True20 Adventure Roleplaying

True fun, true excitement, true adventure: True20!

Wierd Science in True 20

Discuss anything True20 here (that isn't covered by another forum). Also the place to find True20 product announcements.

Moderator: The Mod Squad

Wierd Science in True 20

Postby JadedBrush » Fri Jun 27, 2008 8:26 am

Would i use the adept with powers representing various gizmos or would i go with the expert route.
I'm not a nerd, i'm a 12th level paladin

My Art
http://PaintedSamurai.deviantart.com
User avatar
JadedBrush
 
Posts: 11
Joined: Mon May 29, 2006 1:58 pm
Location: Florida

Postby committed hero » Fri Jun 27, 2008 9:30 am

The rules are there to emulate this as an adept, I suspect. The tough part would be translating fatigue loss into battery life or some such.
committed hero
 
Posts: 124
Joined: Mon May 07, 2007 1:20 pm

Postby MdavidJ » Fri Jun 27, 2008 1:55 pm

Blood Throne: The Survivor's guide to the Age of Blood, handles this very well with things called mana shards, which are used to power items called ascendant technology.

There are various types of shards. Some act as batteries, some amplify an effect, some are used to imbue an item with a specific power like elemental blast.

I think it would work very well for you.

Here's the PDF link:

http://www.rpgnow.com/product_info.php? ... =0_0_10080

And here's the Print link:

http://www.lulu.com/content/1028832
User avatar
MdavidJ
 
Posts: 984
Joined: Wed Mar 15, 2006 12:38 pm

Postby di_sconzi » Sun Jun 29, 2008 6:08 am

You can also use the rules for supernatural item building from the Companion.

Single-use items fall apart after being used, like grenades. Multi-use use could be the most common ones, since they eventualy run out of "fuel" and then need to be recharged. Permanent supernatural items are fueled by perpetual motion engines or such.

In my oppinion, powers themselves would represent innate capabilities of the individual -- like psi. If the effects themselves originate from the gadget itself -- telekinesis raygun insted of a helm that enables telekinesis through mindwaves.

If characters themselves do not have access to powers, you might like the Artificer Training feat from the Adept's Handbook -- if adepts are not available, make it a expert feat then. Just change its name to "crypto-engineering" or "mad science" and you're ready to go.
di_sconzi
 
Posts: 24
Joined: Tue Jul 17, 2007 9:53 am

Postby cthughua » Mon Jun 30, 2008 8:44 am

Some sort of Gadgeteer Role would be neat. I have some ideas but don't have my companion with me at work.
Bluntly ridiculous!
cthughua
 
Posts: 825
Joined: Mon Aug 14, 2006 11:39 am
Location: Portland, OR

Postby True20Chick » Wed Jul 02, 2008 10:11 am

Reality Blurs recently came out with Gearcraft. It's a set of rules for constructing amazing machines in steampunk style.

http://www.rpgnow.com/product_info.php? ... s_id=55760

You can make just about any type of wierd contraption with it, from anything dreamt up by H. G. Wells and Jules Verne, to anything dreamt up by you.
User avatar
True20Chick
 
Posts: 1630
Joined: Mon Nov 07, 2005 5:22 pm
Location: Virginia

Postby Web Warlock » Thu Jul 03, 2008 5:02 am

I am not a big fan of Weird Science in most games unless it's a Pulp or Supers game, but I think Savage Worlds does a really good job of doing Weird and Super Science.

Basically I'd use the Adept and have the powers represent different devices or abilities.
For example TK would a something like a "Gravatron Manipulation Ray" or something.

Stealling ideas from the old Mage: The Ascension would work too.

Tim
The Other Side
"Tá an chumhacht agaibh. Cosnaímis mé, a Chosantóirí na hÉireann!" - Ghosts of Albion: Blight
User avatar
Web Warlock
 
Posts: 122
Joined: Wed May 09, 2007 7:16 am
Location: Chicago


Return to General True20

Who is online

Users browsing this forum: No registered users and 0 guests

cron