Table of Contents

Research

There are several research paths available, each has 5 levels.

Levels cost time and money.

Concept roll

Modifiers:

Each inventor may roll once per day.

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:

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.

  1. 1d-2 days
  2. 2d days
  3. 7d days
  4. 4d-2 weeks
  5. 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.

Shields

Have 3 research paths

Durability

Have 3 research paths

Armor

Each armor material has 3 research paths

Medical

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