Invention design point costs (Do everything additive before anything multiplicative):

For “inventing” vehicles, start with base frame.

Each frame has base stats and base DP cost; stats can be modified for additional DP. Once frame model is invented, can create as many as you want. Multiplication factors are: DP x 1,000 = cost; DP / 7,500 = time to build in turns; DP / 2,500 = base time to design

Cargo bonus: +1 DP/cargo point if V; /10 if SH; /100 if CS; /500 if SB

Additional Passengers: +1 DP/passenger

External shuttle-scale mount: +10,000 DP

External vehicle-scale mount: +1,000 DP

Stealth bonus/penalty: 7 DP/+1 to Stealth

Power Points produced: 3 DP/PP

Power Points required: Start at avg die value (IE D6 = 3xScale PP); +/- 1 DP/PP req’d

Scale: Personal = x1, each shift x10

Damage: 1DX = X+1 points; can buy Y dice for Y(X+1) points

Damage Type: Ball: ; Stun: ; Ion: ; ETC

Damage Scale: Starts at weapon’s scale; each shift up is x5 or down is /5

Money Produced: Must be CS or SB scale; costs 1 DP/$1,000 produced per quarter

Ground Speed Increase: 1 DP/5 kph

Sublight Speed Increase: 1 DP/10 kph

FTL Speed Increase: 100 DP/0.1 FTL factor

HP: 3 DP/additional 1 HP

Armor Rating: +15 DP/Bulwark point; +30 DP/Evasion die (THIS NEEEEEDS PT)

Weight Reduction (DOES THIS MATTER?)

Morale Bonus (FIGURE OUT MORALE SYSTEM FIRST)

Pollution Reduction (For every X “points” the atmosphere/radiation/whatever shifts 1 lv)

Cost to Develop Reduction (FIGURE OUT BASIC COST/TIME SYSTEM FIRST)

Time to Develop Reduction (divide time by a number x; multiply cost by x^2 for

prototype only)

Time to Build Reduction (DUNNO YET)

Fuel Production (5 DP per 1 PP/turn fuel production)

Prerequisites (WORK OUT SEPARATE SECTION FOR THESE)

Droid Brain Intelligence (FIGURE OUT WHAT THIS MEANS FIRST)

Initiative bonus: +4 DP/+1 Initiative bonus

Range (if different from damage scale): x3 or /3 depending on direction

Attack or Damage or Other Penalty (for countermeasures)

MAKE TABLE OF SPECIAL EFFECTS WITH DP COSTS FOR EACH

Selective damage resistance/immunity (LIST THIS UNDER SPECIAL EFFECTS)

Area of Effect (LIST UNDER SPECIAL EFFECTS)

Sciences:

Mathematics

Chemistry

<Ore Extraction and Processing>

General Physics

<Construction>

<Firearms/Mass Drivers>

Electromagnetics

<Computers>

<Powerplants>

<Sublight Drives>

<Laser Weapons>

Particle Physics

<FTL Engines>

<Ion Weapons>

<Charged Particle Weapons>

Astrophysics

<Astronavigation>

<Sensor Arrays>

Biology

Genetics

<Genetic Engineering>

<Cloning>

Medicine

<Surgery>

<Drug Therapy>

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