Gadget Belt: You have a gadget belt that contains various arcane gadgets. When you use an arcane gadget, roll +INT. On a hit, the gadget works as expected. On a 7-9, you must also choose:
You expend 1-charge.
Your gadget is damaged and must be repaired.
You draw unwelcome attention or are placed in a spot.
Start with three arcane gadgets in your gadget belt.
Elemental Charge: When you spend an hour manipulating elemental fields and ley lines, hold 3-charge.
Disable Device: When you attempt to disable a lock, trap, or other device, roll +DEX. On a 10+, you disable it easily. On a 7-9, you can disable it, but the GM will offer you a choice based on suspicion, danger, or cost.
Jury-Rig: When you quickly fix a device without the proper supplies, tools, or time, roll +INT. On a 10+, it works just fine. On a 7-9, choose one:
It’ll work, but only for one more use / a short amount of time.
You need to cannibalize one of your gadgets.
Engineering: When you spend an hour or so in your workshop contemplating an engineering challenge, tell the DM what you’re trying to achieve. The DM will tell you “yes, you can do that, but...” and then 1 to 4 of the following:
• It’s going to take days/weeks/months
• First you must
• You’ll need help from
• It will require a lot of money
• You and your allies will risk danger from
• You’ll have to add X to your workshop first.
• The best you can do is a lesser version.
• You'll need detailed instructions from
Increased Voltage: When you charge up, gain 4-charge, and your max charge held is 4-charge.
Ambaric Charge: When you are involuntarily subjected to a magical effect, gain +1-charge that you can immediately invest in a gadget.
Reverse Polarity: When you use a gadget, you can take -1 to your roll to have it produce the opposite effect.
Etheric Field: As long as you hold at least 1-charge, you have 2-armour.
My Precious: Choose one of your arcane gadgets, you take +1 to all rolls using that gadget.
Collapsible Gadgets: Add two extra gadgets to your gadget belt, without adding any extra weight.
Spark Glove: Inflict 1d8 damage to one target, ignoring armour. You can spend additional charges to increase the damage by 1d8 per charge spent.
Ambaric Light: Illuminates any items or creatures in the region that have unusual amounts of elemental or magical energy.
Sonic Screwdriver: Instantly open a locked door or container.
Hypnotic Watch: A single target is transfixed by this watch. As long as no hostile action is taken against them, they will not move or remember anything that occurs while the hypnotic watch is kept in their field of vision.
Magnetic Grip: Levitate a small metal object for a few minutes, or instantly disarm a target wielding a metal weapon.
Trans-Etheric Goggles: See through up to five feet of solid material, or see into the spirit plane.
Ectoplasmic Flask: When activated, a ghost or spirit will be sucked towards the flask. They will either suffer 2d6 damage or be trapped in the flask, their choice.
Spring-Heeled Jackboots: Make an impossible leap.