Devices
System
Sophisticated technomagickal contraptions that contain their own self-governed paranormal Effects are known, in game speak, as Devices. Anyone can use a Device, so long as a given character can figure out how it works. System-wise, that usually requires a Wits or Intelligence + Technology or Hypertech roll, with the difficulty based upon the complexity of that Device.
(See the sidebar You Must be THIS Smart in Order to Use This Device.) Power-armor suits, AI computer systems, hypertech vehicles, and supercharged firearms tend to be considered Devices. Mystic “devices” get described below as Talismans.
See also 4
Abilities & Attributes
- Intelligence shared/trait/attribute/intelligence
- Technology shared/trait/ability/technology
- Wits shared/trait/attribute/wits
Practices
- Hypertech mage/trait/practice/hypertech
Referenced by 13
Bestiary
- Black Suit mage/creature/npc/black-suit
- Government Agent mage/creature/npc/government-agent
- Lord Viscount Talos Perdix (Umbrood Lord) mage/creature/npc/lord-viscount-talos-perdix-umbrood-lord
- PDC Aberration Hunter mage/creature/npc/pdc-aberration-hunter
Rules
- Activating a Device shared/rule/system/activating-a-device
- Artifacts shared/rule/system/artifacts
- Employing a Talisman shared/rule/system/employing-a-talisman
- Flaw Traits as Flaws shared/rule/system/flaw-traits-as-flaws
- Inventions shared/rule/system/inventions
- Matrices shared/rule/system/matrices
- Practice Makes Perfect shared/rule/system/practice-makes-perfect
- Sources of Energy shared/rule/system/sources-of-energy
- Tech Repair shared/rule/system/tech-repair