Gadgeteers

Arcane Background: Weird Science
Arcane Skill: Weird Science (Smarts)
Starting Power Points: 10
Starting Powers: 1
Mad Scientists have been around for before the turn of the century. At first is was steam power, but today’s inventing geniuses use diesel and electricity to fuel there crazy gadgets and gizmos. The weird scientist selects his power as normal designs the trapping to go along with it. The gadget has its own person pool of Power Points representing the specially distilled diesel consumption or custom battery use.
Malfunction: Inventors have become much better at creating less dangerous gadgets. On a roll of a 1 (regardless of the Wild Die) the gadget stops working a requires 2d6 hours to repair. If the weird scientist really needs the gadget to keep working they may attempt to jury-rug the gizmo. To jury-rig a gadget the inventor (and only the inventor) makes a Repair roll. Success means the devices keep working for a little while longer however, the gizmo still require 2d6 hours completely fix. Failure causes the gadget has a major malfunction causing some damage to the inventor usually a roll of a 1 (regardless of the Wild Die) to explode or catastrophically malfunction in some way. Until the jury-rug device is completely repaired any roll of 1 results in a catastrophic malfunction.

Gadgeteers

Blood, Sweat, Diesel & Magik Clash957