Gadgets

Gadgets
Gadgets

With the possibility of hyper-intelligent tinkers, tech prodigies, and powers such as Cyberkinesis, high technology will invariably come up in most Aberrant campaigns. For lack of a technological source book for Aberrant, we can make due with adapted items from Trinity, the Mage: the Ascension sourcebook Technomancer's Toybox, and even Shadowrun and other RPGs. Characters can blast their foes with energy pistols (per the power Quantum Blast), fight crime in fire retardant power armor (Armor, Invulnerability: Fire and Mega-Strength), and harass wall crawling heroes with metal tentacles (Body Modification: Tentacles, Claws and Mega-Strength)
Gadgets (high tech items) are purchased as powers, though they'll have a lower nova point cost as they all have the restrictions listed below. The nova point cost of the device is roughly 50% normal, though any advantages the item has (such as the cyberware option) will increase the cost.
An advantage to gadgets is that they won't inflict taint on the user. However, the powers bought for tech items can't be lowered by taking taint.

♦ Whether you get them from others or make them yourself, gadgets cost money. A Resources of 3 or higher is needed for all but minor items, and more powerful items might require Resource ratings of 4 or even 5.
♦ Unless they're actually built into the character (cyberware), gadgets can be taken away, thus rendering the character without that power (and making the nova subject to his own power!). If the item is cyberware, or otherwise can't be used by anyone but its owner (such as having a fingerprint reader in the barrel of a laser gun), the character's nova point "discount" is reduced to 25%.
♦ Gadgets are vulnerable to those with the ability to disrupt or manipulate technology (see Cyberkinesis, pages. 187-188, and Entropy Control: Breakdown, page 197).
♦ Cyberware is more resistant to foreign control than other tech items, forcing a difficulty level of +1 on such rolls, and a Willpower point can be spent to resist a successful roll. A character gains an automatic success when attempting to use Cyberkinetic powers on his own cyberware.


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