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Gadget Rules


Gadgets are technological devices on the cutting edge of what is currently modern. They generally have a specific effect that is more fun than powerful, though a few can be truly powerful

Who Uses Gadgets?

Any character with the Fix-It skill can create technological gadgets for use in a single adventure or session. Others will pick them up for specific scenarios, or get them as part of the scenario hook. But many character's have certain staple gadgets, or have gadgets as a staple of their concept without being technological marvels themselves.

You can have the gadget as a standard item, carrying it along in your “utility belt” or whatever. Such gadgets must be purchased in a manner similar to other schticks, and the experience cost is 3+x, where x is the number of gadgets you will have after purchasing this one.

Another option is to have some organization or a friend that supplies you with new gadgets. In this case, you have a number of gadgets, that can be changed when you are at “home base” or meet your techie friend. Sometimes, the whole complement of gadgets is not available. Often, the GM will supply gadgets that seem useless, but can be used as part of some trick. Be prepared to field-test the most bizarre contraptions.

Gadgets are not signature items. A character can lose his gadgets, but rarely loses the source of his gadgets. Thus most gadgets can be recovered when the character gets in touch with home base. This gives characters operating on their home turf a distinct advantage: they may be able to refresh their gadgets after every scene, while deep penetration agents may only recover their gadgets at the end of an adventure or even more rarely.

Making Gadgets

In pulp adventures, gadgets are built with frenzied effort and leaps of genius in very short time. The GM should keep this in mind, then let the players describe what they do and make a Fix-It roll. Be lenient against creative thinkers.

Using Gadgets

Most gadgets are self-explanatory. They often require a skill roll to use, if no skill is given in the description, it is the skill normally used to perform the task. If no other skill seems appropriate, use Fix-It.

Fantastic Gadgets and Gizmos

These gadgets are generally fantastic but theoretically possible devices. In real life, they probably would not be worth the effort, but in a pulp setting, they are usable and worthwhile. If you want even more fantastic gizmos, check out arcanowave and magic items.

Gadget Descriptions

All gadgets have a few attributes. These are written in a standard format at the beginning of the gadget description as a series of words separated by commas, and always follow a certain order.

Technology: This is the technology required for the gadget to be possible to create. Technological eras or ages used are Primitive, Iron Age, Gunpowder Age, Industrial, Electronic, Computer. It might be possible to create a device that emulates a higher technology level than locally available, but this should be rare.

Concealability: This is the concealability rating of the gadget, given as for weapons. Negligible, Pocket, Jacket, Trenchcoat, Unconcealable. Slick gadgets look like they were quite ordinary items, even if spotted. Generally, only a very suspicious character can recognize such a gadget with a Perception roll, though a Fix-It or Investigation roll may give clues as to it's nature.


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Copyright © 1998 and onwards, Carl Cramér. Page downloaded times. Last update Sun, May 26, 2002.