Rogue The Bronze Firelizard wrote:
On 1/20/06, Jonathan Lang <[EMAIL PROTECTED]> wrote:
Have you looked at Gizmo? (At least, I think that's what it's called; it's the Advantage
that says that you can have one gadget of you choosing which you define when you need it
- "It's a good thing I had that Bat-Shark Repellant."
it also has a the limation that you must reasonibly have had a chnaces of
owning/having one.
B57 defined at either own but did not specify you have, probibly would own, or
cheep widly avible at your tech level.
The character involved will definately be having Gizmo, along with
probaby Instant Gadgeteer, but he's looking for being able to put
togeather something entirely new and full of superscience, wheras
Gadgeteer and Gizmo are both limited by the TL system.
After a little discussion, I've got "gadget modular ability MK II"
worked out.
Cosmic Modular Ability (Physical Only, +50%; Focus Limited: Mad science,
-5%; Trait limited: Only traits with Gadget Limitations, -20%;
Accessibility, Requires Production-Grade Laboratory, -40%; Nuisance
Effect, Varies, -5%; Preparation Required: 1 hour, -50%; Requires IQ
Roll, -10%)
In other words, for every point in the pool, you pay two character points.
The Nuisance Effect is to cover the fact that his übergadget
reconfiguring process is unsubtle. As P. Kitty put it:
Super gadgeteering is intense. As a general rule, creating a new super
gadget should drain serious power from the local electric grid,
require expensive components, emit noticeable waves (whether
radiation, electricity, radio, or something else) like a beacon, or
whatever else seems appropriate to the GM. Neighbors will look up from
their papers and mutter, "That crazy old coot must be in that lab of
his..."
This was so stylish I had to steal it. :D
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