OK, so this thread is multifaceted - it covers all things related to technology and its various sub-elements, and includes (but is not limited to):
- Player Races
- Classes / Prestige Classes
- Factions (new or otherwise)
- Skills, Feats, Abilities
- Equipment & Magic Items
- Spells, Powers, other
- Monsters (constructs, living constructs, mechanoids)
- Divinities and Domains
- Tech types and traits (I got this one pretty much done, but could use review)
- Campaign ideas or setting elements to utilize tech concepts
I will begin with some information on Modrons first - including some illustrations I am making for them - but I have to upload, so I need a minute. Please be patient, and I will post them in another following response.
To be clear, this is not for a purely SF campaign, and it in no way should rely ENTIRELY on the PSCS, but should be relatively transparent with the 3.5 rules of such. This was originally developed for another homebrew cosmology, but deals with issues that could easily be placed in Mechanus or another tech-dominant outer plane, a new demiplane, in the transitive planes, or even on the Prime Material worlds. The Pyrrothian Cosmology is a variant cosmos centered around the world of Pyrroth. You are not required in any way to put forth information specifically concerning this new cosmology, since I am aware that none of you know too much about it yet.
I am taking comments and input, and when some more is posted, I would love to hear your thoughts, especially on Modrons and their homebrew Outer Planes successors, the Omnati & Quixoti, on the tech types & their traits I have been developing recently, and on anything new that you think might also be helpful. I can also say that some of my ideas were more recently influenced by the Mechanus ecology set up on Plugin <em></em> Not Found, but again - this is not necessary for the uses of this material.
Be back soon with pictures! ;D
-will