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		<title>Gadgets made easy</title>
		<link>https://suffadv.wikidot.com/forum/t-53100/gadgets-made-easy</link>
		<description>Posts in the discussion thread &quot;Gadgets made easy&quot; - A simple system to cover 90% of the technology that will be encountered in the game.</description>
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		<lastBuildDate>Mon, 05 Oct 2026 23:58:32 +0000</lastBuildDate>
		
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				<guid>http://suffadv.wikidot.com/forum/t-53100#post-145051</guid>
				<title>Re: Gadgets made easy</title>
				<link>https://suffadv.wikidot.com/forum/t-53100/gadgets-made-easy#post-145051</link>
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				<pubDate>Mon, 14 Apr 2008 21:19:59 +0000</pubDate>
				<wikidot:authorName>TauCeti</wikidot:authorName>				<wikidot:authorUserId>58847</wikidot:authorUserId>				<content:encoded>
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						 <p>Minor (somewhat obvious) note: &quot;semi-portable&quot; is subjective. I often have 15-20 foot tall Mechanicans lugging around tank-cannon sized inversion beam &quot;rifles&quot;. (Especially useful when the militia needs to prevent an orbital invasion. I figure that most Mechanican worlds don't bother building orbital defenses of any kind.)</p> 
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				<guid>http://suffadv.wikidot.com/forum/t-53100#post-144192</guid>
				<title>Re: Gadgets made easy</title>
				<link>https://suffadv.wikidot.com/forum/t-53100/gadgets-made-easy#post-144192</link>
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				<pubDate>Sun, 13 Apr 2008 17:28:04 +0000</pubDate>
				<wikidot:authorName>Colin_Fredericks</wikidot:authorName>				<wikidot:authorUserId>58784</wikidot:authorUserId>				<content:encoded>
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						 <p>I like that. I was going to suggest having the bonus be only for active/aggressive measures as opposed to defensive ones, but it didn't make sense in all cases. Adjusting the Force score sounds like a good way to handle this.</p> <p>(For those reading this who don't know: The Force score is in boldface on the conflict chart. If yours is higher than your opponent's by 3 or more, you deal an extra point of Reserve damage.)</p> 
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				<guid>http://suffadv.wikidot.com/forum/t-53100#post-144071</guid>
				<title>Re: Gadgets made easy</title>
				<link>https://suffadv.wikidot.com/forum/t-53100/gadgets-made-easy#post-144071</link>
				<description></description>
				<pubDate>Sun, 13 Apr 2008 13:24:56 +0000</pubDate>
				<wikidot:authorName>Tantavalist</wikidot:authorName>				<wikidot:authorUserId>111391</wikidot:authorUserId>				<content:encoded>
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						 <p>Re-reading the conflict rules, it suddenly occurred to me that a good way to have equipment make a difference without skewing the technology balance would be to us the original version I'd given above, but have the bonuses apply only to the calculation of the Force rating. This would mean an adjustment in how much reserve is lost in some cases, but not to the chances of losing it.</p> <p>So, Stringtech 3 forces with full body armour and heavy rifles/support weapons fighting a Stringtech 6 foe with nothing but implants will still lose&#8230; But they'll take longer to do so. While conflicts between forces of more even technology levels will be heavily favouring whoever has the heaviest weapons, which is as it should be.</p> 
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				<guid>http://suffadv.wikidot.com/forum/t-53100#post-143890</guid>
				<title>Re: Gadgets made easy</title>
				<link>https://suffadv.wikidot.com/forum/t-53100/gadgets-made-easy#post-143890</link>
				<description></description>
				<pubDate>Sat, 12 Apr 2008 23:13:16 +0000</pubDate>
				<wikidot:authorName>Tantavalist</wikidot:authorName>				<wikidot:authorUserId>111391</wikidot:authorUserId>				<content:encoded>
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						 <p>A good point&#8230; The point bonuses are probably a bit high for a system with such a high spread of technology in such a short range. Perhaps the size/focus/(other?) bonuses could be added to the final total rather than the multiplier, and only give a full point bonus to the effective Tech rating if these bonuses reach a certain level?</p> 
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				<guid>http://suffadv.wikidot.com/forum/t-53100#post-143882</guid>
				<title>Re: Gadgets made easy</title>
				<link>https://suffadv.wikidot.com/forum/t-53100/gadgets-made-easy#post-143882</link>
				<description></description>
				<pubDate>Sat, 12 Apr 2008 22:30:32 +0000</pubDate>
				<wikidot:authorName>Colin_Fredericks</wikidot:authorName>				<wikidot:authorUserId>58784</wikidot:authorUserId>				<content:encoded>
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						 <p>I might spread out the sizes a little more: micro-scale devices get -1, implanted stays at +0, worn/carried gets +1, semi-portable gets +2, and installations get +3. Three points of extra capability is very powerful - it's the difference between a thrown rock and an Uzi. You'd also have to watch out for holes in the lower-tech systems. Someone with the full functionality of Nano 7 (and a bit of skill) should be able to slip past security perimeters made by a Nano 3 civilization, no matter how good the defenses are.</p> <p>Still, not bad. It's a good start on a set of device guidelines.</p> 
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				<guid>http://suffadv.wikidot.com/forum/t-53100#post-143789</guid>
				<title>Gadgets made easy</title>
				<link>https://suffadv.wikidot.com/forum/t-53100/gadgets-made-easy#post-143789</link>
				<description></description>
				<pubDate>Sat, 12 Apr 2008 18:52:00 +0000</pubDate>
				<wikidot:authorName>Tantavalist</wikidot:authorName>				<wikidot:authorUserId>111391</wikidot:authorUserId>				<content:encoded>
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						 <p>Reading the section on Devices in the rules, it occurred to me that one of the more common types of equipment a character can use simply functions at a higher effect that that of the base Technology rating the device is built at. Pondering this, I came up with the following system for creating equipment that does this.</p> <p>The item starts with the base Capability rating of whichever character/culture makes it.</p> <p>It is then modified for focus:-</p> <p><strong>Full focus</strong> allows anything a character with that rating could achieve. Effectively, this is a portable version of the implants someone native to that culture receives, and would be very rare and expensive. <strong>-1 to the Capability rating.</strong></p> <p><strong>Broad focus</strong> allows anything relating to a general area of activities. A battlesuit would have several attack and defence systems built into it, and a spyware suite would have a number of different bugs and sensors. <strong>No modifier.</strong></p> <p><strong>Narrow focus</strong> only performs one specific task. A gun only makes a specific kind of attack. A sensor that only scans for one thing. <strong>+1 to the Capability rating.</strong></p> <p>Next comes the size of the device. The larger it is, the more powerful.</p> <p><strong>Implanted devices</strong> are contained within the character's body. <strong>+0 to rating</strong></p> <p><strong>Worn devices</strong> are small enough to be worn as normal clothing or jewelry, or carried in a pocket unobtrusively. Real-world examples would be a watch, cellphone or derringer pistol. <strong>+1 to rating</strong></p> <p><strong>Carried devices</strong> can be easily carried on a character's person, but can be spotted when they are. Large pistols, old-fashioned brick-sized walkie talkies or mobile phones, and heavy ballistic vests or helmets are examples of this size. <strong>+2 to rating</strong></p> <p><strong>Portable devices</strong> are large and bulky, but can still be carried by a human-sized character with effort and inconvenience. Large rifle-sized weapons, items filling a backpack or full suits of armour are examples. <strong>+3 to rating</strong></p> <p><strong>Mounted devices</strong> are too large to be moved by a human without assistance or augmentation. They might be placed in a fixed location, mounted on a vehicle, or carried in smaller parts and assembled as needed. Heavy weapons and long range communication devices are examples. <strong>+4 to rating</strong></p> <p>Take the base value, apply the focus and size modifiers, and you have your device. Note that, under these rules, a PC's innate Capabilities will represent dozens of different broad-focus implant-sized devices operating in the background. Widespread use of these will mean people are rolling with higher values than in the standard game more often than not, but that doesn't unbalance things, as NPCs will have access to these just as PCs will. Also keep in mind that even Worn devices will be easier to spot in use than implants, anyone walking around with large amounts of gear WILL be noticed and commented on. &quot;Why is he standing outside that house with a backpack-mounted sensor array?&quot;</p> <p><strong><span style="text-decoration: underline;">Examples</span></strong></p> <p>A <strong>Roamer Coat</strong> can often hide a number of surprises. Perhaps they're spiriting away something that isn't theirs, or perhaps they have a number of devices concealed within the voluminous, colourful garments that they'd rather the marks weren't aware of. Scanning within these coats is often foiled by the array of countermeasures woven into them. (Base Nanotech 8, Narrow focus +1, Worn size +1; Nanotech rating 10 to defeat attempts to scan anyone wearing the coat or items concealed under it.)</p> <p>The <strong>Neural Induction Pulser</strong> is a weapon common aboard Spacer ships. Requiring a weapon that can subdue a representative of a higher-tech Civilisation without causing enough damage to cripple the ship in the process, they have developed a sidearm for their security forces which sends EM waves on a frequency capable of disrupting human and near-human nervous systems without requiring enough power to burn through hull plating. Relatively smart, it will alter the power output to avoid killing a weaker target with a full-strength pulse, unless the user overrides the programming and sends a deliberately lethal pulse. (Base Stringtech 6, Narrow focus +1, Carried size +2; Stringtech rating 9 to deliver a stunning pulse.)</p> <p><strong>Security Perimeters</strong> consist of an array of fairly obvious devices that are set up about the place to be monitored, which can be up to the size of a house. The Independents deploy these in sensitive areas to protect against intrusion from citizens of Higher-Tech Civilisations. Expensive and obvious, they are still incapable of preventing a determined effort to snoop by determined professionals, but will prevent casual spying by citizens relying purely on implants. (Base Nanotech 6, Broad focus +0, Mounted size +4; Nanotech rating 10 to prevent any form of spying inside the deployed area.)</p> 
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