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Re: [DL] Re: [DLd20] Mad Science Skill




--- Nick Zachariasen <zacharin@pluto.dsu.edu> wrote:
> > In Deadlands d20, there's a skill called "Mad
> Science". Reasonably
> > enough, it's an exclusive skill for mad scientists
> (p. 48). My question
> > is: What does it do? According to the rulebook, a
> mad scientists doesn't
> > need that skill at all. On p. 114 it says that, to
> devise the blueprint
> > for a new device, you need the appropriate
> Knowledge skill (engineering,
> > biology or whatever). Then, to build it, you need
> Tinkerin'. So, what
> > exactly (if anything), do you need Mad Science
> for?
> 
> It looks like you're running from 1st Edition.  In
> Revised, Mad Scientists
> work off their Mad Science skill (which is under
> Knowledge).  Every Arcane
> Background works this way now for simplicity's sake.
>  I think the way the
> Science concentrations figure into it now is that
> you get a +2 to your roll
> if you have the appropriate Science, but you make
> your roll to devise a
> blueprint using your Mad Science Aptitude.

Nick, I think you're talking about Original Deadlands,
not Deadlands D20.  Don't know the answer for
Deadlands D20 as I have not looked at it.  I do know
the Way of the Mad Scientist (or whatever it's called)
should be coming out soon.

-MW

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