|
|
|
|
|
#1 |
|
Join Date: Mar 2014
|
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. |
|
|
|
|
|
#2 |
|
Join Date: Nov 2006
Location: Fayetteville, Arkansas
|
Well, there's an article called Metatronic Generators in a fairly recent issue of Pyramid I can't recall.
|
|
|
|
|
|
#3 |
|
Join Date: Jun 2006
Location: Portsmouth, VA, USA
|
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.
__________________
My w23 Stuff My Blog GURPS Discord My Discord Latest GURPS Book: Meta-Tech Latest TFT: Vile Vines Become a Patron! |
|
|
|
|
|
#4 |
|
Join Date: Mar 2014
|
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! |
|
|
|
|
|
#5 |
|
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
|
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. :)
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
|
|
|
|
|
#6 |
|
Join Date: Nov 2006
Location: Fayetteville, Arkansas
|
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?
|
|
|
|
|
|
#7 | |
|
Join Date: Mar 2014
|
Quote:
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.. |
|
|
|
|
![]() |
| Tags |
| gadgeteering, rpg |
|
|