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 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 from the Advanced Armaments MegaCorp. The list of purchasable equipment can be found here - Advanced Armaments 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. Fractions are rounded to the nearest whole number.
|Number of Mods||0||1||2||3||4||5||6||7||8||9||10|
|Cost to maintain (per chit Base Cost)||0.1||0.12||0.16||0.22||0.32||0.48||0.74||1.16||1.84||2.94||4.72|
|Cost to modify (per chit Base Cost)||0.5||0.6||0.8||1.1||1.6||2.4||3.7||5.8||9.2||14.7||23.6|
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.