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Join Date: Aug 2004
Location: traveller
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Quote:
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#2 |
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Join Date: May 2007
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One option would be to permit the Gadgeteer to develop versions of the nanotech and so on that's otherwise unavailable in your setting. That could easily be worth 25 points- although it could also easily disrupt the atmosphere you're attempting to create, so use with discretion.
Otherwise, I agree that it would be viable to offer "quick gadgetter minus regular gadgeteer" for 25 points, allowing quick creation of improvised equipment (out of coconuts, if necessary) but not the invention of new technology.
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I predicted GURPS:Dungeon Fantasy several hours before it came out and all I got was this lousy sig. Last edited by ravenfish; 02-14-2024 at 12:26 PM. |
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#3 | |
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Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Gadgeteer is extra useful when fighting a monsters with random and bizarre weaknesses your Tech base doesn't acknowledge, but the ability to get exactly what you want is powerful anywhere. Thinking about it, most race car teams from movies probably have a gadgeteer, even if its just a very limited one. Thinking about my current game, a lot things my players wanted to do would have been served well by having a gadgeteer on the team.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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| Tags |
| gadgeteer, gadgeteering, ultra-tech |
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