Author Topic: Considering gadget ideas  (Read 1662 times)

Mister Andersen

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Considering gadget ideas
« on: August 09, 2007, 12:54:14 AM »
Giving a gadget a psionic Power (such as an overcoat of levitation) would be simply a matter of picking the Skill Check gadget, yes?

Morgenstern

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Re: Considering gadget ideas
« Reply #1 on: August 09, 2007, 07:09:20 PM »
Not precisely, though that is a decent starting point. It raises the question 'how is the vitality cost dealt with?' THe one or two gadgets of this nature I did in first edition had the user pay the cost - and the item was pretty deeply tied to the user which is why it a) owrked at all and b) passed the costs along. A vitality battery would need to be involved for a truely self contained psi-widget.

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Crafty_Pat

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Re: Considering gadget ideas
« Reply #2 on: August 09, 2007, 07:15:06 PM »
Note also that a lot of similar effects are already on the Gadget table and those should probably trump any psionic skill port.

EDIT: IMO, the vast range of psionic skill utility and power is a pretty strong argument for porting them over individually. This would also let you address costing concerns and allow you to tailor each stat line to the needs of each ability.
« Last Edit: August 09, 2007, 07:18:25 PM by Crafty_Pat »
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NezMaster

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Re: Considering gadget ideas
« Reply #3 on: August 09, 2007, 07:15:58 PM »
I was hoping you'd say that.
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Mister Andersen

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Re: Considering gadget ideas
« Reply #4 on: August 09, 2007, 10:30:53 PM »
Well, the cal II healing gadget is technically capable of producing the vitality requirements for most psi effects...

spinningdice

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Re: Considering gadget ideas
« Reply #5 on: August 10, 2007, 01:20:27 AM »
In a similar vein, how about a spellcasting gadget? A wand of fireballs or similar (probably a bad example as you may be better off with an attack gadget).
Skill Check? Personally I'd require that all variables are selected before casting - but where would you get the spell points from? Extended Battery life? Yourself (which renders it only good for casting spells you don't have - which isn't actually that shabby on 2nd thoughts)?

Morgenstern

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Re: Considering gadget ideas
« Reply #6 on: August 10, 2007, 12:48:57 PM »
Well, the cal II healing gadget is technically capable of producing the vitality requirements for most psi effects...

That is a sound baseline to draw from.
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Crafty_Pat

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Re: Considering gadget ideas
« Reply #7 on: August 10, 2007, 04:16:13 PM »
In a similar vein, how about a spellcasting gadget? A wand of fireballs or similar (probably a bad example as you may be better off with an attack gadget).
Skill Check? Personally I'd require that all variables are selected before casting - but where would you get the spell points from? Extended Battery life? Yourself (which renders it only good for casting spells you don't have - which isn't actually that shabby on 2nd thoughts)?

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