[MH] RPM Creating Things
Is it possible to create stuff using RPM? For instance food, water or ammo?
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Re: [MH] RPM Creating Things
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Re: [MH] RPM Creating Things
"Create" is one of the basic spell effects, and "Create Matter" can certainly be used to make food, water, ammo, etc. However, creating anything more complex than raw materials requires an appropriate skill roll -- so you could create bullets, but your Armoury (Small Arms) or IQ-based Guns roll would determine whether your bullets actually worked!
(Food and water are a minor issue in that all created matter expires at the end of the spell's duration, but I'd say that as long as the duration has at least a day to go when you consume it, you're fine. By that time, your body has already used up all of the nutrition it needs and passed everything it doesn't.) |
Re: [MH] RPM Creating Things
Ah. How would you assign the difficulty for the 'can you make this' check?
Given the differences involved between say 'blackpowder and lead ball' '.45 ACP' 'cyanide tipped ADPS caseless whatevers' and 'Railway Cannon' |
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So ADPS would be -3, cyanide filled hollow point would be -2. Caseless should be irrelevant, either the rounds are like that or not it's not an alteration to an existing round. |
Re: [MH] RPM Creating Things
Ah, excellent, that works very well for ammo
Any idea on guns or other things? |
Re: [MH] RPM Creating Things
I'd give it a difficulty equivalent to the crafting difficulty (minus tools)- so you'd need to refer to the gadgeteering rules and apply the penalties for producing a prototype of given complexity from workable plans.
I think; just to prevent 'I create a +8 grimore of create matter grimore' type scenarios I would also give a -1 for every 1/10th of campaign starting wealth to the crafting roll; The AK-47 is easier to create then the M16-A2 and costs less because of that; it is also easier to craft with a create matter roll. I would let gadgeteers ignore that cost based limiter and perhaps allow a gadgeteer 2 [only for create matter magic] -50% advantage. So even a master mechanic with RPM can't just smash there 'create matter' charm into the ground and end up clad in an instant suit of power armour; but a mechanic/witch/gadgeteer COULD. |
Re: [MH] RPM Creating Things
I think that -1 per 10% of wealth AND gadgeteering level penalties is double penalizing and overkill
A gadget is simple/average/complex/amazing however based in part on how much it costs I would just got for gadgeteering rules . . . . -19 for a Complex +1 TL item for a TL 9 battlesuit is chewy enough as is |
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For everyone else, a craft roll is necessary. It's fairest and most balanced to tie the result in to the dollar value of what's being created (much like Gadgeteer does). Off the top of my head, I'd probably do something like: MOD / ITEM COST ("Up to...") 0 $10 -1 $20 -2 $50 -3 $100 -4 $200 -5 $500 -6 $1,000 etc. |
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Re: [MH] RPM Creating Things
Rev, convince the higher ups and release this as MH5 already ;)
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RPK's system is much more lenient, as it doesn't make the higher value items quite as impossible, even though it does make lower end items tricksier
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Re: [MH] RPM Creating Things
Can you cast a spell to give you a bonus to Mechanic (item in question) or is that also precluded under 'can't use magic to get better at magic'?
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$10 = 0 $30 = -1 $100 = -2 $300 = -3 $1,000 = -4 $3,000 = -5 $10,000 = -6 Though that feels too lenient to me. I prefer my first progression. Quote:
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MOD / ITEM COST ("Up to...") -0 $50 -1 $100 -2 $200 -3 $500 -4 $1,000 -5 $2,000 -6 $5,000 etc |
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