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Author Topic: Gadget: A portal gun  (Read 968 times)
NezMaster
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« on: June 03, 2008, 03:05:02 AM »

So my players keep building gadgets that stretch my brain a bit, but seem like they are probably buildable.

"Sonar" goggles was the latest from a player who doesn't even look at the gadget rules, but just gives me a list every couple of games of 'stuff that would be cool. This same player had an exploding harpoon gun for my undersea adventure, that was perfect.

But the real challenger comes from the scientist, who even has enough super science to build some of this stuff himself.

A Tornado Gun - essentially a gravity well gun. Lots of takedown, not so much damage.

Ballisticotten - (this is easy of course, common item clothes as armor)

and as the title mentions..A Portable hole or basically the gun from the game Portal.

I improv these a bit, (eh looks like caliber 5, whatever) kind of stuff.. but as it looks like he might keep the portable hole for awhile..i need some better stats for it.
So how would you build it? This will also matter for length of time in the lab...I'm trying to grasp the inventor rules to keep some reigns on my scientist.
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Mister Andersen
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« Reply #1 on: June 03, 2008, 03:23:49 AM »

The ASHPD has two limitations: it only works by line of sight and some materials are resistant to allowing portals to form.

Not having played the game, I'm making a couple of guesses here, but there's never any demonstrated limitation on the number of charges the device holds, the duration of a portal one created (and not replaced with a new one) or range at which a portal can be opened.

This means essentially instaneous travel over up to several miles at a time, the ability to create spur of the moment death traps and escape routes, security bypassing, etc.

Purely as a hand wave, and assuming you're not deliberately planning adventures around the use of this device, I'd be costing it along the same price as a weather machine. I'd let everyone pool Rep to buy it if your mad genius can persuade them to, and I'd then pretty much just drop Nemesis (with a habit of boasting about her continued existance) subplot on them...
« Last Edit: June 03, 2008, 03:28:29 AM by Mister Andersen » Logged

MilitiaJim
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« Reply #2 on: June 03, 2008, 08:55:26 AM »

"I'm doing science and I'm still alive."   Grin

The ASHPD seems to have unlimited "ammo," and I think will work on sturdy walls.  Take sturdy with a grain of salt, I don't think it will work on stone but will on cement, but not glass.  I'm not sure about the particle boards in drop ceilings.  (Though the idea of one portal being in the cement over the particle board and then popping open a portal under someone to drop them through the ceiling is hilarious.)  For carpet, it would work on the floor under the carpet, and the space to drop through would encompass the carpet.

For all that the ASHPD worked over LoS in the game, a max range of 100m or 200m seems reasonable.
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NezMaster
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« Reply #3 on: June 03, 2008, 10:06:51 PM »

Well ok then. I guess what i'm asking for is the closest approximation. Teleport doesn't seem to be a gadget pick. I'm certain the player would be happy with a battery life, etc..

What he REALLY wants is simply a portable hole. Portal was the closest equivelent. Basically it makes an open door in a wall, walk through and close it again.
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TheAuldGrump
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« Reply #4 on: June 03, 2008, 11:50:02 PM »

The ASHPD has two limitations: it only works by line of sight and some materials are resistant to allowing portals to form.

Not having played the game, I'm making a couple of guesses here, but there's never any demonstrated limitation on the number of charges the device holds, the duration of a portal one created (and not replaced with a new one) or range at which a portal can be opened.

This means essentially instaneous travel over up to several miles at a time, the ability to create spur of the moment death traps and escape routes, security bypassing, etc.

Purely as a hand wave, and assuming you're not deliberately planning adventures around the use of this device, I'd be costing it along the same price as a weather machine. I'd let everyone pool Rep to buy it if your mad genius can persuade them to, and I'd then pretty much just drop Nemesis (with a habit of boasting about her continued existance) subplot on them...
Though, within context of the game, there is never a time where the farthest wall is all that far away - several hundred feet at the outside. So putting in a range is not going to break the background.

The real fun is mimicking the way the Portal Device affects velocity, or rather, how it does not' - and if you do not have the surgically implanted heels this is an experiment that can get rather painful....

The Auld Grump, we do what we must, because we can.
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Mister Andersen
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« Reply #5 on: June 04, 2008, 04:09:45 AM »

Well, that's an entirely different cup of tea. If your guy just wants to go through walls, then all he needs is the Intangibility gadget, which acheives the same thing and you simply trade off the combat advantages of the gadget for allowing others to follow through it for the round it's activated
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