Design Basics

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Design System
The lists in the game should be sufficient for most things, but there will always be that one thing that isn’t in the system. The design rules are set to allow a consistent price to be set for new items introduced.

There are specific design rules but certain aspects are nearly universal. The design rules can be used to make weapons, vehicles, gear, robots, monsters, animals, cybernetics, magic items, and nearly anything else in the system. Monsters and animals are designed like robots, but their fuel takes the form of food and water intake. Within the game world a giant alien robot and a dragon are completely different, but for the purposes of the design rules they are essentially the same. Game Masters generally can assign any stats they want, the design rules are only to provide a consistent cost and allow desired equipment or creatures to be placed easily. The cost of a dragon and its upkeep is usually only important if someone wants to start with one.

Structural Damage Points (SDP); The hits and item can take before being broken. This amount represents the basic sturdiness of the design. SDP values of 10 or less generally represent normal carried items while those over 60 are generally larger than a person. SDP costs 1 credit per SDP although the cost may be modified by other design features. SDP can be as light as 1/10 KG, but no more than 120 can be in a human sized design.

Armor Rating (AR); Armor Rating represents the armor or protection inherent to the structure. It is subtracted from damage before the damage is applied to the item or a person wearing it. An item can have an AR value up to half of its SDP value. The cost of armor AR is the AR squared in credits before modifiers. AR is reduced by 1 for every 10 full damage done in a single attack. AR can be as light as 1/10 KG per AR, but the maximum is half the SDP or 60 AR if it stand alone on a character (such as body armor or clothing).

Range: Weapons, sensors, and other equipment may have a range at which it functions away from the unit itself. Range cost is 1 credit per meter.

Stand Alone Code: A stand alone code is a difficulty number or die code that is used alone. Examples are encryption systems, robot skills, and weapon damage. A stand alone code has a cost of (3 x dice) squared times 2 in credits for the base although modifiers may alter that such as special damage types. Stand alone Die codes in a human size object are limited to 14D, while a single handed weapon is limited to 7D.

Bonus Dice: Bonus dice add a number of dice to a skill for the character using the equipment. With the exception of maneuverability (which must take into account the whole structure) the bonus figure is (3 x Dice) of bonus squared times ten in credits and like others it can be modified. The maximum bonus dice in a human size object is 6 dice.

Stand Alone dice codes are used alone without the character’s skill and usually used for designing weapon damage, robot or creature skill, and an effect that happens automatically like the illusion when a spell is cast. A stand alone value can also be represented as a difficulty number for a character trying to bypass a lock (Security vs 20 to beat lock would be a 400 credit stand alone value). Bonus values are added to the character’s skill when using the item granting the bonus such as a 3D bonus to firearms on a gun’s targeting system which will add up to 3D to that roll or as much actual skill as the shooter has. These are usually skill dice, but for 6 times the cost they can be to a base attribute (and thus all six skills under the attribute). Stand alone dice do not benefit from bonus dice. For difficulty numbers the maximum is 40 in the human scale objects.

Dice Rating or Bonus Stand Alone Cost Bonus Cost (Attribute)
1D 18 CR 90 CR (540 CR)
2D 72 CR 360 CR (2,160 CR)
3D 162 CR 810 CR (4,860 CR )
4D 288 CR 1,440 CR ( 8,640 CR)
5D 450 CR 2,250 CR (13,500 CR)
6D 648 CR 3,240 CR (19,440 CR)
7D 882 CR 4,410 CR (26,460 CR)
8D 1,152 CR 5,760 CR (34,560 CR)
9D 1,458 CR 7,290 CR (43,740 CR)
10D 1,800 CR 9,000 CR (54,000 CR)
11D 2,178 CR 10,890 CR
12D 2,592 CR 12,960 CR
13D 3,042 CR 15, 210 CR
14D 3,528 CR 17,640 CR

Cargo: If designed to carry cargo or personal belongings the cost is 1 credit per kilogram. This is a base cost.

Mounts: Mounts for weapons, sensor systems and other accessories are 100 each if external or 200 each if internal/concealed.

Life Support Systems: Life support is often represented as air supply but for long durations it should be assumed to include food and water. Without cramped or better accommodations it doesn’t include sanitary facilities. The cost is 100 credits per man-day or 24 man hours and the cost can be broken down further such as 25 credits for 6 hours (Half to refill).

Accommodations: Seating (100), Cramped Quarters (500), Standard Quarters (2,500), Roomy Quarters (10,000).-A vehicle designed for Tinagians will cost 2 times as much for accommodations while one made for Emongans or Erisan will cost 1/2 as much for accommodations.

Design Multipliers:

Base Costs depend on what is being designed. A vehicle, robot, or creature has a base cost composed of SDP, AR, Cargo, Life Support, Accommodations, and Mounts. For weapons and bonus granting gear the base is the stand alone or bonus values. Armor and Clothing that is not powered can have AR without SDP.

Damage Modifiers: Weapons can have special types of damage effects such as stun only, blast radius, armor piercing, and stun or kill optional. Stun only weapons actually half the cost of the base and all other modifiers but it cannot have a lethal option. Armor Piercing is X2, Stun/Lethal switch is X1, Blast Radius is X(2 times radius in meters). Burst modifier is for fully automatic weapons and is applied after all the other damage modifiers have been added. The subtotal is them multiplied by half the burst rating (2-10). A burst rating of 3-5 is a normal machinegun while a rating of 9-10 normally means a rotary cannon. Silencing a weapon is a x1 modifier (Silence ready weapons require low energy, or maximum damage of 1D per 3mm, high energy weapons can go up to 1D per 1mm).

Speed: A moving system is rated in Kilometers per hour or Kmph. Multiply base times Kmph and divide by 100 for the speed cost. In space every 100 kmph converts into 1 G force of acceleration.

Flight/Hover systems: If the vehicle hovers just above the ground and still uses drive to operate the flight system cost is equal to the base cost. If the vehicle can fly up to 50 meters off the ground and uses the pilot skill the flight system cost is twice the base cost. If the system can fly over 50 meters, but not enter orbit (max 60 KM) then the flight system cost is 3 times the base cost. If the system can go from planet to deep space the cost is 5 times the base cost.

Hyperdrive systems that allow Faster Than Light travel have a cost of Base x 10 x rating in Parsecs per Day. Teleportation systems also use the hyperdrive modifier but link it to a range modifier and work in atmosphere.

Add ons: Systems like Maneuvering units, Shields, sensors, and weapons can be added into available mounts.

Shields Armor Rating (AR); Shields Armor Rating works much like base Armor Rating with three disadvantages. Shields require a power supply to keep on, shields don’t work against melee attacks or attacks originating within the shield (Generally 1 mm from surface so it requires touching the target), and shields cost twice as much as armor. The advantage is that while armor does not stack the shields are applied separately from base Armor Rating. The limit on shields is half the SDP value. The cost of shields is AR squared times 2.

Energy Units/Fuel; When flight systems, speed, and any accessories that impact power use such as sensors, shields, computers, and maneuverability have been added the fuel cost can be assessed. The cost is 1/1000th of the total of the above systems per hour the unit can operate.

Ammo: Weapon ammo is 1% of the modified weapon cost before burst fire calculations per shot. Reload cost is the same. In the case of a disposable explosive it has no ammo, but the cost is 1/50 the cost of a full weapon system doing the same attack.

Finishing Touches:

Once the standard cost is calculated the design can be named and described. A final option is fashion. Recycled or jury rigged is half the list cost, but GM is encouraged to have the design break at inopportune moments. Generic is the calculated cost and works fine, but isn’t stylish (military designs are often made at this level). Name Brand is functionally the same, but has a good name and some additional styling behind it doubling the original cost. High Fashion is not only more stylish and comfortable, but the name attached is more meaningful to people and it gets more respect so it is 5 times the original cost. Luxury Fashion is the best materials, the best designers, and the most luxurious style making it somewhat exclusive and 10 times the original cost. Fuel and Ammo cost is not multiplied by the fashion modifier.

If weight is a concern the minimum weight is 1/10 the SDP and AR in KG assuming the item is empty. Cargo, crew, and passengers add extra weight.

For Size it can be assumed 120 SDP, 60 AR, 14D stand Alone, and 6D in Bonus represent an object of at least human size (Can be larger) Avg 1.8 meters/80 KG. Scaling from that base is the difference squared, so an item with 1/2 the stats can be 1/4 the size, 1/3 the stats can be 1/9 the size, 1/6 the stats can be 1/36 the size, 1/10 can be 1/100th or the opposite direction double the stats is at least 4 times the size and a 50% increase is a little over double the size. (A Tinagian is double human size, Avg 2.4 meters/160 KG and can have 90 AR Armor, have 10D single handed weapons and 20D two handed weapons, or bonus granting items up to 9D at their scale, while Emongans and Erishan are 1/2 human size, Avg 1.4 meters/40 KG so would be limited to 40 AR Armor, 5D Single Handed Weapons, 10D Two handed weapons, and bonus granting items of 4D).

Concealment: To make an item concealable double the cost. If an item has a feature or device concealed within it double the cost of the hidden component. Some things may not be truly concealable, but can be made to look like something else.

Disposable/single use item with a duration is 1/50th the base with a 1 hour duration and multiply the cost by any additional hours. (A drug or potion granting a 2D bonus to initiative for 1 hour would be 7-8 credits per dose).

Weapon Design

Damage Code Pips Squared x 2
Armor Piercing Damage Code x 2
Stun or Lethal Damage Code x 1
Stun Only Cut any other in half
Range Cost is range in meters
Blast Radius Blast radius squared x Damage Code
Burst Rating Damage Code x Burst Rating
Targeting Pips Squared x 10 plus any Range
Ammo Amount x 1% of all damage costs
AR AR Squared
SDP SDP even
fashion Modifier Everything other than ammo x fashion modifier
Final Cost All the above costs added together

Vehicle Design

AR AR Squared
SDP SDP Even
Cargo KG carried Even
Life Support 100 per man-day
Accommodations 100 to 10,000 per person
Mounts 100 per external or 500 per internal
Base Value Total of the Above Values
Speed Multiplier 1% of Kmph times base
Flight Multiplier x1 to x10 of base by altitude limit
Add Manuever Bonus pips squared x 10
Add Shields AR squared x 2
Powered Systems Total All the Above Costs
Fuel 1% of powered systems cost per hour of operation desired
Add Weapons As Weapon Cost
fashion Modifier Multiply everything but fuel by fashion modifier

Gear Design

AR AR Squared
SDP SDP Even
Function Stand alone or bonus cost
Power 1% of above per hour of duration
Fashion All except power times fashion modifier

Design Basics

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