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View Full Version : PCs as Mad Scientists for A Better Tomorrow (Idea)



Leliel
2007-11-23, 06:38 PM
After reading too many webcomics, I noticed how often they seem to focus on mad scientists. This gave form to a previous idea I had, and convinced me *ahem* IT COULD BE DONE! So...

How would you, the posters, construct a non-evil campaign where all the PCs are mad scientists? How did they get that way? What about other mad scientists? What would be some good villains for such a campaign? How much should I abuse the butt monkey- Er, inevitable party sidekick Igor?

Yes, my thread lives! Now post on it...Feed it...LET MY CREATION GROW!!!! MUWAH-HAHAHA-HA, MUWAH-HAHAHACK! COUGH! AHEM!

(God I've got to stop doing that...)

Leliel
2007-11-23, 08:11 PM
Come on, it isn't that bad of an idea, is it? Is it?:smallfrown:

Chronos
2007-11-23, 08:24 PM
There used to be a Gnome Tinker class back in 2nd edition... They were always making insane contraptions which sometimes even worked, and occasionally did something resembling what they were supposed to. Is there such a thing in 3rd?

DSCrankshaw
2007-11-23, 08:31 PM
It has some potential. Do you have a system in mind? My first thought is d20 Modern, with a healthy dose of d20 Future and d20 Cyberscape added. Consider advanced classes such as Techie (Modern), Field Scientist (Modern), Technosavant (Future), Engineer (Future), and even Technomage (Urban Arcana). The best class for it, though, is probably Scientist from d20 Past. This class allows for inventions which duplicate spell effects. Scientist also has the advantage of fitting with Girl Genius, a webcomic which takes place in a world built around mad science, where certain people are born with the "Spark," kind of the mad science gene.

The problem I see with this campaign is if everyone's a mad scientist, who takes over the other roles in the party? The Mad Scientist isn't exactly suited to the tank or gunbunny roles. I'd make sure you leave open the ability for PCs to play Igor and the Monster to Dr. Frankenstein. You'll also need to center this campaign around discrete adventures, with plenty of downtime in between to invent.

It certainly doesn't have to be an evil campaign. If you've been looking to webcomics, then you've already seen plenty of non-evil mad scientists. The main thing about mad scientists is their recklessness. That isn't necessarily evil, although it can certainly veer towards evil, especially if they start experimenting on live, especially unwilling, subjects.

pondshadow
2007-11-23, 09:50 PM
There used to be a Gnome Tinker class back in 2nd edition... They were always making insane contraptions which sometimes even worked, and occasionally did something resembling what they were supposed to. Is there such a thing in 3rd?

3.5 ultimate adventurer The Maestro

henebry
2007-11-23, 11:12 PM
You need a different game mechanic. I think that the folks over at Girl Genius have been working up an RPG.

Nerd-o-rama
2007-11-23, 11:23 PM
Yeah, but it's GURPS, so it'll be incomprehensible.

I figure Mutants & Masterminds would work, both mechanically and flavorly. Mad Science is sort of implicit in the concept of the game, and inventions and the like are modeled reasonably well.

UserClone
2007-11-24, 08:28 AM
3.5 ultimate adventurer The Maestro

By which you mean, "3.5, Complete Adventurer, the Maester."

DSCrankshaw
2007-11-24, 12:45 PM
Maybe Effigy Mater from Complete Arcane.

Ganurath
2007-11-24, 01:19 PM
Umm... I see this idea as doomed to fail as the PCs pick their classes. If they all want to be made scientists, though, here are some concepts:

Barbarian: His science will be cooking, if anything. Not much potential here.
Bard: Political science, anyone? I see this character using an enchantment wand to screw with people for entertainment purposes.
Cleric: Surprising ammount of potential here, especially if you dabble in extraplanar study. Take a look at Complete Scoundrel's Malconvoker, and note Boccob's domains.
Druid: The anti-madbrain. Tries desperately to keep the party stable, finding little comfort beyond the company of his/her animal companion. Could be applied to the cleric too, but extraplanar wars are too fun for a madbrain to stay out of.
Fighter: A craftsman striving to design the ultimate weapon. Look into Complete Warrior's Exotic Weapon Master, Master Thrower, or other weapon specialist PrCs.
Monk: As the druid, but without the animal companion for comfort. May wind up becoming a bit of a smartass to balance out sanity without another lifeform to turn to.
Paladin: Miko is the mad scientist paladin.
Ranger: Biology student who prefers certain creatures for dissection. It's not hatred of a particular race, it's the benefit of higher learning! Complete Champion's Knowledge Devotion may help this theme.
Rogue: As the bard, with added options of UMD junky and/or trapmaster. Complete Scoundrel is proud to present the Combat Trapsmith!
Sorceror: Metamagic, taking Complete Mage's Rapid Metamagic ASAP.
Wizard: Transmutation specialist, item creation, the list goes on.

puppyavenger
2007-11-24, 03:25 PM
I agree with the D20 modern idea.

Ranthog
2007-11-24, 04:36 PM
I would go with Mage: The Ascension and run a Sons of Ether cronical. Out of everything I just run into, these are by and far the very best Mad Scientists (its actually a faction within the SoE tradition) and is really freekin' cool.

Mainly mad scientists refers to methods perhaps not goals. You might be trying to save the world or cure cancer, but what makes you a mad scientist could be the experimentation on people or the fact that you will take over the world to make sure you can save it.

Yeah, it isn't D20, but by and far it is the very very best system and setting I think for this type of campaign. (Its old World of Darkness.) That and the system is open enough that every mad scientist can be very very different. No cookie cutter spells.

Attilargh
2007-11-24, 05:39 PM
Here's a handy list:

Take one (1) absurdly huge Elaborate Underground Base (http://tvtropes.org/pmwiki/pmwiki.php/Main/ElaborateUndergroundBase).
Capture a party-sized number of Mad Scientists (http://tvtropes.org/pmwiki/pmwiki.php/Main/MadScientist).
Blackmail scientists into aiding in bulding your newest Superweapon (http://tvtropes.org/pmwiki/pmwiki.php/Main/KillSat), Monster of the Week (http://tvtropes.org/pmwiki/pmwiki.php/Main/MonsterOfTheWeek) or other piece of Applied Phlebotinum (http://tvtropes.org/pmwiki/pmwiki.php/Main/AppliedPhlebotinum).
Misplace your union-issue Evil Overlord List (http://tvtropes.org/pmwiki/pmwiki.php/Main/EvilOverlordList).
Grant them unregulated access to a wide range of supplies (http://tvtropes.org/pmwiki/pmwiki.php/Main/LockingMacGyverInTheStoreCupboard).
????
Profit!

brant167
2007-11-25, 09:46 AM
There is the Tinker class in the warcraft d20 book.

mostlyharmful
2007-11-25, 10:36 AM
High level Necromancer with the craft construct feat that hasn't banned transmutation. Try to churn out as many sentient items, randomly programmed constructs and undead as possible. vary it up with mutating helpless commoners into powerful aberations. Make sure you explain how it's all for the greater good as you do it, try not to laugh too manically as the flaming torch wielding mob attacks the seventh fortress of doom in a row.

P.s. Always, always, always keep a teleport memorized, and use it the moment Igor cant be found.:smallamused: