Assemblages are the 'quick cast' of the Enchanter and Superscience worlds. Enchanting items normally takes weeks of research and work, but when backed into a corner an Enchanter can throw together on hand items to create an 'assemblage'. These one shot items mimic the effects of normal magical spells. A well stocked ritual space is paramount to the successful creation of an assemblage. The enchanter must have access to an Occult Library in addition to the stocked ritual space. These items take the minimum casting time of the original spell plus twenty minutes to create and are 'cast' just as normal spells. The Enchanter must gain Willpower/Occultism success levels greater than the PL of the original spell. Each level of 'Enchanter' grants a +1 bonus to the roll. These are strictly one shot items and once 'cast' they hold no more power.
Superscientists can create their own 'quick gadgets'. While the means may be different, with a well stocked Laboratory and science texts at hand rather than spell books and eye of newt, the effect is the same: a one shot item that can be created with relative quickness. The roll is Intelligence/Science with each level of Superscience adding a +1 bonus. These items, as with the Enchanter Assemblages, are one shot items. An example of a Superscience assemblage might be a small device made of lens, motherboards, and crystals that mimics the effects of a spell such as Bolt of Light. As with the Enchanter Assemblages, the item takes casting time of the spell with the desired end effect plus twenty minutes to create.
A few things to remember about assemblages of both the Enchanter and Superscience variety:
- Assemblage PLs are figured using the following Spell Design Rules: Casting Time, Scope, Duration, Effects.
- You must roll MORE SLs than the Assemblage's PL in order to successfully "cast" the Assemblage (ie., if the item is a PL2, you need at least 3 SLs).
- An Assemblage cannot have a Duration of Week per PL or Permanent.
- Like an Enchanter/Superscience Item, the Item's PL cannot exceed the maker's Enchanter/Superscientist level.
Assemblages are "cast" when they are completed. If they are created with a timed effect or a trigger, this is strictly a one-shot deal and you can never create another item with the same effect that works on a trigger or timed "cast", and there is an automatic +1 to the item's PL. These types of assemblages (weirdly) only seem to last a day per SL on the creation roll. They break, something decays, it doesn't work anymore, etc. Please note, this is an attempt to RP the spirit behind assemblages and attempts to make an assemblage last longer them this will always fail.
Furthermore, please keep in mind that because assemblages are quickly cobbled together from whatever is available, they are rarely neat, compact, aesthetically-pleasing bits of work — more often, they resemble a birds nest of this-and-that snatched hastily out of the enchanter's ritual space or superscientist's lab.
Unlike a more durable, actual Enchanted Item, an assemblage does not require a +request. Do keep in mind, however, that they are created -in- the ritual space or laboratory — not out in the middle of a battlefield. Assemblages are not something one makes and carries around with them 'in case' they need it. They are made -right then-, when there's a pressing need for them, in the ritual space or laboratory. Assemblages made in the workshop -can- be moved to where they are needed, CAREFULLY, they just cannot be MacGuyvered together out in the middle of the battlefield. Also, the use of an assemblage is done at the GM's discretion.