Supertech Invention

[Trait]

**Cost**: 8CP

**Activate**: as power

**Sustain**: as power

**Range**: Item

With this power, you can construct inventions: devices of indefinite shape and configuration but **always Supertech, hand-held, and provoke an attack of opportunity to activate**. Other people can attempt to activate your inventions, but they must have either this power or the Use Device skill in order to succeed.

Your Origin, or one of your Origins, must be Supertech for you to take this power. You can make more than one invention at a time, if you can afford it with your PP (see below).

The base power costs 8CP, which allows you load a power into your invention(s) with a cost of up to 4CP and you can load only one power into an invention at a time. The power must be able to target one or more people or areas. It cannot be a trait, a spell, or a psi-power.

You must Research any power you load into an invention, but once you've researched it once, you never need to do so again. **The DC for the Research check is 10 + the total CP cost of the power.** If you fail this check, you have used up the Research time without any positive results.

In lieu of a library or laboratory in which to do your Research, you can use a person who has the power you're trying to replicate. That person needs to be present for the entire Research time and the entire build time, but he, she, or it does not need to maintain concentration (see below).

**You invest the invention with your own PPs**. Each invention starts with a number equal to your character level for free. Any additional PPs you invest in you inventions comes from your current total. Until you expend the PPs that are locked into the invention, you do not regenerate them. If you lose an Invention*,* or if it is stolen or destroyed, you do not get your PPs back until you can rest for a night. If someone else activates one of your Inventions, they expend the PPs that you invested into it.

**The total build time for an invention is 1 minute multiplied by the CP cost of the power, to a maximum of 1 hour.** While you're working, you must maintain the equivalent of caster concentration. At the end of this time, you must make a Powercraft check, the DC of which equals 20 + the total CP cost of the power, including all ranks and enhancements. If you pass the check, then the invention functions normally. If you fail the check, the invention does not function. If you fail the check by more than 10, then you do not know that the invention doesn't function. It tests fine in the lab, but the first time you try to use it "in the field," it craps out on you, makes whiny noises, falls apart, or shoots a shower of harmless sparks, but that's it.

**Within any given seven-day period, the number of inventions you can build is limited by the total CP cost of the powers you load into them.** That number cannot exceed your Constitution modifier times ten. For example, if you have Constitution 18 (+4), then you cannot make more than 40CPs worth of *Inventions* in any given seven-day period.

After an invention is activated once, it burns itself out forever. They're just not long-term items.

## Enhancements

**Enhancement**: Increased Power

> **Cost**: 3CP per rank (2CP each)
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> This enhancement raises the maximum CP value of the powers you can load into an Invention by 2CP per rank. If you take two ranks in this power, for example, you can load a total of 8CP into an Invention (base 4CP, plus two ranks in 2CP).
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**Enhancement**: Multiple Activations

> **Cost**: 5CP
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> This enhancement grants the ability to activate your Inventions multiple times. You must invest enough PPs into a given invention for it to expend its power more than once. When you build an invention with more than one activation, the Research check increases to 15 + CP cost.
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**Enhancement**: Multiple Powers

> **Cost**: 5CP
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> **Prerequisite**: Multiple Activations
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> This enhancement grants the ability to load more than one power into an invention. You must invest enough PPs into a given *Invention* for it to activate all its powers at least once each. When you build an invention with more than one power, the Research check increases to 20 + CP cost.
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**Enhancement**: Sustain Power

> **Cost**: 5CP
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> **Prerequisite**: Multiple Activations
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> This enhancement allows you to build inventions that can sustain a power. You must invest enough PPs into a given invention for it to sustain a power for more than one round. When you build an invention that can sustain a power, the Research check increases to 15 + CP cost.
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