New Inventions
New Inventions
The GM may wish to let PCs invent new technology in the course of the campaign. The rules below cover realistic innovation at the inventor's tech level – or one TL in advance of that, at most. For rules governing larger-than-life inventors who can build more fantastic gadgets, see Gadgeteering.
Before starting, the player must describe to the GM what he wants to invent and how he thinks it will work. This will help the GM determine the skills and equipment required, the cost and time involved, and the difficulty of the task. If the player's description is especially clear or clever, the GM should give +1 or +2 to all invention-related skill rolls.
Required Skills
First, the GM decides on the "invention skill" needed for the task, based on the player's description of the invention. The inventor must know this skill to have any chance of success. Armor, vehicles, weapons, etc. require the relevant Engineer specialty. Other inventions might call for different skills: Alchemy for magic potions, Bioengineering for biotechnology, Computer Programming for software, Thaumatology for magic spells, and so on.
At the GM's discretion, a particular invention might also require skill in one or more related subjects. For instance, inventing a new telescope might require Astronomy skill. If so, the inventor rolls against the lower of this skill or his invention skill in the rules below.
Complexity
Next, determine the "complexity" of the invention. This is entirely up to the GM, who can assign complexity arbitrarily, base it on the minimum skill level required to come up with the invention, or relate it to the retail price of the item (especially for gadgets listed in worldbooks or real-world catalogs). Use the following table for inspiration:
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 |
For computer programs, use the numerical Complexity rating instead. If a cost or time calculation requires one of the four ratings above, treat Complexity 1-3 as Simple, 4-5 as Average, 6-7 as Complex, and 8+ as Amazing.
Concept
After determining complexity and required skills, the GM makes a secret "Concept roll" against the inventor's invention skill to see whether he comes up with a testable theory. This requires no special equipment – except perhaps a tablecloth to draw on and several gallons of coffee!
- Modifiers: -6 if the invention is Simple, -10 if Average, -14 if Complex, or -22 if Amazing (for a computer program, apply a penalty equal to twice the Complexity rating instead). +5 if you have a working model you're trying to copy, or +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.
Each inventor may roll once per day. Complexity doesn't affect the time required – the basic concept for an Amazing device is often a simple insight...it's the implementation that can get tricky.
On a success, proceed to the next step. On a failure, the inventor makes no breakthrough but may try again the next day at no additional penalty. On a critical failure, the inventor comes up with a "flawed theory" that looks good but that will never work in practice – go on to the next step, but note that it is doomed to failure. Of course, if the inventor has somehow obtained actual blueprints for the device, he can skip this stage altogether!
Reinventing the Wheel
Adventurers may wish to "invent" devices of a lower TL than their own. Reduce complexity by one step per TL by which the inventor's TL exceeds that of the invention, to a minimum of Simple. If suitable historical reference materials are available, use the higher of the inventor's Research skill or his invention skill for the Concept roll.
Prototype
A success – or critical failure – on the Concept roll gives the inventor a theory he can test in the laboratory. The next step is to construct a prototype (working model). This requires a second roll against invention skill. The GM makes this "Prototype roll" in secret.
- Modifiers: All modifiers listed for Concept rolls; +1 per assistant with skill 20+ in one of the skills required for the invention, to a maximum of +4; -1 to -10 (GM's discretion) if the inventor must make do with anything less than the most advanced tools and facilities for his TL.
On a success, the inventor proves his theory and creates a prototype. On a failure, he may try again, provided he has the time and money (see below). On a critical failure, an explosion or accident occurs. This inflicts at least 2d damage to the inventor and each assistant – and destroys the facilities, which must be rebuilt at full cost before making another attempt.
If the inventor was working with a flawed theory, he will never create a working prototype (this is why the GM rolls in secret!), but a critical success on the Prototype roll lets him realize that his theory was bad.
Time Required
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. Physically huge items (e.g., spaceships and military vehicles) may take longer, at the GM's discretion. Divide time required by the number of skilled people working on the project. Minimum time is always one day.
Cost
The facilities required to build a prototype cost $50,000 if the invention is Simple, $100,000 if Average, $250,000 if Complex, or $500,000 if Amazing. Triple these costs if the invention is one TL above the inventor's TL. Divide costs by 10 if the inventor has appropriate facilities left over from a related project of equal or higher complexity. Each inventor who wishes to attempt a Prototype roll must pay the facilities cost "up front" before making his first attempt.
In addition, each attempt to produce a prototype has a cost equal to the retail price of the item being built, as given in the appropriate game supplement or real-world source, or as set by the GM. Triple this cost if the invention is one TL in advance of the inventor's TL.
Testing and Bugs
The majority of prototypes have shortcomings, or "bugs." Critical success on the Prototype roll means there are no bugs; success by three or more gives 1d/2 minor bugs; and any other success gives 1d/2 major bugs and 1d minor bugs. Minor bugs are annoying, but not critical. Major bugs are catastrophic to the function of the device – and sometimes to the user as well!
To find bugs requires testing. Once per week of testing, roll vs. operation skill (e.g., Driving for a car, Electronics Operation for a radio) at -3. Each success finds one bug; a critical success finds all bugs. A failure triggers a major bug, if present, or finds nothing. A critical failure causes a problem similar to a major bug without encountering any real bugs; alternatively, the tester is convinced, erroneously, that no bugs remain.
Bugs that remain after testing surface on any operation skill roll that fails by 5 or more. A major bug always surfaces on a critical failure.
Production
Building a copy of the invention costs 20% of the retail price if you only need to buy parts, or full retail price if you must pay for parts and labor. Time required to produce each copy is half that required for a Prototype roll. For instance, each copy of a Complex item takes 1d/2 months.
Funding
As explained under Tech Level and Starting Wealth, the higher the tech level, the greater the starting wealth. However, the cash outlay required for inventing and gadgeteering doesn't scale with TL – it's fixed. Thus, the lower the TL, the higher the relative cost of innovation. This might model reality well, but it takes a lot of the fun out of being a low-tech gadgeteer. The GM may use these optional (but realistic) rules to remedy this:
Patrons:
Historically, many inventors had wealthy patrons to pay their way. If you have a Patron with the +100% "Equipment" enhancement, you may attempt a single roll against your Patron’s frequency of appearance when you start a new invention. On a success, the Patron foots the bill. Most Patrons will demand access to the invention; if you deny this, you are likely to lose your Patron!
Professional Inventors:
You can pay the costs gradually by building the tools, facilities, etc. yourself. You must pay at least 10% "up front." Divide the remainder by your monthly income and add that many months to the time required. You earn no money during this time, but you must still pay your monthly cost of living. Independent Income can be helpful here – it might represent royalties from your last invention.
Investors:
If your invention promises to be profitable, others might be willing to cover your costs. Make a Finance roll with the same modifiers as your Concept roll (this represents perceived risk). On a success, you receive funding. Note that your investors own shares of your invention and any profits!