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GURPS - Compendium 1..

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Variations<br />

Characters can hire others to make inventions for them. This eliminates the<br />

development cost (the hired inventor or company is assumed to already have all<br />

the right equipment and space), but initial production costs are doubled, and the<br />

hired inventor must be paid for his time - use twice the typical monthly pay rate<br />

given in the appropriate Job Table as a basis (the factor of two is for overhead<br />

costs). Hired inventors usually have skill 18-20, and they must be found like any<br />

hireling, as described on p. B194.<br />

High tech levels can affect the invention process in several ways.<br />

Engineering CAD/CAM programs (p. UT33) can boost effective skill, and can<br />

also shorten the time needed to produce a working model (reduce time by 10%<br />

for each +1 of bonus to Engineering skill). Cyberteks (p. UT16) function as a<br />

shop full of equipment, giving a +1 to working model rolls.<br />

Minifacs (p. UT17) can fabricate an entire working model from a set of plans in<br />

a short time. If a minifac is available to the character, the time for each working<br />

model roll is divided by 10 (this represents actual engineering time), and added to<br />

the time a minifac would normally take to produce the item. With a minifac,<br />

development cost is zero, except for the cost of purchasing the minifac. Amazing<br />

complexity devices cannot be made with minifacs, as they are usually too large or<br />

require capabilities beyond those of normal minifacs.<br />

At TL 10 and above, robofacs (p. UT17) replace production lines. Cost to<br />

prepare a design for robofac production is equal to the regular development cost -<br />

this is primarily to pay for the creation of user manuals, diagnostic databases and<br />

promotional literature. Robofacs are typically too expensive for individuals to<br />

purchase; instead, they are leased, with a minimum production run cost of<br />

$1,000,000. Items are produced for 30% of their retail price, and take (retail<br />

price/5,000) hours per copy to produce.<br />

At TL 13, living metal replaces both minifacs and robofacs, and items are<br />

produced directly from raw materials at 10% of the retail price, at the same<br />

speed as a robofac (above).<br />

Characters may sometimes wish to "invent" devices of a lower tech level than<br />

their native TLs. In such cases, substitute a Research roll for the conception roll if<br />

suitable historical material is available. For each TL the item is below the campaign's<br />

TL, reduce the complexity by one level, to a minimum of Simple.<br />

Gadgets for Non-<br />

Gadgeteers<br />

It is possible for a hero to use one or<br />

two high-tech devices without being a gadgeteer.<br />

For example, the Golden Knight<br />

fights crime dressed in a suit of golden<br />

armor. The armor is bullet -resistant and<br />

has an oxygen mask built into the helmet,<br />

allowing the Knight to resist gas and stay<br />

under water for half an hour or so. If he<br />

never alters the suit's abilities, and, in fact,<br />

has no idea how it was designed or built,<br />

then he does not need to buy the Gadgeteer<br />

advantage. He can simply have the suit<br />

designed and built for him (although finding<br />

someone to create such a suit could<br />

itself be an adventure). He will have to pay<br />

the standard development cost, and 150%<br />

of the production cost. (If such equipment<br />

already exists, he could buy it at 150% of<br />

retail price.)<br />

On the other hand, if he constantly adds<br />

new devices (heat resistance to combat<br />

The Dragon's flamethrower, a special<br />

coating to reflect Dr. Splinter's disintegrator<br />

ray, extended underwater abilities to fight<br />

Captain Fang, the submarine pirate), then<br />

he must either become a gadgeteer<br />

himself, or pay the lesser Unusual<br />

Background cost to have regular access to a<br />

gadgeteer's talents (see below).<br />

Lending or Selling Gadgets<br />

A problem with allowing a gadgeteer<br />

character into a party of non-gadgeteering<br />

heroes is deciding who can use the gadgets<br />

once they've been created.<br />

Realistically, anyone should be able to<br />

use those items that don't require any special<br />

knowledge (body armor, recoilless<br />

weapons, etc.). In terms of game balance,<br />

however, one gadgeteer should not be able<br />

to outfit an entire party with high-tech<br />

devices at no cost.<br />

The easiest way around this problem is<br />

to restrict the use of gadgets to the gadgeteer<br />

except in unusual circumstances.<br />

Heroes who are not gadgeteers should<br />

shun high-tech equipment, placing their<br />

confidence in their own abilities instead. If a<br />

player relies on gadgets that he did not<br />

create, the GM may deny him character<br />

points for roleplaying outside of character<br />

conception.<br />

Alternately, if a gadgeteer's friends<br />

want to use some of his devices, they can<br />

pay character points for the privilege. They<br />

do not have to be gadgeteers themselves,<br />

but they must pay 15 points for the<br />

Unusual Background "Has Gadgeteer<br />

Friend." They do not have any special gadget-related<br />

abilities; they are just permitted<br />

to use any devices that their friend or contact<br />

comes up with. The point cost is simply to<br />

maintain game balance.<br />

127

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