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GURPS - Compendium 1..

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Gadgeteering During Adventures<br />

At least as important as the ability to build gadgets is the ability to modify<br />

and analyze equipment during the course of an adventure. This lets the heroes<br />

resist gadgeteering villains! The skill roll required to successfully figure out an<br />

item is the same as the roll that would be required to create it. To modify an<br />

unfamiliar gadget takes 1d hours and two appropriate skill rolls. The GM<br />

decides what modifications could reasonably be made in any particular case.<br />

Or, once an enemy gadget is analyzed, a gadgeteer can attempt to create a<br />

counter for it. This requires the player to come up with an idea the GM can<br />

accept. Time required to create the counter is the same as for other gadgets,<br />

unless the PC can get a head start by using captured supplies or equipment<br />

from his foe.<br />

Quick Gadgeteering<br />

Some people will not be satisfied with the current gadgeteering times and<br />

costs. They wish to run PCs who, rather than spending days of work and hundreds<br />

of thousands of dollars, can throw together an Interphazed Fromblitzer in<br />

less than an hour, using only the contents of a random glove compartment. This<br />

"quick" gadgeteering is best suited for a highly cinematic campaign.<br />

The GM should increase the cost of the Gadgeteer advantage (p. 25) to 50<br />

points if he is going to use these guidelines.<br />

Necessary Skills<br />

Skills are chosen by the GM as for normal gadgeteering.<br />

Required Materials<br />

The cinematic gadgeteer is a master at cannibalizing parts and scrounging<br />

bits and pieces from other equipment. The GM should allow a roll versus an<br />

appropriate specialty to locate usable components. For example, if the only<br />

thing available is a wrecked '65 Mustang, the GM might require a roll versus<br />

Mechanical Engineering or Mechanic to find the parts necessary for the gadget<br />

under construction.<br />

This roll should be modified as follows:<br />

Simple Gadget: no modifier.<br />

Average Gadget: specialty-2.<br />

Complex Gadget: specialty-6.<br />

Amazing Gadget: specialty-10.<br />

Time Required<br />

A Simple gadget will only take 2d minutes to assemble from the needed<br />

components. Average complexity calls for ld-2 hours (a roll of 1 or 2 indicates a<br />

30-minute assembly time). A Complex gadget requires 1d hours to assemble, and<br />

an Amazing gadget will take 4d hours.<br />

The inventor doesn't roll against the required skills until the end of the project.<br />

A failed roll indicates that the PC must start over. A critical failure means that<br />

the parts were ruined - new ones must be found before construction can resume.<br />

Expenses<br />

If the inventor can scrounge the necessary parts, costs are minimal (ld-1 x<br />

$100, a roll of 1 indicates no cost). If he must buy the needed items, the cost is<br />

figured as normal (see p. 122), then divided by 100.<br />

Vehicle Skill<br />

Specializations<br />

Land Vehicles<br />

Driving (or Motorcycle) is used when a<br />

vehicle is moving on the ground. (Taxiing<br />

aircraft may also use Piloting skill.) Some<br />

specializations are listed below. For exotic<br />

vehicles, the GM may wish to come up<br />

with new specializations, e.g., Unicycle for<br />

vehicles with a single wheel.<br />

Driving (Automobile) is required for<br />

vehicles under 10,000 pounds, with four or<br />

more wheels, that do not qualify as racing<br />

cars.<br />

Driving (All-Terrain Vehicle) is<br />

required for wheeled vehicles with offroad<br />

suspension of over 10.000 pounds.<br />

This includes most military armored cars.<br />

Driving (Construction Equipment) skill<br />

is required to operate any 10.000-pound or<br />

heavier wheeled, tracked or half-tracked<br />

vehicle fitted with a blade, plow, crane or<br />

the like. This includes farm tractors.<br />

Driving (Heavy Wheeled) skill is<br />

required for wheeled vehicles of 10.000 or<br />

more pounds that lack off-road suspensions<br />

or construction equipment.<br />

Driving (Racing Car) skill is required<br />

for TL6+ vehicles of under 10,000 pounds<br />

with three or more wheels and top ground<br />

speeds over (TL-3) x 40 mph.<br />

Driving (Snowmobile) skill is required<br />

for vehicles with skitrack motive systems.<br />

Driving (Tank) skill is required for<br />

tracked and half-tracked vehicles, regardless<br />

of weight.<br />

Driving (Trike) skill is required for<br />

three-wheeled vehicles that don't qualify<br />

as racing cars.<br />

Driving (Mecha) skill is required for<br />

any vehicle with legs or flexibody that<br />

isn't a battlesuit.<br />

Motorcycle skill is required for any<br />

powered one- or two-wheeled vehicle, or<br />

for a two-wheeler with sidecar, unless it<br />

uses a muscle engine.<br />

Bicycle skill is required for any muscleengined,<br />

two-wheeled vehicle.<br />

Battlesuit skill is used for any vehicle<br />

that is worn as a battlesuit.<br />

Teamster is required to drive any animal-drawn<br />

vehicle. With the exception of<br />

horses and mules, which use the same<br />

skill, each species of animal requires a different<br />

skill, defaulting to other species at -<br />

3. See p. B147.<br />

Continued on next page ...<br />

123

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