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RPG Superstar 6 Season Star Voter. Organized Play Member. 2 posts (5,201 including aliases). 1 review. 3 lists. 1 wishlist. 2 Organized Play characters. 4 aliases.


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Liberty's Edge Star Voter Season 6

Ok I am late to this party and have only just stared voting.

Some things I have noticed....

Lots of bad formatting - this says to me the entrant doesn't follow instructions or doesn't care how her/his entry looks compared to others... This is not an auto fail but can push me if the items are close.

Spells in a can - people aren't even trying to be subtle, item X lets you cast spell Z 3 times a day.

No proof reading - when you have "finished" writing your entry walk away and do something else for an hour and come back and re read it. I saw one I liked but it ended like this... Item X provides skill A, and power B under Z conditions. Additionally,

Nothing after the additionally......

Liberty's Edge Star Voter Season 6

Lucas Jung wrote:


Very amusing, but it would be a nightmare for DMs to adjudicate. That being said, this is reminiscent of one of the class abilities that I think actually works well: when disabling a non-magical trap, a Gearsmith has two additional options. At lower levels, he can modify the trap to use a different trigger and (if directional) to point in a different direction. At higher levels, he can extract the damage-dealing mechanism (assuming it isn't something along the lines of a "giant falling boulder to crush its victims" trap or a "fall into a pit full of spikes" trap, etc.) and jerry-rig it as a single-use weapon; basically, if the trap is small enough he can pick it up, carry it away, point it at someone, and set it off.

The feat is somewhat similar to an idea I have, but which I haven't yet been able to properly phrase as a good rule. It would apply to non-weapon items that require active operation by intelligent creatures (such as a ship or mill): a Gearsmith would be able to modify such items to perform better for a certain length of time. At the end of that time, the modifications break and the equipment performs worse until the Gearsmith restores it to its original configuration.

The rest of the powers I've been able to think up thus far all involve the ability to craft nifty clockwork (or chemical) gadgets. The problem with this is that (as I said before) if you take away a Gearsmith's gadgets, he's pretty useless. I'm still trying to think up a way to mitigate that...

Just ripping something off from Shadowrun.

Gearsman of Alkenstar - Class ability: Implant/Graft clockwork. A Gearsman can implant or graft a device into their body with a device rating up to their unmodified willpower save. You may exceed your rating but a great price. The loss of humanity that comes with implants will cause you to suffer a will power penalty at twice the rating that you exceed it by.

Non Gearsmen can have implants but actually must sacrifice will power save points equal to the clock work devices rating.

Basic Hand Rating 1
Basic Arm Rating 2
Basic Leg Rating 3
Basic Eye Rating 1

Strength +2 Arm Rating 3.