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Re: [BNW] Gadgeteers - and new tricks
Just like Hell on Earth Junker, Gadgeteers have a lot of problems with
just basic rules. This is one power pakage that will be getting their
own book along with bargainers, and since we don't have a gadgeteer in
the game I'm in/running I'm happy to wait for the book to come out.
Your moth-balling idea does sound like a good one, at least as a short
term solution. As for Device design you could take a look at HoE
Junkers. The way they do it is (roughly)
Each junker knows a number of powers such as weaponsmith, locomotion,
Rocket man, etc and picks up more over time with XP.
Devices start with a frame size, each frame size having a number of
slots. A pistol might have 5 lsots while a large vehicle has 1000+
Decide what you want it to do, and work out which powers are needed.
For example, a suit of powered armor would use armor for the armor, and
VTOL for flight. The guns could either be built in with the weaponsmith
power or you could place a mount on the armor to place a conventional
weapon onto.
Each power has a slot cost based on the options you choose, such as
damage and ROF for weapons or speed and acceleration for movement type
powers.
then you roll seperatly for each power against a TN determined by the
power for each power used. these rolls determine things like
reliabilty. Once you've done that for all of them you get the final
reliabily and time it takes to build.
The system is done very well, it allows lots of flexability while
placing practical limits on what can be built and is very easy to use
(If you're on the HoE List you'll be aware some people complain about
the maths, but it's all basic addition and multiplication. It does use
decimal points durring creation, but they are pretty easy to cope with.
:-) )
I think the gadgeteer bok will be similar, if not in method then at
least in the way it will ocmpletly rework the power.
Doug
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