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Creating a "Control Machines" power

 
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nareau
Novice


Joined: 08 May 2012
Posts: 14

PostPosted: Tue May 08, 2012 3:08 pm    Post subject: Creating a "Control Machines" power Reply with quote

Just started running my first SW campaign this weekend, and have a PC with the Arcane Background: Weird Science. It's set in 1932, and the PC is a fan of Tesla.

We started talking about creating some kind of "Control Machine" power, and I'm wondering how you would handle such a thing. Here's my idea:

Control Machines
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 3 (1/round)
Trappings: Smell of ozone, small sparks, hair standing on end
Control Machines allows you to control basic machines at a distance. This can include illuminating lightbulbs, starting a car, jamming a radio, or even jamming a gun. This spell has no effect on complicated systems such as computers or robots.

Too powerful? Too weak? To vague? Love to hear your thoughts.
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robert4818
Heroic


Joined: 25 Jan 2009
Posts: 1044

PostPosted: Tue May 08, 2012 3:20 pm    Post subject: Re: Creating a "Control Machines" power Reply with quote

nareau wrote:
Just started running my first SW campaign this weekend, and have a PC with the Arcane Background: Weird Science. It's set in 1932, and the PC is a fan of Tesla.

We started talking about creating some kind of "Control Machine" power, and I'm wondering how you would handle such a thing. Here's my idea:

Control Machines
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 3 (1/round)
Trappings: Smell of ozone, small sparks, hair standing on end
Induction allows you to energize electronics and control basic machines at a distance. This can include anything from illuminating lightbulbs to starting a car to jamming a gun.

Too powerful? Too weak? To vague? Love to hear your thoughts.


Some thoughts:
I think you have a misunderstanding of what Trappings are. A trapping is about what form the power takes. So, what is your "Control Machines"? Is it a truly universal Remote, nanites that infect the machines, psychic control helmet, etc?

As for the power itself, I would start off by looking at the "Puppet Power" for a more direct control sort of thing (Like causing a mounted gun to start firing on its own troops) or the Telekinesis power for the sort of thing you have listed.
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The Dread Polack
Seasoned


Joined: 02 Mar 2011
Posts: 393
Location: Minneapolis, MN

PostPosted: Wed May 09, 2012 10:58 am    Post subject: Reply with quote

A power is a general description of what you're doing while a Trapping is a description of the details of how you're doing it and what it looks like.

If you want to control a robot, I'd go with the Puppet power. The trappings would be that it only works on machines, but maybe the duration is a bit extended. Using common sense, you'd also assume that if someone could jam the signal you're using to control the gizmos, or you could also piggy-back a little elemental control onto it and for 1 PP you could do simple things like turning on light-bulbs. That would cover most of what you want to do.

Does that make sense?
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SavageGamerGirl
Heroic


Joined: 24 Oct 2010
Posts: 1253

PostPosted: Wed May 09, 2012 11:16 am    Post subject: Reply with quote

There's a power in the Fantasy Companion called Legerdemain.

In short, it lets you make skill checks at a distance, such as opening doors, flipping switches, and so on.

With the right trappings, this might be what you're looking for.
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