[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
[DL] Fer the Mad Scientists...
Well, lesse...
Edge: Invention Specialty (1-5)
-Your Mad Scientist has a specific scientific speciality, and he's better at building gadgets in that speciality than anything else. For every rank in the edge, you get a +1 bonus when building a gadget that depends on your specialty.
Example: Invention Speciality: Electricity. Whenever the mad scientist builds something electrical, he gets a bonus.This edge effectively lowers the Target Number. Other specialties might include Hydrolics, Lighter-Than-Air Vehicles, Chemistry (for those Alchemists out there...), Augmentation, Optics....
Edge: 1% Inspiration- (3)
-Sometimes, ideas just come to your inventor. He can be walking down the street and realize a better way to make door hinges. He receives an extra fate chip per session that can ONLY be spent on Mad Science or Alchemy rolls.
Hindrance: They All Laughed At Me! (1-5)
Your Mad Scientist was laughed at for his crazy theories at some place of higher learning, leading to embarassment. He's shunned by the scientific community. Depending on the severity of the edge, other scientists won't give him the time of day, or they might even take steps to sabotage his work. (This should work like the "You Bastard!" hindrance, I think.)
Hindrance: Crackpot! (3)
They laughed at you for a good reason. Your Mad Scientist has theories that even the [spoilers] don't think are right. Perhaps he's a believer in Orgone Energy or the Hollow Earth. I had initially thought this would be a 1-5 edge, with each rank being a -1 penalty to all Mad Science rolls as the MS tried to incorporate his patently untrue theories, but I think it works better from a roleplaying standpoint. If the player wants to hinder himself building an Orgone Energy Ray instead of a flamethrower, he can enjoy the hindrance...
Knack: Great Newton's Ghost!
Your Mad Scientist has the spiritual voices of a famous scientist, perhaps even Isaac Newton, offering helpful advice.
White Chip: Each White Chip spent drops the result of a Madness roll by -2. With the old inventor's help, the Mad Scientist can stave off madness.
Red: Every red chip sent allows the Mad Scientist to draw an extra card when making a gizmo.
Blue: By spending a blue chip, the mad scientist can get a free +4 to the reliability of his gizmo.
Legend: By spending a legend chip when about to make a gizmo, the Mad Scientist can remove the Black Joker from the deck.