Weird Science, Gadgeteering, and the Rules of Invention

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Divergent technology levels lend an intriguing twist to the rules of invention. This document attempts to address these in order to clarify the invention process for traditional inventors, gadgeteers, and weird scientists and engineers.

Definitions

Invention: “realistic innovation at the inventor’s tech level – or one TL in advance of that, at most” (Basic 473).

Gadgeteer: “larger-than-life inventor who can build more fantastic gadgets” (Basic 473).

Gadgeteering Advantage: “lets you design gadgets quickly, and makes it easy to realize higher-TL innovations (Basic 57).

Weird Science: “crackpot scientific theories that are far ahead of their time” (Basic 228).

Rules

1965 Gernsback-9 is TL7+2. The +2 designates TL8-9 in selected fields. Divergent fields are: Communications, Electrical Power, Mechanical Power, and Railways.

Gadgeteer rules apply only to inventors with the Gadgeteer advantage (Basic 475).

If the invention is TL7, or TL8-9 within a divergent field, Gadgeteer is not required.

Gadgeteer is required to attempt inventions in advance of TL7, or in advance of TL8-9 in the appropriate divergent fields.

A character may attempt a Weird Science roll whenever working on a new invention or investigating an existing item of weird technology. Success results in a +5 on Concept and Prototype rolls, or +2 to any skill roll made in the analysis of an existing item.

An inventor using Weird Science may attempt TL8-9 inventions in non-divergent fields, provided the Concept is sufficiently weird (GM’s discretion).

Technology adapted or invented using Weird Science rules is subject to the rules governing Weird Technology (Basic 479), including random side effects.

Critical success on the Prototype roll means there are no random side effects.

Side effects may be adjusted or eliminated by modifying the device. This is done by returning to the Prototype stage and rolling against an appropriate Repair or Design skill. A successful modification results in the elimination of the side effect, but a new random side effect occurs. Only a critical success on the modification (Prototype) roll results in the elimination of all side effects or bugs.