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[ORE] [Wild talents] first steps

HI, i'm venturing in the world of WT for the first time. I'm going to be GM'ing our first campain and i'm starting to test the system, first with a simple modification of a premade power.


Wandsmith (12)

Qualities: A D U.

Attacks Extras and Flaws: Delayed Effect –1, Endless +3, If/Then (Variable Effect re­quires a workshop and time to work) –1, If/Then (Variable Effect is only for wands) –1, Variable Effect +4, Willpower Investment –1. Capacities: N/A.

Defends Extras and Flaws: Delayed Effect –1, Endless +3, If/Then (Variable Effect requires a workshop and time to work) –1, If/Then (Variable Effect is only for wands) –1, Variable Effect +4, Willpower Investment –1. Capacities: N/A.

Useful (gadget creation) Extras and Flaws: Delayed Effect –1, Endless +3, If/Then (Vari­able Effect requires a workshop and time to work) –1, If/Then (Variable Effect is only for wands) –1, Variable Effect +4, Willpower Investment –1. Capacities: N/A.


Effect: You can create Wands with amazing powers. With a successful Gadgeteering roll you can use the Variable Effect Extra to "transfer" Gadgeteering dice into a new power.

The "wands" theme for Variable Effect requires all the new powers to be built in foci. If a focus is destroyed, you get the transferred dice back but lose one point of Willpower per "transferred" die, two Willpower per Hard Die, and four Willpower per Wiggle Die.

If you want to create a gadget that sticks around permanently—separately from your Gadgeteering dice pool, so you can free up those dice for other gadgets—you can do so by spending Willpower equal to the total Point cost of the power, including all Extras and Flaws, and then spending a point of Base Will. This works just like picking up a new power (page 57); the Wandsmith power lets you do this any time you want, even without the Mutable Archetype quality, as long as you're building a wand.

Any wand built must have the wand template. It's not mandatory to use all the "flaws point" to buy extras or quality levels.



WAND TEMPLATE -7

focus -1

unwieidy -1 (using a wand is actualy pretty slow)
operational skill (occult lore) (wands just dictate a cap in power. The user makes the difference)
delicate -1 (it's a stick of wood, what did you expect?)
accessible -1

exausted -3 (every wand is a one use, then it have to be let "cool down" for a while)

i have not yet put up anything else, just the power, wich is basicaly gadgeteering.

The plan is to put some good dice in occult (if i am correct, WD and HD in occult lore, get passed on the wand roll via operational skill)


the wand template is a must for any wand, meaning you will have a lot of flaws, to put extras in your wands, but limiting a lot what you can do. I'm thinking of switching exausted to depletes, but i'm not sure.

120 puint will buy me 10 normal dice. Enough to be reliable in the activation and to allow 2/3 wands at a time.

The roll on the actual wands themselves would be the lowest between occult lore and the wand dice total, but adding any WD i can get on occult lore.


What do you think about it?

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