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Robot Components

Converting Spells to Gadgets



      Sometimes you want an ultra-tech gadget that does the same thing as a spell. Maybe the gadget allows you to float (Levitation), creates a hologram (Perfect Illusion), or rips a hole in the fabric of reality (Create Gate). To create it, use these guidelines.
      The gadget weighs one quarter of a pound for every prerequisite spell. Count each required level of Magery as a prerequisite. To determine the size in cubic inches, cube the number of prerequisites. The item can have any shape you want.
      A few ballpark figures: Three cubed gives you a rectangular object the size of a VHS tape. Four cubed is 64 ci — about the size of the Basic Set. Seven cubed gives you a gadget the size of a shoe box.
      Hits and DR for ultra-tech devices are covered in the back of both Ultra-Tech books.
      The chart below (derived from the sidebar on p. 19 of the Compendium II) shows the amount of Fatigue in each power cell. Choose an appropriate cell size, keeping in mind the effects of the spell.


  B C D E
TL8 1.0 10 100 1,000
TL9 1.5 15 150 1,500
TL10 2.0 20 200 2,000
TL11 2.5 25 250 2,500
TL12 3.0 30 300 3,000
TL13 3.5 35 350 3,500
TL14 4.0 40 400 4,000
TL15 4.5 45 450 4,500



      Unless you match a couple of E cells with a tiny gadget, we'll assume the power cells fit inside.
      The time to cast is the amount of time the character spends operating the gadget before making his ElecOp roll. The effects occur only if the roll is successful. If the spell is Very Hard, the roll is always at -3. A critical failure results in a malfunction. This should relate to the effects in some way. Use the table on page 7 of the Compendium II as a guide.
      The gadget ignores mana levels and meta-spells. It is not magical.
      You'll have to estimate the TL on your own. See Vehicles, Ultra-Tech, Ultra-Tech 2, and Robots for guidelines. Or, got to this page.



Options


      The gadgets are a little too big at high TLs. To remedy this, divide the number of prerequsites by one tenth of the TL before you calculate the size. This makes TL8 and TL9 gadgets slightly larger, TL10 gadgets unchanged, and TL11+ gadgets smaller.
      Using this rule, a darkness-creating gadget has a size of 6 cubic inches (2 prereqs divided by 1.1, cubed). A cleansing gadget has a size of 1,371 cubic inches (10 prereqs divided by 0.9, cubed), which is a cube measuring 11 inches on each side. A force umbrella gadget has a size of 12.2 cubic inches (3 prereqs divided by 1.3, cubed).


Skill Rolls
      Add +1 to your skill if you double the operation period. Or, you can cut the operation time in half and take a -5 penalty.
      If a character uses the same gadget repeatedly for months, give him a permanent +1.
      If his Elec Op roll fails but there is no malfunction, he can try again immediately if he takes a -4 penalty.
      The character must have an Elec Op specialty. Most spell-based gadgets fall into one of the categories on p. B58. The rest are covered by Temporal Operation (p. Compendium I, p. 154) and the psychotronic specialization listed in Psionics (p. 99)


Power
      If the gadget reproduces the effect of an Area spell, give it an array of power cells. They will probably be E cells (which weigh 20 pounds each) so make the gadget bigger. Make the size one foot cubed for every prereq.



Conversion of Charges
      This is an idea suggested by Craig Roth: Divide the total number of charges by the energy cost per use. Multiply the result by the duration. Instead of a number of charges, use this figure as the total amount of time the gadget gets from each power cell.
      For example, suppose your gadget creates the effect of Relieve Sickness. This spell costs 2 energy points to cast and has a duration of 10 minutes. The gadget is equipped with a TL11 D cell: 250 charges. We divide 250 by 2, then multiply the result by 10. The gadget is good for 1,250 minutes — it has about 21 hours of juice.



Adjusted Effects
      You can limit the effects of the gadget, or expand them. Balance these adjustments with a modifier to the skill roll, a different operation period (before the Elec Op roll), a higher or lower energy cost, or a different size. See p. 10 of the Compendium II for more ideas.
      For example, the Turn Zombie spell (p. 47 of Undead) does 1 die of damage to skeletons, zombies, and mummies in the area of effect. The creatures will avoid the operator of the gadget for one day. The cost to cast is 2. The operation period is 4 seconds.
      You could . . .

lower the operation period to one second and raise the energy cost to 4

lower the energy cost to 1 and double the gadget's size

expand the effects to all undead creatures, add a -3 skill roll penalty, and reduce the effect from one day to one hour




Gadgets
Shapeshifter Gun [TL12]
      This is based on the Shapeshift Other spell (Magic, p. 25). It's a VH spell, so the Elec Op roll is at -3. The operation period is 30 seconds. It has two D cells, giving it 150 hours of use (based on an average energy cost of 4). It weighs 2.25 pounds and has a volume of 730 ci.
      Unlike the spell, which is limited to one animal, the gun has several to choose from. To balance this enhancement, double the size or the energy cost. The operator sets the duration of the effects before the skill roll. If the victim fails his resistance roll against IQ, he transforms. His clothing disappears and his possessions fall to the ground. He retains his intelligence.
      The victim must make an hourly IQ roll. A failed roll lowers his IQ by 1. At IQ 7, he is stuck in the animal form.


Rainmaker [TL8]
      This gadget is based on the Rain spell (Magic, p. 35). After one minute of operation, the user makes his Elec Op roll. If successful, clouds gather and a downpour occurs, covering an area one mile in diameter.
      With an energy cost of 176 and a duration of one hour, each E cell gives it 5.7 hours of use.
      The gadget is 11 inches cubed and weighs 3 pounds. The E cell fits inside. It weighs 20 pounds.
      If you want faster results, lower the operation time to ten seconds. For balance, add a -5 skill penalty, increase the size and weight, or cut the 5.7 hours down to 3.


Prediction Computer [TL11]
      This is based on arithmancy Divination (pp. 55-56 of Magic). The gadget predicts the future of a person or couple, using a set of numbers that relate directly to their lives: age, date of birth, Social Security number, driver's license number, etc. The most important number is the character's birthday — without this, the skill roll is penalized by -10. If the character is unwilling or not present, that adds -5 to the roll.
      The spell has fifteen prerequisites: 8 Air spells, History, Trace, Seeker, Magery, IQ 12+, and two Seek element spells. At a quarter-pound per prerequisite, the gadget weighs almost 4 pounds. The size is fifteen inches cubed. We'll give it two D cells, good for fifty uses.
      It takes one hour to operate the gadget before making the Electronics Operation roll. You could require the Temporal Operation skill instead.
      Looking at the special options above, you can reduce the size to about 13.5 cubic inches. You could also reduce the operation time — a full hour is too long during an adventure. Double the power requirement and cut the operation time to 30 minutes.



For more examples, see
Henry Marx.




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