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Magic Equipment

Magic

The term “magic” refers to any device which emulates psionic abilities. Each magic device emulates one specific psionic ability: e.g. antipsi, telekinesis, psychometabolism, etc. For rules on using magic, see Psionics and Magic.

Because magic is treated under the law as a form of psionics, the same legal issues apply. Non- offensive psionics may be used at any time without provoking the authorities (though it may provoke civilians if the user is not careful), but use of any magic that can be construed as harmful or offensive must be undertaken with caution.

 

Pricing Magic Devices

The base Wealth Modifier of any magic device is equal to its Power Rating (PR).

When pricing an item for a specific purpose, determine which psionic power could produce that effect. The device’s Power Rating must be equal to or greater than the minimum result required to produce that effect, but it also gains a Fault that limits its power (and reduces its cost.)

Also, where magic is concerned, one must possess an appropriate Rank skill to even purchase a device with a Power Rating of Great or better. As with the Wealth cost, the required level of Rank is equal to the device’s Power Rating. For example, to purchase a device with a PR of Superb, one must first possess both a Superb Rank and spend Superb [32] Wealth.

For example, a belt that is capable of turning its user invisible must have a PR of Superb or greater, since the photokinesis power fect requires at least a Superb result to turn someone invisible. This means the base Cost of the item is Superb [32] and that its Rank Requirement is Superb. However, because it has the Faults of “Invisible only” and “only affects wearer,” the belt’s Cost is reduced by two levels to a total Cost of Good [8]. Note that the required Rank is still Superb.

 

Gifts and Faults

Magic devices may possess both Gifts and Faults, just like a person with innate psionic powers. Gifts and Faults may be from those suggested in Psionics and Magic, or additional Gifts and Faults may be developed for a device. For each Gift a device possesses, increase the device’s Wealth Modifier by one level. Conversely, decrease the device’s Wealth Modifier by one level for each Fault it possesses. No device may have more than two Faults.

Example Magic

Magic devices come in a wide variety, from gadgets that emulate one specific type of psionic power (such as the Fire Starter) to tools used to perform a very specific function (such as the Divining Rod). Following are a few example magic devices. Each entry lists the device’s function, the power it uses, its Power Rating, any Gifts or Faults it has, and its Cost and Rank requirements.

Divining Rod

A modern take on a classic tool, this device may be programmed to locate one creature or object as long as it is within one mile of the user (if PR: 2) or 10 miles (if PR: 3).

It may be programmed from any basic communications tablet with two minutes and a Mediocre Technical check. Once programmed, the divining rod transmits a location signal to the user’s tablet.

Unwilling creatures may block the device by making an opposed Mind check.

Power: ESP

Power Rating: 2 or 3

Faults: Locate only

Cost: Good [8] (PR: 2) or Great [16] (PR: 3)

Rank: Great or Superb

 

Fire Starter

Just a fancy name for a pure pyrokinesis device, this gadget can do everything that someone with the pyrokinesis power can.

Power: Pyrokinesis

Power Rating: -1 to 3

Cost: Mediocre [2] to Superb [32] (PR -1 to 3)

Rank: None, Great (PR: 2) or Superb (PR: 3)

 

Flight Boots

Flight boots come in a variety of styles but are designed for one purpose: to grant the wearer the power of flight. Activating these boots allows the wearer to fly at a rate of 30 feet per round (5 feet/ second).

Power: Telekinesis

Power Rating: 3

Faults: Flight only; only affects wearer

Cost: Good [8]

Rank: Superb

 

Invisibility Belt

The preferred tool of many spies, invisibility belts use photokinesis to bend light around the wearer and make them seemingly disappear.

Users must maintain concentration while invisible, meaning they can do nothing but move, speak, or perform non-actions (like looking at one’s surroundings). Any attempt to use a skill or power breaks the user’s concentration and ends the invisibility effect (subject to the GM’s discretion).

Power: Photokinesis

Power Rating: 3

Faults: Invisibility only; only affects wearer

Cost: Good [8]

Rank: Superb

 

Seer’s Glasses

Superior to common spectacles in nearly every way, this device allows its wearer to see into any place within one mile of his current location. With added dual-screen support, these glasses do not obstruct the wearer’s view of his current surroundings.

Power: ESP

Power Rating: 2

Gift: Dual-screen support

Fault: See only Cost: Great [16] Rank: Great

Antipsi Tech

Antipsi tech comes in a variety of options designed to fit the needs of certain target markets. It is an expensive but effective means of protecting sensitive information, but isn’t necessarily undefeatable. Treat the item’s PR as a Defensive Factor against psionic abilities.

 

Antipsi Circlet

This piece of headwear protects a person from mind control attacks and empathy checks, as well as any other psionic effect which would directly impact the user’s mind (such as telepathic communica- tion). It must be worn around the head to be effective.

Power Rating: 0 to 3

Faults: Self-only

Cost: Mediocre [2] to Great [16] (PR 0 to 3)

Rank: None, Great (PR: 2), Superb (PR: 3)

 

Antipsi Field

This object is about three cubic feet and weighs around 200 pounds. It emits an antipsi pulse that blocks all psionics within a radius of 60 feet per Power Rating. The pulse penetrates most materials, but one inch of lead, six inches of steel, or one foot of concrete block its effects. It is even more expen- sive than most antipsi tech and has a Wealth cost equal to its PR +2.

Power Rating: 1 to 3

Cost: Superb [32] to Phenomenal [128] (PR 1 to 3)

Rank: None, Great (PR: 2), Superb (PR: 3)

 

Antipsi Firewall

This hardware firewall protects a computer system from electrokinetic attacks.

Power Rating: 1 to 3

Cost: Good [8] to Superb [32] (PR 1 to 3)

Rank: None, Great (PR: 2), Superb (PR: 3)

 

Antipsi Panel

These security panels protect ATMs, vehicles, and other devices that are publicly accessible.

Power Rating: 0 to 3

Faults: Limited placement

Cost: Mediocre [2] to Great [16] (PR 0 to 3)

Rank: None, Great (PR: 2), Superb (PR: 3)

 

Antipsi Implant

Antipsi implants function like the antipsi circlet but are physically embedded in a person’s body, making it impossible to disarm or steal. This item has a Wealth cost equal to the item’s PR +1.

Power Rating: 0 to 3

Gifts: Can’t be disarmed, concealable

Faults: Self-only

Cost: Good [8] to Wonderful [64] (PR 1 to 3)

Rank: None, Great (PR: 2), Superb (PR: 3)

 

Antipsi Lock

These are electronic locks that can be used to secure doors, windows, and other containers to shelter them from electrokinetic attacks.

Power Rating: 0 to 3

Faults: Limited placement

Cost: Mediocre [2] to Great [16] (PR 0 to 3)

Rank: None, Great (PR: 2), Superb (PR: 3)