Mutants of the Eclipse Part V – The Gadgeteer

   To continue with Mutants in Eclipse, here’s the fourth set of power packages for Class I and higher Mutants – The Gadgeteer at +1, +2, and +3 ECL modifiers. As usual, their powers are built using Unlimited-Use Use-Activated Innate Enchantments – at an effective “Cost” of (Spell Level x Casting Level x 2000 GP x Modifiers).

   In a team of super-beings, the Gadgeteer is the party Wizard. They carry around an assortment of strange components, use them in mysterious secret ways that no one else really understands, and somehow cause unlikely – but extremely convenient – things to happen.

   In fact, anyone with enough skill can do reasonable things with technology. Anyone with enough skill and the Mad Science (a.k.a. “Occult Ritual”) feat can do incredible and bizarre things.

   It’s the people who can – in mere minutes – throw together a gravity-wave manipulator to speed up the internal clock that will open the indestructible, impenetrable, time-locked vault containing the Cosmic Crown that are the serious gadgeteers.

   They’re also pretty obvious superhumans. There simply is no possible level of skill which will account for abilities like that.

   A Class-I Gadgeteer normally possesses:

  • Intelligence +4 (Enhance Attribute, from The Practical Enchanter, Level Two Spell x Caster Level Three x 2000 GP for Unlimited-Use Use-Activated x .7 Personal Only = 8400 GP).
  • A +7 Competence Bonus on all Technical and Knowledge Skills (Skill Mastery, from The Practical Enchanter, Level Two Spell x Caster Level Three x 2000 GP for Unlimited-Use Use-Activated x .7 Personal Only = 8400 GP). The Gadgeteer is a natural computer programmer, vehicle driver, lockpicker, scientist, etc, etc, etc…
  • Gadgeteering. That’s Greater Invocation, produces any second-level or lower technological effect, Level Four Spell x Casting Level Seven x 2000 GP for Unlimited-Use Use-Activated x modifiers of…
    • .8: A gadgeteer must have physical foci, and be free to manipulate them, to use his power.
    • .7: A gadgeteer may only use the Greater Invocation to produce (Int Mod) different effects during each game session, each requiring a separate focus.
    • .7: It requires several minutes to assemble a focus for a particular effect, some vaguely-related parts must be available, and the gadgeteer may not have more than (Int Mod) foci pre-assembled.
    • .7: It requires an appropriate skill check, with a DC set by the Game Master, to assemble or use a focus. The focus burns out and fails before the effect takes place on a roll of a natural “1” and burns out afterwards on a roll of a natural “2”.
      • That comes to a total of 15,366 GP.

   That use of Greater Invocation actually stretches things a bit; there aren’t that many effects that CAN’T be considered technological. On the other hand, there are certainly enough other limitations being applied to keep the user’s abilities from dominating the game – most especially that “DC set by the Game Master” but. If you don’t want your gadgeteer producing a particular effect, simply set the DC to build such a focus impossibly high. After all, trying for an effect and finding it beyond him or her doesn’t cost the Gadgeteer anything but a minute or two of time; it’s only effects that he or she actually produces that count against the second limitation there; failed attempts to build foci don’t count against anything.

   A Class-II Gadgeteer uses the Class-I package, but…

  • Upgrades their Gadgeteering to allow them to produce fourth level effects, requiring a sixth level Greater Invocation at caster level eleven. That costs an additional 20,855 GP.
  • Can, given a minute or two, ane even working without tools, repair almost any device or mechanism (Technical Mastery from the Hedge Magic list on this site, with the Ambient Magic limitation, reducing it to an effective level of one. Level One Spell x Caster Level One x 2000 GP for Unlimited-Use Use-Activated = 2000 GP).
  • Can, given a minute or two, get devices which should work in theory and which the player can describe the operation and construction of, to work in practice. (Macgyver, from the Hedge Magic list on this site, with the Ambient Magic limitation, reducing it to an effective level of one. Level One Spell x Caster Level One x 2000 GP for Unlimited-Use Use-Activated = 2000 GP).
  • Can always rig up a power source for his or her creations – or for whatever is lying around. (Generator, from the Hedge Magic list on this site, with the Ambient Magic limitation, reducing it to an effective level of zero. Level Zero (½) Spell x Caster Level One x 2000 GP for Unlimited-Use Use-Activated = 1000 GP).
  • Can get devices, vehicles, and other mechanisms to start instantly, without the usual delays (Jumpstart, from the Hedge Magic list on this site, with the Ambient Magic limitation, reducing it to an effective level of zero. Level Zero (½) Spell x Caster Level One x 2000 GP for Unlimited-Use Use-Activated = 1000 GP).
  • Personal Equipment: A gadgeteer will normally come up with a few pieces of unique “personal gear” – innate enchantments with a x.8 “focus required” limitation and a total value of some 5000 GP. For a few possibilities consider:
    • Chameleon Clothing (+10 Circumstance Bonus to Hide Checks, Level One Spell x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x.7 for Personal Use Only x.8 Focus Required = 1120 GP).
    • Dazzler (Color Spray, Level One Spell x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x.8 Focus Required = 1600 GP).
    • Exotic Energy/Mutant Power Detector (Detect Magic, Level Zero Spell x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x.7 for Personal Use Only x.8 Focus Required = 560 GP).
    • First Aid Kit: Cure Light Wounds (three uses per day), plus Relieve Poison and Relieve Disease (once per day each) (1600 GP).
    • Gravity Modulator (Feather Fall, Level One Spell x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x.7 for Personal Use Only x.8 Focus Required = 1120 GP).
    • Holomask (Disguise Self, Level One Spell x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x.8 Focus Required = 1600 GP).
    • Insulated Gear/Resistance 5 to all forms of energy save infernal and divine (Lesser Energy Resistance, from The Practical Enchanter. Level One Spell x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x.7 for Personal Use Only x.8 Focus Required = 1120 GP).
    • Light Amplifier/Low-Light Vision (Level One Spell x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x.7 for Personal Use Only x.8 Focus Required = 1120 GP).
    • Mobility Suit/+30 Movement (Expeditious Retreat, Level One Spell x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x.7 for Personal Use Only x.8 Focus Required = 1120 GP).
    • Oxygen Mask/user need not breathe (Level One Spell x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x.7 for Personal Use Only x.8 Focus Required = 1120 GP).
    • Personal Force Field/Mage Armor (Level One Spell x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x.7 for Personal Use Only x.8 Focus Required = 1120 GP).
    • Personalized Tools (+1 bonus to relevant skills and halves the time normally required, Level One Greater Invocation/any level zero “enhance tools” spell, Level One Spell x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x.7 for Personal Use Only x.8 Focus Required = 1120 GP).
    • Reflex Enhancer /+2 Dexterity. (Level One Spell x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x.7 for Personal Use Only x.8 Focus Required = 1120 GP).
    • Shock Guantlets (Shocking Grasp, Level One Spell x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x.8 Focus Required = 1600 GP).
    • Shockstaff (Shillelagh, Level One Spell x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x.8 Focus Required = 1600 GP).
    • Wrist Force Shield (Shield, Level One Spell x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x.8 Focus Required = 1600 GP).
      • Once selected, a character’s personal gear becomes something of a trademark, and will not change.

   A Class-III Gadgeteer:

  • Upgrades their Gadgeteering to allow them to produce sixth level effects, requiring a eighth level Greater Invocation at caster level fifteen. That costs an additional 29,635 GP.
  • Can keep large amounts of equipment concealed about themselves with no apparent sign of it’s presence – although a sufficiently careful search will reveal most of it. (Void Sheathe, Level Zero Spell x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x.8 Objects can be located and removed by a search, although each one is checked individually = 800 GP).
  • Gains a +3 Competence Bonus on an additional group of skills of their choice (Skill Mastery from The Practical Enchanter, (Level One Spell x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x.7 for Personal Use Only = 1400 GP).

   For a few examples of “Magic as Technology”, try…

  • L1: Spotlight (Light), Hologram Projection (Silent Image), Energy Discharge (Shocking Grasp), Flare (Color Spray), Hunter/Seekers (Magic Missile), and Circuit Disruption (a variation on Shocking Grasp),
  • L2: Fire Extinguisher (Pyrotechnics), ECM (Obscure Object), Tangler Netgun (Web), Energy Blasts (Scorching Ray), Holographic Duplication (Mirror Image), Scaling Systems (Spider Climb), Taser (Hold Person), Smoke Grenade (Darkness, 20′ R), and Recoilless Shell (Force Bolt, 1d6/level to single target, ranged touch attack, no save).
  • L3: Plasma Blast (Fireball), Nightsight (24-hour Darkvision), Absorption Systems (Protection from energy, 12/CL), Tear Gas (Stinking Cloud), Neural Disruptor (Hold Person), Dimensional Rotation (Blink), Jet Pack (Fly), Life Support (need not breathe, etc), and Medkit (Cure Serious Wounds, Neutralize Poison, Remove Disease).
  • L4: D-Field Static (Dimensional Anchor), D-Jump (Dimension Door), Cloaking Field (Invisibility, Greater), Biodisruption (Enervation), Sonic Blast (Shout), Bioenergy Scanner (Locate Creature), and EMP (wide-area “explosion” versus electrical and electronic devices only).
  • L5: Gas Shell (Cloudkill), Dismissal, Teleport, Comlink (like Telepathic Bond, but limited range, targets must be given a communicator focus to wear, lasts for 24 hours), Heavy Taser (Hold Monster), Energy Cone (Cone of Cold), Wall of Force, Overland Flight, Magnetic Control (Telekinesis), Foamcrete Dispensor (Wall of Stone), and the infamous Dimensional Vortex Generator (Plane Shift, requires Shadow Walking skill check but can be used to play various special tricks).
  • L6: Mustard Gas (Acid Fog) and Disintegration Beam (Disintegrate).
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