Nikelas Posted October 26, 2015 Share Posted October 26, 2015 Yes I can be Iron Man! Here is a rough draft of my idea for gadgets in Aberrant. It will allow for characters to be nearly as effective with gadgets as Novas are, and keep your character as a baseline, if you so choose. No need for mega intelligence to create gadgets, although it helps a lot. INVENTIONSM-INT Characters, are able to create new forms of technology at ease, as well as, improve upon existing technology, in ways that will make them far more efficient, than anything a Baseline human, may have ever thought possible. To represent this, we have the inventions section, for rules on creating or modifying technologies.Tools For modifying existing tech, your character may have the tools already. A mad scientist is bound to have a lab full of improvised tools, however, the more outrageous the tech is, that a player wants to create, the more time will be needed to make the tools to use on your new device. A standard success is enough for minor things that a player is prepared to build, where a 5 successes, represents the time needed to rebuild your lab entirely, to build the new tech.Successes here are the weeks needed to rebuild and modify your lab.R&D ComplexityFor inventions that are simply modified versions of existing tech, it is a standard success to achieve the desired results. However, if you are creating a super-science, this should take 5 successes.1) Low/1 hour2) Medium/1 day3) High/1 week4) New superscience/1 month5) Complex superscience/1 yearStreamliningA nova may be able to mimic the effects of a Quantum Bolt, in a weapon, but the technology may be a bit clunky and hard to handle. A standard success multiplier of 1 is acceptable for a vehicle mounted Quantum Bolt weapon. For each success multiplier added, beyond this, the player can reduce the tech's clunkiness. 1/8 hours Vehicle Mounted Weapon, Heavy, Bulky, etc.2/16 hours Shoulder Mounted Weapon, perhaps needing 2 men to use it efficiently.3/32 hours Portable and able to be effective with a single person working it, like an RPG launcher.4/64 hours Portable and extremely efficient for single person use, such as a rifle.5/128 hours Portable and concealable, such as Tony Stark's Repulsor Beams on his gauntlets.Additional Perks/Options A player may want more than a ray gun. they may want that gun to also have a range finder, or even a battery. A player may have as many mods on a gadget as he/she has in the related ability + specialty. So a maximum of 6 mods, can be placed on a device. Also, the mods should make sense for the gadget in question. Some times a gadget will have it's own dice pools, such as a mech or robot, however, a player may create a power armor, to enhance the wearers abilities. The player would spend one success on an attribute rating up to his/her own, but anything beyond that, would require more successes and XP to create. Also, some mods require different dice pools to use correctly. 5 dots in flight allows for the increased distance, you may fly/turn, but you would need a roll of DEX + Pilot, to make maneuvers, such as dodging. A player who created a Mech, would use a piloting skill to dodge, attack, etc. where a player with a power armor, would use the augmented dice pools (players dice pool, plus the devices dice pool) of the given abilities. Augmented dice pools are still restricted to the normal maximums. A player may not augment his attributes, abilities, or powers, beyond the standard 5 dots. Mods can be combined, however. If a gadget has Armor on it already and a player wants to add invulnerability, this does not count as an extra mod, but rather, an improvement on the mod. Here is a list of mod categories.Attribute and M-ATT- each attribute counts as a mod, but the associated M-ATT is an improvement upon the base Attribute.Powers- Usually, each power is a separate mod, however, some can be combined, such as flight and hypermovement flightEnhancements- An enhancement can be a mod (bought separate) or an improvement to an existing M-ATT.Abilities- Each ability is an improvement on an existing Attribute.Maintenance/Repair/RebuildA player must perform routine maintenance, to keep a gadget running at full steam. Maintenance, is a roll of your related dice pool. Successes needed, are equal to the number of modifications plus improvements, on an existing device. Repair is equal to the number of health levels being repaired plus the usual maintenance. Each success needed, represents a base of one hour of work. If a character has a mod that represents a self repair, such as buying regeneration, as nano tech, then repairs are automatic, but weekly maintenance, is still necessary.A rebuild is the same, minus the Tools, Streamlining and R&D times. Link to comment Share on other sites More sharing options...
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now