� I thought I had a thread on this already, but I didn't see.� So here are the current rules on inventing.
So you want to invent something?� �Not so fast!� �There is a bit of accounting you have to deal with.� �I know,� munchkin, you just want the light sabre now.� �Its my job as GM to foil your plans every step of the way with silly rules.
So... Step One. Do you know how to do it?� If you want to make a light sabre, what Knowledge areas do you have?� �You and I will go over your knowledge and see if you have the brains for it.� �How about physics, engineering, computers, optics?� Sound good?� � Ok, you have the necessary� backrounds.
Step Two.� Do you have a full inventing point?� This is pretty simple.� �Either you do or you don't.� If you don't, and someone else is willing to give you the difference ( See brainstorming) then its all good.
Step Three, how much does it cost?� And do you have the materials? � �� This is pretty much the meat of it all.� �My players deal with money by having a wealth stat.� �That is the cash, jewels, and such that they� possess.� Its the sum total of the value of all their stuff.� � So you then roll vs your Wealth.� If you make the roll, then you have enough to create your thingie.� Keep in mind, I am evil.� If you are going to inventing something that doesn't exist yet,� I may assign a penalty to this roll.� In the case of a light sabre, I just may be a jerk about it and give you a -10 to your wealth score for this.� �I am just that much of a thingy.
Also, do you have a place to work?� A science lab is a good place to work on inventions.� I also assign a stat to your lab.� � The local park may have a lab stat of 2, your mom's kitchen a 5,� �the physics lab at community college a 9,� and so on till you get to Reed Richard's lab� which is about 18-20.� �� � You then roll against your lab stat with the same penalty that I gave you vs your money. You thought I forgot about that, didn't you?� I only forget about things that help you, never things that hinder you.
So you spent your IP,� made both your wealth and Lab rolls and its on to the next thing to mess with you.
Step Four:� �Now you make your inventing roll.� Again, include all penalties.� �Did you make it?� � Cool.� Its time to whip out your light sabre, right?� ��
Not so fast!
Step Five: It takes time to create things. How much time?� �� GM dickery powers activate!� �
50 days per invention!
But I can't wait 50 days!� �Well is� a good thing I am� just and benevolent GM then, despite what Paulie says.� �� You get to subtract one day per success on BOTH the wealth and lab rolls.
Example; Your weath is 15, your lab is 12.� You rolled a 3 and a 7� �So 15-3= 12. amd 12-7=5� So your success is 12+5=17� �� 50-17=33� It will take you 33 days to create your light sabre.� �
If you wish to SPEND wealth and or lab points, you can substrate the number of days equal to the score of the point lost.� �
Example� You can't wait 33 days! You want it now, so you spend one point of wealth, so you go from a 15 to a 14.� That gives you 33-15=18� �18 days!
But I want it now.� Ok Veruka,� you also spend one point of your lab score.� You are canibalising your stuff.� Your lab goes from 12 to a 11� so 18-12=6� � 6 days to get your freaking toy!� �You can deal with that, can't you?
Well you can spend more wealth or more lab points, but that kind of screws with future inventions, doesn't it?� �I don't care, I enjoy your frustration.
I am toying with the idea of keeping your inventing roll a secret.� Only when you� �actually test the finished product do you find out if it works or not, or better yet, if its a breakthrough, or a catastrophic accident.� �I am leaning on this.� And you all know why.� Cause I am an asshole. That's why.
Now feel free to post your complaints, nitpicks and whiney pleads to make things easier to be a muchkin.� �Then type this in as your answer,
"eat shit", your humble and awesome GM-John
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