@force200 A suggestion which I believe would cover both of these invention ideas.
Something for mental protection, you won't be any good if your brain melts out your ears.
Something to block out the noise of the scream
6/Qi-boosted Earmuffs (Invention/Magic-Qi) : Feature 1 (+5 bonus to resist auditory attacks), Immunity 5 (Mental Damage effects)

Basically regular earmuffs as per Gadget Guides which have been improved with Qi to provide protection against mental damage (I'm assuming that Mental effects are common based off of the corrupt rules). Given it would only be six power points, we can pass both the design check and the construction check with a routine check. It would take thirty hours in total to make (six for Design and thirty for Construction).
 
By the way, the open game content of the Mutant and Mastermind 3rd Edition can be found here if anyone wants to know what rules are being used.
 
@Oshha Last time I checked, taking a routine check isn't allowed when creating Inventions/Artifacts. And shit is already beginning to hit the fan with all those panicing people outside, so thirty hours might be a bit too much. You have the two starting hero points in your communal pool for jurry-rigging though.

Also, I might have underestimated the time investment needed for artificing when adding it as an option to the current vote. Oops! :oops:
 
@Oshha Last time I checked, taking a routine check isn't allowed when creating Inventions/Artifacts.

I believe you should check again because they are allowed.

From the rules for Design Checks.
Chapter 7: Gadgets & Gear said:
You can make a routine check to design an invention.

From the rules on Construction Checks.
Chapter 7: Gadgets & Gear said:
The DC is 10 + the invention's Character point cost and you can make it as a routine check.

And shit is already beginning to hit the fan with all those panicing people outsie, so thirty hours might be a bit much.

Also, I might have underestimated the time investment needed for artificing when adding it as an option to the current vote. Oops! :oops:

I have to admit that this information is extremely annoying. If I had known that we could only do an invention via using one of our hero points to jury rig, I would not have voted for that option and would done my best to talk other people out of doing that.

Also are you declaring this vote option has been declared invalid?
[] This void thing seems dangerous, better make a few preparations first (can be taken multiple times)
-[] What kind of prepatarions? (e.g. use arttficer to create somthing usefull)

Because I want to know if the leading votes has been declared to be invalid.

Edit: I'm not trying to be rude or confrontational so apologies if I come off that way. I just want to know what is going on with the invention votes at this stage in the vote.
 
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From the rules for Design Checks.
From the rules on Construction Checks.
Can I get a page number on that? My copy states the following: Edit: NVMD, found it in the CRB
Gadget Guide pages 123&125 said:
Given the potential for failure, characters cannot make
design checks as routine checks (Hero's Handbook,
Chapter 1).
[...]
As with design, the construction check cannot be routine
due to the risks, but can be a team check, if the inventor
has assistants.
Maybe we have different printings? Edit: Apparently the CRB and Gadget Guide contradict each other for some reason. I think requiring the Skill Mastery Advantage for the relevant skill to make routine checks for Inventing/Arifice would be a good compromise.

Also are you declaring this vote option has been declared invalid?
The vote is still valid. I'll handle the roll as a jurry-rigg, but wave the Hero Point cost as compensation for my screw-up.
 
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Maybe we have different printings?

1) Hero's Handbook is page 159.
2) Deluxe Hero's Handbook is 211.
3) Open Game Content website iis here: Gadgets & Gear – d20HeroSRD

But looking at my copy of Gadget Guides, it does directly contradict the core rules that you can't make design and construction checks as routine checks so that is definitely weird.

My stance is that I follow the core rules and allow routine checks for design and construction checks as can be seen in my quest, but if you want to follow what it says in the Gadget Guides and disallow them as being routine checks, then you can do that.

The vote is still valid. I'll handle the roll as a jurry-rigg, but wave the Hero Point cost as compensation for my screw-up.

That's good to hear. I was actually going to suggest that (give a free hero point for the complication which would then be spent on the jury-rig), but I wanted to see what you would do about the vote first.
 
My stance is that I follow the core rules and allow routine checks for design and construction checks as can be seen in my quest, but if you want to follow what it says in the Gadget Guides and disallow them as being routine checks, then you can do that.
I think requiring the Skill Mastery Advantage for the relevant skill to make routine checks for Inventing/Arifice would be a good compromise.
Does that sound fair?
 
Does that sound fair?

That sounds fair. I would recommend putting it in an informational threadmark somewhere since it is a house rule and anyone looking at the main rules isn't going to realise that it will be needed to make design and construction checks as routine.
 
Houserules
Here's a list of Houserules used in this quest:

The Fearless Advantage has been nerfed to:
Fearless: Every time the character has to resist a fear effect, the character rolls one aditional dieand picks the highest result. This advantage also provides immunity to fear effects with a level lower than half the character's PL and reduces the character's madness gains from fear by one.

To avoid confusion over a contradiction between two rulebooks I've implimented this houserule as a compromise:
In order to make routine checks for Inventing/Arifice/Rituals your character requires the Skill Mastery Advantage for the relevant skill.

Powers with the appropriate descriptor can inflict a point of the appropriate type of Corruption on the first failed resitance roll of the encounter as a 1 point Feature. (e.g. Poison Powers can give a point of Toxicity)
 
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I'll count the praparation votes together, since the desired oputcome is obviously the same.
Inserted tally
Adhoc vote count started by force200 on Oct 12, 2019 at 3:57 PM, finished with 32 posts and 5 votes.

  • [X] Maybe you shoud take a look into the catacombs?
    [X] This void thing seems dangerous, better make a few preparations first (can be taken multiple times)
    -[X] Something to block out the noise of the scream
    [X] This void thing seems dangerous, better make a few preparations first (can be taken multiple times)
    -[X] Something for mental protection, you won't be any good if your brain melts out your ears.
    [X] This void thing seems dangerous, better make a few preparations first (can be taken multiple times)
    -[X] Something for mental protection, you won't be any good if your brain melts out your ears.
    -[X] Something to let you hit intangible beings
    [X] You hate the idea, but Shin Fei might be the best source of information regarding the Tong's involvement with the supernatural. Time to pay him a visit and hope that the price for his aid is not too high.
 
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Faces in the Walls: Act one Scene three (15th of August 1923)
[] This void thing seems dangerous, better make a few preparations first

Before heading out to try and solve the current issue, you need a way to protect yourself from those screams.
Unfortunatly, time is of the essence, you you can't spend the rest of the day on crafting a propper talisman, so some Qi-infused bandages with scribbled on blessing covering your ears should do the trick for now. Hopefully.
With that out of the way, it's time to start dealing with the issue at hand.

How?
[] Go straight to the catacombs
[] Ask for help or information first
-[] Shin Fei
-[] One of the local Elders
-[] Someone Else? (Write-in)
[] Write-in

Jurry-Rigging the Artifact DC21

Nat 1! 3DoF. The artifact won't work, but you don't know that yet.

Sorry for the short update. Writer's block sucks!
 
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[X] Ask for help or information first
-[X] Shin Fei
 
Well, at least it's pretty obvious what the winning vote is going to be. The update will come later this week. I have some health issues preventing me from focusing on it for now.
 
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Faces in the Walls: Act one Scene four (15th of August 1923)
[] Go straight to the catacombs

Time is of the essence, so you decide to head directy to the catacombs as soon as you are finished with your preparations. Unfortunatly, you don't quite know how to get there and what little information you are able to find in your uncle's notes is woefully out of date. At least you are able to find out, that the alleyway where you first saw the face used to house one of the entrances into the undergrond that collapsed during the earthquake back in '06 and was later partially built over. It takes some more digging and puzzling out, but you are finally able to find an entrance that should still be accessible and not that far away.
With that, you head out to finally put an end to this mess.

<----TO-BE-CONTINUED----

Finding an entrance into the catcombs (Investigation DC 15)

1 DoS, entrance found.

I decided to split this one in two parts to better fit the Act X/Scene X structure on the threadmarks.
 
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