[RPM] Alternate Quick Gadgeteering
Hi! I'm new here, I really want to hear opinions on my idea. English is not my native language, so sorry for any errors and I hope you guys can understand me! :)
So.. I think the Gadgeteering/Quick Gadgeteering rules on the Basic book too open and vague. I'm trying to adapt RPM Rituals to work as gadgets, is it possible? Is it a good idea? I GM a Steampunk Fantasy setting. And some of my players want a system to quickly build stuff like death rays, prostetic arms and frankensteins. My ideas are: Instead of "Ritual Adept", a "Mad Scientist" advantage, that always need a lab to work and do every "ritual" as a charm or elixir. (Probably costing 30 pcs?) Instead of "Magery", a "Lab Resources" advantage, meaning a collection of new instruments, cogs, tubes, energy sources, etc etc (But not money), being also an energy reserve + perk per level Instead of "Thaumatology", "Weird Science" (Both VH skills, so no problem I think) Instead of the Paths, a "Weird" variation of Engineering skills; Example: Weird Bioengineering, Weird Steam and Clockwork Engineering, Weird Chemistry (For a non-magic Alchemy variant), Weird Physiology (For creating Frankeinstein-like monsters and stuff..) And finally, the final cost of the ritual should be paid in money. (But I don't know how to do it!) Also, I want to use the time a "Non-Adept" need to cast, not the time of an Adept, so minutes: not seconds. Maybe hours. So, hivemind, how can I do it? |
Re: [RPM] Alternate Quick Gadgeteering
Well, there's an article called Metatronic Generators in a fairly recent issue of Pyramid I can't recall.
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Re: [RPM] Alternate Quick Gadgeteering
Wow, thanks guys! :D Of course Ghostdancer already did an article for this.. But I failed my searchfu roll.
I hope the next RPM book to be a 250 pages tome with alternate RPM rules for everything! |
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