Enigmatic Device Table
Basic Set: Campaigns · p.478
Open source p.478Roll , apply the modifiers below,
and consult the table. For repeated
attempts by the same experimenter,
reroll duplicate results.
Modifiers: A bonus equal to the
margin of success, or a penalty equal
to the margin of failure; +2 for Danger
Sense; +4 for Intuition; +2 if the device
has labels in a language the experi-
menter can read – or +4 for actual
manuals (at the GM’s option, a
Research roll at -5 might turn these
up); +1 to +5 for a simple device, or -1
to -5 for a complex one; -1 for manip-
ulating the device at a “safe” distance
using psi or magic, -2 for probing it
using tools or robotic manipulators,
or -4 for poking it with a stick, hitting
it with a hammer, etc.; -1 per attempt
after the first.
0 or less – The experimenter takes
damage
and
the
device
is destroyed. (If the device is
indestructible, it vaporizes every-
thing within 10 yards . . .)
1 – The device’s primary effect is
applied to the experimenter, if pos-
sible; if not, he takes damage
from the device.
2 – The device’s primary effect is
applied to someone nearby, if pos-
sible; if not, someone nearby takes
damage.
3 – The experimenter takes dam-
age.
4 – Someone nearby takes damage.
5 –
The experimenter takes
damage.
6 – Someone nearby takes damage.
7 – The experimenter suffers superfi-
cial damage (e.g., his eyebrows are
burned off).
8 – Someone nearby suffers superfi-
cial damage.
9 – The experimenter suffers an
embarrassing mishap: he gets a
body part stuck to (or in) the
device, or suffers an unpleasant
minor side effect.
10 – The experimenter forms an erro-
neous theory concerning the
device’s purpose, possibly being
misled by a secondary function or
side effect.
11 – Nothing happens. The experi-
menter gains no useful insight into
the device’s nature or operation,
but at least it didn’t do anything
nasty . . .
12 – The experimenter locates one of
the device’s less-obvious controls
(but doesn’t learn what it does).
13 – The experimenter discovers the
on/off switch (or safety, for a
weapon).
14 – The experimenter gets a clue con-
cerning the purpose of the device.
15 – The experimenter gets a clear
demonstration of the device’s pri-
mary function (possibly by blowing
a large hole in something inani-
mate – and expensive – nearby). He
can now operate this function, at -4
to skill.
16 – The experimenter discovers how
to activate a single secondary func-
tion reliably (that is, with no skill
penalty).
17 – The experimenter deduces the
location and general nature of all
controls pertaining to the device’s
secondary functions, and can use
these functions at -4 to skill.