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Devices are a set of game items that represent powerful technological tools and weapons. In most cases, Devices can be used by characters to achieve effects that would not otherwise be possible, like scanning areas for strange phenomena, or firing energy blasts that knock enemies from their feet. Devices are represented by pieces of technology with a laminated item card provided by the Game Team - this “lammie” denotes the item as special and details what abilities it has.
Devices are separated from other Game Items by dint of their ability to be maintained and Modified by characters with the Engineer skill. Most devices also use Charges to power their abilities.
Devices in the game can become damaged by various effects and phenomena, and can usually be repaired by Engineers. There are two levels of damage that Devices can suffer - Sundered and Broken. Both render the device unusable until it is repaired, but one is more complicated and risky to repair than the other.
A Sundered device has been struck or blasted by the SUNDER call, causing minor damage that prevents the device from working, but is easy to fix. Sundered devices can be repaired by an Engineer in the field by a minute or two of roleplayed action fixing the device. More skilled engineers take less time to repair devices in this way.
A Broken device has suffered more extensive damage, internally as well as externally, which takes more time to fix and can be risky to repair. To fix a Broken device, an Engineer must obtain 1 or more successes at a Card Draw Action, which requires a Referee. The Card Draw Action carries the risk of failure - a Broken device may injure the people trying to repair it, permanently break or even explode! Items become Broken through different circumstances that reflect unusual conditions - using Quark Plasma Exotic Particles on a device can burn out its internals, while exposure to certain strange entropic energies can rapidly degrade most devices.
Devices need to be regularly maintained lest they break down and stop working. A character with the engineer skill can perform maintenance on a device to extend its lifetime - with regular maintenance, a device can continue working potentially forever.
Devices can be modified with extra technology to grant them more powers and abilities, although each modification crammed into a device makes it more expensive to maintain and modify further. A character with the engineer skill can work on a device between events to add one of the Mods that they know to it (assuming it is the right kind of device).
If you haven't managed to get hold of a device you want to Mod, you can buy off-the-shelf equipment between events - the list of purchasable equipment can be found here - Downtime Equipment List.
The more you modify a device from its basic version, the more temperamental and expensive it becomes. Cramming additional tech into a device can vastly expand its capabilities, but maintaining those additions is expensive. Adding even more modifications means having to miniaturise things or create complex workarounds so that the device works with its new additions, and the price rapidly mounts up. Most devices can accommodate about seven or eight modifications before the cost starts to become truly astronomical, but dedicated Engineers can in theory go much further for wealthy patrons who are willing to pay for a truly extraordinary device.
The cost multipliers to maintain and mod equipment are listed on the table below. All the costs are multiplied by the devices “Base Cost” - the price of the basic item off the rack from the manufacturer. Once all modifiers have been applied, fractions are rounded up to the nearest whole Energy Chit number.
Number of Mods | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|---|
Multiplier | 1 | 1.49 | 2.23 | 3.32 | 4.95 | 7.39 | 11.02 | 16.44 | 24.53 | 36.6 | 54.6 |
Cost to maintain a Base Cost 10 Device | 1 | 1 | 2 | 3 | 5 | 7 | 11 | 16 | 25 | 37 | 55 |
Cost to modify a Base Cost 10 Device | 5 | 7 | 11 | 17 | 25 | 37 | 55 | 82 | 123 | 183 | 273 |
For those who are interested, the Multiplier is an Exponential Function based on the number of Mods applied to the item → E(mods_applied/2.5)
This basic pistol, with a charge capacity of 2 and no special firing modes or anything else out of the box costs 20 chits brand new. Having rolled off the Advanced Armaments assembly lines, it would cost 2 chits to maintain and extend its life for 4 more events, and 10 chits to apply a Mod to it.