Required Skills

Basic Set: Campaigns · p.473

Open source p.473

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 spe-
cialty. Other inventions might call for
different skills: Alchemy for magic
potions, Bioengineering for biotech-
nology, 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.