The Rules of Invention: Difference between revisions

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== 1. Determine Required Skills ==
== Required Skills ==


* Design skill from Engineering Triad or similar appropriate skill
* Design skill from Engineering Triad or similar appropriate skill
* Weird Science allows +5
* Weird Science allows +5


== 2. GM assigns complexity ==
== Complexity ==
 
* The GM assigns Complexity.


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== 3. Concept Roll ==
== Concept Roll ==


GM roll vs. Character Skill to determine if theory is testable.
* GM rolls vs. Character Skill to determine if theory is testable.


Modifiers:
Modifiers:
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On critical failure, the inventor thinks he has a workable theory and proceeds to Construct Prototype.
On critical failure, the inventor thinks he has a workable theory and proceeds to Construct Prototype.


== 4. Construct Prototype ==
== Prototype ==


Roll vs. inventor’s skill. Use same modifiers as Concept roll, plus:
Roll vs. inventor’s skill. Use same modifiers as Concept roll, plus:
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Each Prototype roll requires 1d-2 days if the invention is Simple, 2d days if Average, 1d months if Complex, or 3d months if Amazing.
Each Prototype roll requires 1d-2 days if the invention is Simple, 2d days if Average, 1d months if Complex, or 3d months if Amazing.


== 5. Cost ==
== Cost ==


The prohibitive costs of engineering require a Patron or Wealth 1 or greater.
The prohibitive costs of engineering require a Patron or Wealth 1 or greater.

Revision as of 05:04, 14 September 2017

Diesel-punk-mechanic.jpg

In the same way magic is central to most fantasy, invention and gadgeteering are the heart of dieselpunk. This document provides an outline of the rules and procedures for inventions found in GURPS Basic Set. It is no substitute for reading those rules. Inventors and gadgeteers should be intimately familiar with the rules in detail, and should refer to this sheet only as a quick guide.


Required Skills

  • Design skill from Engineering Triad or similar appropriate skill
  • Weird Science allows +5

Complexity

  • The GM assigns Complexity.
Complexity Required Skill Level Retail Price
Simple 14 or less Up to $100
Average 15-17 Up to $10,000
Complex 18-20 Up to $1,000,000
Amazing 21 or more Over $1,000,000

Concept Roll

  • GM rolls vs. Character Skill to determine if theory is testable.

Modifiers:

  • -6 if the invention is Simple, -10 if Average, -14 if Complex, or -22 if Amazing.
Gadgeteer: -0 if the invention is Simple, -2 if Average, -4 if Complex, or -8 if Amazing.
  • +5 if you have a working model you’re trying to copy
  • +2 if the device already exists but you don’t have a model
  • +1 to +5 if the item is a variant on a existing one
  • -5 if the basic technology is totally new to the campaign (regardless of TL)
  • -5 if the device is one TL above the inventor’s TL
  • Weird Science: +5 if the invention is sufficiently weird

On success, inventor has successful theory and may proceed to Constructing Prototype.

On failure, inventor knows his theory is bad and may roll again next day.

On critical failure, the inventor thinks he has a workable theory and proceeds to Construct Prototype.

Prototype

Roll vs. inventor’s skill. Use same modifiers as Concept roll, plus:

  • +1 per assistant with skill 15+ (max: +4)

Each Prototype roll requires 1d-2 days if the invention is Simple, 2d days if Average, 1d months if Complex, or 3d months if Amazing.

Cost

The prohibitive costs of engineering require a Patron or Wealth 1 or greater.

Reference

  • Adapted from Invention rules found in GURPS Basic Set, p. 473.