I've always though that the Techie was a
neglected role from a sourcebook point of view. Solos, Rockerboys, Police,
Nomads, and Netrunners have all had their own sourcebooks, even the Corporates
have had the three Corporate Reports. The best a techie got were a few tools in
the last two Chromebooks, so with having a long-time techie PC in the group, who
was always coming up with inventions and improvements, I decided to try and put
some building/invention rules together (the player was getting fed up with
"I've written it down, and I'll work out how long it'll take and what you
need to roll, this week for definite".)
Building / Altering
Devices
From the table below select the closest description to the task you are
attempting. Then calculate the modifiers if you are altering an item's
Reliability or Size.
*An improvement usually increases a device's 'ability', range or damage by +50%.
A radical improvement increases 'ability', range or damage by +100%.
Task | Base | Lasts For | Time Mod |
Minor Modification / Maintenance | 15+ | Until damaged | .5 |
Refinement, Improvement* | 20+ | Until damaged | 2 |
Adapting Technology to New Use | 20+ | Until damaged | 3 |
Innovation, Radical Improvement* | 25+ | 1 Year | 7 |
New Technology for Existing Use | 25+ | 1 Year | 20+ |
Invention, Truly Original Tech | 30+ | 5 Years | 50+ |
Reliability (Chromebook 3) | Mod | Cost Mod | Malfunction |
Unreliable (UR) | -3 | -50% | 30% |
Standard (ST) | +0 | +0% | 20% |
Very Reliable (VR) | +3 | +50% | 10% |
Excellent (EX) | +5 | +200% | 5% |
Size | Mod | Cost Mod | |
Double (large for it's type) |
-3 | -50% | |
Same Size (average size) | +0 | +0% | |
Half Size (mini-whatever) | +3 | +50% | |
Quarter Size (micro-whatever) | +5 | +200% |
Working Conditions
The modified difficulty determines what minimum tools you need. i.e.
modified difficulty of 15 or less (minor mod, repair) would require a minimum of
Poor tools. A difficulty 30 task (invention) would need a lab or workshop, but
if you doubled the size (-3) and made it Unreliable (-3), you could attempt to
build it in only Good conditions.
For every level the current facility is below the one required add 3 to the
difficulty. ("Don't have the right tools," CP p.42). For every level
the current facility exceeds the one required minus 3 from the difficulty to
account for the better tools and conditions.
Modified Diff | Required Conditions/Tools |
15 or less |
Poor/Multi-tool, Small Kit |
20 or less | Average/Standard Tool Kit |
25 or less | Good/Master Tool Kit |
30+ or less | Excellent/Workshop or Lab |
Working Conditions | Mod |
No Tools | +5 |
CADaM (new items) | -3 |
Autofactory (new items) | -3 |
Working from existing device | -3 |
Extra time spent (max +5) | -1/20% |
Inventions
When creating a device from scratch follow
these steps:
1. Design - working out how you can do
it
Roll INT or TECH + Skill + 1D10 verses base difficulty. The skill
used could be a TECH skill, assuming that the skill covers both practical and
theory or an Expert INT skill, for GMs who want to split theory away from the
TECH skills. Every +5 rolled over the difficulty level needed will reduce the
design time by 10%.
2. Development & Construction -
testing the theory
Roll TECH + Skill + 1D10 verses modified difficulty. Every +5 rolled
over the difficulty level needed will reduce the development time by 10%.
3. How Long Does It Take?
It takes 1 hour per point of modified difficulty, further modified by
the type of task (see Building / Altering Devices). Two-thirds of this time is
spent designing the device, the rest is spent on development and constructing a
prototype. After the prototype is built, and usually tested, the final design
can be sent to an autofactory or other source for mass production.
Modifications
When modifying an existing device follow
these steps:
1. Research - opening the device up and
routing around
Roll INT or TECH + Skill + 1D10 verses base difficulty. The skill
used could be a TECH skill, assuming that the skill covers both practical and
theory or an Expert INT skill, for GMs who want to split theory away from the
TECH skills. Every +5 rolled over the difficulty level needed will reduce the
research time by 20%.
2. Alteration - putting it back
together again so it does what you want
Roll TECH + Skill + 1D10 verses modified difficulty. Every +5 rolled
over the difficulty level needed will reduce this time by 20%.
3. How Long Does It Take?
It takes 20 minutes per point of modified difficulty, further
modified by the type of task (see Building / Altering Devices). One-half of this
time is spent researching the device, the rest is spent on altering the device.
After the research has been performed successfully once, the alterations can be
done to any number of devices without having to perform the research stage until
an upgraded version of the device is released.
Research Projects or
Pooling Skills
As with Programming tasks, Techies can
pool their skills and experience. Add the group's average TECH + group's
applicable skills + 1D10.
Modification Example:
Wolf (TECH 10, Electronics 7) wants to
make a Sysec Protection Field more powerful (+50% damage). The Referee decides
this is an Improvement (+50% ability), so a base difficulty of 20 is set. There
are no changes to size, but Wolf doesn't want to spend too much time on this
project (it is a freebie after all) so he decides to drop the reliability to UR
(-3). The modified difficulty is 17, so Wolf needs a standard tool kit, luckily
he owns a master electrician's tool kit (one level more than required, another
-3).
His final difficulty is 14. Wolf opens up the Sysec Protection Field's
electronics (Research roll vs 20, and gets a 23) and spends the next 4 hours, 40
minutes (14 x 20 mins x 2 = 560 mins; x 50%) working out how to increase the
power output without frying the electronics (or the wearer). Once he's got that
figured out he reconfigures the power-settings and installs a larger battery
(Alteration roll vs 14, and gets a 22), which takes him 4 hours, 12 minutes
(rolled 5+ more than required, -10% time).