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Re: [DL] Mad Scientists are so weak!
Mad Scientists...
Never had one in a posse. Love the idea of them, but have never used one.
They strike me as a very much 'support' character. The sort of roll that is
usually religated to NPC's (both good and bad). Mainly due to the their
unique schtick of item creation.
At first, it seemed like it might be due to the fact their schtick is so
time consuming that they'd have to have already invented something and have
it with them. But quickly looking at the Invention chart, it seems they
should be able to crank out simple inventions in just a few hours or a day
or two.
For anyone that has run them either as a player or marshal, how often does
the scientist whip stuff up in hte middle of an adventure?
Could the poor ol' coots do better to have some edges that let them whip up
stuff faster some other way to apply their schtick directly durring an
adventure?
---
... armchair philosophers? Where are they supposed to do it? "Descarte leapt
across the ditch as the bullets buzzed past his ears like angry wasps - 'If
all I can know is the product of my own perceptions,' he thought as he
punched another Hussar in the throat, 'then all I can say with any
confidence is "I think, therefore I am." ' Turning, he grabbed the Prussian
colonel's cap and wrenched down over his ears, tossing him back into the
trench now filled with twisted corpses." --Radical Athority (rpg.net)