These stunts provide your character with the ability to invent devices, of varying designs and degrees of complexity.Scientific Invention
- You are able to create new devices and upgrade existing technology as per the devices rules (see Device Design), using Science instead of Engineering. You don’t, however, have any skill at creating or repairing completely “normal” technology – stuff that wouldn’t involve the device rules at all to work on. You may only use technology from Progress Levels 0-5.
- Requires Scientific Invention.
- You may create and upgrade gadgets to use any improvements that are marked as requiring PL 6. This lets you design and create items that have capabilities that exist in Progress Level 6.
- Furthermore, you may collaborate with another character skilled in Engineering to enable that character to create and change items based on PL 6 Science; if you do so, your Science skill restricts that character’s Engineering.
- Working with an engineer, a scientist with this stunt enables his engineer partner to include PL 6 improvements for a single improvement allocation on one of his personal or universal gadgets.
- Requires PL 6 Science.
- You may create and upgrade gadgets to use any improvements that are marked as requiring PL 7. This lets you design and create items that have capabilities that exist in Progress Level 7.
- Your PL 7 Science must have a field (optics, geology, biology, etc.), which you must define when you take this stunt. Any PL 7 improvements you incorporate into devices must fit this field (but with a little creativity, most concepts can fit a sufficiently flexible field).
- As with the PL 6 Science stunt (above), a scientist may collaborate with an engineer in order to help that engineer build exceptional sciences into his gadgets for only a single improvement allocation.
- A universal device is, essentially, a personal device that you may design on the fly, in the middle of a situation, as if your character happened to have “just the thing” in their satchel at the precise moment when it was needed. This device follows the same design rules as a personal device (above), but is only allowed two improvements, not three. Once defined, the device is locked in for the remainder of the session. As with personal devices, see Device Design for detailed device design rules.
- The trade-off is that you can define the device on the fly and in the moment, as something your character already happened to have on hand (or just whipped up in a matter of seconds). As with personal device, you may take this stunt multiple times.