Super Science & Signature Weapons a la DFRPG
Okay I've been mulling it over being as how I'm starting a diesel/atomic punk game. . . . . Just how should I represent alien tech & items of super science?
So examples include a gravity gun, a heat ray, a death ray, tesla tech, a laser etc etc?
So beyond handling it purely using aspects, my thoughts so far have been to use items of power that do things like allow a bonus to Manuevers or allow channeling etc., and for people like super scientists or mechanics To use a reflavored thamaturgy?
K.I.S.S. seems applicable but I want the core items of someone's character to have a decent in game effect and not be entirely up to invoking an aspect ( pure aspects and stunts being the simplest way I could think of).
So I'm just not sure. Hence why I've come to you internet peoples here on the weave to help me suss this out.
So examples include a gravity gun, a heat ray, a death ray, tesla tech, a laser etc etc?
So beyond handling it purely using aspects, my thoughts so far have been to use items of power that do things like allow a bonus to Manuevers or allow channeling etc., and for people like super scientists or mechanics To use a reflavored thamaturgy?
K.I.S.S. seems applicable but I want the core items of someone's character to have a decent in game effect and not be entirely up to invoking an aspect ( pure aspects and stunts being the simplest way I could think of).
So I'm just not sure. Hence why I've come to you internet peoples here on the weave to help me suss this out.