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Savage Worlds Weird Science Help http://worldworksgames.com/forum/viewtopic.php?f=73&t=1469 |
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Author: | TheAuldGrump [ 06-06-2005, 09:05 PM ] |
Post subject: | Savage Worlds Weird Science Help |
Author: | bighara [ 06-07-2005, 05:30 AM ] |
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I find the best way to approach it is to look at the standard powers in the book and consider the trappings that might fit your genre. For steam/weird science, some simple devices might include: Bolt device that fires static lightning charges. Deflection belt that creates a electromagnetic "mirage" effect, making targeting the wearer difficult. Blast thrower that supercharges unstable matter and fires it at enemies. The charge explodes within a few seconds after being exposed to air. Obscure cloaking device. Dead simple, really. It belches out a huge cloud of steam in a fraction of a second, providing a smokescreen that last for several seconds. Stun gun. Generates a subsonic field that affects the nervous system of those in affected area. Flying, Invisibility, Telekinesis, etc. All can be handled similarly. |
Author: | johnsocp [ 06-07-2005, 05:46 AM ] |
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You forgot everyone’s favorite. The aluminum helmet. Prevents any sort of surveillance device from detecting the wearer. Ooo I wish I could find the web sites about those again. --Chris |
Author: | Fl0ydski [ 06-07-2005, 06:43 AM ] |
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Author: | Count_Zero [ 06-07-2005, 01:24 PM ] |
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Author: | TheAuldGrump [ 06-07-2005, 06:12 PM ] |
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Author: | Mechpilot [ 06-07-2005, 08:17 PM ] |
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Post on the peginc.com/forum for some real ideas. I'd be intersted to see what some of the Deadlands Savage players come up with. Also, Clint Black (the rules guru of Necessary Evil) is on there every day and might have some interesting ideas. |
Author: | TheAuldGrump [ 06-07-2005, 08:44 PM ] |
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Decided that since I would have to change so much stuff anyway to just ditch it and use the old Storyteller system. SW is generic to the point of being tasteless. Like a breakfast of damp cardboard. The Auld Grump |
Author: | bighara [ 06-08-2005, 05:05 AM ] |
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Author: | TheAuldGrump [ 06-08-2005, 06:06 PM ] |
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Author: | Fl0ydski [ 06-08-2005, 07:13 PM ] |
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SW is definately a "core" system. Easily built on though. So if you liked the way SW plays, then you could easily grab up your favorite system that has Weird Science Tech done right and fit it into SW. If Deadlands was/is right for you then maybe a few months wait will answer whether or not the SW:DL is right up your alley. ___ WildWest is great. It was a much cooler James Bond does the west. I still try to catch it when they show it. TV Land did, not sure now if it's re-re-rerunning. I always liked the surreal craziness they'd come up with for some of the episodes. And then they'd do that posterized effect & comic book frame for each chapter. The one reoccuring character(it was a midget, but I cannot remember his name) episodes were always enjoyable. -Floyd ps. I thought the Bad Guy from the movie was excellent. I enjoyed most of his lines(his banter with Will Smith was amusing), his demeanor...and well his taste in women. Oh and gotta appreciate a man who can "Stand up" to those sort of fetishes! Some fo the special effects. Other than that it was crap. I normally like Kevin Klein, but I don't know about him as Artimis (but it was a better choice than Will Smith as the man)... |
Author: | TheAuldGrump [ 06-08-2005, 07:28 PM ] |
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Author: | magsman [ 06-08-2005, 09:21 PM ] |
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Author: | Aleph13 [ 06-08-2005, 10:52 PM ] |
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Author: | Fl0ydski [ 06-09-2005, 05:28 AM ] |
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Author: | Dkarr [ 06-09-2005, 06:13 AM ] |
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Author: | Conaill [ 06-09-2005, 09:36 AM ] |
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Author: | magsman [ 06-09-2005, 09:53 AM ] |
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Author: | Aleph13 [ 06-09-2005, 03:39 PM ] |
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Author: | magsman [ 06-10-2005, 05:16 AM ] |
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But is any of theis of use to the Auld Grump? I don't know. Hardly magical, if a little esoteric... I admire Warmachine and the warjacks are probably my favourites amongst the figs I don't collect - can't do everything. And, knowing nothing about these rules, or any other rules, I'm not qualified to comment - but that has never stopped me in the past. ![]() So, sound as a weapon? Well, it's ever been thus, whether it's a marching-drum or - my love - the skirl 'o the pipes. Otherwise, continuous over-loud noise is totally disorientating; anyone who has ever been in a compressor room with no ear-defenders knows you cannot think at all clearly. Mechs, would not be effected, though(?) So... So... I still haven't a clue. Sorry, Auncient. ![]() I'll try and think of something else. MAGSMAN |
Author: | Aleph13 [ 06-10-2005, 05:12 PM ] |
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Author: | robby [ 06-13-2005, 05:16 AM ] |
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I can see Grump's point when it comes to SW and Weird Science. I've had my own issues with its magic system (not quite epic enough - but SW is easy enough to add a few simple rules to fix that), and I can see similar problems for Weird Science. SW was also very limited in its treatment of supers, and Clint (the author of Necessary Evil, SW's supers campaign) simply wrote a whole new powers section to cover it. Were it me creating a Weird Science campaign, I would probably do the same, all the while stealing a bunch of stuff from NE as well. (But then, as you know, I like the system a great deal, so it would be worth it for me to do that, and I know it reasonably well, so it would be quick work as well.) In particular, from NE I would use something like Super Sorcery for Weird Science Invention. Instead of having one active device at a time, you'd have a pool of points available. You could fill it with a bunch of lower powered gadgets, or one or two higher powered ones. |
Author: | TheAuldGrump [ 06-13-2005, 03:50 PM ] |
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Author: | magsman [ 06-13-2005, 06:33 PM ] |
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Author: | TheAuldGrump [ 06-13-2005, 07:14 PM ] |
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Author: | magsman [ 06-13-2005, 08:30 PM ] |
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Author: | Aleph13 [ 06-13-2005, 10:01 PM ] |
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Author: | magsman [ 06-13-2005, 11:02 PM ] |
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