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Author Topic: Gadget Creation Example  (Read 1258 times)
Stroess
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« on: May 25, 2009, 11:45:00 AM »

Hi,

Once again, I'd like to start by thanking everyone for their responses to my questions.  You've been very helpful!

I was wondering if anyone has a step-by-step of creating a Gadget with Super-Science.  As an example, I'd like to create a "Stealth Suit".  I figure the Housing would be Medium, and could contain 3 Mechanisms:  Incorporeal (Caliber V), Invisibility (Caliber IV), and Silence (Caliber II).  All of the Complexities/Error ranges are the same at 30/+2.  How many Challenges are there for my Super-Science, and what are their difficulties (assuming no additional money is spent to reduce the DC)?

Thanks!

Stroess
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Crafty_Pat
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« Reply #1 on: May 25, 2009, 03:31:38 PM »

I was wondering if anyone has a step-by-step of creating a Gadget with Super-Science.  As an example, I'd like to create a "Stealth Suit".  I figure the Housing would be Medium, and could contain 3 Mechanisms:  Incorporeal (Caliber V), Invisibility (Caliber IV), and Silence (Caliber II).  All of the Complexities/Error ranges are the same at 30/+2.  How many Challenges are there for my Super-Science, and what are their difficulties (assuming no additional money is spent to reduce the DC)?

Head over to our Downloads page and grab a copy of "I Didn't Realize That Violin Was Loaded" (S&P Issue 51). That's a good place to start.

Speaking specifically to your question, that gadget isn't possible in the default Spycraft "setting," per the second to last Effect paragraph in the Super-Science description. You could bring it into play as a GM (though I wouldn't advise it in any capacity that might allow its use 'cause frankly, it's kinda brokey).
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« Reply #2 on: May 25, 2009, 04:27:44 PM »

Quote from: Crafty_Pat
that gadget isn't possible in the default Spycraft "setting," per the second to last Effect paragraph in the Super-Science description.

Could you step us through that?
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Antilles
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« Reply #3 on: May 25, 2009, 05:26:17 PM »

It's probably the max number of challenges limitation... basically, the number of challenges is equal to double the caliber of the gadget picks selected, and the max is 10. Stroess's example would make it a 22 challenges Complex Task, which needless to say is a little bit over the top.
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« Reply #4 on: May 25, 2009, 06:14:55 PM »

Speaking specifically to your question, that gadget isn't possible in the default Spycraft "setting," per the second to last Effect paragraph in the Super-Science description. You could bring it into play as a GM (though I wouldn't advise it in any capacity that might allow its use 'cause frankly, it's kinda brokey).

That's what it thought after reading it, but decided to go an check some things on the book before having to say: Nah! Broke. Itī's 22 challenges, way beuond the usual SC2.0 challenge limitation.

Even the sidebars kind of tell you about such a thing!  Tongue
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« Reply #5 on: May 25, 2009, 11:18:04 PM »

It's probably the max number of challenges limitation... basically, the number of challenges is equal to double the caliber of the gadget picks selected, and the max is 10. Stroess's example would make it a 22 challenges Complex Task, which needless to say is a little bit over the top.

See, I can recall something similar for the poisons/contagions check, but the tables specifically referenced in the write up for Superscience make absolutely no mention of that.
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Antilles
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« Reply #6 on: May 25, 2009, 11:42:03 PM »

I'm not sure I'm following here... The only table referenced in the Super-science section is table 2.8: project investments, which has nothing at all to do with the number of challenges. Have I missed a table somewhere?
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Mister Andersen
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« Reply #7 on: May 26, 2009, 01:27:04 AM »

That's my point
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« Reply #8 on: May 26, 2009, 12:09:42 PM »

The restriction isn't on a table - it's in the Super-Science skill description. Does that help?
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« Reply #9 on: May 26, 2009, 12:19:11 PM »

Gotcha .. so noted
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Stroess
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« Reply #10 on: June 01, 2009, 02:59:48 PM »

Hi,

I think I understand about the creation process.  However, it seems to me that if I can never have more than 10 challenges to create a Gadget, and each Caliber of a mechanism is 2 challenges, I should never have a Gadget with more than 5 mechanisms.  Yet, Enormous and Vast Housings can hold 6 mechanisms.  Am I still missing something?

Thanks!

Stroess
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« Reply #11 on: June 01, 2009, 06:08:22 PM »

At that point, you may actually have to spend gear picks instead of building it yourself Wink
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« Reply #12 on: June 01, 2009, 07:08:31 PM »

Is there a "reduce number of challenges" benefit kicking around somewhere for construction as there is for forensics?
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Stroess
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« Reply #13 on: June 01, 2009, 07:16:33 PM »

Unfortunately, I'm using the Cash 'n Carry optional rules, so there are no gear picks.  If there is a way to reduce the Challenges, that would work.  Or maybe 5 is the maximum number of mechanisms.

Thanks!

Stroess
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Mister Andersen
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« Reply #14 on: June 02, 2009, 12:20:44 AM »

Quote from: Stroess
Yet, Enormous and Vast Housings can hold 6 mechanisms.  Am I still missing something?

Enormous and Vast objects are typically made up of any number of smaller components...
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