Weird Science, Gadgeteering, and the Rules of Invention

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Revision as of 06:16, 24 May 2010 by Cal (talk | contribs)

The divergent technology levels of Dark Jazz 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

Dark Jazz is TL6+2. The +2 designates TL7-8 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 TL6, or TL7-8 within a divergent field, Gadgeteer is not required.

Gadgeteer is required to attempt inventions in advance of TL6, or in advance of TL7-8 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 TL7-8 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.