Author Topic: Gadget Builder character?  (Read 1720 times)

Offline CrackedOzy

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Gadget Builder character?
« on: December 09, 2011, 04:38:51 PM »
How would you handle this type of character? Thinking along the lines of the Mad Scientists of Deadlands or the Madboys of Girl Genius, so the ability to whip up a device on the fly is very important.

Offline Pbartender

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Re: Gadget Builder character?
« Reply #1 on: December 09, 2011, 05:27:38 PM »
How would you handle this type of character? Thinking along the lines of the Mad Scientists of Deadlands or the Madboys of Girl Genius, so the ability to whip up a device on the fly is very important.

I have a player going this route...  We decided on just using Emissary of Power (The Archer Foundation*), Ritual (crafting), and Refinement (bonus slots), but with cosmetic adjustments that make the magical items he creates look like super-science technology.

I'm also allowing him, with minor adjustments, to use some Spirit of the Century gadget-based stunts.

*The same clandestine organization from Spycraft's Shadowforce Archer setting -- They fund his Science.
« Last Edit: December 09, 2011, 05:33:36 PM by Pbartender »

Offline MAK

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Re: Gadget Builder character?
« Reply #2 on: December 09, 2011, 08:11:50 PM »
We also have a gadgeteer in our campaign, but we based the character fully on gadget stunts from Spirit of the Century. Rules-wise the effect is a lot like crafting magic items and potions, though.

Offline Sanctaphrax

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Re: Gadget Builder character?
« Reply #3 on: December 09, 2011, 08:42:28 PM »
Ritual (Science!) can do what you want. Enchanted items are pre-prepared gadgets, rituals are the ones that you make on the spot.

Stunts to use science skills instead of magic ones might be a good idea too.

Alternately, you could use Sponsored Magic. The first of these powers was made by KOFFEYKID, the second was made by Pbartender.

Magic-Tech [-4]
Description: Your magic, unlike most, mixes well with technology. In fact they are fast friends, and with them together you are able to create strange mechanical devices that beggar imagination.
Note: The cost is -4 refresh unless you already practice another kind of true magic (e.g., Evocation, page 180, or Thaumaturgy, page 181), in which case the cost is reduced by 1 for each ability you already possess.
Skills Affected: Conviction, Discipline, Lore, Scholarship
Effects:
Magical Cooperation. Your magic no-longer disrupts technology, you can rely on technology, but it can also rely on you. You are no-longer able to hex devices but they will not fail on you.
Knowledge Transparency. For you there is no difference between Scholarship and Lore. You may use them interchangeably.
Arcane Constructs. Anything that you build that has a magical component and also has a technological component benefits from the amalgam of both. You main gain a +2 bonus to rolls with such devices by invoking an appropriate aspect and taking a point of sponsor debt. Enchanted Items which feature both technology and magic have +1 Strength and +1 Uses.

SUPER-SCIENCE!

Any sufficiently advanced technology is indistinguishable from magic; any sufficiently defined magic is indistinguishable from technology.  You're able to invent and build fantastic devices that are only dreamed about in science-fiction to create effects that blur the line between science and magic.  Beware, for the cold logic of Science can be used to justify any action... the same inspirations that created radiotherapy for curing cancer, first created nuclear bombs.

Cost: 4 refresh for the package.  Reduce this cost by 1 if you have Evocation or Thaumaturgy; reduce the cost by 2 if you have both.  However, Super-Science! is not compatible with the normal aesthetics of magic. If you have both this power and either Evocation or Thaumaturgy, then your Evocation or Thaumaturgy power must comply with the thematic and mechanical restrictions of this power.

Benefits: Standard sponsored magic benefits (page 288). Super-Science! does not use the usual set of skills for creating super-natural effects; Resources replaces Conviction, Craftsmanship replaces Discipline and Scholarship replaces Lore for the purposes of spellcasting with Super-Science!

Super-Science! is particularly dependent on technology to produce its magic-like effects.  Super-Science! evocation effects always require a focus item, and cannot be created without one. Focus items and enchanted item created using Super-Science! are always of a technological nature and are, therefore, capable of being hexed. The engineering methods and theories required to create Super-Science! items are highly improbable and unbelievable, however, making Super-Science! devices particularly resistant to magical hexing. Any focus items or enchanted items you create have a base defense against hexing equal to your Scholarship + twice the number of enchanted item slots the item occupies.  Furthermore, you gain one free Crafting specialization of your choice.

PS: Welcome to the forum.