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?
If i want to have a power with one unique function, let's say, banish stuff, as above.
But i want to use it in slight variation.
Like:
a personal only, fast banish.
A standard ranged one target banish
A ranged AOE banish, with a flaw to balance.
Can i make it with variable effect?
But it doesent seem very effective...
The idea is to have the baseline, one target ranged banish, and two alternate mode like a "go first, self only"
And a "radius, go last"
What is the most efficient way?
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