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Post by Neros on Jul 7, 2009 0:58:41 GMT -5
Force blast works as its always have, with some extra options..
Hmm.. How about having it work like psi weapons in that area? I mean, where you can at most give a weapon Half you're AN (round down) worth of free stones and if you wish to go over that, it costs double or something..
So with Forges example, he could maximum make a weapon that has a +3.. However, it more or less breaks when we go to the Teleporter.. Maybe make it so that stationary inventions can exceed the half AN limit???
Gaargh!!.. This is problematic.. Dam you Science!!!
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Post by takewithfood on Jul 7, 2009 1:18:47 GMT -5
Yeah, for starters, the costs and math are all messed up in that example because I changed how Force Blast works, ha ha. But ignoring that for now:
Well, what I meant is that instead of a Force Blast AN 7, he makes a Force Blast an 4. That would drop the cost from 15 white to 6 white.
With the 7 white saved, he could make a Targeting modifier (let's say a scope or some goggles). MN 4 would cost 6 white.
It's cheezy, but he'd be able to pump out up to 8 stones of attack (at x2 damage, and choosing from an array of elements) for a tiny bit of energy every panel. That's pretty decent output for an Action that could be making him fly or grow or shrink or turn into a crocodile or who knows what in the next issue.
EDIT: Also, in the case of the teleportation device, the GM might decide to let him have it for free, since the entire issue takes place at the X-Mansion, which is very far away. If there's an Inventor in the party, the GM has the luxury of giving away free devices for these specific plot-related purposes. I may actually incorporate that into the description when I re-write it.
*adds this to his checklist of things to fix before the weekend*
~TWF
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Post by Neros on Oct 19, 2009 1:25:31 GMT -5
So, my players have made their characters and some questions came up about Inventing (or chemistry which is what he has)... How long does the gadget/effect last?
If you create a gravity belt (flight), how long can you have it??
Or in his example, if he creates a Strength enhancing serum, how long does it work?
Also, he wants to create serums he can put into a dart gun he has purchased, but how would we go about creating ammunition for it? If he wants one which can stun the target, he pays what with inventing stones and how many of them would he get?
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Post by takewithfood on Oct 19, 2009 21:54:06 GMT -5
The gadgets are meant to last for the rest of the issue, however long that is. When the next issue starts they get new stones - and they can use those stones to "buy" the same gadget, if they like, but if they don't, there's always some reason why it isn't working at that time: a part is broken or you had to borrow a piece for some other gadget, it's out of batteries and takes a long time to charge, etc.
As for the dart gun, in theory we don't usually keep track of things like ammunition. You could give him a discount if he willingly submits to X number of panels of use, but that's something you two will have to agree on (or you could just decide on your own, since you're the GM. ^__^).
Does that answer your questions?
~TWF
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Post by Neros on Oct 28, 2009 3:35:36 GMT -5
So if he creates a potion that gives extra strength, that potion would last for the rest of the issue and it would get the one shot disadvantage since it only can be used one time.. Even though its still active... ? Im however pretty sure Im gona make some rules for being injected with more than one serum.. Thats only so much a body can take Dartgunny: Well, he still needs to create the bullets.. I've been thinking that Medical Healing actually might be the way of going.. Especially if you have General Knowledge specialities backing them up... But how would the mechanic be? Could
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Post by takewithfood on Oct 29, 2009 7:07:17 GMT -5
The gadget exists for the entire issue, but that doesn't mean its use is always that long. For example, if the serum essentially mimics Metamorphosis, it would only last as long as a single application of Metamorphosis would typically last - which is quite flexible, but generally limited to "a scene or two". You could decide that it lasts one hour, or something else concrete.
Gotta run to class.. I'll try to get back to you about the dart gun. ^__^
~TWF
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Post by Neros on Oct 29, 2009 8:29:25 GMT -5
Uuuh.. Yea.. I could run the serums as metamorphosis with the "one time use" thing and a duration of an hour or so.. Nice Looking forward to hearing you're thoughts about the dart gun
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Post by Revan on Feb 14, 2010 13:40:55 GMT -5
Got a couple of quick questions about the inventing action.
1. If my character had a specialized version of invention... say weapon crafting how much of a disadvantage would that be worth to not be able to attain the full range of inventing?
2. Would it be possible to exchange the above disadvantage for an advantage that would speed up the build time vs. a normal inventor since the weaponsmith is more familiar with weapons since it's the only thing he builds?
3. What about improving existing items. You aren't exactly inventing, or even reinventing, but streamlining something already in existence, making it work better or more efficient?
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Post by fasquardon on Mar 4, 2010 23:59:49 GMT -5
Hokay, so I'm confused what the problem is. From my reading of MURPG, there's only two ways of improving a character: spending lines of experience and taking on dissadvantages. So if my character wanted to build something under the existing rules, say a three stone flight belt, he'd either have to spend LoEs or gain a 3 stone dissadvantage (like 3 stone enemy "Botor of the Hawk-Men" who the character had been using the boots to fight).
Have I missed some place where it says invention is not subject to the normal rules?
fasquardon
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