Announcement

Collapse
No announcement yet.

SWADE Mini-Settings - Tesla Rangers - AB Question

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • SWADE Mini-Settings - Tesla Rangers - AB Question

    So, I really like the Galvanic Engineer (Weird Science) Edge in the new Tesla Rangers mini-setting, and definitely plan on stealing it for another steam-punkish setting. Essentially, the PC's Power Points aren't inherent to the character, but rather are separate devices (Tesla coils) that provide energy to their other devices that manifest their Powers. So plug one into your Ranger Resistor Rifle (casts electrical bolts) to charge it up.

    A couple of questions crop up, one practical, the other just a bit of suspension of disbelief issue.

    One, Tesla Coils have rules for being targeted in an attack, and exploding. If that happens, what do people think is a reasonable amount of time to rebuild a Tesla Coil? Until a character does, they're basically out a third of their Power Points.

    Two, if a missing coil can be rebuilt, why can't the Engineer build more coils beyond their initial three (of 5 power points each) without taking the Power Points Edge? Logically it seems like they should be able to, but they're just limited by the game mechanic of having 15 points. Thoughts on in-game logic to explain this?

  • #2
    Originally posted by Oneiros View Post
    One, Tesla Coils have rules for being targeted in an attack, and exploding. If that happens, what do people think is a reasonable amount of time to rebuild a Tesla Coil? Until a character does, they're basically out a third of their Power Points.
    Probably 1d6 hours, or maybe just 2 hours. Long enough to be inconvenient, short enough to fit into a short break during an adventure.

    Two, if a missing coil can be rebuilt, why can't the Engineer build more coils beyond their initial three (of 5 power points each) without taking the Power Points Edge? Logically it seems like they should be able to, but they're just limited by the game mechanic of having 15 points. Thoughts on in-game logic to explain this?
    Magic.
    The Engineer "can only maintain so many coils, dependent upon their skill. Improved skill is represented by the Power Points Edge." Because no engineer, even a magical one, wants to admit that he can't do more work because he can't channel more magic.
    I hope you find the above post useful. And not insulting, because I was trying to be helpful, not insulting; being a pedantic jerk, that isn't always clear.

    Comment


    • #3
      Originally posted by ValhallaGH View Post
      Magic.
      The Engineer "can only maintain so many coils, dependent upon their skill. Improved skill is represented by the Power Points Edge." Because no engineer, even a magical one, wants to admit that he can't do more work because he can't channel more magic.
      Well, the AB for this setting isn't suppose to be actual magic, just esoteric technical know-how. Channeled Magic isn't the put into the coils; they are the source of the power themselves. But yeah, it could just be that when keeping the finicky, sensitive, maintenance heavy devices in working order, three is usually the upper limit of most Tesla Engineers' skill.

      Comment


      • #4
        If each coil has 5 PP, does that mean a character can never spend more than 5 PP on a power? Can a coil be upgraded by 5 points with the PP Edge, or does that provide a fourth coil?

        It seems like a cool concept, but it sounds like a whole lot of bookkeeping. Three (or more!) separate PP pools to track... remembering which device holds a coil...
        I'm guessing swapping a coil is an action?

        Comment


        • #5
          Originally posted by Oneiros View Post
          Two, if a missing coil can be rebuilt, why can't the Engineer build more coils beyond their initial three (of 5 power points each) without taking the Power Points Edge? Logically it seems like they should be able to, but they're just limited by the game mechanic of having 15 points. Thoughts on in-game logic to explain this?
          Perhaps some kind of inherent instability? It might be dangerous to keep too many cores close together, and as the Galvanic Engineer gets more skilled, they figure out better methods of energy storage that don't interfere with each other as much?

          That might also explain some level of distance/competition between GEs, since if their Tesla coils react badly to each other, it might be dangerous. Could also give PCs an additional tactical option if they have more than one GE in the party.

          Comment

          Working...
          X