Editing
Arcane Background
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Mad Scientist=== The ''other'' most famous Arcane Background of the Weird West, the Mad Scientist is the Deadlands [[Artificer]]. Unlike the other mystics of the setting, mad scientists rarely, if ever, actually know they're working magic. That's because they take the subtle approach to sorcery. A mad scientist has one or or more manitou partners, which whispers mad insight to them in their dreams or as they sit around thinking. This, combined with the superfuel known as Ghost Rock, lets them build devices and machines that shouldn't be possible under the limitations of the background technology - these are the guys who put the [[steampunk]] in the setting's [[cattlepunk]]. As such, mad scientists need a lot of time to work, so making shit on the fly is pretty risky business. The precise step-by-step process is "Concoct the Theory - Devise a Blueprint - Gather the Components - Construct the Device". Mechanically, a mad scientist has one of the biggest lists of requirements of any Arcane Background. You need both the Mad Science Aptitude (to design devices) and the Tinkerin' Aptitude to actually build them. You should also have at least one level in a Science concentration, such as General, Biology, Chemistry, Engineering or Physics; this is both flavorful and useful - your ability to device Blueprints is much easier if you understand the basic science behind the intended device (lowering the TN from 9 to 5), and if you're an expert in that field (Aptitude level 5+), you gain bonus cards when trying to devise the device. Mad Scientists suffer two major drawbacks; the first is that drawing the Black Joker whilst devising a Blueprint can drive the mad scientist insane, as the manitou's "help" is too awful for their mind to bear. The second is that all devices they build have a mechanic called Reliability, which is how likely they are to actually ''work'' instead of shutting down, misfiring, or blowing up. ====Alchemist==== Introduced in the sourcebook "Smith & Robards", Alchemists are mad scientists who have turned their back on the typical mechanical sciences to instead focus on the chemical. Or alchemical, rather. These Mad Scientists focus on developing potions, ointments and elixirs (the preferred general term) that affect whatever they are poured onto or into in miraculous ways. They still receive inspiration from the manitou, and they still rely on Ghost Rock; the foundation of all alchemical elixirs is "Philosopher's Stone", a carefully heated dose of powdered Ghost Rock mixed with human blood. Alchemy is more of a subsystem to Mad Science than a unique Arcane Background. Alchemists just take the Science: Alchemy Aptitude and the Mad Scientist Arcane Background, and they're done; no need for the Mad Science Aptitude, because Science: Alchemy is what they roll when devising a formula. This means you can easily branch out from conventional mad science to alchemy by taking the Aptitude at a later date. ====Patchwork Scientist==== Introduced in "Lost Angels", Patchwork Science is the Deadlands version of [[Fleshcrafting]]. There's not a lot to say about this, because it's presented as something exclusive to evil NPCs rather than a PC tool - the Mad Science equivalent to Black Magic. Its also rather underwhelming in its presentation, focusing entirely on the construction of [[Flesh Golem]]s and not on the broader possibilities of applying Mad Science to Biology. After all, [[Broken One]]s exist in the Weird West, with Animal Men - mad science fusions of human and beast - being presented in the first "Rascals, Varmints & Critters", and the mechanical augmentations from "The Collegium" offer perfect inspiration for a bio-tech enhancement focus. Still, mechanically, a patchwork scientist needs the Medicine: Surgery Aptitude to go with their Mad Scientist Arcane Background; this represents their having the actual skills needed to assemble their unholy patchwork golems. It's also flavorful to have the Medicine: Veterinary and Trade: Animal Husbandry Aptitudes too, as many patchwork scientists start with animals before moving on to people.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information