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Call of Cthulhu

Compendium

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Weird Science

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WEIRD SCIENCE

Access to inventions, gadgets, and other marvelous technology is often a key concept in pulp stories. The following rules allow Keepers to determine just how wacky science is in their games, as well as presenting a range of example gadgets useable in Pulp Cthulhu games.

For low-level pulp games, gadgets and weird science should be rarely encountered, perhaps only in the hands or claws of major villains and monsters. The extent of weird science in a game is determined by the Keeper, who should decide whether heroes are allowed access to—and the ability to build—weird science gadgets. The Egghead and Grease Monkey archetypes, as well as the Weird Science and Gadget pulp talents all provide access to gadget creation.

MYTHOS SCIENCE

Many Mythos races employ some form of technology, whether as weapons or tools. While such devices fall into the broad heading of “weird science,” they are not designed for humans. If Mythos technology falls into the hands of humans it is not easy to use, often confounding the potential user—who is more likely to injure themselves than to get the thing to work properly. Humans also have no way of replicating these devices or of really understanding their manufacture and workings. At best, a very accomplished scientist or engineer might be able to conceive of replicating the effects of such a device by using ordinary Earth technology or might be able to jury-rig a device into operation. Those with an insane augmented skill may be able to operate or devise Mythos-like gadgets.

Such matters are best placed in the hands of the Keeper to determine in line with the level of pulp in their game.

BUILDING GADGETS

If a hero wants to build a gadget not normally available, they must first acquire the necessary components, as well as have appropriate facilities and tools. This may impact their available spending level, requiring them to turn assets into cash or credit, or engage in nefarious activities like stealing components.

Those wishing to create gadgets must also possess the appropriate knowledge and skill sets. For example: Mechanical Repair, Electrical Repair, Computer Use, Occult, and the Cthulhu Mythos skill for especially esoteric items. Depending on the gadget, a single or combined skill roll will normally be required to determine the success of their manufacture. The Keeper must determine the level of difficulty for the gadget. Is it a relatively simple device that performs a low-powered function, or a complex weapon capable of delivering a ray of death? What mechanical effect does it provide in the game?

Avoid allowing gadgets to perform multiple functions; ideally, each gadget should perform one type of action or effect. Thus, a gadget created to transport people to the moon can only be used to perform this function and cannot be used to also send people to Jupiter or someplace else.

Regular difficulty:

  • Performs one simple, non-destructive function.
  • Replicates a skill* roll at 40% chance of success (allowing a non-skilled person a 40% skill roll).

Hard difficulty:

  • Performs one complex or destructive function (e.g. a weapon).
  • Replicates a skill* roll at 60% chance of success.
  • Provides a bonus die to a specific skill roll, limited by 1D4 maximum uses.

Extreme difficulty:

  • Performs one highly complex function.
  • Performs one bizarre function.
  • Replicates a skill* roll at 90% chance of success.
  • Provides a bonus die to a specific skill roll, limited by 1D10 maximum uses.
  • Involves anything Mythos-related.

*Not including the Cthulhu Mythos skill.

The time required to make the gadget is determined by the Keeper, but it should increase with complexity. For example, a simple gadget may take 1D10+5 hours to build, a complex one 1D10+5 days or months, and a highly complex gadget may take 1D10+5 years. Judge the timescales by the value of the gadget and its game effect. The suggested timescales are a guide and the Keeper is well within their rights to set a number rather than roll randomly.

When the amount of time constructing the gadget has elapsed, the hero may make the appropriate skill roll or rolls to determine if their hard work has been successful. A failure means the device does not work and an amount of time equal to that initially spent working on it may be required before another roll is allowed. Of course, if the hero comes up with a suitable justification, then they may push the failed roll. The consequences of a failed pushed roll should be dramatic, probably explosive, and involve hit point loss. A fumbled roll (whether pushed or not) means the device is totally destroyed.

Some possible outcomes for failed pushed rolls include:

  • The gadget functions for a limited time but there is a high risk of it exploding without warning: the user must make a Luck roll each time the device is used, with failure indicating the gadget has exploded, causing 1D6 damage to the user, and all within five feet.
  • The gadget explodes in a ball of fire, causing between 2D10 and 4D10 damage to all within 10-feet.
  • The gadget does not work as intended, there is a serious side effect, or it performs in a dangerous and unexpected manner.

Attributes

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