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How should I DM mundane inventing in SW?

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Thread replies: 6
Thread images: 2

File: download.jpg (14KB, 191x264px) Image search: [Google]
download.jpg
14KB, 191x264px
I have a low magic pirate/fantasy themed world, and one of my players would like to create a character who'd be able to tinker and invent things like upgrades for guns or ships or whatever. I really like the idea and would like to implement it, but I'm having difficulty finding how to handle such a skill.

The SW manual mentions that suchs things wouldnt be weird science but rather "just 'high tech'" yet I cannot find other mentions to it. The closest I see is the McGyver edge, but I'm hoping someone knows of perhaps an online guide or something that would assist me in creating something which more closely resembles an inventor.

Any ideas/resources would be greatly appreciated
>pic loosely related
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>>55388640
Borrow the Savvyhead workshop move from Apocalypse World, it's easy enough to port into any given system
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>>55388738
I'm looking at some pdf's but I'm just seeing it listed as a studio amenities. I'm unfamiliar with AW so maybe I'm looking in the wrong place?
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File: AW2ndEdPlaybooksPreview.pdf (2MB, 1x1px) Image search: [Google]
AW2ndEdPlaybooksPreview.pdf
2MB, 1x1px
>>55388821
>>
Nevermind, this boy wanted to make double barelled cannons at lvl 1

While I'm still interested if anyone has anything they know off the top of their head for future possibilities, don't spend time trying to remember please; it isn't as important anymore
>>
>>55389016
Oh sweet I see it now, thank you so much even though I just said it wasn't important
Thread posts: 6
Thread images: 2


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