For a character to create a new invention takes two rolls: one to create a workable theory and one to create a workable prototype. Each has its own rules and its own timeline. Both rolls are done in secret by the GM.
The first step in theory creation lies with the GM. They must decide all the required skills and supporting skills for the theory. The skill roll for the Theory equals the lowest character’s skill of the required skills. All skills rolls use a target number of 5. Supporting skills may add bonuses and are rolled at the level of the supporting skill. Please note that since supporting skills are additive, it is best for GM’s to only allow one or two supportive skills at most. The supportive skill roll may be rolled by the player. The number of successes required depends on the complexity of the device planned:
Complexity | Example | Successes Required |
---|---|---|
Mundane | Glue Gun, Iron | 1 |
Simple | Bicycle, Garage door opener | 2 |
Average | Gun, Steam Turbine | 3 |
Complex | Radio, Disease Cure | 4 |
Extreme | Computer, Automobile | 5 |
Amazing | Nueral implants, Anti-gravity | 6 |
Typically, one roll is allowed per day. Character’s with the Gadgeteer advantage may make a number of rolls equal to the level of their advantage. Extra successes can either reduce the number of successes needed on the prototype roll or reduce the time to create the theory. This is the player’s choice and determined before the GM rolls. A roll of all 1’s means that the character believes that they have created a workable theory. The Theory roll is also modified by the following penalties and bonuses:
Condition | Affect |
---|---|
Each tech level below the character’s known TL | -1 |
Duplicating an available, working prototype | +5 |