Welcome to the Gadget Quickstart guide! Here, you'll find a rundown of gadget-related terms, as well as the barebones mechanics for the various gadget processes.
Gadget: An item altered by the Symphony, most often made deliberately by an Unchained or Pactholder, so that it contains a supernatural effect. Rumors speak of gadgets created by Infrastructure, but these are largely unsubstantiated.
Gadgeteer: An individual who makes gadgets. Typically reserved for those who routinely make gadgets as a specialty profession.
Installation: The process of creating a gadget, as in "Installing a gadget", in which an individual draws in a small portion of the Symphony and locks it into reality.
Hardware: The physical object used for a gadget to contain an effect.
Effect: The Symphonic property of a gadget, Installed in hardware.
Template: The spell or ability from which the effect is taken from.
Anchoring: The final step of Installation, where the creator imposes their will and Primum/Resonance into their creation to cement it in reality.
Frequency: A measure of the gadgeteer's power imbued within the gadget. In mechanical terms, this is the Resonance or Primum of the gadgeteer during Installation.
Instrument: The angelic counterpart of a gadget, made as output from an occult matrix. Considered pieces of Infrastructure and comes in two variants: Linchpin (thus must remain with another Infrastructure) and self-contained (thus can be moved freely). Can only be used by angels.
Composition: The general term referring to the effect(s) Installed in a gadget, further described by Key and Arrangement. Such as, "What is the gadget's Composition? It's a Minor Duet."
Key: The type of effect in a gadget, categorized as the following:
Minor: Etudes
Major: Cadenzas
Chromatic: Demonic Forms
Signature: Leitmotifs
Arrangement: The number of effects used in the composition. Almost all gadgets are "Solos", and the omission of an Arrangement implies only one effect was used. Related terms include:
Higher-Order: As in "higher-order Arrangement". All non-Solo Arrangements are considered higher-order, and are significantly rarer than their Solo counterparts. Higher-orders are created by adding one Solo to the Arrangement at a time - a Duet is made from two Solos, a Trio is made from a Duet and a Solo, and so forth.
Duet/Trio: Higher-order arrangements created from two or three effects, respectively. Considered the only 'known' higher-order types - though Quartets, Quintets, and beyond are hypothetically possible.
Structure: The general term referring to the physical type of gadget, categorized as the following:
Natural: The standard gadget type that exists independently, using a mundane item as the hardware.
Implant: A specialized gadget that is surgically implanted into a physical body, replacing part of the body in the process. Uses a mundane item as hardware.
Graft: A specialized gadget that is surgically attached to a demonic body, replacing another form ability if necessary. Uses a mundane item as hardware.
Tattoo: A gadget that uses a living person as the hardware, manifesting as a faux tattoo-like marking on the individual's part.
Parody: A gadget that uses stripped down electronics as hardware. Easier to make, but are limited to Minor Key.
B-Side: Single-use gadgets made in bulk that leave no trace once expended. Their consumable nature is reflected in the hardware used.
Style: The general term referring to special gadget descriptors, which categorized as the following:
Remix: A gadget whose effect is tangential to the original Symphonic property used. Chromatics cannot be Remixed.
Precision-Tuned: A gadget made carefully using extended periods of time and controlled bursts of Aether. Easier to use than normal gadgets.
Trick: A Minor gadget whose hardware resonates with the template Etude but not the effect.
Inverted: A gadget that uses an effect from the Dramatic Failure of a spell.
Improv: A gadget that has not been anchored, turning into Scrap at the end of the Scene.
Interlock: A gadget designed to require one or more other gadgets to achieve its full functionality.
Aetheric Conduction: A phenomenon in which a combination of a local buildup of Aether and repetitive exposure to the Gears causes certain Symphonic processes to run more efficiently (or more chaotically, in some cases). Very rarely occurs as a natural byproduct of Infrastructure, though can be deliberately made. A site where this phenomenon is active is known as an Aetheric conductor.
Workshop: An Aetheric conductor in an enclosed area, typically a room or equivalent, where a gadgeteer has manifested the phenomenon by creating multiple gadgets without allowing either the Aetheric buildup to dissipate or the chassis of reality to self-repair. Tied to the Symphonic signature of its maker and cannot effectively be used by others - sometimes to the point of actively hindering Installations by outsiders.
Aetheric Residue: A measurement of how much Aether has built up in a workshop. Workshops require a minimum residue to maintain their conductive properties, but too much draws attention.
Shielding: A insulation process for an active workshop, done by manipulating the Symphonic conductive properties and mundane structure of the workshop to capture Aetheric buildup and convert it into a Symphonic version of a Faraday cage. Notably only affects the Symphonic ripples caused by Installation, and does little to nothing to hide regular sources of Compromise.
Theory of Synchronicity: The theory that describes various limitations of gadgets and Installation, requiring a careful and fragile balance between reality and the Symphony in order to "trick" reality into allowing a gadget to exist.
Components: The pieces used to create a gadget, usually in the Symphonic sense rather than referring to mundane hardware. Can refer to either demonic form parts in terms of Chromatics, or the constituent gadgets used to create a higher-order Arrangement.
Sympathetic Resonance: A property of hardware that describes how well it relates to a gadget's intended effect. Some gadgets require some level of sympathetic resonance, while others require none at all. Hardware is described as being "resonant" or not.
Overclock: A method to push a gadget beyond its normal limits through the use of Aether, granting a one time benefit at the cost of a lingering drawback.
Reverse-Engineer: The ability for Unchained to disassemble gadgets and learn the source of the effect stored within. Not all gadgets can be reverse-engineered, and pactholders are unable to do so at all.
Scrap: A useless, Symphonically tainted item that results from failed or incomplete Installation. Registers on aetheric resonance for [Size] weeks. Cannot be used for Installation.
This section covers the basic procedure of creating a gadget. Some gadgets use different mechanics, which can be found in more detail under their respective pages.
Most hardware can be procured using the general equipment procurement rules - including obtaining simple items for free, mechanically speaking.
Specialized hardware falls under Cost ••• to Cost •••• for purposes of procurement.
A character can attempt to craft hardware, following either procurement rules or extended crafting rules depending on the desired item.
Spend 1 Aether to prime the hardware, thinning the barrier of reality to allow the Symphony to creep in.
Extended action rules.
Time per roll and required Successes vary based on gadget type and the Structure of the hardware.
Penalized by unfamiliarity with the Installed effect:
Etude: -1
Cadenza: -3
Demon Form/Leitmotif: -5
Inverted: -3
Cannot be paused or left unfinished without destructive consequences.
Must be done in the Mundane Realm, as it is closest to the Symphony with the least interference from external supernatural forces.
Causes a Notice roll
Intelligence + Crafts + Resonance/Primum
Minor ❖ 15 minutes/roll ❖ Successes = Structure (+3 if Trick)
Major ❖ 1 hour/roll ❖ Successes = Structure x 2
Chromatic ❖ 1 hour/roll ❖ Successes = (Structure + 2 Durability) x 2
Signature ❖ 1 hour/roll ❖ Successes = (Structure + 3 Durability) x 2
Intelligence + Crafts + Resonance/Primum (Install)
1 hour/roll ❖ 10 Successes
Intelligence + Medicine - [Called Shot] (Surgery)
1 hour/roll ❖ 10 Successes
Demon only
Intelligence + Medicine (Surgery)
1 hour/roll ❖ 2 Successes per form ability the demon possesses
Requires workshop
Causes Corruption
Intelligence + Crafts + Resonance/Primum
1 hour/roll ❖ 15 Successes
Intelligence + Crafts + Resonance/Primum, 8-again
10 minutes/roll ❖ Successes = Structure
Intelligence + Crafts + Resonance/Primum, 8-again
As Natural Installation
Make [Resonance] at once, requiring 1 Aether per copy unless it is also a Parody - in which case, Aether is only spent for the first copy
Each copy Installed separately, but only 1 Dot of Willpower is needed to complete all of them.
Each copy made beyond the first has its time/roll reduced by 25%, compounding
Requires workshop
Lower of Intelligence/Dexterity + Crafts + Resonance/Primum
Minor ❖ 24 hours/roll ❖ Successes = Structure
Major ❖ 48 hours/roll ❖ Successes = Structure x 2
1 Aether per roll
8-again when using the hardware for its intended purpose (Minor only)
Install one permanent upgrade as though overclocking, without drawback
Cannot precision-tune B-sides or Parodies
Creator expends a Dot of Willpower to cement the gadget in reality. Failing to do so causes the gadget's effect to fade at the end of the Scene, and leaves the hardware unusable as a failed gadget.
This section covers the basic mechanics of gadget Notice rolls. More information can be found on the Notice subpage.
Notice is rolled immediately after Installation, success or fail. Dice pool is calculated as below:
+1 per gadget made in the same location (counts the just-made gadget, so minimum of 1)
Note: open spaces have this baseline degrade by 1 per day
+1 per failure during Installation
Modifier based on gadget specifications
B-Side: -1
Minor: +0
Major: +1
Chromatic: +1
Signature: +1
Implant: +1
Tattoo: +1
Parody: +2
Trick: +3
Inverted: +3
Duet: +3
Trio: +5
Precision-Tuned: -[Resonance / 2] (rounded up)
Penalized by workshop shield, if applicable
On failure to anchor, roll the Notice twice instead of once
This section covers the basic mechanics of Workshops. More information can be found on the Workshop subpage.
3 Installations in the same location in an enclosed space. B-side sets only count as one Installation.
If multiple people Install gadgets in the same location, the first to complete three will 'own' the resulting workshop.
Linked to a single person - the gadgeteer.
Installations performed in a workshop that the creator doesn't own causes a penalty of -1 per level of Aetheric residue and doubles the time spent per roll.
Reduces Installation time by half
Allows for shielding and the Installation of Tattoo gadgets.
Will gradually accumulate Aether to the point of serious Notice. Regular management of Aetheric residue is required for long-term workshops.
Base notice roll is always 4d10. The first 3 dice come from the three Installations needed to set up the workshop, while the 4th comes from the newest gadget Installed. Residue maintenance cannot reduce the workshop under residue level 3, so even a fully reset workshop will always have 4d10 Notice before other modifiers.
Insulating properties of shields helps contain aetheric radiation, making Installation less noticeable in general
Extended action, Intelligence + Science + Resonance/Primum
30 minutes/roll ❖ 15 Successes
Requires physically interacting with the workshop
All future Notice rolls take a [Resonance] penalty, using the Resonance at the time of shielding.
On Dramatic Failure, this penalty is instead a bonus
Has no effect on regular Compromise rolls
Shields can be remade after Installing at least one gadget in the workshop
Shields are broken if an Installation within the workshop fails
Regulating the amount of Aetheric residue in a workshop can prolong its usefulness
Can be done through a variety of methods
For ease, we will be referring to residue in "Levels". Workshops require at least 3 Levels to stay as a workshop. 1 Level is gained for every Installation attempt.
Natural Dispersion
Controlled workshop openings. When an area is no longer enclosed, it loses Aetheric residue over time.
A workshop loses 1 Level per day when left exposed.
If the workshop is shielded, it loses 1 Level per week instead
Easy to do, but risky. Known to draw the attention of cryptids and cryptoflora, and even create them - not to mention the general security risk of leaving doors wide open.
Siphoning
Draw residue out of the workshop, recycling it into useable Aether.
Requires siphoning mechanism
Can be made easier or automated using gadgets
Gadgeteer can do this manually as an extended action. Expend 1 Aether to catalyze the process.
Intelligence + Occult + Resonance
1 hour/roll ❖ 5 Successes per Level to remove
Every 4 Levels removed generates 1 Aether.
Cryptids and Cryptoflora
Cryptids and cryptoflora naturally seek and consume Aether
Different types may have different mechanisms for extracting and consuming Aether, which will be generalized into a standardized mechanic
A group of cryptids/cryptoflora remove 1 Level per week, regardless of count. They cannot reduce a workshop to under 3 Levels.
If there are no Levels to remove, a cryptid/cryptoflora will starve within 1 week.
Alternatively, cryptids/cryptoflora may seek out other sources of Aether within the workshop, such as stockpiles or existing gadgets.
Cryptids/cryptoflora can also be manually fed with 4 Aether per Week per Individual to prevent starvation.
In most cases, individuals only use cryptids/cryptoflora created via Turn Eldritch, as it is the only way to guarantee control.
Some gadgeteers may use wild cryptids/cryptoflora for residue maintenance, but this is generally very dangerous - such creatures will need to be put down afterwards, as they will learn to return to the workshop for Aether in the future, which can lead to workshops and gadgeteers being overrun.