Engineer: Difference between revisions

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You ''must'' specialize. Possible fields include:
You ''must'' specialize. Possible fields include:


''Artillery:'' Designing whatever passes for artillery at your [[TL]], from trebuchets to smart missiles. ''Default:'' {{Armoury (Heavy Weapons)-6}}.
:''Artillery:'' Designing whatever passes for artillery at your [[TL]], from trebuchets to smart missiles. ''Default:'' {{Armoury (Heavy Weapons)-6}}.


''Civil:'' Planning highways, aqueducts, buildings, etc. ''Default:'' {{Architecture-6}}.
:''Civil:'' Planning highways, aqueducts, buildings, etc. ''Default:'' {{Architecture-6}}.


''Clockwork:'' Designing wind-up gadgetry – watches, mechanical men, and the like. ''Default:'' {{Mechanic (Clockwork)-6}}.
:''Clockwork:'' Designing wind-up gadgetry – watches, mechanical men, and the like. ''Default:'' {{Mechanic (Clockwork)-6}}.


''Combat:'' Building or removing fortifications, trenches, etc. ''Default:'' {{Explosives (Demolition)-6}}.
:''Combat:'' Building or removing fortifications, trenches, etc. ''Default:'' {{Explosives (Demolition)-6}}.


''Electrical:'' Designing electrical systems, such as power cells and transmission lines. ''Default:'' {{Electrician-6}}.
:''Electrical:'' Designing electrical systems, such as power cells and transmission lines. ''Default:'' {{Electrician-6}}.


''Electronics:'' Designing and building electronic apparatus, from computers to starship sensor arrays. (The specific technologies involved – vacuum tubes, transistors, photonics, etc. – will depend on the tech level.) ''Default:'' {{Electronics Repair (any)-6}}.
:''Electronics:'' Designing and building electronic apparatus, from computers to starship sensor arrays. (The specific technologies involved – vacuum tubes, transistors, photonics, etc. – will depend on the tech level.) ''Default:'' {{Electronics Repair (any)-6}}.


''Materials:'' Concocting new structural materials.  Prerequisites: Chemistry or Metallurgy. ''Defaults:'' {{Chemistry-6}} or {{Metallurgy-6}}.
:''Materials:'' Concocting new structural materials.  Prerequisites: Chemistry or Metallurgy. ''Defaults:'' {{Chemistry-6}} or {{Metallurgy-6}}.


''Microtechnology:'' Designing micromachines. ''Default:'' {{Mechanic (Micromachines)-6}}.
:''Microtechnology:'' Designing micromachines. ''Default:'' {{Mechanic (Micromachines)-6}}.


''Mining:'' Designing underground structures. ''Defaults:'' {{Explosives (Demolition)-6}} or {{Geology (any)-6}}.
:''Mining:'' Designing underground structures. ''Defaults:'' {{Explosives (Demolition)-6}} or {{Geology (any)-6}}.


''Nanotechnology:'' Designing nanomachines. ''Default:'' {{Mechanic (Nanomachines)-6}}.
:''Nanotechnology:'' Designing nanomachines. ''Default:'' {{Mechanic (Nanomachines)-6}}.


''Parachronic:'' Designing apparatus for crossing dimensions or timelines. Prerequisite: Physics. ''Default:'' {{Electronics Operation (Parachronic)-6}}, but there is no default if your society has not discovered dimensional
:''Parachronic:'' Designing apparatus for crossing dimensions or timelines. Prerequisite: Physics. ''Default:'' {{Electronics Operation (Parachronic)-6}}, but there is no default if your society has not discovered dimensional travel.
travel.


''Psychotronics:'' Designing psionic technology, such as telepathic shields and amplifiers. ''Default:'' {{Electronics Operation (Psychotronics)-6}}, but there is no default for individuals from backgrounds where psionics do not exist.
:''Psychotronics:'' Designing psionic technology, such as telepathic shields and amplifiers. ''Default:'' {{Electronics Operation (Psychotronics)-6}}, but there is no default for individuals from backgrounds where psionics do not exist.


''Robotics:'' Designing robotics and cybernetics. ''Default:'' {{Mechanic (Robotics)-6}}.
:''Robotics:'' Designing robotics and cybernetics. ''Default:'' {{Mechanic (Robotics)-6}}.


''Small Arms:'' Designing personal firearms, such as guns and portable rocket launchers. ''Default:'' {{Armoury (Small Arms)-6}}.
:''Small Arms:'' Designing personal firearms, such as guns and portable rocket launchers. ''Default:'' {{Armoury (Small Arms)-6}}.


''Temporal:'' Designing time machines. Prerequisite: Physics. ''Default:'' {{Electronics Operation (Temporal)-6}}, but there is no default for individuals from backgrounds without time travel!
:''Temporal:'' Designing time machines. Prerequisite: Physics. ''Default:'' {{Electronics Operation (Temporal)-6}}, but there is no default for individuals from backgrounds without time travel!


''Vehicle Type:'' Designing a single, broad class of vehicle. Examples include Engineer (Automobiles), Engineer (Ships), and Engineer (Starships). ''Default:'' {{Mechanic (same vehicle type)-6}}.
:''Vehicle Type:'' Designing a single, broad class of vehicle. Examples include Engineer (Automobiles), Engineer (Ships), and Engineer (Starships). ''Default:'' {{Mechanic (same vehicle type)-6}}.


Engineer specialties normally default to one another at -4; however, the GM is free to rule that in his campaign, there is no default between exotic specialties (Nanotechnology, Parachronic, Psychotronics, etc.) and more mundane ones (Civil, Combat, Mining, etc.).
Engineer specialties normally default to one another at -4; however, the GM is free to rule that in his campaign, there is no default between exotic specialties (Nanotechnology, Parachronic, Psychotronics, etc.) and more mundane ones (Civil, Combat, Mining, etc.).


''Modifiers:'' [[Equipment modifiers]]. Up to +5 to build a gadget if you can give the GM a good description of what you want it to do.
''Modifiers:'' [[Equipment modifiers]]. Up to +5 to build a gadget if you can give the GM a good description of what you want it to do.
{{Design/Invention Skill}}

Latest revision as of 08:45, 18 January 2014

/TL

IQ/Hard

Defaults: Special.

Prerequisites: Mathematics (Applied) at TL5+, plus others as noted.

This is the ability to design and build technological devices and systems. A successful roll lets you design a new system, diagnose a glitch, identify the purpose of a strange device, or improvise a gadget to solve a problem. Time required for each attempt is up to the GM.

Note that engineers are designers and inventors; they are not necessarily skilled at the routine operation or maintenance of the things they design! For instance, Engineer (Small Arms) lets you design a new assault rifle, but you need Armoury skill to maintain it and Guns skill to shoot it.

You must specialize. Possible fields include:

Artillery: Designing whatever passes for artillery at your TL, from trebuchets to smart missiles. Default: Armoury (Heavy Weapons)-6.
Civil: Planning highways, aqueducts, buildings, etc. Default: Architecture-6.
Clockwork: Designing wind-up gadgetry – watches, mechanical men, and the like. Default: Mechanic (Clockwork)-6.
Combat: Building or removing fortifications, trenches, etc. Default: Explosives (Demolition)-6.
Electrical: Designing electrical systems, such as power cells and transmission lines. Default: Electrician-6.
Electronics: Designing and building electronic apparatus, from computers to starship sensor arrays. (The specific technologies involved – vacuum tubes, transistors, photonics, etc. – will depend on the tech level.) Default: Electronics Repair (any)-6.
Materials: Concocting new structural materials. Prerequisites: Chemistry or Metallurgy. Defaults: Chemistry-6 or Metallurgy-6.
Microtechnology: Designing micromachines. Default: Mechanic (Micromachines)-6.
Mining: Designing underground structures. Defaults: Explosives (Demolition)-6 or Geology (any)-6.
Nanotechnology: Designing nanomachines. Default: Mechanic (Nanomachines)-6.
Parachronic: Designing apparatus for crossing dimensions or timelines. Prerequisite: Physics. Default: Electronics Operation (Parachronic)-6, but there is no default if your society has not discovered dimensional travel.
Psychotronics: Designing psionic technology, such as telepathic shields and amplifiers. Default: Electronics Operation (Psychotronics)-6, but there is no default for individuals from backgrounds where psionics do not exist.
Robotics: Designing robotics and cybernetics. Default: Mechanic (Robotics)-6.
Small Arms: Designing personal firearms, such as guns and portable rocket launchers. Default: Armoury (Small Arms)-6.
Temporal: Designing time machines. Prerequisite: Physics. Default: Electronics Operation (Temporal)-6, but there is no default for individuals from backgrounds without time travel!
Vehicle Type: Designing a single, broad class of vehicle. Examples include Engineer (Automobiles), Engineer (Ships), and Engineer (Starships). Default: Mechanic (same vehicle type)-6.

Engineer specialties normally default to one another at -4; however, the GM is free to rule that in his campaign, there is no default between exotic specialties (Nanotechnology, Parachronic, Psychotronics, etc.) and more mundane ones (Civil, Combat, Mining, etc.).

Modifiers: Equipment modifiers. Up to +5 to build a gadget if you can give the GM a good description of what you want it to do.