[Torg] Weird science question?
Sam Frazier II
sdf_ii at yahoo.com
Mon Nov 10 14:38:13 EST 2008
Take these with a Grain of salt. I think what you have would work, but there are parts I don't like and would definitly Change. Some of it I know what I'd change it to, some of it I don't. I'm not completely done with it, but my Gadgetter of my group and I are working on something different from the Terra source book. You've provided some extra input, to which I thank you for posting this here.
Remember, this is just my initial thoughts and opinions. I haven't used this to create anything so I don't fee I can rightfully judge it fairly.
NOTE: My thoughts on "our" system (at the bottom of this) are in flux.
NOTE: Any of my numbers that might be off or contridicted elsewhere in this are a result of my mind reviewing your stuff, comparing to Terra, comparing to "our" system which isn't written yet, and the thought of useing some of these ideas in "our" system or "Terra"s method to make our game easier.
So don't get all defensive, backlashy, or fired up on any of these. As I have said, I don't feel I can rightfuly judge this method as I'ven't used it. AND this is my initial read over.
Thought you might like to read these anyway.
SDF II
----------------
Well I gave the stuff a once over,
and I think it might have some potential. Here are my initial
thoughts.
-- One Weird Science skill as
defined currently is enough for me. I don’t like the idea of two Nile skills that can be covered by
one.
-- Levels: This uses levels instead
of actual numbers to determine DN, etc. I don’t really like that. I’m not sure
what to do about it I don't like, but I feel there is a better way than
levels. After all we do have specific numbers to play with.
-- Flaws: While the limitations are
common, they don’t have enough of a flaw seletion to associate with the
device.
-- Lack of device information: Where
are the Toughness and other potential attributes of the device? I am thinking
they should at least have those.
-- I don’t like the fact the
possibilities are spent when you generate the blueprint. All the cost is stuck
on the Gadgeteer, I like the Terra book method, where you activate it with
possibilities and anyone can spend to use it.
-- Definitions of Botch and Double
Botch. I don’t like these definitions. First off a roll of a 1 should always be
a double botch and always/potentially(?) lead to a mutation. I would define them
as such.
-- Botch: A failed roll
which read on the result chart as Minimal, Avg, or Good
failure.
-- Double Botch: A roll
of 1, or a failed roll which read on the result chart as a Superior or Spectacular
failure.
-- When building the device: If the
device is damaged, the time and DN should be relational to the damage done to
the device E.G. One wound to the device (which is where the devices’ toughness
would be needed) would mean ¼ of the time and resources are needed to rebuild
it. A device with 3 wounds (which was stabilized by a Weird Science roll, as
anything with 3 wounds takes a shock per round until stabilized or the amount of
shock equals the toughness and adds the fourth wound to the device) … thus a
device with 3 wounds would need ¾ of the time and resources to rebuild
it. Remember we always round up.
-- Don’t like the levels when
building the device either. We have actual numbers, let's use them.
-- When building a device, under
cumulative penalties, what penalty if building not in the lab? Should it be a
flat +? Or should it be 1.5 of the original DN (E.G. a device that has a DN of
10 in a lab, has a DN of 15 if built outside the lab)? I’m leaning towards the
latter myself.
-- Using the Device: As I said
earlier, possibilities should be spent here to charge the possibility capacitor
(an Idea about components see below) for the devices use, not during Blueprint
phase which makes no sense to me.
-- Using the Device: I like the idea
of charges per device and I don’t like the idea of charges per device. Perhaps
that can be tied better to the use of capacitors which absorb shock?!?
Thoughts?
-- Using the Device: When swapping
out the components for charges or for a fresh capacitor (kinda like that Idea
now that I think about it) a WS roll is needed or it’ll break. DN: 8. Botch is just a failed attempt. A Double
Botch causes a wound to the device and breakage of the device. This should be able to be done
unskilled, but with increased difficulty say by +5 so a Weird Science for a DN
of 13. Changing out ANYTHING on a device is dangerous. See Swapping
components
-- Using the Device: Can be used by
anyone. The First person in an adventure to use the device pays the “Adventure
Cost” of device. My opinion.
-- Swapping Components: “any number
of” should be ‘one’ in the performing a swap listings.
-- Swapping Components: ‘A
multi-action penalty will be applied for each device-component swap. Thus if you
swap out two components on one device, it counts as two actions.” should be
added in the list
-- Swapping Components: The DN for
the WS roll on swapping components should be 8 + MA penalties. The component or
device level should have nothing to do with it
IMHO.
-- Swapping Components: Can be done
by a character with no Weird Science skill, but +5 is added to the DN so the
base DN is 13.
-- Charging Components: In a Lab
there should be a DN for charging a device (or un-charging a capacitor) which
should be 8. It should be noted that a Botch will cause the charge to blow up:
damage to user Double Botch blows up charge, damage to user + mutation. This is
weird science after all. If we go with uncharging a capacitor, we could say it
could be used as a shock grenade. No double-Botch roll if detonated purposely.
Mutations happen on accident, not on purpose.
-- Proper Tools: It should be
assumed a blueprint, lab, understanding of device, and proper tools are needed.
Penalties for missing any of these should be applied everywhere in this list or
when jury-rigged/adhoced.
-- +3 for improper
tools
-- +5 for no
blue-print
-- +3 for no
understanding of device
-- -3 for using Personal Proper Tools
-- 1.5 DN for no
lab.E.G If the normal DN would be 12 with a lab, the DN without a lab would be 12 * 1.5 = 18.
As far as adding to a
device/blueprint/etc I’m not sure. I’ven’t covered those just
yet.
Some of my thoughts heading down our
potential Self-Made Gadget/Gizmo creation system:
-- Components can be built anytime,
but assembled-swapped later into a device.
-- Possibility
capacitors are a DN: 12 in the lab (18 outside a lab. I’m going with the 1.5 the
original DN I mentioned earlier.) + 1 possibility to
create
-- Power Components
costs depend on the Power put into the component, which must have a toughness
equal to or greater than the power itself.
-- A capacitor DN
relates to how much shock it will hold before overloading. If a Capacitor
overloads, the damage to the user and the device is equal to 1.5 times the shock
capacity of the failed capacitor + automatic Knockdown.
-- Boosters DN relates
to how much boost it provides a given power component or
attribute/skill.
-- Assembly costs based on what is
being put together. Device Toughness different from Component Toughness. Not
sure how to work it without testing.
________________________________
From: Benjamin Grant <benn at 4efix.com>
To: torg at justintimeadventures.com
Sent: Friday, November 7, 2008 9:45:44 PM
Subject: RE: [Torg] Weird science question?
Here’s a home baked Weird Science ruleset. As always,
your mileage may vary, ask if you have any questions:
Weird Science, the Gadgeteer
The Gagdeteer power is based around two skills:
· Gadget Design, based on Mind
· Jury Rig, based on Perception
In order to design and use Weird Science Devices and
Gadgets, you have to have those two skills.
There are several things a Gadgeteer can do like
designing blueprints, and building and modifying their devices.
Before you can use a device, you have to build it, and
before you can build a device, you have to design a blueprint. Designing a
blueprint starts with a design spec.
The Design Spec
The player tells the GM what he would like to make
– what kind of device he wishes to make a blueprint for, how it works,
what mechanics are involved, and what level the device would be. The GM helps
the player do this, and both work out the details until they agree on the level
of the device and exactly what it can do, and how. Thus the design spec is
finished.
For example, say the player wishes to make a Force Field
device that projects a skin tight Force Field around the character. The
mechanical effect of the device is that when powered on, the device adds +10 to
the player’s toughness. The GM tells the player that such a device would
qualify for level 4, although it will look unfinished and experimental, as well
as being bulky. They both agree, and the design spec is done.
Here are some guidelines for converting design specs into
the appropriate device level:
Effect GuidelineS
Determine the Effect Level. Add levels based on Domain.
Subtract levels based on Limitations. Limitations cannot reduce the max level
by more than half. If Device is to be small, portable, subtle, etc, add +1
level, otherwise device is bulky and obvious
Effect Level of Gadget:
1. Minor, such as +1 to an attribute, 5DV, adding or
removing spice from food, creating a chance for a minor distraction or chance
to trip(black cat illusion), creating a pleasant or unpleasant breeze, etc
2. Moderate, such as +3 to an attribute, minor Fire damage
(10DV), healing shock and KOs
3. Major, such as +6 to an attribute, moderate Fire damage
(15DV), altering moods, mending, healing, repairs or the reverse
4. Superior, such as +10 to an attribute, High Fire damage
(20DV), mind control, change form, flight, heal 2 levels of wounds
5. Extreme, such as +15 to an attribute, Extreme Fire
Damage (25DV), complete healing, creation of complex objects and structures
6. Supreme/Cosmic, such as +22 to an attribute, Nuclear
Fire Damage (35DV), wish spells, alter reality, resurrection, summon army
Domain of Gadget’s Effect (Area of Effect/# of Targets):
· Oneself: free
· One other thing or entity: +1 level
· A group of ten or a small area (scene): +2
levels
· A group of a hundred or a large area (city): +3
levels
· A group of a thousand or a very large area
(county): +4 levels
· A group of ten thousand or a huge area (state):
+5 levels
· A group of 100 thousand, or a wide area (nation
or world): +6 levels
Use Limitations:
· Activated Use: Costs X charges to Activate,
device can be used for rest of scene: -0 levels
· Instant Use: Costs X charges each use where X =
the device level: -2 levels
· Instant Use: Costs 3X charges each use where X =
the device level: -3 levels
· Instant Use: Costs 3X charges and consumes all
Components: -4 levels
Boot Limitations:
· Takes 3 rounds to boot up: -1 level
· Takes 6 rounds to boot up: -2 levels
Skill Limitations:
· Takes 3 successful Jury Rig rolls (one/round,
dif:12+level) before it can be used: -2 levels
Any Device of greater than
level 6 cannot be made by a single person. Any Device of greater than level 7
cannot be made period.
In this case, the Design Spec
of the Force Field Device which adds +10 to the Toughness of the user is
obviously a level 4 effect. It only affects the PC so no level cost for
Domain. It must be Activated to use it, so no level discount. It is a Level 4
Device, unless the player wishes the device to be non-bulky and non-obvious, in
which case it is a level 5 device (or it only provides +6 Toughness and remains
a level 4 device.)
With the design spec complete and agreed between the
player and GM, if the PC’s Gadget Design skill is at least equal to the
Design Spec Level, the next step in for the PC to design the blueprint. This
appropriately involves repeated use of the Gadget Design skill. For example,
the Force Field Device would require at least a Gadget Design of +4 to build
the blueprint for.
Designing the
Blueprint
In order to successfully design a blueprint for a device,
the PC must amass enough design hours, and then spend a number of possibility
points to finalize the blueprint design.
The requirements are 10 design hours collected per level
of the blueprint. When all have been amassed, the PC must spend one
possibility per level of the blueprint. So a level 4 blueprint design would
take 40 successfully amassed design hours, after which the PC would spend 4
Possibilities and the blueprint design would be finished.
But how does the Gadgeteer amass design hours? This is
how:
The PC spends 10 hours in the lab working on the
blueprint and prototypes. This can be all at once, or bit by bit. The PC then
makes a Gadget Design roll versus a Difficulty of 12+the level of the design
spec. For a level 4 design spec, the Difficulty would be 16. If the roll
succeeds, 10 hours are amassed toward the requirements. If the roll is failed,
the 10 hours are not amassed and are instead lost. If botched, the character
cannot begin again for 24 hours. If double botched, prototype also goes
BOOM, harming the lab and the people within it.
Before being able to spend another ten hours in the lab,
the PC must spend at least one full scene outside of the lab looking for
inspiration. This can be research in a special library, or field work,
consulting with a colleague, etc. There should be few if any rolls required,
but the PC must put in a scene’s worth of time and attention.
It is only then that the PC can head back to the lab, and
work another ten hours on prototyping and the blueprint, after which another
gadget design roll is called for (again, versus 12+design spec level). If a
success, another ten hours are amassed toward the requirements, if not, zero
hours are amassed. If botched, the character loses ALL accumulated time and
must start the entire process over again. If double botched, the
character loses all accumulated time and must start the entire process over
again and the prototype goes BOOM.
This cycle continues:
1. Spend a full scene outside of the lab seeking
inspiration or new insights
2. Return to the lab, spend ten hours on prototyping and
blueprint design.
3. Make another Gadget Design roll versus 12+Design Spec
Level, success adds 10 design hours accomplished.
The PC simply keeps looping through the three steps above
until they have amassed enough total design hours – such as 40 for the
Force Field blueprint. Once that has been done, the PC only has to spend X
possibilities (where X is the Design Spec Level), and the blueprint is done.
Once the blueprint is done, it is added to the PC’s
library. He can now actually build the device.
Building the
Device
Building the device is fairly straightforward when one has
a blueprint and a personal well-stocked lab. One also needs special Components
of the right level to build and use Gadgets.
The rule of Thumb is that the PC needs either one
Component of the same level as the Blueprint, or two Components of one level
less.
Here is some guidance as to the rarity and difficulty in
obtaining Components of different levels:
Components
1. Level one Components can be found in any consumer
electronics, like transistors, diodes, capacitors, etc.
2. Level two Components can be found in higher level
electronics, like computers, TVs – such as microcircuits, microchips,
polymers, etc.
3. Level three Components take an effort to get, and
aren’t cheap. Substances like aerogel, complex solvents,
design-to-order assemblages, etc.
4. Level four Components are expensive and difficult to
acquire, like regulated apparatus, diamonds, gold, platinum
5. Level five Components are rare and extremely hard to
find, like plutonium, or flawless diamonds
6. Level six Components are ultimate and singular, like a
cybernetic brain, a piece of a neutron star, or a page from the Codex
Assuming that the PC has the Component(s) in hand, has
the blueprint, and is in his well stocked Weird Science Lab, he simply spends
the required time building and assembling, and then makes a Jury Rig roll
versus a difficulty of 12+Blueprint Level (which is obviously the same as the
Design Spec Level the Blueprint came from.) The difficulty is +3 if two
Components are used in building the device.
The following is the amount of time required to build a
device:
· Level One: one round (ten seconds)
· Level Two: one minute
· Level Three: ten minutes
· Level Four: 1 hour
· Level Five: five hours
· Level Six: one day (twenty four total hours)
Also, one cannot attempt to build a device of higher
level then one’s Jury Rig. A Jury Rig of +4 is the minimum required to
build a level 4 Device.
After spending the required time, make a Jury Rig roll.
The difficulty is versus 12 + Blueprint Level+3 if two components were used,
and if the PC succeeds, the device is built, and any Components within it are
fully charged.
In the example, building a level 4 Force Field Gadget
would take one hour, and if a single level 4 Component is used (instead of two
level 3 Components) the difficulty would be 12+4 or 16. (Otherwise it would
have been 19.)
If one fails the roll, the only downside is that the time
has been lost. Single botch means you get a BOOM that causes no real damage to
people, but wrecks ½ of the equipment and devices in the lab. Double botch or
worse means you wreck ½ of the lab AND lose all Components involved.
If one has a damaged Device and one wishes to rebuild it,
the time costs and difficulties are the same as building it in the first place.
Other cumulative penalties include:
· +3 to difficulty for not using one’s own
Weird Science Lab
· +3 to +6 if the lab you are using is not well
stocked or substandard or unsuited for use
· +3 penalty, as covered above, if you are using
components of one level lower than that of the blueprint.
Now our device is built and we can use it.
Using devices
Components carry charges. When placed in a device, these
charges power the device. A Component can have up to the Component level x3
charges in each. Therefore a level 4 Component can hold up to 12 charges. If
placed in a level 4 device, the charges are used by the device to perform its
function. Of course, one could instead place two level 3 Components within a
level 4 Device, for a charge capacity of 9 charges each, or 18 total.
To use a device, it must first be *booted up* if it has a
Boot Limitation. If it has a Skill Limitation, three successful rolls must be
made, one per round, versus a difficulty of 12+Device Level. If it has both a
Boot Limitation and a Skill Limitation, the required Skill rolls may be made
during the Boot Time, but both the Boot Time must pass and the Skill rolls must
be made before the next step.
Most devices have neither Boot nor Skill Limitations, and
therefore skip right to this step when being used. If the device does not
require Activation, then it may be used immediately as an Instant Use device.
Using the device, called “firing” or “triggering” it,
costs a variable number of charges, usually X where X is the Device Level.
Upon the PC spending these charges (usually by hitting one or more switches on
the device) the charges are spent and its effect occurs. For example, a level
3 Laser Canon may do a 25 Damage Value blast when the gun is fired, costing 3
charges with each shot.
It is up to GM Discretion, but some devices may be able
to be used at half power or lower, using a smaller number of charges in doing
so.
Some devices are Activated Use devices. These can be
Activated, which costs X charges where X is the level of the Device. These
devices remain on and useable for the rest of the Scene, or until deactivated.
Removing a Component from a device deactivates it, unless it is a Fully
Integrated Assemblage with charged Components remaining (more on that later.)
For example, Dr Gerstein’s Level 2 Vertigo Gun is a Activated device
– spending 2 charges allows him to use the gun for the remainder of the
Scene, once per round.
Note: an Activated Use device which is used to move
between Scenes, such as a Glider, if Activated during the first Scene, remains
Activated until arrival at the new Scene, at which time the PC must decide if
he wishes to pay for Activation for this Scene as well. On the other hand, if
device was only Activated at the very end of the last Scene, it will continue
to function to the end of the coming Scene without needing re-Activation. It
is up to the player whether the time during a Scene change counts as part of
the previous Scene of the following one. Of course, an especially long
transition, such as a train ride, may qualify as being its own Scene if the
time spent is acted out – the GM has full discretion.
Activation requires at least one round. Using the device
can commence the round after it was Activated. If either placing Component(s)
into the device, or mounting/demounting a mountable device from an assemblage,
one may simultaneously Activate an Activated Use device. However, unless the
player specifically instructs the GM that he is Activating the device, it
isn’t.
When charges are used, the player may specify which
charges come from which Component, if the device has more than one attached.
Otherwise, the device uses charges as evenly divided from all potential
sources.
Of course, eventually one will run out of charges –
if one does, one can simply swap the empty Components in the Device for ones
that are fully charged.
Swapping
Components
Components may be swapped in and out of devices at will
using the Jury Rig skill. The main limitation is that you may only place a
single component of equal level into a Device, or you may place two components
of one level lower in a Device.
Performing a swap takes one round, during which you may:
· Take any number of components out of any number
of devices, so long as all of those components are going into one single
device.
· Take any number of components out of one device.
· Take any number of free (not currently
installed) components and place them into one device.
· The maximum number of devices you can add
components to in a single round with a single JuryRig roll is ONE.
· A Fully Integrated Assemblage counts a single
device as far as the above four points.
To attempt this, the PC makes a Jury Rig roll versus
8+the highest Component or Device Level involved. Penalties should be assessed
to this roll based on factors such as lighting, wind, and/or rain – even
inebriation, loss of confidence, and fear.
Upon success, not only is the swap made, but if
Component(s) are being swapped into an Activated Use device, that device may
also be Activated in the same round as the swap occurred.
If the roll is failed, and the PC was trying to swap two
Components into a device of one level greater, then the Components are stuck,
rendering the device useless and the components out of commission until the
whole device can be rebuilt back at the lab. Otherwise, failure just means the
time was lost, but may be re-attempted next round.
Eventually the Components will not have enough charges
and will have to be recharged.
Charging
Components
No roll is needed when charging Components in
one’s lab. Otherwise the JuryRig difficulty is 12. The time to charge
is 1 minute/charge on standard power, 1 round/charge on industrial power.
Failing this roll indicates that after the component should have been fully charged,
it will be found to have only 1 charge in it. The number of charges in the
Component can only be read when mounted in a device.
With a JuryRig roll of 15 or better, one can connect the device
directly to industrial power (although it must still have the proper Component
installed, even if the Component has no charges left), but the device becomes
very unstable. Every round the device is used as such the difficulty increases
by 3 and a new roll must be made. After the device is removed from industrial
power it must be completely rebuilt before it can be used again, and the
Component(s) within it are empty. Failing this roll fries the Device
immediately (requiring a rebuild) and entirely drains the Components attached
to it.
Some further notes on advanced use follow, covering
proper tools, adding to an existing blueprint, adding new functions to a
device, and mimicking other p-positives power effects.
Proper Tools
Normally, one requires the proper tools to design,
prototype, build, and even do field work like Component or Module Swapping or
Charging. To receive no penalties, the proper tools for blueprint design and
prototyping, and for building and rebuilding devices and assemblages, is
one’s own personal and well equipped Weird Science lab.
The proper tools for field work is a tool kit that fits
in a toolbox or medicine bag, which is required for swapping Components or
Modules, charging Components in the field, and other field work.
Adding to an
Existing Blueprint
Sometimes the PC isn’t trying to reinvent the
wheel, sometimes the Gadgeteer just wants to improve an existing blueprint.
For example, a PC may have a level Three Blueprint for a Glider that goes 85
mph, but he wishes it could go much faster – say Mach Ten.
The existing Blueprint makes him take less time to make
the new one. Instead of meeting the full requirements for designing a
blueprint for the device from scratch, you only have to meet the requirements
of the new blueprint minus the existing blueprint plus one. If the GM says
that the Mach 10 Glider is a level 5 Design Spec, and you already have a level
3 blueprint for the slower Glider, 5 minus 3. plus 1, equals 3 – so all
you have to do is go through the process of building a level 3 blueprint, which
only requires 30 amassed hours and 3 possibilities, and at the end you will
have your level 5 blueprint.
Adding New
Functions to a Device.
Sometimes it is not about making the old blueprint more
powerful, sometimes you want to add completely new functions or effects to it.
For example, perhaps you have a Glider that you wish to mount a Vertigo Gun
on. The basic approach is to design the Glider and Gun blueprints separately
(if you already have them designed, you have saved a step!) and then to build a
single Integrated Assemblage device using both Blueprints.
The first thing to do is to choose one device to use to
mount the others into and onto – this device is called the Hull.
Secondly one must decide is whether the Assemblage will be Fully Integrated, or
whether it will be Modular.
A Fully Integrated Assemblage only requires that the
highest Device in the Assemblage have Component(s), although any and/or all
Devices in the Assemblages can have Components. The charges required to use
each device remain the same, but may be paid from any Component in the entire
Assemblage, at Player discretion. (If the player does not choose, charges will
be spent as equally as possible between all Components in the Assemblage.)
While Components may be swapped in and out as normal,
Fully Integrated devices need to be completely rebuilt to change, swap, mount,
or demount modules/devices.
A Modular Assemblage on the other hand may be
disassembled and reassembled in the field, so long as the Hull remains
functionally intact. (An Assemblage cannot be created in the field as you need
your proper lab and blueprints (and time) to create a Hull and Mount Points for
and on the Device Modules.) Any Mountable Device built in the lab to work with
the particular Hull can be swapped in or out.
However, in a Modular Assemblage each Module (including
the Hull) must have its own Component(s), and get its charges from only that
source.
So, for example, if Dr Gerstein Fully Integrated his
level 3 Glider (the Hull) with his level 2 Vertigo Gun, he would be able to pay
for the charges for the Glider or the Gun from any Component in the whole
Assemblage, but he is only required to have a Component in the Glider (the
highest level device in the assemblage.) However, he cannot demount the Gun
and use it as a hand weapon in the field.
On the other hand, if Dr Gerstein Modularly Integrated
his level 3 Glider (the Hull) with his level 2 Vertigo Gun, he would need the required
Components in each and every device in the Assemblage. The Component(s) in the
Glider could not be used to power the Gun, and vice versa. The Gun *could*
however be demounted and used as a hand weapon in the field.
Furthermore, if Dr Gerstein Modularly integrated his
level 3 Glider, his level 2 Vertigo Gun, and his level 3 Laser Cannon, Dr.
Gerstein would have to decide whether to make two External Mount Points on the
Hull (Glider) so as to be able to have both weapons attached at the same time,
or whether to build only a single External Mount Point, in which case only one
gun at a time can be mounted.
The game mechanics for building an Assemblage is to
gather the required blueprints, components, and other materials in the
PC’s lab. The same penalties apply as if building a normal device, so,
for example, using someone else’s lab, even if that lab is well suited,
is a +3 penalty. Also note that the +3 penalty for using components of one
level lower is counted for each and every device in the Assemblage for which
this occurs. (If the level 3 Glider has two level 2 Components, and the level
3 Laser Cannon has two level 2 Components, the total penalty for building both
into the Assemblage is +6!)
The roll that must be made is a Jury Rig roll versus a
difficulty of 12 + the highest level of blueprint + 1 for each Mount Point.
(Each Mount Point must be specified as External or Internal when built.
External Mount Points are more accessible, and required for things like guns,
however External Mount Points are also more easily hit and damaged.)
The only Devices that can be Mounted on the Assemblage
are those built at the same time as the Assemblage.
So, for example, Dr Gerstein wants to build a Modular
Assemblage from his level 3 Glider, his level 2 Vertigo Gun, and his level 3
Laser Cannon. He is only going to build 1 External Mount point because he will
not be using both guns at the same time. The difficulty is 12+3+1, or 16.
Success means that he now has a modular Glider Hull with one External Mount
Point, on which he can mount either the Vertigo Gun or the Laser Cannon.
However, only one of those two guns can be Mounted on this Device at one time.
To mount a Mountable Device on a Mount Point, a Jury Rig
of 12+the highest level (device or Hull) must be made. Demounting a device
from a Mount Point can be done as a Simple action.
In any case, the time taken to build the Assemblage and
Mountable Modules (if any) is the combined time to make each device
independently plus 50% to Integrate them – for the Glider with Mountable
Vertigo Gun and Laser Cannon, that’s a 31.5 minute build time – 10
minutes to build the glider, 10 minutes to build the Laser Cannon, one minute
to build the Vertigo Gun which is 21 minutes, times 1.5 = 31 and a half
minutes.
Mimicking Other
P-PositiveS’ Powers.
Each device can only do one specific stunt, trick, effect
or use. For example, in order to be able to copy all of Jack’s
abilities, a gadgeteer would need one device *per stunt* that Jack had, and
even then, the device-replicated powers would be mechanical, not as flexible as
Jack’s were.
If created as an Activated Device, the device would not
be able to create a second effect until the first has been released. So if an
Activated Device mimicked Jack’s ability to freeze things, it could not
freeze second thing until the first is unfrozen.
If created as an Instant device, the device can create an
effect which may last the entire scene, and may do so once per use. Such a
device could freeze any number of people, one per shot.
-Benn Grant
eFix Computer Consulting
benn at 4eFix.com
603.283.6601
From:torg-bounces at justintimeadventures.com
[mailto:torg-bounces at justintimeadventures.com] On Behalf Of Steve Crow
Sent: Friday, November 07, 2008 10:40 PM
To: torgmail
Subject: RE: [Torg] Weird science question?
Did a bit of checking. The rules on page 84
of the Terra SB seem to address the question of boosting attributes. They still
don't talk about boosting skills, though. And it's not clear what the limit is
on a skill. Other than the numbers given on page 84 of the NE SB (I said 77
earlier, sorry).
Do you just assume that whatever the skill is that the gadget user already has,
it's at the max so you just have to boost the skill and the limit value equal
amounts?
Or something else...?
So we're still kind of confused.
--- Steve Crow "Logic merely enables one to be wrong with authority."
Check out my website at: http://www.geocities.com/Area51/Stargate/4991/
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