New Inventions
Basic Set: Campaigns · p.473
Open source p.473The GM may wish to let PCs invent
new technology in the course of the
campaign. The rules below cover real-
istic 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 fan-
Gadgeteering
tastic gadgets, see
(p. 475).
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 diffi-
culty 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.