Sunday, 9 July 2023

Riveted RPG - Mad Science Invention Rules

Mad Science Invention Rules

  1. Concept: The player decides on what invention they want to create. The scale of the project (resources, time) is determined based on the complexity of the invention and then adjusted two steps faster on the given scale (Instantly/Seconds/Minutes/Hours/Days/Weeks/Months/Years/Decades/Generations/Centuries).

  2. Functionality: The player and the GM should agree on the primary function or advantage that the invention will provide if successfully completed.

  3. Features, Drawbacks, and Catastrophic Malfunctions: The GM and the player each write down three potential features and three potential drawbacks. They also each write down three options for what happens when a Catastrophic Malfunction occurs. Additionally, a seventh option is always: Major property damage. This results in a list of six possible features, six possible drawbacks, and seven possible Catastrophic Malfunctions.

  4. Preliminary Rolls: The player makes three rolls. For each roll, the player and the GM decide together which additional feature or drawback from the list is added to the invention.

  5. Decisive Rolls: The player makes three more rolls. The number of successful rolls determines the initial functionality of the invention:

    • Three successes: The invention works as planned. Option to go "Double or Nothing".
    • Two successes: The invention works as planned.
    • One success: The invention works, but differently than planned.
    • No successes: Catastrophic Malfunction.
  6. Double or Nothing: If the player chooses to go "Double or Nothing" after three successful Decisive Rolls, they roll two dice. The result determines the final functionality of the invention:

    • Both dice are odd: The invention works better than planned. Also, gain two additional features.
    • One die is odd, the other is even: The invention works differently than planned. Gain one additional feature, one drawback.
    • Both dice are even: The main function does not work, and a Catastrophic Malfunction occurs.
  7. Catastrophic Malfunction: In the event of a Catastrophic Malfunction, the player chooses an outcome from the list that was created earlier.

Examples for Mad Science Inventions Example #1: Time-Displacement Boots

  • Basic Function: Time travel.
  • Preliminary Rolls: Three successes.
  • Decisive Rolls: No successes (Catastrophic Malfunction: Sent forward in time 1d20/2 days).
  • Double or Nothing: Not applicable.
  • Result: The main function does not work. The boots are now self-lacing, paradox resistant, and have a light-up mode (features from preliminary rolls). The Catastrophic Malfunction sends the user forward in time 1d20/2 days.

Example #2: Rocket-Sled

  • Basic Function: Rapid transportation.
  • Preliminary Rolls: Two successes, one failure.
  • Decisive Rolls: Three successes.
  • Double or Nothing: One odd die, one even die.
  • Result: Works differently than planned. Instead of providing horizontal transportation, it launches the user straight up. It has a comfy seat and a built-in GPS (features from preliminary rolls), automatic stabilizers (extra feature from Double or Nothing), but is prone to sudden stoppages and causes dizziness (drawbacks).

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