[gurps] [3e] Gadgeteering complexities

Jeff Wilson jwilson at io.com
Wed Oct 11 20:56:19 CDT 2006


> From: Pauli Hakala <Pauli.Hakala at mail.suomi.net>
> Brandon Cope wrote:
>> A player is designing a gadgeteer for a TL7 campaign. However, I can't
>> find any good guidelines or examples of gadgets for each complexity
>> level (Simple, Average, Complex, and Amazing). Cliffhangers does have 17
>> gadgets, but they are all oriented at a TL6 campaign and 14 are Complex
>> and three are Average; there are no examples of Simple or Complex
>> gadgets. Anyone know of any sample lists online, or worked out
>> guidelines themselves?
> 
> I often use the following rule-of-thumb progression;
> Simple if a similar concept is already available off-the-shelf,
> Average if a similar concept exists at a prototype stage, Complex
> if it obviously could be done in a lab and Amazing if it is
> clearly above the campaign TL or based purely on a theory.

This similar to what I did way back, thouhg I tended to break down 
gadgets into functions, and functions into skills, and require a 
gadgeteering project at each step. For instance, a supersonic motorcycle 
: I decided it would need bioplastic tires (TL9), a neural interface 
(TL10), and a I forget what sort of engine was used. But to build it, 
the maker needed to research the named skills needed for each component, 
and advance each one to the required TL. Inventing a new skill was 
Amazing, advancing it a TL was a Complex project per TL, and if a skill 
was only available at a certain TL, researching the precursor skills to 
that level was required. Combining the components into a vehicle, or a 
battlesuit was an Average project, and modifications like adding remote 
control or installing an autopilot were Simple.

Making modifications on unfamiliar gear were one step more difficult, or 
two steps for alien gear, possibly 3 for ultraterrestrials.

-- 
Jeff Wilson - jwilson at io.com
< http://www.io.com/~jwilson >


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