Gizmos are the next step up from Formulae. They are the hybrid of alchemy and salvaged alien technology.
* Gizmos are not meant to be long term. They are temporary items.
* If not used and maintained, each day of non use will cause the item to lose a charge.
* Maintaining items is done like in old school gaming like Clerics praying and Magic-Users memorizing their spells.
* You cannot maintain more items than your Intelligence score. This does allow you to maintain allies gizmos if they are with you.
* When a Gizmo reaches zero charges, it falls apart/self destructs. The components making up the item destroyed in the process.
* On a Natural 20 roll to creating a Gizmo, promotes the Gizmo to an actual Device/Tool/Weapon that will not self destruct drained of all of it's charges.
* Gizmos have one simple purpose.
* Charges of a Gizmo are recharged with the "Recharge" Attribute of the Artificer (Mad Scientist).
* Some Gizmos can be created to charge devices, such as actual Alien Device/Tool/Weapon.
* Gizmos charging permanent items charge at two Gizmo charges per single charge given to the permanent device.
Types of Components: Max # per ENC Slot:
* Aether Tubes 5 per 1 ENC
* Circuit Boards 5 per 1 ENC
* Robot Capacitor 3 per 1 ENC
* Robot Eyes 5 per 1 ENC
* Robot Hand 4 per 1 ENC
* Robot / Computer Brain 4 per 1 ENC
* Scrap Parts 3 per 1 ENC
* Med Bot Chemtubes/Injectors 3 per 1 ENC
* Robot Repair Module 2 per 1 ENC
* Robot Tractor/Repulsor Projector 1 per 1 ENC
* Robot Power Supply/Generator 1 per 1 ENC
* Robot Anti-Grav Unit 2 ENC
*
Time Measurement by level to Build a Gizmo:
Level: Time Measurement:
1-2 Weeks
3-5 Days
6-8 Hours
9-11 Minutes
12+ Melee Rounds
Gizmo Types:
* Atmospheric Moisture Extractor
* Water Purification Filter
* Grenade (Cannot be recharged, destroyed when used.)
*