On the one hand its super clever that all of the power using classes are just reskinned spell casters with the spells pretty much ported over whole cloth...but on the other, I want a gadgeteer to feel more like a mad inventor whose powers derive from SCIENCE and steam punk enginneering and less like a Magic-user.
So here's what I came up with...I'm toying with doing something similar for the Shaman...but not really feeling that yet.
Gadget Special Rules
• Initial Gadgets: Players start with gadgets already built based on their starting powers.
• New Gadgets: Each new level requires $10/Rank + 1 week/Rank to build from scratch or 1 day/Rank to build from existing plans.
Gadgets: Each spell is a gadget, an actual physical device that generates / creates the power effect (inspired by the Monster rules).
• Hit Points: Each gadget has hit points
o Small gadgets capable of being palmed or carried in a pocket: 5 HP + 2 per Rank above 1
o Medium gadgets capable of being carried but not concealed: 10 HP + 5 per Rank above 1
o Large gadgets may be liftable but not carried for any significant distance without requiring (or being) a vehicle: 15 HP + 7 per Rank above 1
o $1 & 1 Hr. per HP to repair.
• Defense: 10 + 2x Rank
o Small gadgets concealed on the person can only be targeted if the person is hit with a critical. Damage the gadget rather than inflict injury.
o Medium gadgets being carried by a person can only be hit if the attack would defeat both the gadget’s defense and the person’s defense. Inflict damage on the gadget. The user of the gadget may force an attacker to target the gadget at the cost of becoming Trailin’ for their next action.
o Large gadgets can be targeted normally. Those behind or in a Large gadget may force an attacker to target the gadget instead.
• Skill Tests: Use 1 power slot, to give the gadget the ability to make Skill Tests or provide Skill Bonuses.
o The Skill covers 1 ability / skill combo chosen when designed.
o Autonomous Skills: Allow the gadget to make its own d20 test on its own initiative. Skill Rank = 2x the Rank of the Power Slot used.
o Skill Bonus: Gives the user of the gadget a bonus to their own skill test. Skill Test = Rank of the Power Slot used.
• Amalgamated Gadgets: Multiple Powers can be combined into a single device. Each power has its own HPs and can be targeted separately.
• Fragile: The Power uses 1 Rank Lower Power Slot than normal (minimum Rank 1) but has ½ as many HPs and burns out as if 1 Rank Higher than normal.
• Armored: Use 1 Power Slot to give another gadget or device an Armor value equal to the rank of the Slot used. Reduce any damage suffered by the gadget by the value of the armor
• Amped: Use 1 Power Slot to increase the power of another gadget or device capable of inflicting damage. Increase both damage and Injury Rolls by an amount equal to the rank of the Slot used.
Malfunctions: as for injuries
• Roll 2d6 +1 per previous Malfunction not yet fully repaired or recovered from.
Roll Malfunction Game Effect
2 No Effect No Recovery needed
3 Dropped Applied to carried devices only, else No Effect. Recover at end of battle
4 Dropped Applied to carried devices only, else No Effect. Recover at end of battle
5 Glitch Lose Next Action. Recover at end of battle
6 Glitch Lose Next Action. Recover at end of battle
7 Burn Out As per normal Rules. Recover at end of battle
8 Burn Out As per normal Rules. Recover at end of battle
9 Short / Jam Device Fails. Non functional. Recover when all HPs are repaired.
10 Short / Jam Device Fails. Non functional. Recover when all HPs are repaired..
11 Destroyed Device completely destroyed. Cannot be recovered. Must be rebuilt.
12+ Explodes Shatters or Explodes range 0-1: Damage = Rank in d6
Problem: Its not available anywhere: Sold out at the publisher (who apparently has no intention to reissue even though its relatively new -- 2011). Sold out at the one online vendor I found who carried it (Noble Knight). Nothing on Amazon, nothing on ebay. The couple people claiming to offer it on BGG Marketplace don't respond to pings.
Dang it. I can't find it anywhere.
The pics I've seen show the car completely disintegrated.
I think I'm going to try the exact opposite.
I recently just finished watching a massive collection of early John Wayne Westerns and one thing that struck me was how perfectly generic every movie was. Maybe 1 in 4 or 5 even mentioned the state or territory they were supposedly in. It was just a town with a suitably western town name and nearby features were like "Rainbow Canyon" and "Dry Gulch"
So I think I'm going to try to be equally nondescript and actively avoid the kind of World Building exercises I normally indulge in -- don't even get me started on my huge alternate time line for Dead Lands where-in I tried to obsessively fix as many of the fail points in that setting as I could.
This time...Back East is just Back East and it doesn't even have a name beyond that.
1) Bleeding. Bleeding results in losing 1d6 Grit per hour. However, it doesn't say whether that loss takes effect immediately or after an hour. Neither is really satisfactory for me. If only after an hour than its a rule that will hardly ever be used, since most of the time players will be able to manage a quick patch up before the hour is up. If immediately, then its really a random chance for instance death since -5 = death and many characters will have Grit of 0 or 1.
So my Tweak is simply to add a rate of bleeding. You still lose 1d6 per hour, but now its 1 point per turn (starting immediately) until the rolled amount is reached (which works nicely as there are 6 turns in an hour). This ensures that every Bleeding result will result in some Grit loss...making it a meaningful thing...but it won't be life threatening unless you're alone and untended.
The book also doesn't specify whether multiple bleeding injuries result in multiple Grit loss. If it did, then that's really an instant death sentence. But this tweak allows each bleeding injury to be treated seperately...scary, but not random instant death, which I like.
2) On the injury table I swapped the 3 (stunned) and 4 (knocked down) result. Since Stunned results in the actual loss of a combat Action and Knocked Down simply gives a -1 to initiative (the cost of standing back up) it seems to me that knocked down is the lesser of the two injuries and should thus have the lower number.
3) The horse rules include making tests to see how long the horse can maintain the pace, but offer nothing similar for how long a character can maintain the pace. So I basically mirrored the horse checks for men, and also for the "trot" pace for horses. But I made the following tweak.
Since such tests are only fun for dramatic chases and the like and not every time you want to travel, I made the usual traveling paces test based on hours rather than miles (which is easier to wing narratively) and save up the penalties only making a roll when they stop. The effect of failure is to be exhausted (which I said simply makes them automatically Trailin') but exhausted is easily recovered with a night's rest. Therefor...most of the time, no roll is necessary since the condition will automatically clear anyway. It will only become an issue in the event that there is some dramatic interruption (an ambush or an attack at camp) when it would be interesting to know who's tired and who's not.
Having that sort of test already figured out means I have a nice little subsystem to drop in for other things like "hard labor" when they're captured and sent to the chain gang.
Aside: As an example of my fetish for such things, I noticed that the Running pace given in the rules seemed rather slow...indeed, upon investigation, its closer to a 100 mile pace, so I added a second running pace that's about twice as fast and closer to a marathon pace. Similarly I reverse enginnered a check for the Trotting horse pace (which didn't have one) by comparing to the distances normally achieved in the sport of Endurance Riding...which apparently is a thing and whose average MPH falls handily right into the range given for the Trot pace in the game).
Yeah...I like my over engineering...but its less stressful for me to be prepared.
Earlier it was noted that the benefit of providing Cover Fire kicks in right from the beginning of the Initiative. However, does this mean:
1) The person performing Cover Fire essentially acts outside of Initiative order, and providing Cover is the only thing they do during that round (no moving or anything else.)
2) The bonus to a Trailin' character and the ability to snap off a shot kick in right away, but the player still gets to act during their normal turn in the Initiative order except they are already considered shooting and so can't make an attack roll?
Also, is providing covering fire like suppression fire? Should it expend multiple bullets? Or are you essentially "reaction sniping"?
I'm toying with the idea of changing Cover Fire up a bit so that you choose how many bullets you want to fire and then give that many Pluses to someones Defense (so a normal Cover Fire to cancel the -2 from Trailin' would be done by shooting 2 bullets).
This would be in addition to firing a shot in reaction.
I get that the Gadgeteer powers are rethemed M-U spells, I can still pretty much name them all. The character class conjures up images of mad scientists and steam punk tinkerers, but other than a few colorful references, the rules don't seem to actually support the idea that these are Gadgets.
See, I envisioned I could make a pepper box pistol that shoots small guided rockets and using that "gadget" to effectively "cast" the Energon Projector Spell.
I envisioned I could build an actual Horseless Carriage and have it run powered by the Horseless Freight Wagon spell.
I envisioned the crank operated electroprod as actually being...a juiced up cattle prod...stick a guy and Zapp.
But there isn't really any rules support I can find for any of these gadgets as objects. Can my pepper box rocket projector be disarmed? What if I'm taken prisoner and its taken away from me. Can I just "cast the spell" and poof I have another one?
What if I park my freight wagon before going off and doing some adventurous stuff...and the duration of the spell ends. Is the "vehicular conveyance" still parked there...it just needs to be restarted...or poof its gone away.
What if I want to mount a cannon using Energon Projector on my Freightwagon as a way of designing a tank? Can I combine two spells into a single physical gadget? What happens when someone throws a stick of dynamite at my tank...how do we determine how much defence or HPs it has?
See I was looking at the Gadgeteer and expecting I'd find rules for actual gadgets...but there don't seem to be. How do you all handle these spells being represented by physical technology based objects, and not actual "magic"?
Teacher & Classroom Supplies | Educational & Learning Resources
EAI Education - Over 6000 teacher and classroom supplies, educational and learning resources for Pre K-12, home schools, parents, students a
AbbyShot Clothiers - Movie Clothing | Cosplay Costumes
Producers of the finest quality movie clothing and Cosplay costumes available.
eBags - Largest Selection Of Handbags, Backpacks, Luggage & More - e...
eBags.com - The Largest Online Retailer of Handbags, Luggage, Backpacks, and More. Enjoy 15% off most items. Plus Free Shipping. Ends 8/22.
Saddleback Leather Co. : Leather Bags, Leather Briefcases, & Luggage
Shop the Saddleback Leather Company's selection of classic, handmade leather bags and accessories so fine that that they'll fight over them