In Savage Worlds Deluxe (SWD), the Weird Scientist can select an arcane power and build a gizmo from it.
I'm not exactly sure how exactly those gizmos are expected to work for powers with flexible options. Should the gizmo retains the flexibility of the original power, or should the Weird Scientist stick to one version of the power for their device?
For example, while using Boost/Lower Trait, other casters can select which trait to boost or lower, and can affect more than one target at the price of one Power Point (PP) per extra target. How much of this flexibility should remain in the gizmo? I could imagine the Weird Scientist creating a very specific device for Boost/Lower Trait, for example a Mind Cap that boost the Smarts of the wearer. Or, the gizmo could be something extremely flexible, for example a general purpose Modification Beam that can boost / lower any trait of any target.
Clearly the more flexible the device, the more useful it is. How much flexibility is intended for the gizmos?
From the example in the book, it seems at least some restrictions are intended for the gizmos. On page 121, Doctor Gold creates a "vibroknife" (a knife with the Smite power), which can do +2/+4 to damage. This is a quite restrictive application of the power. A more flexibility power would be to create some "Enhancement Gloves", able to enhance the power of any weapon they touch.
For this example, should a GM allow the "Enhancement Gloves" idea? Or are "Smite" gizmos intended to combine with a single weapon only?