
INVENTING
Characters with the necessary Knowledge and Craft skills and the Inventor
feat (see page 62) can create inventions, temporary devices. To create an
invention, the inventor defines its traits and its total cost in power points.
This cost is used for the necessary skill checks, and determines the time
required to create the invention. Inventions are subject to the same power
level limits as other powers in the campaign.
DESIGN CHECK
First, the inventor must design the invention. This is a Knowledge (technology)
skill check. The DC is 10 + the invention’s power point cost. It
requires an hour’s work per power point of the invention’s cost. The character
can take 10 or 20 on the check. In the latter case, the design process
takes 20 times longer (20 hours per power point). You can halve the
design time by taking a –5 on the Knowledge check.
Design Check = DC 10 + invention’s point cost
If the check is successful, you have a design for the invention. If the check
fails, the design is flawed and you must start over. If the check fails by 10
or more, the character is not aware of the design flaw; the design seems
correct, but the invention won’t function (or at least won’t function properly)
when it’s used. For this reason, the GM should make the design check
secretly and only inform the player whether or not the character appears
to have succeeded.
CONSTRUCTION CHECK
Once the design is in-hand, the character can construct the invention.
This requires four hours work per power point of the invention’s cost, so
an invention costing 10 points takes 40 hours (about a week’s work normally,
or working two days straight without rest) to construct. When the
construction time is complete, make a Craft skill check, using the Craft
specialty appropriate to the invention (generally chemical, electronic, or
mechanical). The DC is 10 + the invention’s power point cost. You can’t
take 20 on this check, but you can take 10. You can halve the construction
time by taking a –5 on the Craft check.
Construction Check = DC 10 + invention’s point cost
Success means the invention is complete and functional. Failure means
the invention doesn’t work. Failure by 10 or more may result in a mishap,
at the GM’s discretion.
Example: Daedalus needs to whip up a mind-shielding device
to confront Lady Lunar, who has seized control of his teammates
in the Freedom League, and plans to use them as her
army to conquer Farside City. Daedalus’ player considers and
decides 10 ranks of the Mind Shield power (see page 93) will
suffice. It has a cost of 10 power points, so the Knowledge
(technology) check is DC 20 (10 + 10) and takes 10 hours.
Daedalus’ skill bonus is +22, so he succeeds automatically.
The GM decides Craft (electronics) is the appropriate skill for
the construction check, also DC 20 (10 + the device’s cost).
It takes 40 hours. Daedalus’ skill bonus is +20, so against he
succeeds automatically. However, that’s 50 hours total to build
the mind-shield, and Lady Lunar plans to launch her attack in
just a few hours. Daedalus needs the new device right now, so
he’s going to need to speed things up....
USING THE INVENTION
Once the invention is complete, it is good for use in one encounter, after
which it breaks down or runs out of power. If the character wishes to use
the invention again, there are two options. The first is to spend the necessary
power points to acquire the Device power and make the invention
a part of the character’s regular traits; in this case, the new device can
be used like any other. The other option is to spend a hero point to get
another one-encounter use out of the invention. Each use costs an additional
hero point, but doesn’t require any further skill checks.
Although it’s possible to prepare certain one-use devices in advance,
the GM should carefully enforce the guidelines for having items on-hand
(see page 133). If an inventor wants to have a particular previously-constructed
invention on-hand during an adventure, the GM should require
the player to spend a hero point.
JURY-RIGGING DEVICES
An inventor can choose to spend a hero point to jury-rig a device; ideal for
when a particular device is needed right now. When jury-rigging a device,
skip the design check and reduce the time of the construction check to
one round per power point of the device’s cost, but increases the DC of
the Craft check by +5. The inventor makes the Craft check and, if successful,
has use of the device for one encounter before it burns out, falls
apart, blows up, or otherwise fails. You can’t take 10 or take 20 when
jury-rigging an invention, nor can you speed up the process any further by
taking a skill check penalty. You can jury-rig an invention again by spending
another hero point.
Example: Needing to get the mind shield device ready right
away, Daedalus’ player decides to spend a hero point to jury-rig
it. He skips the design step altogether and reduces construction
time to 10 rounds (a minute). The DC of the construction check
increases to 25, but still well within Daedalus’ abilities. His
player rolls a 28 on the check and, a minute later, the immortal
inventor has a makeshift mind-shield he hopes will protect
against Lady Lunar’s power long enough for him to try and free
the rest of the League from her influence.
MISHAPS
At the GM’s discretion, failure by 10 or more, or a natural roll of 1, on any
required inventing skill check may result in some unexpected side-effect
or mishap. Exactly what depends heavily on the invention. Inventing mishaps
can become a source of adventure ideas and put the heroes in some
difficult situations. They may also be setbacks, suitable for hero point
awards (see page 122).
MAGICAL RITUALS
Characters with the Ritualist feat (see page 63) and the Knowledge
(arcane lore) skill can perform magical rituals. They are similar to inventions:
one-time powers requiring some time and effort to set up.
For rituals, substitute the Knowledge (arcane lore) skill for both the
design and construction checks. The design portion of the ritual takes 4
hours per power point of the ritual’s cost (pouring over ancient scrolls
and grimoires, drawing diagrams, casting horoscopes, meditating, and
so forth). The performance of the actual ritual takes 10 minutes per
point of the ritual’s cost. So a ritual costing 10 power points takes 40
hours to research and 100 minutes to perform. As with inventing, the
ritual is good for one encounter. Failing the research check means the
ritual isn’t usable and failure by 10 or more results in a mishap (at the
GM’s discretion).
“Jury-rigging” a magical ritual has the same effects as mentioned previously.
This allows the ritualist to skip the design check and perform the
ritual in a number of rounds equal to its cost. A Knowledge (arcane lore)
check against a DC equal of (15 + the ritual’s cost) is needed to successfully
perform the ritual.
MAGICAL INVENTIONS
For magical inventions, use the normal inventing rules, but use the
Knowledge (arcane lore) skill for the design check and the appropriate
Craft skill (probably artistic or structural) for the construction check. =
PURCHASING CUSTUM EQUIPMENT
As a general
guideline, the equipment purchase DC equals 10 + the equipment’s point
cost.
Or, a cost in Equipment Points what it would cost to build it in Character Points.
The GM is the final arbiter on the cost and availability.
