House Rules · GURPS 4e

Enchantment Gadgeteer

House advantage [25]/[50] — Quick and Dirty Enchantment with compressed time only; Strain, registration, Fast-Bound.

Enchantment Gadgeteer — house advantage

Game: Orion Corridor — 2277 · Rules: GURPS 4e Type: House advantage (written canon Jul 2026)

Companion: Khesret Magic System · Life-Cells · Magical Null


Summary

Like Gadgeteer (Basic Set p.475), but only for Quick and Dirty Enchantment (GURPS Magic). Same pattern as Gadgeteer Alchemists (Magic p.211) — compress time, not costs, rolls, or failure modes.

Does not affect: Slow and Sure enchantment · Ultra-Tech Gadgeteer invention · Powerstone growth castings (default: normal spell time + 20 energy per +1 capacity).


Prerequisites

  • Magery 1+
  • Enchant skill 12+
  • No mundane enchanters with this advantage unless GM exception

Point buy: Either [25] or [50] — not both by default.


Levels

AdvantageCostQ&D time scale
Enchantment Gadgeteer[25]1 minute per 100 energy (round up); min 1 minute
Quick Enchantment Gadgeteer[50]1 turn per 20 energy (round up); min 1 turn
(Neither)1 hour per 100 energy (core GURPS Q&D)

Examples — Quick [50]

Item energyTime
201 turn
302 turns
503 turns
1005 turns
25013 turns

Examples — Standard [25]

Item energyTime
1001 minute
5005 minutes

What does not change

  • Full energy cost — FP, HP, Powerstones, assistants
  • Materials per Magic item listing
  • Enchant roll — effective skill 15+; GM may roll in secret
  • Assistants−1 each; max = Enchant skill − 15
  • Interference — others within 10 yards (not in circle): −1
  • Failure → item perverts (quirk, wrong spell, GM call)
  • Critical failure → item and materials destroyed

Quick and Dirty procedure

  1. Declare item, total energy, materials.
  2. Check mana zone and garden pool (Magic System).
  3. Gather circle; clear 10-yard interference.
  4. Pay energy — all spent when GM rolls.
  5. Wait (advantage sets duration).
  6. Roll Enchant (or required spell skill).
  7. Apply Strain, astral signature, registration deadline, garden overdraw if any.

On Verdigris: Workshop = engineer bench + circle or greenhouse annex — not mid-firefight in cargo.

LocationFast enchant
Dead voidForbidden
Ship (garden)Yes — capped by garden step
Hub / planetYes — registration applies
High preserveYes if legally on-site

Khesret enforcement (mandatory)

> Enchantment Gadgeteer changes time, not physics, law, or mana.

Strain (after each session)

Energy in itemStrain
≤ 50+0
51–100+1
101–250+2
251++3

Registration (Astral Court)

Item energyRequirement
≤ 50Log within 7 days (recommended)
51–200Register within 72 hours
201+Guild sealed job

Fast-Bound (Quick [50] only)

Items made with Quick Enchantment Gadgeteer are Fast-Bound:

  • Major break → magic burns out (mundane item), or
  • GM option: expires after sessions = energy ÷ 50 unless lodge Slow and Sure anchor
  • Ivan Null-touch on active Fast-Bound gear → always 3d Burn-Out when shut off (11+ kills the enchant)

[25] items are not Fast-Bound by default — still lose power when broken (core GURPS).


Player contract

You keep fast enchant. The table enforces energy math, rolls, garden limits, Strain, and paperwork. You are not a factory — you are a mage on a life-powered ship in a tech galaxy.

Source canon: WCP_Website/campaign-authoring/palimpsest/KHESRET-MAGIC-AND-ENCHANTMENT.md