become an enhancement or heritage
    11. Energy Conduction: Only exists to increase the artificial limit of Devices
    12. Vital Energy: Energy Mechanics
    13. Understanding Schemes: Classes already have similar resources
    14. Deus Ex Machina: Again reactor

    Devices

    All are converted to formulas and cease to be exclusive to a class, becoming “Techmaturgical devices” aligned with the techmaturgy of each region in question, aesthetically and mechanically, which can be acquired, built, etc.

    The Device improvements will be converted into modifications of the formulas in question. Since the number of formulas received is already substantial, this does not entail any loss.

    • Needler: A “firearm” with modifications and enhancements
    • Elixir Gun: A firearm with modifications and enhancements
    • Technomancer Staff: An arcane focus
    • Owl Drone: A utility weapon similar to a familiar
    • Pneumatic Aegis: A shield
    • Electromagnetic Propulsion Rod: Hammer Bayonet + Firearm
    • Ignium: An “improved” flamethrower
    • Projectile Radiator: A quiver
    • Mecha: Armor
    • Magnetic Harbinger: Heimer’s Turrets, bad mechanics for RPG
    • Synaptic Reading Bracelet: Oriana’s Ball
    • Explosive Transducer: Grenades + explosion control
    • Vibrum: An “improved” melee weapon

    Conclusion

    As you can see, the Techmaturge had an interesting theme and had a lot of synergy with Runeterra, but as a class, it became completely redundant, especially after the new Craft rules, which made the old Inventor the new Techmaturge. The class may have been disbanded, but as a craft it remains even greater than before.

    Everything the old Techmaturge did can be done better by other classes, keeping the technological theme but expanding it so that it works in all regions with the most different visions and sources of magic that exist.

    Check out the Techmaturge chapter, in Runarcana, to see the immense possibilities that open up with this system change!

  • The Techmaturgy

    The Techmaturgy

    TL;DR: the link to the docs and PDF is at the end of the article. Feedbacks must be made only via the official Discord.

    It’s finally “done”!

    After months of work, I can present to you “The Techmaturgy”, a kind of supplement/modification of Runarcana before reaching version 1.0.

    The main objective of this document is to bring the necessary complement to the Runarcana system, referring to Techmaturgy, which was necessary after the removal of the Techmaturgy class.

    Regarding Techmaturgy, the document contains:

    • Detailed rules for Techmaturgy and technology inventions/apparatus/devices;
      • Lore for the use of Techmaturgy
      • Dozens of formulas for techmaturgical items
      • Rules for “hacking” techmaturgical items
    • Update of the Inventor Techmaturge Craft
    • Update of Heritages regarding Techmaturgy and the Energy characteristic

    And although the name of the document is “The Techmaturgy” in it you can also find:

    • New rules for Rare Materials such as:
      • True Ice
      • Petricite
        • Runic Steel
      • Reliquary Stone
    • New Elemental Mystery
      • New spells
      • Magic Update
    • Update of firearms with
      • Review of current firearms
      • Addition of new firearms
      • Flamethrower Update

    In total, the document has 73 pages of original and authorial material shared with the public for evaluation and adaptation so that it can be integrated into the system. Many errors must have been reviewed, in addition, due to the amount of material presented, many things may still be unbalanced.

    The document is being presented in its 1.0 version, to leave your opinions about it and help with feedback, join our Discord, in the “Techmaturgy” forum so that these opinions can be organized and considered for updates to this content before it is integrated into the system.

    Now, for those who like to read stories, let’s go to the history of this document:

    The Techmaturge class was removed for several reasons already explained, but this created a gap in how to deal with techmaturgical inventions, apparatus and devices, since they were the centerpiece of this class.

    When I started the Techmaturgy document, the objective was just to create some additional formulas to bring these items to Runarcana players and masters, however during the development process I noticed that I was making a mistake again.

    There were many items with similar functioning, created without much logic and in consistency with a better designed system. Realizing this, I found myself between publishing something that I knew I didn’t like, was poorly done and would need to be updated in a short time, or taking a step back and organizing it so that it became cohesive and functional.

    During this process, many things happened, such as the game Song of Nunu, which brought new information about the Freljord, the True Ice, the Yetis, among other elements that could significantly modify some of the existing rules of Runarcana.

    One of these rules was the answer to a question that plagued the minds of both this one who writes to you and many of you: What the hell is the “Yeti” element? The answer to this came precisely with a better understanding of Yeti magic, its origin and how it works.

    These changes alone caused the rules for True Ice to be revised and expanded, a new element for elemental magic (Arctic) was finally created and inserted, completing the magic structure of Runarcana and new spells had to be created to flesh it out this Mystery of magic.

    As you can imagine, this takes time and what was supposed to be a document with just over 10 pages ended up turning into this monster of 73 pages of pure text and tables, something that, if it had received some images and a more elaborate layout, could easily be published as a supplement.

    If this is good for you, you knew that not everything was rosy, the amount of work that this required meant that during this time the Magitek Repository was delayed to the point of being temporarily suspended (for which I thank th supporters for your attention and patience), in addition to having delayed the entire published schedule for Runarcana updates.

    I finally finished the document and bring it to you, both in a PDF version for download, and in a version to read in Google Docs itself.

    I sincerely hope you like what is presented here, it was created with a lot of passion and completely from the heart, although I know that many flaws will still be found and we will work together to make it even better.

    For those who don’t speak Portuguese, a translation into English is currently being prepared and as soon as it is ready, it will also be published, although you can already use Google Translator to get a good idea of what lies ahead with this document.

    Once again, thank you to everyone who supports this work, it is only thanks to you that I can dedicate a little more time to bring this to you.

    The Techmaturgy: PDF Docs

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