Gadgeteering Rules for Legend
Posted 26 June 2014 - 09:42 PM
Gadgeteering works mechanically like sorcery. Rather than having a magic point cost, what the character invests instead is time. Each magic point you'd spend under the sorcery rules translates into one week spent working on the device.
In place of the Manipulation skill you instead have the Fringe Science skill. In place of Grimore you have one of the following skills: Biology, Chemistry, Engineering, or Physics. Each skill not only determines the intensity of the Innovations, but what kind of devices your character can build. A scientist with engineering will be hard pressed to create a clone of someone, while a bio-engineer will have a tough time whipping up a death ray.
Innovations are the "Spells" of gadgeteering, the special effects a scientist pours into his device.
For the Manipulation table on page 192, I simply cut out the reference to the POW attribute, and made the modifier 10. So a deathray with no points of "manipulation" in duration will have enough juice to last for ten minutes. For duration I decided to have the clock start ticking once the device is activated.
Here is a example device
A death ray with Damage, Armor Piercing, a range of 50 meters, and a battery life twenty minutes will take six weeks to construct, and require a Fringe Science score of 60% or greater.
It is still a work in progress, I'm tempted to mess around with the manipulation table a bit. I don't really like the idea of a armored shirt having a duration, so I may add a permanent duration at a steep manipulation cost.
Posted 27 June 2014 - 11:30 AM
What about malfunctions? The difference between gadgeteering and manufacturing is that gadgeteering is notoriously unreliable. You need some kind of malfunction table/chance.
You probably need something to show how long something takes to design/make.
Then there is a game balance issue. If a gadgeteer makes a Death Ray, what is stopping him from making 100 Death Rays? Is that a problem or just a natural consequence?
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Posted 27 June 2014 - 07:33 PM
Posted 27 June 2014 - 10:48 PM
Not sure how you get around the 'one-off invention' vs 'manufacturing' issue. In my game I just ruled that there wasn't enough technological resources at that stage to move into manufacturing. I will follow your ideas here with interest, as my troupe wants to return to that game one day and I may want to tweak the whole weird science thing a bit better.
It is very likely that Clockwork & Chivalry can be useful here. I have the pdf of it but haven't had time to peruse it to any great length, so that's reminded me to do so. I would like to be more or less consistent with a published set of BRP rules next time I use steampunk inventions, but I need to see if C&C clockwork inventions etc could be ported over to my previous setting or not.
From memory there was a whole chapter devoted to creation of Clockwork inventions and operation of such, including Mishap Tables and effects. I think I will definitely peruse that to good extent before I return to my setting, as in my experience it is better sticking to published rules. The good thing with BRP is that you can often port rules between the game settings and they work fine.
However I will watch your thread with interest in any case, as you seem to have developed rules that were very similar to mine, and I'ld like to see how it goes
Edited by Mankcam, 27 June 2014 - 11:04 PM.
Posted 28 June 2014 - 07:38 PM
I had forgotten about the Science-Sorcery rules from Hawkmoon. Quite a few of the "spells" will work well as innovations for the system, as well as the Artifact rules. A flame-cannon works perfectly as a gigantic deathray.