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Old 03-18-2014, 02:37 PM   #1
Ixa
 
Join Date: Mar 2014
Default [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?

Last edited by Ixa; 03-18-2014 at 02:44 PM.
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Old 03-18-2014, 02:46 PM   #2
Dwarf99
 
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Default 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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Old 03-18-2014, 02:57 PM   #3
Christopher R. Rice
 
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Default Re: [RPM] Alternate Quick Gadgeteering

The issue that Dwarf99 is thinking about is here. There is also this post I wrote in this thread for using metatronic generators with ritual path magic.
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Old 03-18-2014, 03:46 PM   #4
Ixa
 
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Default 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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Old 03-18-2014, 05:25 PM   #5
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Default Re: [RPM] Alternate Quick Gadgeteering

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Originally Posted by Ixa View Post
I hope the next RPM book to be a 250 pages tome with alternate RPM rules for everything!
I wouldn't hold your breath for something quite that ambitious, but I do think you'll be happy about an unannounced, slightly lower-scale project in the works. :)
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Old 03-18-2014, 07:20 PM   #6
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Default Re: [RPM] Alternate Quick Gadgeteering

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I wouldn't hold your breath for something quite that ambitious, but I do think you'll be happy about an unannounced, slightly lower-scale project in the works. :)
Oh hey, since you're here, I could have swore I saw you say something about gadgetteering using a lab. Was it you or am I misremembering?
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Old 03-20-2014, 12:45 PM   #7
Ixa
 
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Default Re: [RPM] Alternate Quick Gadgeteering

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Originally Posted by PK View Post
I wouldn't hold your breath for something quite that ambitious, but I do think you'll be happy about an unannounced, slightly lower-scale project in the works. :)
These are very good news! :D

I see that Metatronic Generators system and RPM both works in a similar way.. If I use the ER cost of a Ritual from RPM and multiply by the dollar valors of Metatronic Generators it will work?

Any chance of it breaking or unbalancing the game? Because its easier to build RPM spells than Powers..
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