Experimental Devices

Basic Set: Campaigns · p.479

Open source p.479

The GM can roll on the Random
Side Effects Table whenever adventur-
ers use an experimental device
given to them by or stolen from a
mad scientist.
18 – The experimenter figures out how
to activate the primary function of
the device at no skill penalty.
19 – The experimenter discovers all of
the device’s functions, and can use
them at no skill penalty.