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- April 17, 2014 at 9:39 am #151169AnonymousInactive
Can someone help explain the experience cost mechanic for creating tech devices with powers? I’m honestly having a hard time understanding it.
April 18, 2014 at 12:38 am #261746AnonymousInactiveCan someone help explain the experience cost mechanic for creating tech devices with powers? I’m honestly having a hard time understanding it.
This is going to be a little tougher because it can involve specifics, yet your asking a very general question that can cover a broad range of items.
I could present examples, say Ray Gun
Ray Gun (Removable Item Flaw; +2 Modifier, suffers from Unreliable at the best of times disadvantage): Elemental/Energy Blast 5(7) [Damage: d10, Range: 7 Areas] – costs 15 pts (11 if it’s a Primary Power).
However, one doesn’t have a solid idea till you present what gadgets you are desiring to create (thus determining what Powers and Flaws/Perks to invest into). What gadgets do you have in mind?
April 18, 2014 at 1:53 am #261748AnonymousInactiveThis post is very closely related to the other thread i posted on power modification costs in that I’m trying to figure out from the book where the numbers in the example come from. looking at the example for the stun glove on pg 41, i get how they got the target number, but I’m trying to figure out how they got to 29 experience points as the cost.
April 18, 2014 at 2:28 am #261749AnonymousInactive… but I’m trying to figure out how they got to 29 experience points as the cost.
It’s built as a Primary Power (thus each rank costs its current rank in points in rank to raise).
The example they use is Elemental/Energy Blast at rank 6. This costs 16 points (1+1+2+3+4+5 = 16 pts.).
Now you add in the Perk Stunned (a -2 modifier). Remember that when advancing a Power, each modifier level is treated a + rank (even if the modifier is negative). So a -2 Perk is raising a Power’s rank by 2 for purposes of advancing. Since this Power is treated as a Primary Power it would cost 13 pts. (+6+7 = 13 pts.).
Now you add them up: 16 pts. for the Power +13 pts. for the Modifiers = 29 pts.
Hope this helps,
April 18, 2014 at 7:13 am #261753AnonymousInactiveso there is no extra costs beyond what ranks you put into it and the modifications? i thought that there was a like 10 xp base cost. taking straight from the book, “once all the action skill rolls are successfully performed you must pay 10 xp + additional points as if you were improving an existing power.” pg 41.
April 18, 2014 at 1:21 pm #261757AnonymousInactiveI saw that as well. I am no sure if that was implied or accidentally left out. It could be that they calculated the point cost of the power to then be added to the 10xp portion. Again, I am not sure if it was just worded oddly or if it was intentional that that portion was meant to be interpreted as the “additional points”. I’m going to have to concede that one to the game creators.
Pedro, Henry, or any of the other officials, vhat sayeth thee?
April 21, 2014 at 1:53 pm #261781AnonymousInactiveSeems my dyslexia got the better of me on my hand written notes, or there was a typo.
the final cost of the stun glove should be 26 not 29
Power Cost = 16
Exp for Perm Item = +10
26 exp costFinal Gloves Stats
Enhanced Attack (Electrical) 5
Secondary Effect (Stunning), External Power SourceApril 21, 2014 at 8:53 pm #261784AnonymousInactivePedro,
With what you have stated, should not the cost be 39 xp then? 16 for the power, 13 for the Perk, and 10 for the permanent item cost?
April 25, 2014 at 4:49 pm #261858AnonymousInactivePedro,
With what you have stated, should not the cost be 39 xp then? 16 for the power, 13 for the Perk, and 10 for the permanent item cost?
The perk does not cost exp.. it increases the TN to make the item in the first place.
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