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starrangers:research

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.

  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.

  • 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.
starrangers/research.txt · Last modified: 2018/07/31 23:23 by 127.0.0.1