Inventing Gadgets
Basic Set: Campaigns · p.475
Open source p.475Before beginning, the player must
describe the proposed gadget to the
GM in a logical manner, and offer an
explanation of how it is supposed to
work. The item should not actually
violate physical laws (which elimi-
nates FTL travel, antigravity, telepor-
tation, etc.) unless the GM rules that
such “superscience” is possible in the
game world.
The GM is free to accept or reject
the design, depending on its feasibility.
If he accepts the item, he assigns it a
tech level (see Tech Levels, p. 511). The
stronger, smaller, or more effective the
gadget is, relative to an item that per-
forms a similar function at the cam-
paign’s TL, the higher its TL should be.