Bullets and Belles

Bullets and Belles Inventin’ Rules

A number of the characters in Bullets and Belles are inventors. This means that these characters are able to build and create devices and concoctions that have valuable in game effects. Characters with the Inventin’ skill sill begin game with some parts and blueprints. Only individuals with the Inventin’ skill can recognize useful parts and/or turn parts into fascinating works of science!

Blueprints

blueprint

Before inventin’ can commence, you need a plan. You need chemical formulas, engineering schematics, or some made scribbles from the basement of a castle. All of these various ideas and plans are represented in game with Blueprints.

Each Blueprint has four distinct sections. The very top box on the blueprint states the name of the object, potion, or device being invented.  The second box on the form indicates how many parts need to be assembled to complete the invention and the required Inventin’ level to build it. The blueprint also details names of specific parts that will be necessary to complete the invention. The effect bubble states what the results of part assembly will have on the game.

Parts

partcard

To complete an invention, you will need parts. All of the parts have a name in the center of them. Some inventions require specific parts in order to complete them. Pay attention to your blueprints. Your blueprint will also tell you how many parts are needed in order to complete the invention. The parts card is divided into four sections. A section may be blank or a section might have one of four connector types symbols (Conduit, Actuator, Valve, Oscillator)  in it.

connector1
connector2
connector3
connector4

Assembly

The actual assembly of the invention is not difficult, but it can be tricky and time consuming. It is also up to the inventor, or mad scientist, to explain how doodads and carbon turn into orbital laser canons. When you believe you have successfully assembled your invention, verify it with a GM.

The Rules of Assembly Are:

  • Connectors attach to other connectors of the same type. (Symbol A must be connected to another Symbol A)
  • All connectors need to have a complete circuit. (You cannot leave any symbol quadrants unattached)
  • You may use extra parts to complete an invention.
  • You may turn the part in any direction you need to; the orientation of the name does not matter.

Assembly Example 1:

sample1

Assembly Fails

This assembly would fail because:

  1. There is a connector with an open circuit.
  2. The symbols of the connectors do not match.

Assembly Example 2:

sample2

Assembly Succeeds

This assembly would succeed because:

  1. All circuits have been closed.
  2. All connectors are matched appropriately.

A Special Note from the Head GM:
If you enjoy this  mechanic, please stop by The Game Crafter and pick up a copy of Mike Young’s Igor. His game was a direct inspiration for handling invention and mad science in both this game and in one of my shorter games- An Evening Aboard the MS Eden.

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