Saturday, 9 January 2021

Powers: Mad Science Empowerment

Powers: Mad Science Empowerment

One patron of mine sent me this interesting question: "How would you adapt the “Mad Science as Realm Magic” Idea from the last issue of Pyramid to use Sorcery instead? Particulary if there are “mad psychologists” or “mad economists” who use mad social sciences that don’t really leave a lot of room for Gadget Limitations?" This is quite the conundrum, but I will post my thoughts here, maybe other people will find them useful. The end result is quite pricy and far from Sorcery. But that's the best I could do.

Let's list our design goals first:
1) As this is based on Sorcery, abilities/gadgets must be advantage-based.
2) Some powers will not be gadget-based, but will represent some psychological or sociological tricks.
3) There must be some form of invention or improvisation.

First, the Sorcerous Empowerment advantage won't work here, we will have to create a new form of Modular Ability to satisfy our needs. It seems that "learned gadgets" taken as alternative abilities to that Modular Ability won't work too.

Let's base the Modular Ability (let's call it Mad Science Empowerment) on Cosmic Power. Its cost is 10 points per point of ability (p. B71). GURPS Powers suggests Limited, Advantages With Gadget Limitations Only, -20% (coupled with Physical, +50%) to represent modular gadgeteering, but one of our goals is the include some psychological and sociological tricks. Also, some advantages with gadget limitations can be mental, so Physical should cost +100%, not +50%. Adding social traits requires us to apply Social, +50%. Let's say that rearranging the points requires 8 hours of work in the lab (or on the street or in the databanks, for social traits). This adds Preparation Required, 8 hours, -60%. Now, not all mental and social traits require gadget limitations, so we have to list our options.
    1. A physical advantage with gadget limitations.
    2. A mental advantage with gadget limitations.
    3. A mental advantage without gadget limitations.
    4. A social advantage without gadget limitations.

I suggest limiting Physical Only, +50% with Limited, Advantages With Gadget Limitations Only, -20%, and then adding the extra +50% that allows us to reaarange points for mental advantages. The result is a +90% enhancement.

We should also add a skill roll by applying the Requires IQ Roll, -10% limitation. And a power modifier! I suggest using Superscience, -10% from GURPS Supers.

Now, let's see the result:
Cosmic Power (Physical and Mental gadgets and Mental non-gadgets, +90%; Preparation Required, 8 hours, -60%; Requires IQ Roll, -10%; Social, +50%; Superscience, -10%) [16/level].

Mad Science Empowerment [16/level]
The user of this ability has a pool of points equal to this ability's level. They can use this pool to create gadgets based on any physical or mental advantage, perform psychological manipulations based on any mental advantage (for example, brainwashing somebody with Mind Control), or conduct sociological experiments to grant themselves social traits. This ability does not have slots - the user may have several gadgets or abilities active simultaneously, if the pool's size allows for it.
    Rearranging the points requires 8 hours of uninterrupted preparations in an appropriate place (a laboratory for gadgets or psychological tricks, the Internet or the streets for socialization, etc.) and a successful skill roll for each advantage granted. For gadgets is it suggested to use Weird Science, for psychological tricks - Psychology or Weird Science, for social traits - Politics, Propaganda, or Expert Skill (Memetics).
    The traits and gadgets are only active until the next point rearrangement. For more permanent effects it is suggested to purchase the gadgets/traits separately (not as alternative abilities).

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