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<blockquote data-quote="Express" data-source="post: 2812174" data-attributes="member: 19166"><p>Ok, bear with me. Weird Science operates a little different than other Arcane Backgrounds. A character with Weird Science edge gets one power and 10 power points. The power for a mad scientist isnt a spell like a Huckster would have, rather its a gizmo- a physical manifestation that he creates.</p><p></p><p>The gizmo has the same power points of the creator - 10 in the case of the example Scientist. The device uses power points of its power- 2 each time in the example- the device is used. Since the device is a gun the scientist would use his shooting skill to use it. The gizmos power points recharge as a hucksters would.</p><p></p><p>Also, the example scientist has the gadgeteer edge. He can, once a game session create a gizmo "In the field". This device can be of any power available to Weird Science (rank restriction still apply)or he can duplicate a power he already has. He needs 1d20 minutes and some sort of material. This jury rigged device has half the weird scientists power points, and when they are used up the device is used up.</p><p></p><p>Still with me? Its easier than Ive explained it.</p><p></p><p>The main advantage of this is that the gizmos are physical manifestations of arcane power. A scientist could hand the weapon to another character to use. There is the danger of malfunction of course. If the gizmo is lost it can be replaced. And weird scientists have the skills to turn on and interact with artifacts or infernal devices.</p></blockquote><p></p>
[QUOTE="Express, post: 2812174, member: 19166"] Ok, bear with me. Weird Science operates a little different than other Arcane Backgrounds. A character with Weird Science edge gets one power and 10 power points. The power for a mad scientist isnt a spell like a Huckster would have, rather its a gizmo- a physical manifestation that he creates. The gizmo has the same power points of the creator - 10 in the case of the example Scientist. The device uses power points of its power- 2 each time in the example- the device is used. Since the device is a gun the scientist would use his shooting skill to use it. The gizmos power points recharge as a hucksters would. Also, the example scientist has the gadgeteer edge. He can, once a game session create a gizmo "In the field". This device can be of any power available to Weird Science (rank restriction still apply)or he can duplicate a power he already has. He needs 1d20 minutes and some sort of material. This jury rigged device has half the weird scientists power points, and when they are used up the device is used up. Still with me? Its easier than Ive explained it. The main advantage of this is that the gizmos are physical manifestations of arcane power. A scientist could hand the weapon to another character to use. There is the danger of malfunction of course. If the gizmo is lost it can be replaced. And weird scientists have the skills to turn on and interact with artifacts or infernal devices. [/QUOTE]
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