Weird Scientist

Last 3 Edits

Aug 19th, 2016. Added a couple of new abilities about sharing PPs that I made up.
Aug 17th, 2016. Finished page.
Aug 16th, 2016. Page created.


References

  1. CSRB = Cypher System Rulebook, Monte Cook.
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WEIRD SCIENTIST

Weird or mad scientists spend most of their time designing gadgets and gizmos fueled by the super-fuel, ghost rock. Many of their abilities are actually dangerous contraptions that can be very deadly, including to their user, if they happen to blow up. Even a mad scientist's cyphers are likely ghost rock-infused concoctions or contraptions, such as energy boosters and concussive explosives just to name a couple.

You probably prefer to call yourself a 'new' scientist, but there is no doubt the general population see you as weird and mad. Indeed, descriptors such as Mad and Weird are common choices.

If you are going to play a weird scientist, you should read pages 88-90 of the Deadlands Player's Guide.

WEIRD SCIENTIST STAT POOLS

Stat Pool Starting Value
Might 7
Speed 8
Intellect 13

You get 6 additional points to divide among your stat Pools however you wish.

BUILDING YOUR WEIRD SCIENTIST

Weird scientists begin with the starting abilities of Adepts. Most abilities below are drawn from that type and the technology flavor in the CSRB.

Just like other types, a weird scientist at second and higher tiers, can always choose an ability from a lower tier. They can also replace one lower-tier ability with a different one from a lower tier. You still cannot have more type gizmo abilities than you have tiers.

See the relevant type for ability descriptions. At each tier, a chart is provided below that outlines what abilities are available, the type and source where you will find their description. The tables also note whether or not the ability is represented as a gizmo and contain some sample gizmo ideas, though you are encouraged to come up with elaborate names of your own for each of your gizmos.

Gizmos

Abilities with overt, physical characteristics are considered gizmo abilities. You can only take a maximum of 1 gizmo type ability per tier, even if you get to choose more. This does not include your focus abilities. If your focus abilities have obvious physical or supernatural elements they are also treated as gizmos.

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Gizmo Characteristics

  • Is considered an object of the same level as the tier of the ability it possesses.
  • Have their own Power Point Pool. This pool is equal to half of your Intellect pool (rounded up). This pool increases along with your Intellect pool, representing constant tinkering and improvements.
  • Can only use their assigned Power Points, not the user's (though a user can expend Effort).
  • Recover points only following a 10 hour recovery period and only if you have ghost rock to fuel them. You make a roll for each gizmo and the points recovered use the same dice and adjustments as their creator.
  • User can expend Effort from their own relevant stat pool (including reducing the cost by Edges). A creator's Edge can be applied to the Power Point cost of using the gizmo.
  • If it makes more sense for a gizmo to use another stat than the one listed for the ability it emulates, change it. For example, if the Onslaught ability is a gun-like gizmo, Speed is more representative of shooting this device.
  • You are considered practiced in the use of all gizmos you create.
  • Others are NOT practised in your gizmos. They can attempt to use them, but the difficulty is increased by 1 per 2 levels of the gizmo (rounded up).
  • If a 1 is rolled when making use of the gizmo's ability, the GM Intrusion is usually a malfunction requiring several hours to fix or an explosion affecting all within an immediate radius. Use the gizmo's level for the difficulty level to avoid and twice its level for damage. Speed defense rolls can be made to avoid damage as normal, though the user does not get to make this roll. (There are other ideas for this GM Intrusion in the Savage Worlds Deluxe book p105).
  • If a 2 is rolled when making use of the gizmo's ability, the gizmo's ghost rock supply is depleted.
  • A lost or destroyed gizmo can be rebuilt using the craft rules, but you must have access to a workshop.


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FIRST-TIER WEIRD SCIENTIST ABILITIES

You gain the abilities noted for a first-tier adept, except as follows:
Choose 3 abilities (with a maximum of 1 gizmo ability) + Tech Skills (but can be chosen again)
Ability Type & (Source) Gizmo Trappings/Device Ideas or other Notes
Closed Mind Magic flavor (CSRB) - This is likely a measure of your madness
Distortion Adept (CSRB) Gizmo Distortion field device; spray
Erase Memories Adept (CSRB) Gizmo Brain wave device, ray, pulse
Far Step Adept (CSRB) Gizmo Powered boots
Investigative Skills Skills and Knowledge flavor (CSRB) - -
Knowledge Skills Skills and Knowledge flavor (CSRB) - -
Onslaught Adept (CSRB) Gizmo High-pitched brain disrupter; magnetic propulsion device; lightning gun; heat ray
Practiced with Light Weapons Adept (CSRB) - -
Push Adept (CSRB) Gizmo Force pulse cannon
Resonance Field Adept (CSRB) Gizmo Belt or harness
Shatter Adept (CSRB) Gizmo Energy disruption ray; Sonic projector
Ward Adept (CSRB) Gizmo Deflection vest
Tech Skills - Preselected Technology flavor (CSRB) - Replace references to computers to gizmos.
Tinker Technology flavor (CSRB) - This applies to gizmos, most cyphers or other gadgets.


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SECOND-TIER WEIRD SCIENTIST ABILITIES

Choose 1 ability + Tool Mastery
Ability Type & (Source) Gizmo Trappings/Device Ideas or other Notes
Adaptation Adept (CSRB) Gizmo Suit; Breather mask and canister
Concussive Blast Magic flavor (CSRB) Gizmo Neutron projector; Pulse cannon
Cutting Light Adept (CSRB) Gizmo Energon gun
Flash Adept (CSRB) Gizmo Fusion projector; ghost rock spitter
Gizmo Connection See below - -
Hover Adept (CSRB) Gizmo Jet pack; Mini gyrocopter
Machine Efficiency Technology flavor (CSRB) - Applies to gizmos
Repair Flesh Magic flavor (CSRB) Gizmo Case of infusions, salves
Serv-o Technology flavor (CSRB) - Clockwork creation or miniature automaton
Serv-o Defender Technology flavor (CSRB) - Must have a clockwork creation or miniature automaton
Serv-o Repair Technology flavor (CSRB) - Must have a clockwork creation or miniature automaton
Tool Mastery - Preselected Technology flavor (CSRB) - -
Stasis Adept (CSRB) Gizmo Stasis field generator

Gizmo Connection
If any of your gizmos are being held by you (it's creator) when you make any recovery roll, the points can be distributed among those gizmos as well as your stat pools. (All normal rules apply for distributing these points, such as not being allowed to go over maximum). (Enabler)


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THIRD-TIER WEIRD SCIENTIST ABILITIES

Choose 2 abilities (with a maximum of 1 gizmo ability)
Ability Type & (Source) Gizmo Trappings/Device Ideas or other Notes
Adroit Cypher Use Adept (CSRB) - -
Advanced Gizmo See below - -
Energy Protection Adept (CSRB) Gizmo Special suit; anti-energy resonator
Fling Magic flavor (CSRB) Gizmo Force pulse projector
Improvise Skills and Knowledge flavor (CSRB) - -
Practiced with Light and Medium Weapons Explorer starting ability (CSRB) - -
Skill with Defense Combat flavor (CSRB) Gizmo Device varies according to stat chosen; Brain-protecting helm; Infusions; Nerve stimulator; Suit
Targeting Eye Adept (CSRB) - -

Advanced Gizmo
Choose one of your gizmos. Its Power Points are increased to the same as your Intellect Pool maximum. However, this gizmo depletes its ghost rock fuel on a roll of 2 OR 3 when used. (Enabler)


FOURTH-TIER WEIRD SCIENTIST ABILITIES

Choose 1 ability + Robot Fighter
Ability Type & (Source) Gizmo Trappings/Device Ideas or other Notes
Deadly Aim Combat flavor (CSRB) Gizmo Enhanced sights
Ignition Magic flavor (CSRB) Gizmo Flame thrower
Invisibility Adept (CSRB) Gizmo Light bending suit; Phase belt
Power Boost See below - -
Robot Fighter - Pre-selected Technology flavor (CSRB) - Applies to automatons
Serv-o Aim Technology flavor (CSRB) - Must have a clockwork creation or miniature automaton
Serv-o Brawler Technology flavor (CSRB) - Must have a clockwork creation or miniature automaton
Specialisation Skills and Knowledge flavor (CSRB) - -

Power Boost
By spending an action to tinker with one of your gizmos, you can transfer some of your own Intellect points to your gizmo's Power Point pool. To do so make an Intellect roll where the difficulty level is the amount of points you wish to transfer. If successful, remove the amount of points from your Intellect pool and add them to the gizmo's Power Point pool. The gizmo cannot go over its Power Point pool maximum this way. (Action)


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FIFTH-TIER WEIRD SCIENTIST ABILITIES

Choose 2 abilities (with a maximum of 1 gizmo ability)
Ability Type & (Source) Gizmo Trappings/Device Ideas or other Notes
Concussion Adept (CSRB) Gizmo Force pulse cannon
Dust to Dust Adept (CSRB) Gizmo Atom disintergrator glove, rod
Jury-Rig Technology flavor (CSRB) - -
Machine Companion Technology flavor (CSRB) Gizmo Automaton
Master Cypher Use Adept (CSRB) - -
Teleportation Adept (CSRB) Gizmo Teleportation machine
True Sense Adept (CSRB) Gizmo Ghost rock goggles

SIXTH-TIER WEIRD SCIENTIST ABILITIES

Choose 1 ability
Ability Type & (Source) Gizmo Trappings/Device Ideas or other Notes
Mastery with Defense Combat flavor (CSRB) Gizmo Device varies according to stat chosen; Brain-protecting helm; Infusions; Nerve stimulator; Suit
Move Mountains Adept (CSRB) Gizmo Pulse cannon
Relocate Magic flavor (CSRB) Gizmo Time-phase device
Supreme Gizmo See below - -
Usurp Cypher Adept (CSRB) - -

Supreme Gizmo
Choose one of your gismos. Its Power Points are increased to the same as your Intellect Pool maximum. (Enabler)