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Re: [DL] Re: Mad Scientists are so, like, weak, and stuff... (long)



IOC, the blessed would use the miricle, can't remember the name, to gix 
acquired dementias.

Are you using S&R?  I seem to recall that in the rules there, a BJ gave a 
roll, sometimes a dementia, sometimes just an alteratoin to what you 
designe.  It really lowered the number of dementias.


>From: Patrick Downs <knick_nevin@yahoo.com>
>Reply-To: deadlands@gamerz.net
>To: deadlands@gamerz.net
>Subject: [DL] Re: Mad Scientists are so, like, weak, and stuff... (long)
>Date: Wed, 8 May 2002 10:59:49 -0700 (PDT)
>
>Some of you understood what I was getting at, which
>was cool because I didn't even really understand what
>I was getting at until I saw all of these great
>suggestions.
>What was I getting at? Insanities. Yes, they are SO
>fun to play, but you can acquire them so quickly if
>you're maximizing your attempts to devise blueprints
>(3 times a day).
>
>--- coyote <coyote@net-link.net> wrote:
> > Here, try this on for size: Eureka!(3) Edge
>(works just like the Old Hand in Hucksters & Hexes)
>
>This is a good start, but it's the card pulling
>ability that Mad Scientists NEED. (see my new edge at
>the end of this e-mail) What the Mad Scientist AB
>needs is something that prevents or lessens the
>potency of the Locos that they pick up from pulling a
>Joker during Blueprint creation. IMO everything else
>about the Mad Scientist is great!
>(Shane: I really don't think the MS is weak, I was
>just trying to get people's attention because of the
>stupid flame war)
>
>--- Horace Black <horaceblack@yahoo.com> wrote:
> > Mad Insight				1-5
>(multi-leveled edge using Fate Chips described, I'll
>sum up)
> > White	= draw an extra card during the design phase
> > Red = Discard up to 3 cards and redraw them during
>the design phase.
> > Blue = Make one of the cards wild during the gizmo’s
>design phase
> > Legend = The poker hand is upgraded to the next best
>hand during the design phase
>
>This is great! Although I don't ever see myself using
>the white chip ability.
>Maybe the effects could be multi-functional, for
>instance a White chip could give an extra card during
>design or it could give a +1 to reliability, or it
>could lower the TN for construction by 1, and then
>apply something similar to every chip color (including
>black, for those of us who still use those black chip
>rules)
>
>--- Jeff Yates <jyates@primaryfunction.com> wrote:
> > That example items you give are things that would be
>a
> > Mad Scientists Masterpiece, his life work,
> > something he spends 1 to 20 YEARS, if not his entire
> > life, working on. (snipped the rest)
>
>True, but I was using my biggest examples. I acquired
>so many insanities just trying to devise the
>blueprints for such a life's work, that ultimately the
>life's work would never get built. My original MS
>paranoicly believes that the British are actually
>invading Venusians whose offspring are in the form of
>potatoes and if anyone ever eats a potato in front of
>her she automatically believes that they've been
>"taken over", oh yeah and she has Major Phobias of the
>British, flags that have red white and blue colors,
>and vegetables that aren't green
>This could make it kinda hard to do just about
>anything... for any character, for Mad Scientists it's
>a wonder that any big inventions ever get made at all.
>
> > And my take on why Hellstrome and his contemporaries
> > aren't totally insane -- flunkies.  Gather yourself
> > a bunch of Mad Scientist underlings
> > to take the psycological beatings, steal (in a
> >
>corporate-you-signed-me-the-rights-in-your-employment-contract
> > kinda
> > way) the blueprints, and get famous while keeping
> > some of your marbles.
>
>This is probably a good idea if you're a
>multi-millionare like hellstromme, but PCs generally
>don't have those kinds of resources.
>it IS a very good idea though *rubs hands together in
>villainous and mischeivous manner*
>
>--- Nyarlathothep132@aol.com wrote:
> > Edge: Invention Specialty (1-5)
>(summing up) he's better at building gadgets related
>to a particuklar field and gets a +1 bonus when
>building a gadget that depends on the specialty
>
>it's good, but I would call it "Scientific Specialty",
>or maybe "I Gots Me A Degree!" and I would apply it to
>a specific Science Aptitude (not General)
>
> > Edge: 1% Inspiration- (3)
> > The MS receives an extra fate chip from the pot
> > per session that can ONLY be spent on Mad
> > Science or Alchemy rolls.
>
>OUTSTANDING! I'm going to use it.
>
> > Hindrance: They All Laughed At Me! (1-5)
> > (SNIP!) other scientists won't give
> > him the time of day, or they might even take steps
> > to sabotage his work.
>
>this is too much like a specialized version of
>anti-Renown, I don't think I would ever allow it to go
>above 3 for my games
>what IS the "You Bastard!" Hindrance anyways?
>
> > 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...
>
>Sorry, won't use this one. Who is to say that devises
>built using Orgone Energy won't work in a
>manitou-infested world?
>My second MS built his weather machine using a
>principle that a special mixture of ghost rock
>aluminum (that he devised) could interact with a
>certain radiowave signal that he referred to as
>weather-waves, the entire principle of his weather
>machine relied on this theory and I would've hated the
>Marshal if the MS had ever finally built it and it
>didn't work.
>
> > Knack: Great Newton's Ghost!
> > Your Mad Scientist has the spiritual voices of a
> > famous scientist, perhaps even Isaac Newton,
> > offering helpful advice. (SNIP!)
>
>I think one chip-spending edge for MS are enough, how
>about if we make this a 4 point edge, it could be a
>Knack, it could be a Loco, but it certainly does
>benefit the MS because the "ghost" helping the
>huckster increases the base reliability of his gadgets
>by +2
>
>--- Nyarlathothep132@aol.com wrote:
> > 99% Perspiration (2)
> > You are a hard working and dilligent Mad Scientist.
> > Because of this, every time you repeat an attempt
> > at making a gizmo, you get a +2 bonus. Eventually,
> > with time and energy, you'll get the gizmo to work.
>
>I would change this to +1, so every failed attempt
>makes the possibilites better, but it's a slower
>crawl. I think I would also apply this bonus to
>improvements made on his own designs. NOTE: This kind
>of edge does mean that if a MS keeps working on the
>same gadget eventually he just needs to not "go bust"
>on his roll to draw cards for a specific blueprint.
>
>
>And finally, I have to throw my own idea into the pot:
>NEW EDGE
>"Stop Touching My Brain!" (3)
>Most Mad Scientists think their ideas are their own, a
>select few know about the existence of manitou and a
>rare number of those select few use this this to their
>own advantage. When this Mad Scientist draws cards to
>devise a blueprint, she draws them one at a time and
>stops whenever she chooses. (just like Old Hand)
>Additionally, this Mad Scientist knows the dangers of
>the game she is playing and shoves her experience into
>the manitou's face, when she draws a Red Joker she can
>use it as a wild card but doesn't suffer the negative
>aspects of drawing a Joker during the design phase.
>Black Jokers always result in an insanity, however,
>and that's the price you pay for letting evil spirits
>touch your brain.
>
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