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Old 04-15-2017, 11:36 AM   #4
Varyon
 
Join Date: Jun 2013
Default Re: Inventing rules in [After the End 2] versus [Basic Set]

Quote:
Originally Posted by Refplace View Post
See After the End Wastelanders Inventing and modification rules start on page 39.
The most relevant bits are the Tech-Level Modifier table (page 39), the Modifiers under Inventing (page 40), and the Workspace rules (pages 40-41). For actually inventing something - rather than making something you know exists - you suffer a -2 relative to those modifiers. ATE also assumes you are using an improvised workspace - something more dedicated can give a bonus. It simplifies things (for example, having you just roll once for both Concept and how well you actually build the thing) and probably errs on the side of cinematic, but I feel the rules are a lot more usable.

For example, if the character in question has Gadgeteer but not Quick Gadgeteer, and is trying to make a TL 4 pocket watch (LT44), the item's base cost is $400 ($100, doubled twice for 2 TL difference). $400 means a -5 to invent (it would be -11 for a mundane inventor). TL 4 is good for a +4 to the roll, but the fact such has never been made before is a -2. The character probably doesn't have access to a dedicated clock workshop, so he's either using an improvised workshop or a professional-but-wrong one, for +0 either way. He needs $400 of raw materials and 2d hours, and is at a net -3 to his invention roll, assuming he has Engineer (Clockwork) - he's likely working off of a different specialty, however, for another -4 (total -7). Note this ignores the effect of TL on skill - he's probably at another -4* (total -11) for using a TL 2 skill for a TL 4 invention.

*EDIT: I had thought that /TL skills were at -1 per TL lower than your own, or -2 per TL higher than your own. Turns out the latter is actually -5 per TL higher than your own, for -10 (total -17) here. Ouch.
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Last edited by Varyon; 04-15-2017 at 11:49 AM.
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