====== Research ====== There are several research paths available, each has 5 levels. Levels cost time and money. =====Concept roll===== Modifiers: * Level: -6/level * +5 if you have a working model you’re trying to copy, or +2 if the device already exists but you don’t have a model. * if the item is a variant on a existing one; * +3 if you improve a device by one step * +2 if you do a weapon or armor that is very similar(cybersuit and light cybersuit, or pistol and smg) * +1 if you do a weapon or armor in the same category(heavy and light power armor, a smg and rifle) * -5 if the basic technology is totally new to the campaign (regardless of TL); * -5 if the device is one TL above the inventor’s TL. Each inventor may roll once per day. * On a success, proceed to the next step. * On a failure, the inventor makes no breakthrough but may try again the next day at no additional penalty. * On a critical failure, the inventor comes up with a “flawed theory” that looks good but that will never work in practice – go on to the next step, but note that it is doomed to failure Of course, if the inventor has somehow obtained actual blueprints for the device, he can skip this stage altogether! =====Prototype===== A success – or critical failure – on the Concept roll gives the inventor a theory he can test in the laboratory. The next step is to construct a prototype (working model). This requires a second roll against invention skill. The GM makes this “Prototype roll” in secret. Modifiers: * All modifiers listed for Concept rolls; * +1 per assistant with skill 20+ in one of the skills required for the invention, to a maximum of +4; * -1 to -10 if the inventor must make do with anything less than the most advanced tools and facilities for his TL. * Base thing is: +6 program and +4 laboratory(100 units of very fine laboratory module), each below that is -1 a success, the inventor proves his theory and creates a prototype. On a failure, he may try again, provided he has the time and money (see below). On a critical failure, an explosion or accident occurs. This inflicts at least 2d damage to the inventor and each assistant – and destroys the facilities, which must be rebuilt at full cost before making another attempt. If the inventor was working with a flawed theory, he will never create a working prototype (this is why the GM rolls in secret!), but a critical success on the Prototype roll lets him realize that his theory was bad. Time for prototype for given levels. - 1d-2 days - 2d days - 7d days - 4d-2 weeks - 3d months For the ship upgrades, multiply time by 4. Each attempt to produce a prototype has a cost equal to the retail price of the item being built, as given in the appropriate game supplement or real-world source, or as set by the GM. Triple this cost if the invention is one TL in advance of the inventor’s TL. =====Testing and bugs===== The majority of prototypes have shortcomings, or “bugs.” Critical success on the Prototype roll means there are no bugs; success by three or more gives 1d/2 minor bugs; and any other success gives 1d/2 major bugs and 1d minor bugs. Minor bugs are annoying, but not critical. Major bugs are catastrophic to the function of the device – and sometimes to the user as well! To find bugs requires testing. Once per week of testing, roll vs. operation skill (e.g., Driving for a car, Electronics Operation for a radio) at -3. Each success finds one bug; a critical success finds all bugs. A failure triggers a major bug, if present, or finds nothing. A critical failure causes a problem similar to a major bug without encountering any real bugs; alternatively, the tester is convinced, erroneously, that no bugs remain. Bugs that remain after testing surface on any operation skill roll that fails by 5 or more. A major bug always surfaces on a critical failure. =====Weapons===== Each weapon has 3-4 paths: Damage, accuracy, weight. * Damage increases damage by 10%/level * Accuracy increases accuracy by +1 acc/level. * Weight reduces the weight of weapon without ammo/power cells by 10%/level * Beam weapons, gaus and grav weapons have also: Ammo capacity: each level gives +10% shots/magazine and power cell. =====Shields===== Have 3 research paths * Effect: Each level increases maximum shield value by 10% * Recharge delay: Each level reduces the delay until it starts regenerating by one multiple.(*0.7,*0.5,*0.3,*0.2,*0.15) * Recharge rate: Each level increase the recharge rate by one multiple(*1.5, *2, *3, *5, *7) * Hardening: Levels 1,3,5 increase hardening against beam weapons and levels 2,4 against projectiles, each level also cause lowering of the shield DR by 10% due to compression. =====Durability===== Have 3 research paths * Skin weave: Each level increases the armor value of the implant armor by 20%. * Reinforcement: Increases the armor value of the internal reinforcement by +1/level and levels 1,3,5 give +1 hard to subdue each, 2 and 4 give +1 hard to kill each. * Hit point capacity: each level raised maximum limit +1 hitpoint over the normal limit. =====Armor===== Each armor material has 3 research paths * Protection: each level gives +10% armor protection * Weight: each level gives -10% weight/level. * Hardening: Levels 1,3,5 increase hardening against beam weapons and levels 2,4 against projectiles. =====Medical===== * Improved Regen: gives +1 to HT/level for all purposed of the drug. * Regen delay reduction: Each level reduces the regen use delay by one step multiple from calculated(*0.7,*0.5,*0.3,*0.2,*0.15) * Better quick heal: Each level heals +1 HP more/quick heal. * Faster quick heal: Each level divides time for quick heal to work by one step multiple(*0.7,*0.5,*0.3,*0.2,*0.15) =====Other gear===== Any other gear can be improved in the same way. Normally you can improve it to be lighter or have longer operating duration. =====Ship increases===== * Ship shields: each gives +10% shields. * Ship armor: each gives +10% armor * Ship sensors: each gives +1 sensor/comm value. * Ship lasers: each gives +10% ship laser damage * Ship grav guns: each gives +10% ship grav gun damage * Ship blaster: each gives +10% ship blaster damage * Ship stealth: each gives extra -1 to be detected. * Ship maneuverability: levels 1,3,5 give +1 stability rating, level 2,4 give +1 handling rating. * Ship ftl: Each gives +10% ftl speed. * Ship maneuver: Each gives +10% maneuver drive acceleration * Ship Reinforcement: levels 1,3,5 give +10% hitpoints, 2,4 give +1 HT.