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Cosmic Power for "Super Gadgeteers"

In the comics, four-color inventors habitually emerge from their laboratories holding devices that break multiple laws of physics. While the Invention and Gadgeteering rules are just fine for plausible scientific creations, many "super gadgeteers" will need to go beyond such mundane limits. This is the realm of "super gadgets" (appropriate advantages with one or more of the Gadget limitations), devices which cost character points, but can produce effects that no high-tech device can.

The simplest way to handle this is with Modular Abilities -- Cosmic Power to be specific, though several modifiers will be necessary to tweak it to serve our purpose. Some ground rules:

This is most easily represented by combining the appropriate modifiers into a new limitation:

Special Limitation for Cosmic Power

Gadget Pool: The points in your pool can be used to create "super gadgets", subject to the rules above. The value depends on the amount of time required to add a new advantage to your Cosmic Power pool. The GM should decide in advance whether to use the fixed or variable time given; in the latter case, he should roll the required time secretly before the engineer begins. This limitation may not be compatible with other modifiers; see its component pieces (below) to judge. It specifically may not be combined with any Gadget limitations.

Fixed Time      Variable Time      Value
1 minute      (2d-1) x 10 seconds      -0%
10 minutes      3d minutes      -15%
1 hour      (2d-1) x 10 minutes      -45%
8 hours      3d-2 hours      -60%

Add an additional -50% if the pool can only build gadgets based on Physical advantages, or another -100% if limited to only Mental advantages.

Of course, Gadget Pool is based on Immediate Preparation Required (from my House Rules), plus the following modifiers: Accessibility, Only in a Laboratory, -30%; Limited, Focus, Superscience Gadgets, -5%; Limited, Traits, Advantages with Gadget Limitations, -20%; Nuisance Effect, Varies, -5%; Physical 2, +100%; and Requires IQ Roll, -10%, which sum to +30%

The Accessibility applies equally to inventors, Gadgeteers, and Quick Gadgeteers; all that changes is the definition of what a "laboratory" is for each one. This is part of what the Gadgeteer advantage grants them, and thus does not change the point cost. The Limited modifiers restrict the inventor to only advantages which make sense as superscience gadgets, which will exclude anything the GM considers purely supernatural. Nuisance Effect represents the noticeable energies released or the consumption of power or money.

Note that this is version 2.1 of this trait, using Immediate Preparation Required for a much fairer value than the original. Additional playtesting has shown that the original Gadget Pool limitation gave too high a point break. (And version 2.0 featured a mathematical error which has since been corrected.)


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