Inventions are wide and varied items created by an inventor and are governed by the “Inventor” series of Powers, Feats, and Talents. Inventions are complex mechanical contraptions that can have a variety of different effects, from providing bonuses to certain tasks, to serving as weapons, to being fully autonomous drones. Inventors build inventions using the Mechanics skill to make an extended craft check as described in “Skills - Crafting”. Additionally, inventions cost a number of “Invention Points” (IvP) as described below. There is no limit to the number of inventions an inventor may have at any point, assuming they have enough Invention Points. Unless an invention includes an Arcane component of some kind, or it is specifically stated otherwise, inventions are assumed to be entirely mechanical in nature.
- 1 Invention Points
- 2 Designing and Building Inventions
- 3 Mega Inventions
- 4 Upgrading Inventions
- 5 Invention Components
- 6 Designing New Components
- 7 Related Pages
Invention Points (IvP) are effectively the materials requirement to build an invention and represent the amount of spare parts an inventor has access to. GMs should address where these spare parts come from as appropriate to the player and situation and it is fully permissible to deny an inventor the ability to create or modify an invention in a situation where they do not reasonably have access to their stash of spare parts, though IvP should never be wholly lost except in the creation or modification of an invention. Invention Points are gained exclusively through Powers, Feats, and Talents.
Spending Invention Points
Invention points are spent whenever an inventor builds or upgrades an invention; see Designing and Building Inventions.
Recovering Invention Points & Dismantling Inventions
Invention Points (IvP) may be recovered by dismantling an invention or removing components from it. In either case, the total IvP cost of all the removed components are returned to the inventor. Dismantling an invention or removing a component takes half the time it took to build, reducing the time increment for each Incremental Difficulty check by half. Additionally, as it is easier to disassemble something than it is to put it together, the Incremental Difficulty and Overall Difficulty checks are each reduced by a third down to 2/3rds of their original difficulties.
Designing and Building Inventions
All inventions are comprised from a variety of components, listed below. All inventions will have either a Size Component or an Implant Component and may require a Power Component, but beyond that, inventors are free to mix and match components as they see fit to design their inventions.
Each component has three different costs associated with it: Invention Points (IvP), Incremental Difficulty (Inc Diff), and Overall Difficulty (Ov Diff). As components are added to an invention, these different costs will increase or decrease. Once all components for an invention have been selected, the inventor must pay the total IvP cost from their pool of available Invention Points. The total Inc Diff from all components is totaled and will be the incremental difficulty that the inventor has to beat when building the invention at each time increment. Lastly, the Ov Diff is also totaled and will be the overall difficulty that the inventor must beat to create the invention. Once all three have been totaled and IvP have been paid for by the inventor, then they may begin building the invention with the Mechanics skill following the standard rules for crafting as detailed in “Skills - Crafting”, using the total Incremental Difficulty and Overall Difficulty as mentioned above. The time increment for each Mechanics test is 1 hour per 3 IvP in the invention, rounded down.
Some inventions so complicated, massive, or intricate that they are actually combination of multiple different inventions all combined. A particularly powerful Steam Titan, with multiple weapon attachments, heavily armored body and power source might be considered a Mega Invention. At the GM’s discretion, an appropriate invention can be considered a “Mega Invention”.
The primary advantage of declaring an Invention to be a Mega invention is that it can be broken up into multiple smaller, less complicated inventions allowing each one to be designed and built separately. The assumption is that all components of a Mega Invention are designed to fit together and are purpose-built as part of the resulting Mega Invention. As such, interconnecting the component Inventions is trivial, but it is assumed that each component invention cannot operate independently of the whole Mega Invention.
All inventions are made up of different components. Below is a listing of available components.
All inventions, except for Implants, will have a size. The size affects how large the overall invention is, how hard it is to damage and a few other factors. All non-implant inventions start off with a size of "Minute" and can be increased or decreased in size from there.
|3- Tiny||Decrease invention’s size category from Minute to Tiny. This reduces the invention’s mass by half down to roughly 10 lbs (5.4 kg). Decreasing the size of the invention causes it to become stealthier and more easily concealed, lose 1 structural point (to a minimum of 1) and deal 1 less damage, but the user gains a +2 to Sleight of Hand tests to conceal the invention. Constructs gain a +2 on all stealth rolls.|
|4- Minute||This is the default size of an invention. The invention weighs roughly 20-40 lbs (9-18 kg).||+0||+0||+0|
|5- Small||Increase invention’s size category from Minute to Small. This increases the invention’s weight to 40 lbs (18 kg) and increases the invention’s volume as appropriate. Increasing the size of the invention also increases its durability, giving it 1 structural point per rank, and increases any damage the invention deals by 1.|
|12- Mega Colossal|
Arcane components are infused with Arcane power, typically through the use of an advanced ritual, and require the Arcane Inventor Power to be able to be built.
|Spell Storing||The invention is able to contain a spell in small gems studding it. A successful melee or any ranged attack releases the spell, or it may be activated in a few moments in a non combat situation. The mage storing the spell must successfully cast the spell at +2 Diff to represent the increased energy needed to create a spell that will last through its storage. Unactivated spells fade after 2 hours.||+4||+4|
|Arcane Loadstone||Any magical effects the are cast in the direction of an invention with this feature are drawn toward the loadstone, suffering a -2 penalty to hit their intended target. If the attack misses it is drawn into the loadstone. Attacks stopped in this manner do not deal damage but instead subtract 1 structure point from the invention. Should an invention lose at least three structural points within the scene, the loadstone is considered full, and does not drawn any more energy into itself until the end of the scene where the energy may be safely released.|
|Spell Foci||This invention serves as a spell foci or wand for a mage. This follows all the standard rules of wand and foci creation, and simply allows one or more of these items to be incorporated into the invention. Each time this component is taken it allows one more wand or foci to be included in the invention.||+2||+1|
|Quick casting assistant||This invention incorporates a series of manipulating arms that assist the mage in rapidly going through the psychical components of one specific spell at a more rapid pace. The first time that spell is cast during a round it requires one less action.||+4||+3|
|Magic sensor||This invention has been keyed to the disturbances created in the environment by magic use, and thus can detect any sources of magic within inventor's Int x3 distance. The scanner is not sophisticated enough to identify different types of magic, simply its presence and rough location.||+2||+2|
Locomotion components allow an invention to move around unaided. All locomotion components require an appropriate power component.
|Hover||Uses Arakna to hover just above the ground or water. Requires the successful completion of a Hover Ritual and a power source. [Ritual Details TBD]|
|Levitating||Uses Arakna to levitate above the ground or water and take to the air. Requires the successful completion of a Levitation Ritual and a power source. [Ritual Details TBD]|
|Rideable||The invention can hold passengers based on its size and includes a seat or a saddle as appropriate. In order to actually be ridden, the invention must have a size at least one size larger than it’s rider.||+2||+2|
Not all inventions need to be powered, though some components may require it. Adding power to an invention allows it to operate without being directly manipulated by the user, however, unless the invention is capable of being remotely operated (see Drone), or operating autonomously (see Autonomous), then the invention will generally only be able to perform its intended function repeatedly until stopped or it runs out of fuel.
|Clockwork Powered||The invention runs without direct manipulation by the user, but must be rewound on a regular basis. Small inventions may run for 4 hours before needing to be rewound. Each size category smaller doubles the amount of time the invention may run before needing to be rewound and each size category above small reduces this time by half. This is the simplest form of powering inventions and subsequently the most common.||5|
|Steam Powered||Invention includes a steam boiler and associated mechanical systems for power. This adds 50lbs (22.5kg) to the weight of the invention and must be fed with a hopper of coal at regular intervals. Small inventions may run for 8 hours before needing to be refueled. Each size category smaller doubles the amount of time the invention may run before needing to be refueled and each size category above small reduces this time by half. Larger steam engines may be fitted for additional IvP and weight, doubling the additional weight and duration the invention can run for every 4 IvP spent.||8|
|Combustion Powered||Invention uses a combustion engine and pistons for power. Combustion powered inventions have an equivalent runtime to Steam powered inventions, but weigh considerably less, adding only 20lbs (9kg) to the weight of the invention. Larger combustion engines may also be fitted for additional IvP and weight, doubling the additional weight and duration the invention can run for every 5 IvP spent.||12|
|This invention somehow creates as much energy as it needs to run through its own functioning. This requires a mix of both magic and mechanics to create, and thus requires a complex ritual during creation. This invention will NEVER run out of energy or shut down unless destroyed. However this highly tuned balancing act provides JUST what the machine requires, to continue functioning, often leading to the slower and less effective functioning. All actions made with or by this invention suffer a -2 penalty||15|
|Arkana Powered||Invention is fitted with a resonance crystal so that it may be powered by an Arkane ritual. The ritual powers the invention for 1 day, but is more complicated the larger and more components the invention has. [Details about ritual TBD]||15|
|Blood powered||This invention is powered by the energy in the blood of living creatures. Anyone looking at this invention immediately feels a sense of wrongness. one pint of blood serves as one unit of fuel, this blood must be taken from living humanoid creatures, and can lie dormant for one day without losing its power unless handled by a powerful bloodmage, who may continue to draw power from blood for their blood magic ranking number of days after it has been harvested.||20|
Weapon components allow an invention to be used as a weapon, deal damage, or otherwise directly impair enemies.
|Entangling||Invention is designed to wrap around or otherwise ensnare struck enemies, granting a +2 on all attempts to grapple or trip.||+3||+3|
|Bladed Edge||Invention features a sharpened edge which may be used as a rending or piercing melee weapon. Inventions with this function do 4 slashing damage, pen 3. The Honed Edge and Hammerhead portion of an invention may not be used simultaneously; their damages do not stack.||+3||+2|
|Hammerhead||This invention has been weighted to serve as a bludgeoning melee weapon. Items with this function deal 5 bludgeoning damage pen 2 at base. The Honed Edge and Hammerhead portion of an invention may not be used simultaneously; their damages do not stack.||+3||+2|
|Projectile Weapon||Invention gains the ability to fire an offensive projectile. The fired projectile does 4 damage, pen 2, has a range of 3x the inventors Int, may fire 5 times before reloading, and takes 4 actions to reload. The invention may deal either Piercing or Bludgeoning damage, chosen by the inventor at the time of creation. This ability requires a limited ammunition source of some kind which must be specified at creation, and may modify damage and pen values.||+3||+3|
|Ballistic Weapon||Invention gains the ability to fire ballistic projectiles. The fired bullets deal 6 ballistic damage, pen 1, have a range of 3x the inventor’s Int, may fire 2 times before reloading and take 6 actions to reload.|
|Gas release||This invention emits a gas which clouds the area. The gas spreads starting at at the square it hits if it is projectile based, or in the current square of the invention if released directly. All tests the require line of sight into or out of the gas are at a -2. Any damage or effects done by this gas are determined by the gas itself.||+3||+2|
|Self Replenishing Ammo||This invention runs off ammunition effectively limitless, easily obtained, or created by the invention itself. As such, the invention always has ammo available to it, and does not need to be restocked. This does not remove the need to reload the invention however.|
|Auto-loader||The invention automatically reloads itself when it’s ammunition is depleted, taking only 1 action to reload projectile or ballistic ammo. The invention must have a ready supply of ammunition available to it in order to reload itself. Small or smaller inventions with this component do not need a power source, but Medium or larger inventions do.|
|Electrified||The invention is electrified increasing damage by +1 and penetration by 2.||+2||+2|
|Freezing||The invention freezes enemies that come into contact with it or it’s fired projectiles dealing +1 additional damage and slowing their reactions, conferring a -1 penalty to all contested rolls until the users following turn.||+2||+2|
|Searing||The invention burns enemies that come into contact with it or it’s fired projectiles dealing +2 additional damage.|
|Flaming||The invention burns its victim, dealing 3 energy damage, pen 1 upon hitting a target and 1 additional damage each round unless the victim spends one action smothering the flames left behind.||+2||+2|
|Syphoning needle||Inventions with the enhancement draw one unit of blood from the subject upon successfully hitting and dealing at least 1 damage in combat. Drawing the blood deals 2 damage that ignores armor and other resistances. This is also capable of syphoning other materials such as fuel from engines.||+2||+2|
|Blasting||This invention’s projectiles or bullets explode, send out shrapnel, or otherwise damage an area around the struck area. The invention gains the blast (X) weapon trait, where X is the blast radius in m/yd/sqs. The blast area of the invention is determined upon creation and may not be changed unless the invention is revised.||+3 per additional square||+5 per additional square|
|Range Increase||Increase the range multiplier for projectile or ballistic components by 1; i.e. from 3x Int to 4x Int, and so on and so forth. This effect may be taken multiple times and it’s effects stack.||+2 per increase||+3 per increase|
|Targeting Matrix||Inventions with this upgrade gain the ability to ignore allies when they would otherwise be hit. For example, when an ally is within the blast radius of an invention, they would not be damaged as the targeting matrix shapes the blast.||+2||+3|
|Burst Fire Mode|
|Spiked||The invention includes sharp spikes allowing it to deal Piercing damage in addition to Rending or Bludgeoning (as appropriate) when used in melee combat and granting weapon portions of the invention +2 penetration. This component requires either the Bladed Edge or Hammerhead components to have any effect.|
|Tearing Enhancement||The invention gains the Tearing weapon property.|
|Wearable||The invention becomes wearable and thus its functions are always considered readied.||+2||+1|
|Armor||Invention grants its user Armor. May only be added to wearable inventions or constructs (Drones, etc.).||+2/AP||+7/AP||+3/AP|
|Drone||Invention is a drone of some sort it may be controlled remotely by the inventor. The invention has no innate functioning of its own and must be piloted at all times by its inventor to function. Unless granted other movement properties, the invention uses 3 or 4 wheels for locomotion and requires a power source of some kind to operate.||+3||+4|
|Magnetic||This invention contains a powerful magnetic device. It may be used to retrieve hard to reach or distant metallic objects up to 3x the wielder's Int in meters. If used on a held object, user makes a contested Slight of Hand roll vs the holder’s Athletics in an attempt to pry it free.||+3||+3|
|Autonomous||This invention works of its own accord and can function independently of its inventor, within the basic parameters of its design. Autonomous inventions can follow simple commands and can retain basic knowledge such as distinction of friends and foes.||+5||+4|
|Hidden compartment||This invention contains a compartment that only the inventor knows about, allowing them to store an amount of objects which equal one size category smaller than the invention worth of objects. Anyone inspecting an object with a hidden compartment closely makes an opposed scrutiny roll vs the inventors slight of hand||+1||+1|
|User Friendly||Invention has been built in such a fashion that users other than the inventor may operate the device|
|Overly Complex||This device is designed in a manner so convoluted that its purpose is often alien to someone who isn't already aware of how it functions. Anyone attempting to discern the functions or capabilities of the invention suffer a -2 penalty on the attempt, and may make no productive attempts at using the item without first discovering its functions.||+2||+1|
|White noise generator||This invention produces a noise which blocks out the words of any conversation held in its bounds from outside listeners. Anyone attempting to single out one source of sound while within inventors int x 3 distance of the generator suffer a -3 penalty unless they are directly adjacent to the source.||+2||+3|
|Storage tank||This invention has a tank capable of storing large amounts of liquid. The amount actually stored is determined by the size of the invention. This tank can store any number of liquids, including: fuel, substances drained by the syphoning needle upgrade, poisons, health tonics for use with the injector, or liquid munitions. As a general rule the tank will be capable of safely storing any substance within it unless it is highly volatile.||+2||+2|
|Expert Crafting||Improve the bonus provided by one other component by 1. This increase can only be applied to non-weapon components and components which provide a numeric bonus of some kind.|
|Repair matrix||This object is capable of repairing damage done to itself. Objects with this upgrade are capable of repairing one structure point worth of damage per round.|
|Grappling hook||This invention can fire a grappling hook which can be used to assist in climbing structures, giving a +2 bonus on all climbing tests or it can be fired at an opponent during combat in an attempt to grapple them, requiring a gunnery test vs the target's defense. Anyone grappled may be pulled one square per turn as a free action so long as the grapple holds.|
|Force generator||This invention is capable of unleashing a blast of force which knocks anyone successfully hit with a relevant attack roll with it prone unless they succeed on a dc 5 athletics test.|
|Battlefield scanner||This object can analyze the battlefield and identify enemy combatants. This gives the user a +1 on all scrutiny and awareness tests when identifying hostiles or attempting to spot hidden combatants.|
|Target assist||This invention automatically adjusts itself to assist in all rolls which fire projectiles or otherwise target an individual or location. The user gains a +1 bonus to all firing roles.|
|Distractor||This invention distracts those around it via loud noises, flashing lights, etc. This object instantly draws the attention of anyone within inventors int x 3 meters and provides a +2 to all stealth attempts within its range and a -2 on all actions requiring intense focus such as the completion of a ritual.|
|Megaphone||This invention is capable of amplifying sound and broadcasting it to the surrounding area, this increases the distance at which an individual may be heard by 3 x inventors int meters. This may also be used to deafen targets within the inventors int meters unless they pass a dc 4 acrobatics test to cover their ears.|
|Listening device||This device is capable of amplifying sound in an attempt to make it easier to eavesdrop or detect sound. This gives a +2 on all awareness tests involving the detection of sound.|
|Acidic||This invention is capable of producing a corrosive substance which can be applied to surfaces to eat away at 1 structure point per round, or add 2 damage that reduces armor by one for the remainder of the scene. The acid must be supplied as if it were ammunition. The device is assumed to be protected against the corrosive effects of its own acid.|
|Blinder||This device contains an implement meant to blind and stun those affected by it. The target of the blinding loses one action on their next turn as they instinctively cover their eyes, in addition they receive a minus 2 penalty on all tasks which require sight until the end of their next turn.|
|Heavy lifting||This invention has been reinforced to be capable of lifting much more weight than a standard invention of its size category. Any invention with this quality may lift twice as much as a standard invention of its size, though the means of this lifting must still be provided.|
|Strength booster||This invention boosts the effective strength of the user by providing extra leverage. This gives the user an effective +1 strength for all rolls mading using this invention, so long as it is appropriate.|
|Injector||This device contains a needle apparatus that may be filled with a liquid of the user's choice. It can then be used to inject the chosen substance as free action. The injector stores one dose of anything held within it, but multiple instances of this upgrade may be taken to store more dose or multiple compounds. Any injection beyond the first in a round costs 1 action point.|
|Alchemical conversion||This item is capable of breaking down and concentration of materials placed within it to provide a chemical compound. GM has the final ruling on what may or may not be made using this conversion, as well as the amount needed for a significant payout, but as a general rule, this is not a “miracle machine” you may not place in lead and output gold. you could boil down apple seeds to concentrate them into a cyanide poison.|
|Speed enhancement||This invention allows for fast paced locomotion from one point to another. This invention moves at twice the base speed for an object of its size, modifiers to its speed are only applied once and do not double.|
|Crippling||This invention is designed to cause horrific and and lasting damage to its victims. (WIvP)|
|Explosive||This object is incredibly volatile and is capable of creating explosive impacts. Any attack made using an explosive weapon deals half its damage to anyone adjacent to the original target as well as gaining 3 armor penetration.|
|Casting reinforcement||This device has been keyed to a spell in order to make its casting easier. Upon taking this component the user keys one spell they know to it, lowering the dc of casting that spell by 1. If the spell is ever modified by the caster a full day's worth of fine tuning if required to prevent catastrophic malfunctions.|
|Heat seeking||This invention has been keyed to track heat signatures given off objects, any ranged action targeting an object or individual giving off significant heat are at a +1, unfortunately this is not fine tuned and attempts to target anything below ambient room temperature suffer a -1 penalty unless the user spends 2 actions to deactivate the targeting.|
|Shattering||This device has been designed to cause collateral damage. Any attacks made against an object with structure points deals an additional 2 damage to its structure points|
|Excess spell storage|
|Streamlined||This object has been designed for ease of use and quick access to its functionality. Using any ability of this device takes one less action to activate (abilities only, not attacks) this does however make it significantly more easy for others to determine the functionality of the device, granting them a +2 bonus to any scrutiny roll to determine what the device’s function is. It also gives a +1 bonus to any roll made to contest an ability of the device, as it is easier to predict.|
Designing New Components