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My guess:

For a new invention, its basically a set of long term projects, so use the new long term project rules. At the end when you go to manufacture it, treat it like the new Acquire Activity and you start with a version at your crew's Tier. If you need more than that, pay the Coin cost to get a higher-Tier item. 

For a modification of an existing item, I'm guessing it is:

First determine the target Tier, which is based on the Tier of the Item being modified...

‣ Requires Tier +1: Simple, useful modification 
‣ Requires Tier +2: Significant modification
‣ Requires Tier +3: Arcane, spark-craft, or alchemical modification

Then treat it like an Acquire roll again.

My ideas were bad, e-aksenov's had much clearer suggestions:

Part 1: Design 

A long term project, usually 8 segments, based on STUDY. It is either to Invent a new design or to Learn an existing one

If Inventing a New Design:

‣ GM Asks: What type of creation is it (Mundane, Alchemical, Arcane, Spark-Craft) and what does it do? (Player answers.)

‣ Player Asks: What’s the minimum quality level for this item? (GM answers, using Magnitude as guideline.)

‣ GM Asks: What rare, strange, or adverse aspect of this formula or design has kept it in obscurity, out of common usage? (Player answers.)

‣ Player Asks: What drawbacks does this item have, if any? (GM answers.)

If Learning an Existing Design:

‣ Common Creations (p. 226): Do not require special formulas or designs to learn.  

Part 2: Creating the Item requires 1 downtime activity + a Crafting roll 

Dice pool:

‣ 1d for each Tinker action dot.

‣ +1 quality per coin spent.

‣ +1 quality for Workshop crew upgrade.

Result:

‣ 1-3: Quality level is Tier -1.

‣ 4/5: Quality level is equal to Tier.

‣ 6: Quality level is Tier +1.

‣ Critical: Quality level is Tier +2.

Modifying an Existing Item: Requires 1 downtime activity + a Crafting roll, no designing or learning needed

Minimum Tier = item's current Tier + 

‣ +1: Simple, useful modification

‣ +2: Significant modification

‣ +3: Arcane, spark-craft, or alchemical modification

Drawbacks: GM may assign 1-2 Drawbacks to a creation