Techowizard help

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rem1093
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Techowizard help

Unread post by rem1093 »

Ok, I never did a T.W. creation before (usually just do tech) so I am looking for some help with this. So a player wants a modern version of the Thundergun, (they finally decided on a Magebane, which brought up another issue, but that's for a different post). Originally I was just going to make a straight conversion to a basic 9mm pistol, but then I got to thinking. Since its a clip fed weapon, can you have different types of spell effects with different clips? For insistence you can have a clip that fires the Thundergun round, another one firing the Flaming bullets the Canada book.
My problem is that I'm not shore how to get it to work. I was thinking that the gun used for charging the clips but each clip would be what charges the bullets with magic. I just can't figure out the cost. What's need in spells, stones, ISP/PPE, ext., and that's where i need the help. Plus if this is even possible.
Thanks.
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Mack
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Re: Techowizard help

Unread post by Mack »

Try this topic for inspiration.

It's the same concept, just with a revolver where the cylinder is replaced.
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Re: Techowizard help

Unread post by taalismn »

Mack wrote:Try this topic for inspiration.

It's the same concept, just with a revolver where the cylinder is replaced.


Yah, I used a similar concept in my Multiplexor sidearms, with 4-8 spell TW revolvers, though my math and mechanics aren't as exacting as Mack's.

THough the ultimate munchkinator version of the concept would have to be one based on the Pistola con Caricato(http://newatlas.com/triple-barrel-revolver-surfaces/22523/)...18 shot capacity! Making that into a TW spell-spewer would be so expensive it would be cheaper to just hire full-time mage to follow you around.
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drewkitty ~..~
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Re: Techowizard help

Unread post by drewkitty ~..~ »

Written with the rules of math the device const. time should be written thus:…

DCT=(PPE const. cost/10) x device level

In english. The 'device' construction time is the PPE construction cost divided by 10. then multiplied by the level of the 'device'

RUE, at least up to the 2nd printing, leaves out the ( ) to show that the PPECC is divided before multiplying by the DL. Probably because the writer & proofreader didn't pick up this basic mistake.
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Re: Techowizard help

Unread post by ShadowLogan »

rem1093 wrote:Ok, I never did a T.W. creation before (usually just do tech) so I am looking for some help with this. So a player wants a modern version of the Thundergun, (they finally decided on a Magebane, which brought up another issue, but that's for a different post). Originally I was just going to make a straight conversion to a basic 9mm pistol, but then I got to thinking. Since its a clip fed weapon, can you have different types of spell effects with different clips? For insistence you can have a clip that fires the Thundergun round, another one firing the Flaming bullets the Canada book.
My problem is that I'm not shore how to get it to work. I was thinking that the gun used for charging the clips but each clip would be what charges the bullets with magic. I just can't figure out the cost. What's need in spells, stones, ISP/PPE, ext., and that's where i need the help. Plus if this is even possible.
Thanks.

There are a a few ways I could see doing this:

Option 1: Individual Rounds
A stock clip is made to hold TW-Rounds, and the stock weapon firing them just causes the TW-round to discharge producing its spell effects. Most likely these are going to be single use items and require constant production.

Option 2: The TW Device is Constructed to be modular
This would require both the gun and clip to be separate TW devices designed to function together. Basically the TW-Gun would have the common spell/gem aspect integrated into itself, but with "contacts" for the clip to feed in the "specialist" spell creating different spell chains for different effects. This would require some type of "socket" to complete a circuit creating different spell chains.

I'd suggest doing each module separately in terms of TW cost, but for the clips remove some of the cost of just the incomplete gun from the clips.

Option 3: Mode Selector
The TW puts a mode selector into the weapon, with each "mode" being a separate TW function. This would give you upto 4 options during build.
rem1093
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Re: Techowizard help

Unread post by rem1093 »

Mack wrote:Try this topic for inspiration.

It's the same concept, just with a revolver where the cylinder is replaced.


This is exactly what I was looking for. So thanks. Now I just have to figure out the cost for the 10 to 15 round (since I figure some rounds will be lost do the magic components). without it being to expensive. Also does it have to be one gem to can you use several smaller gems equaling the total cost?
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Mack
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Re: Techowizard help

Unread post by Mack »

rem1093 wrote:
Mack wrote:Try this topic for inspiration.

It's the same concept, just with a revolver where the cylinder is replaced.


This is exactly what I was looking for. So thanks.

You're welcome.

rem1093 wrote:Now I just have to figure out the cost for the 10 to 15 round (since I figure some rounds will be lost do the magic components). without it being to expensive. Also does it have to be one gem to can you use several smaller gems equaling the total cost?

Yes, several smaller are fine as long as the total number of carats is the same.
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Re: Techowizard help

Unread post by mercedogre »

I created a shotgun that has different spells for each shell, tthey are color coded and contain a small gem instead of gunpowder to hold a PPE charge, you can recharge them ahead of time and just let loose
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Re: Techowizard help

Unread post by Blue_Lion »

My recommendation for TW is to start with a theme Idea(do not worry about the stats just think about what you want it to do like a gun that shoots fire-gm will assign damage or a device to make your car go faster-gm will work with you on spells needed the stats are the up to the GM after all), think of how the magic and tech should work together.
How does the magic and tech complement each other.

A electronic lighter that cast a resection spell makes little sense but a defibrillator casting it would make sense.


(I classify TW devices on how the two work together. Examples magic powers tech, tech channels magic, magic augments tech. )

Magic augmenting tech would be like a fuel flame fuel injector increasing speed of a liquid fuel car by X%(the one in my games is 25%.
Magic powering tech(for the most part is lost) would be converted energy weapons and vehicle engines to run on magic.
Tech channeling magic would be things like a crotch gun on robot that shoots COA.
Note: these are not all the classifications I use just some of the most common.

Once you have a theme idea work with your GM to create it you can use the guide lines to help(that is what they are for). Most new players that focus on the guidelines tend to just worry about the magic and are more likely to create something that people would think of as munchkin. But if there is an idea behind and not just make a big boom cost less it pushes more into creativity.
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mercedogre
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Re: Techowizard help

Unread post by mercedogre »

rem1093 wrote:Ok, I never did a T.W. creation before (usually just do tech) so I am looking for some help with this. So a player wants a modern version of the Thundergun, (they finally decided on a Magebane, which brought up another issue, but that's for a different post). Originally I was just going to make a straight conversion to a basic 9mm pistol, but then I got to thinking. Since its a clip fed weapon, can you have different types of spell effects with different clips? For insistence you can have a clip that fires the Thundergun round, another one firing the Flaming bullets the Canada book.
My problem is that I'm not shore how to get it to work. I was thinking that the gun used for charging the clips but each clip would be what charges the bullets with magic. I just can't figure out the cost. What's need in spells, stones, ISP/PPE, ext., and that's where i need the help. Plus if this is even possible.
Thanks.


Ive made up a shotgun that works similar to your pistol idea, instead of gun powder, a gem in housed in the shell to store PPE and can be charged prior to use. Each shell is color coded to indicate what spell is enchanted on the shell, ie blue for ice blast, red for fire ball, black for magic net, white for negate magic blast, yellow for lightning blast etc. A magically altered pump action shotgun or double-barrel can be used. The shells can be re-charged after being used. Of course regular shells cannot be used.
You'll take my life but I'll take yours too
You'll fire your musket but I'll run you through
So when you're waiting for the next attack
You'd better stand there's no turning back
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