Gadgets 101(Last one Finally)
Gadgets are one-off devices that use the power of essence to transcend the boundaries of the possible. Gadgets have three categories, Trinkets, Inventions, and Apparatuses. They also necessitate a charm purchase.
Valid Examples of Gadgets from the Chapter
- Vehicles that rise up on stilts
- James Bond Cars(Though that may involve making multiple gadgets, I'm not sure)
- Jet Packs that are actually good
- Flamethrower Gauntlets
- Turntables that remix time
- A Shotgun/Stove combo that makes it fire red hot slugs
- Umbrella Rifle Hybrids
- Anti Gravity Boots
- Mind reading helmets
- A Car that drives through time, doing nothing else unusual
- Power Armor at the Steampunk Ironmonger type level(Iron man level, the gadget rules are explicitly designed to make impossible without making multiple independent gadgets and trying to use them in tandem)
- Helicopter Umbrella
- Plasma Cannon
Common Principles of Gadgets
We have to build gadgets personally. Assistants must be guided and supervised in a fairly direct manner by us.
Gadgets can be made by messing with off the shelf parts.
Gadgets are generally speaking, the purview of the Computer, Technology, or Science skill, not the Crafts skill. They are always technological to some extent.
Gadgets do
one impossible thing, or combine possible functions of different things in an implausible way
Gadgets need regular maintenance/repair, somewhat mitigateable by having a higher essence rating for Invention class gadgets
A gadget's form and function are always related. Esoteric combinations must have at least a conceptual link. A Pen light that can turns its beam into a cutting laser is valid. A Pen light that transforms people is not valid.
• Gadgets effect themselves or the world around them. Gadgets do things. A car deploys
wings and afterburners and flies. A laser gun shoots lasers. A supersmart computer program
finds the data you tell it to find. Gadget don't generally give passive benefits to their user simply
for carrying them around. There are no Gadget rings of +2 Strength. In the case of wearable
technology, the Gadget either needs to be actively turned on and used (like a cloaking field
generator built into a hat), or else it's going to be very attention-drawing if does provide passive
benefits by nature of what it is (a suit of power armor made from a couple of salvaged cast-iron
stoves and a micro-fusion generator).
Gadgets mostly work for us, with the ability to add a single individual decided on at the moment of the gadget's creation who must be trained by us if the gadget is invention class presumably. Unless they are trinket class single use ever gadgets. If other people attempt to use an Invention/Apparatus class gadget, they must make a DC 9 roll of whatever relevant tech skills they've got, and it works once before breaking down if they succeed.
Gadgets must be narratively interesting. A Probabilty manipulating gadget should be helping you cheat at cards, not broad spectrum buffing your rolls.
Gadgets are largely inanimate, though the line between gadget and arcana can be blurry at times. "Is a motorcycle that acts like a faithful steed a Gadget loaded with smart software, or is it an Arcana shaped like a motorcycle?"
Trinkets
Single use improv gadgets anyone can use. They store poorly, an exalt can keep (essence) trinkets in storage for (essence) days before they become unusable. A Flashlight that fires a death ray once and burns out beyond possibility of repair is a trinket.
Design Phase: N/A
Resources: A Storage Closet or garage can generally be raided to make most conceivable trinkets
Workshop Requirement: N/A
Construction: (Intelligence or Dexterity)+(Computer, Science, or Technology) roll against DC 7 or 8 if the GM thinks you're stretching things given available materials.
Example Trinket
Sunbang (Trinket)
This bulky grenade-like object is made of pieces scavenged from several cameras and two kinds
of rechargeable batteries. When activated and thrown, it emits a tremendous flash (and then
promptly melts itself) precisely reproducing the ultraviolet wavelengths of sunlight. This bright
flash disorients people who aren't expecting it (–2 dice on their next turn), and counts as one turn
of exposure to diffused sunlight for vampires.
Inventions
Inventions are conventional objects that share the properties of other objects. A T-shirt cannon modified to shoot silver cutlery like a shotgun, or an umbrella helicopter hybrid is an invention. Only one invention can be made per story.
Design Phase: Extended Roll of Intelligence+(Computer, Science, or Technology) at 1 week intervals. Designs are not reusable.
Resources: Inventions necessitate parts related to both intended functions, acquisition methods are flexible.
Workshop Requirements: Range from just a table to spread parts on to a fully outfitted machine shop. Charms make workshop requirements more flexible.
Construction: Extended Roll of Intelligence+(Computer, Science, or Technology) at 1 day intervals.
Apparatuses
Apparatuses are devices that go beyond the bounds of what's possible with conventional technology, or are significantly better than conventional tech equivalents. A jetpack that's actually good is an apparatus. A plasma cannon is an apparatus. A Time machine is an apparatus. Apparatus maintenance requirements are determined by how narrative impacting they are on a 0-3 point scale where 0 is something story defining like a time machine or a resurrection device and 3 is on the level of a low cost charm purchase. A 0 impact apparatus breaks down after every instance it is used in the field to do anything narratively meaningful and has the most demanding repair requirements.
0 Impact apparatus has a DC 9 Intelligence + (most appropriate of Computer, Science, or Technology) extended roll at 1 week intervals with the goal set at 25 successes to repair after it breaks
3 Impact apparatus brings the success requirement down to 10 and doesn't break after every field use. It's maintainable too.
An Essence 5 Exalt can make 1 Apparatus per story. Otherwise an Exalt must wait (5-essence) stories before making another one.
Design Phase: Extended Roll of Intelligence+(Computer, Science, or Technology) at 1 month intervals. Designs are not reusable.
Resources: Resources 3 with dumpster diving, salvage, stealing things from junkyards, etc. Resources 4 if you want to just buy everything.
Workshop Requirements: Dedicated and properly equipped workspace, made more flexible with the right charms
Construction: Extended Roll of Intelligence+(Computer, Science, or Technology) at 1 week intervals.