Inventor

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Subclass

Must be level 3. You may pick one of the following classes:

Prerequisites:

Must have at least a Mental AL of 2

AND

Must have 1 of the following:

AND

+1 Base Trait of your choosing

Initial Traits:

Creative Genius

Inventors may craft one Innovation from their list of known innovations. This follows the normal rules for Innovations. Or they may make a custom invention outside their known innovations that takes 2 sessions, or 2 weeks, to create/build. This custom invention is not added to their known innovations until added with the Innovation Trait.

Initial Innovation

Choose 3 new Innovations to be in your known innovations list. If you have the Magically-Touched trait you can make this a custom magical invention at the discretion of the GM. Must relate to your Magic Category. You start out with 1 of each of your Initial Inventions.

Traits:

Practitioner

Gain ADV when using your inventions.

Creator

Gain ADV when building your inventions.

Trapmaster

Must have Trapper or Trap Creator. Gain +1 ADV on both Trapper and Trap Creator traits if you already have them.

Innovation

Choose 1 new Innovation to be in your known innovations list. If you have the Magically-Touched trait you can make this a custom magical invention at the discretion of the GM. Must relate to your Magic Category. May be taken multiple times

Innovations

Below is a list of innovations that an Inventor can create and use, but it first must be in their known innovation list. The Inventor can create only one Innovation at a time. Innovations suffer from Item Depletion. Each innovation has a Depletion Rating and once that rating hits 0 the item is destroyed.

An Inventor can give the innovation to someone else, who benefits from it just like normal. It doesn’t usually take an action to use an innovation (though there are exceptions to that rule.) These innovations are just ideas and should be modified, rethemed, or presented in a different light as you need.

We Recommend that at the beginning of eash session the Inventor is allowed to make a test to build 1 invention from their known invention list. If they are not successful, half way through the session they may try 1 more time.

To build a known invention, Roll a Mental Test against the DL of the invention. If suceessful, you gain that item after a week has past

If the invention is not in your known invention list: Roll a Mental Test against the DL + 1. If suceessful, you gain that item after 2 sessions or weeks. Note this means you can't create or build anything else for 2 sessions or weeks

Revolving Pistol

NOTE: This is at the GMs discretion as Guns might not exist in your game

DL: 2

Depletion Rating: 4

Weapon Group: Light Ranged
Weapon Type: Pistol

A Pistol with 6 shots before it can be reloaded. Reload time takes 2 actions

Revolver Quick Loader

NOTE: This is at the GMs discretion as Guns might not exist in your game

DL: 2

Depletion Rating: 4

Decreases Reload action by 1. Normal Reload action for revolving tech is 2 Actions, this decreases it to 1.

Must specify type of revolver Light or Heavy.

Straight Jacket

DL: 1

Depletion Rating: 1

Restrains a madman if HP is below 15% of their max HP. Only works on corrupted humanoid targets.

Piston-Powered Arm Frame

DL: 1

Depletion Rating: 6

The Piston-Powered Arm Frame grants the Strong Trait.

Hallucinogenic Gas

DL: 2

Depletion Rating: 8

Make a Ranged Attack Test targeting a near range. All living creatures in that range must make a Save Test at DL of 3. If they fail, they drop whatever they are holding and flee as fast as they can. This effect wears off in 2 turns

Augmented Armor

DL: 2

Depletion Rating: This item has no Usage Rating.

It provides the Armor Mastery trait to the bearer giving them +3 HP. It is destroyed when all 3 Hit Points are all removed.

This armor also gives the user a +1 AC until destroyed.

Healing Rig

DL: 2

Depletion Rating: 2

The user gains the Healer Trait and may Test with +1 ADV when using the Healer Trait

Stealth Boots

DL: 1

Depletion Rating: 6

The bearer gains the Sneaky Trait.

Sprinter’s Boots

DL: 1

Depletion Rating: 6

The bearer gains the Quick Trait.

Custom

Creative Idea at the Discretion of the GM


Classes