6.10 in a Nutshell
Secondary Power Sources
Warning: these notes are not written in a user-friendly way, and are more a stream of consciousness.
- Trade Skills and powerful Races unified as Secondary Power Source
- Certain trade skills (alch, engy, insc, ench, maybe JC) can be used as a Power Source; that is, you can make powers based on them. (Sorry, Artificer, your number is up)
- Like all Power Sources, they have their own quirks and foibles. Since they are secondary, they aren't as easy to use. For instance, a given engineering gadget might have a failure chance, on which it explodes. Also, the default access (i.e. at-will, recharge, etc) is much lower for these items.
- Other ideas: alchemy uses Toxicity, others use slots
- The Powerful Races (i.e. tiefling, faerie, dragon, etc) can be used in a similar manner. They kinda already are. So this just makes it more formal.
- Stretch idea: any primary power source can be made secondary. For instance, Faen might invest in Warlockiness, but remain a proper Assassin for all of his primary paths. He hardly uses his warlock powers; he really just wants the party buffs and Demon Form. Why invest so much?