System:Superscience
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Characters with the superscience quality can create high tech items. The superscientific might of the items that can be made depends on the character's superscience level. All magic items have a Power Level. If the item's power level is higher the character's superscience level she cannot create it. Inventing happens in two steps.
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Creation
First, the scientist researches how to make the item. This requires an Intelligence + Science roll. You need a number of successes greater than or equal to the power level of the item you are trying to create. Research usually takes a number of days equal to the power level of the item. This sort of research requires access to a science library, such as any university would have.
Once the research is done the scientist must procure a rare or potent component to build into the item. The higher the power level of the item, the rarer and more potent the needed component.
Next, the scientist makes the item. She rolls Intelligence + Science + Superscience and needs a number of successes greater than or equal to the item's power level. If the scientist gets no successes nothing happens. If the scientist gets at least one success but not enough successes to make the item, consult the Superscience Miscast Table. The creation process takes a number of weeks equal to the power level of the item being created. In addition, the scientist must spend a number of experience points equal to twice the item's power level. These points get spent whether the inventing roll succeeds or fails.
Components
Here are examples of rare components.
- Level 1: No special component needed.
- Level 2: An unusual meteorite, a rare chemical.
- Level 3: Metal that has been in space, a flawless gemstone.
- Level 4: A piece of moon rock, a quartz crystal from another dimension.
- Level 5: Top secret electronic components, a large and perfect gemstone.
Modifiers
- Items: Superscience items are presumed to be about the size of a sword, a large book, or a briefcase. Making the item bigger (the size of a steamer trunk or larger) lowers the power level by 1 of the item without lowering the effect. Making it smaller (the size of a pistol or smaller) raises the power level of the item by one without changing the effect.
- Range: Ordinarily, superscience items either affect the wielder or have a touch range. Increasing the range to ten yards or less adds one to the power level without changing the effect. Increasing the range to between ten yards and one mile raises the power level by 2. Items with ranges beyond that are automatically PL 7.
- Area of Effect: Usually, science items effect or create just one person or thing at a time. Increasing the area of effect to between two and ten objects/people raises the power level by 1. Increasing it to effect between ten and one hundred objects/people raises the power level by 2. Beyond that and the item is bumped up to PL 7 automatically.
- Uses: Most invented items can be used an unlimited number of times. An item that can only be used ten times or less before it used up has it's power level lowered by one.
Power Level
Superscience items are rated by power level. This gives some guidelines on how to judge power level. You must have a superscience level equal to or higher than the power level of an item in order to create it.
- Level 1: Assemblages. Assemblages are one shot items. The scientist still has to do the research, unlike an enchanter. It is always assumed that a scientist has a number of assemblages on hand equal to her superscientist level. These assemblages do not cost XP to create.
- Level 2: Improved version of an ordinary item (weapon that does extra damage). Items that do a number of points of damage equal to inventor willpower x the number of successes of the inventing roll. Make minor changes to someone's appearance. Make someone angry or sad.
- Level 3: Items that create mindless robot. That do twice times willpower x number of successes of the inventing roll damage. Add or subtract one point to an attribute. Sense a specific type of scientific energy.
- Level 4: Items that instill false emotions in someone (the classic love potion). That do three times willpower x number of success levels of the inventing roll in damage. Make someone look exactly like someone else. Add or subtract 2 to any specific attribute. That open portals at weak spots in the dimensional fabric.
- Level 5: Create robots with full intelligence and possibly memories. Items that completely control someone's mind. Items that do four times willpower times number of successes in damage. Make someone look, act, and sound just like another person.
See Also
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