Gadget Bugs Table
Basic Set: Campaigns · p.476
Open source p.47610 – The gadget is twice as large, twice as heavy, and
uses twice as much power as it should. If it’s a
weapon, halve its damage, range, and Accuracy
instead.
11 – The gadget gets too hot to handle after being used,
and must cool down for 10 minutes before it can be
used again. (If used before it cools off, it burns out
in a shower of sparks and inflicts burning dam-
age on the user.)
12 – Each use or hour of constant use consumes $25
worth of resources.
13 – The gadget is unreliable, and fails on any opera-
tion skill roll of 14 or more.
14 – The gadget requires minor repairs after every use,
and does not work until repaired.
15 – The device recoils like a heavy projectile weapon
(even if it isn’t a gun). The user must make a DX roll
for every use or be knocked down.
16 – The gadget is very unreliable, and fails on any
operation skill roll of 10 or more.
17 – The device is overly complicated. If it is a weapon,
it takes five seconds to ready (this represents push-
ing buttons, setting dials, etc.). Other gadgets
require two hours of painstaking preparation before
each use.
18 – On any critical failure using the device, it self-
destructs . . . spectacularly. The user must make
a DX roll at -2 or suffer injury as a result.
The gadget is gone – it cannot be repaired or canni-
balized for parts.
random glove compartment. This tal-
ent is completely unrealistic; most
GMs will want to restrict it to highly
cinematic campaigns!
Quick
gadgeteers
use
the
Inventing Gadgets rules (p. 475) like
regular gadgeteers, with the follow-
ing modifications.
This talent is
completely
unrealistic.