Inventor

Inventors are genius engineers who test their gadgets in the field. They design and build a variety of amazing or technologically impossible devices to fight enemies or accomplish tasks. An inventor’s gadgets might include robot minions, prototype firearms, or electrical circuits. Inventors ignore the normal technological level of the setting.

Inventor talents let them create gadgets that perform a variety of utility effects. These include everything from potions that heal injured allies to automatic turrets that attack enemies to grappling hooks to fly around. Inventor ribbons give them even more options for building objects with miscellaneous useful effects.

Examples of inventors in fiction include Iron Man from Marvel Comics, the Engineer from Team Fortress 2, and most fictional scientist or engineer heroes.

Novice Talents

Alchemical Bomb

You throw an explosive bomb full of unstable chemicals

Range
60 feet
Area
5-foot burst

When you use this power, choose one of the Cold, Electricity, Fire, Necrotic, Sonic, or Toxic traits. This power gains that trait.

Make an Intellect attack roll against your target’s Agility DC.

Success
Your target takes 1d12 damage

Brew Elixir

You craft a potion with a versatile beneficial effect

Choose one of the following types of elixir. You produce two doses of that elixir that you brewed previously. A creature can drink a dose of elixir with the Interact power to gain the effects of the elixir. Each dose loses its magic when you complete an 8-hour rest.

Boldness. The drinker gains +1 to all attacks for 1 minute.

Healing. The drinker heals 2d4 + your Intellect health.

Levitate. The drinker can fly at half Speed for 10 minutes.

Resilience. The drinker gains +1 Defense for 10 minutes.

Swiftness. The drinker gains +10 feet Speed for 1 hour.

Transformation. The drinker’s physical features change for 10 minutes, making them appear as a different person of their choice of roughly the same body shape.

Clockwork Turret

You construct a turret that can fire its ballista at enemies

Duration
10 minutes, or until you use this power again

You set up a clockwork turret on a flat surface you can reach. The turret’s Agility equals your Intellect, and the turret’s Health equals 5 times your Inventor level.

When the duration expires, the clockwork turret deactivates and starts to fall apart into a pile of scraps.

Magitech Engine

You craft a small engine with an elemental effect

Duration
1 minute after the engine is attached to a weapon, or 1 hour otherwise

You craft a small magic device that outputs a stream of elemental energy. Choose the engine’s element to be one of Cold, Electricity, Fire, Sonic, or Toxic. The engine continually emits small jet of that element. You can set up the engine to perform a minor utility effect related to its element.

When you use this power, or with the Interact power afterwards, you can attach the engine to a weapon you touch. Strikes with that weapon deal an extra 1d6 damage of the chosen trait. A weapon can only have one engine attached to it at a time.

Mutagen

You give someone a dangerous mutagen that enhances them at a cost

Target
One willing ally you can reach (including yourself)
Duration
10 minutes

Drinking multiple mutagens in a short time is very dangerous to the body. Your target takes 2d6 damage for each time they’ve been affected by Mutagen in the past 8 hours.

Choose one of the following effects.

Bestial Mutagen

Your target has advantage on Athletics rolls, and their unarmed Strikes deal 1d8 Slashing base damage. Your target has a -1 penalty to Defense.

Cognitive Mutagen

Your target has advantage on Intellect rolls made to recall knowledge. Your target has disadvantage on Strikes and on Athletics rolls.

Juggernaut Mutagen

Your target has a +1 bonus to Defense and a +2 bonus to Strength DC. Your target has a -2 penalty to Spirit DC and disadvantage on Notice rolls.

Quicksilver Mutagen

Your target has advantage on Agility rolls and has a +10 feet bonus to Speed. Your target takes 3d6 damage and can’t heal any health.

Serene Mutagen

Your target has advantage on Intellect rolls made to notice things or interact with the world. Your target has disadvantage on attack rolls.

Silvertongue Mutagen

Your target has advantage on Spirit rolls made to interact with people. Your target has disadvantage on Intellect rolls.

Shock Net

You throw an electrified net to restrain an enemy

Range
60 feet
Area
5-foot burst
Duration
1 minute

Make an Intellect attack roll against your target’s Defense.

Critical Success
Your target takes 2d6 damage and is restrained
Success
Your target takes 1d6 damage and is restrained

You can use the Send Shock power.

Universal Gadget

You create a gadget that lets you replicate another talent

Duration
1 minute

You learn a Novice talent of your choice from any class. This talent cannot have the Daily trait.

If you learn a Spell talent, then you gain a mystic origin for the duration if you didn’t have one already. You must pay mana to cast the spell as normal.

Upgrade Weapon

You upgrade an existing weapon with an additional effect

Target
One weapon you can reach
Duration
1 hour, or until you use this power again

Choose one of the following effects.

Deadly Critical
Critical successes on Strikes with your target deal an extra 2d12 damage
Extended Reach
Melee Strikes with your target have an extra 5 feet of reach
Flaming Weapon
Strikes with your target deal an extra 1d6 Fire damage
Freezing Weapon
Strikes with your target deal an extra 1d6 Cold damage
Heavy Impact
Successes on Strikes with your target push creatures back 5 feet
Shocking Weapon
Strikes with your target deal an extra 1d6 Electricity damage

Veteran Talents

Destructive Bomb

Your alchemical bombs cause massive of damage and destruction

Prerequisites
Alchemical Bomb

Your Alchemical Bomb power deals 2d12 damage on a success instead of 1d12.

Optionally, when you use your Alchemical Bomb power, you can choose to place the bomb on a fuse instead of detonating it instantly. The power loses its range; instead, you place the bomb on a solid surface you can reach. Choose an exact time for the fuse, up to 1 hour. Make the attack roll for this power when the fuse expires.

Double Upgrade

You can apply two upgrades at once, to the same or different weapons

Prerequisites
Upgrade Weapon

When you use your Upgrade Weapon power, choose one of the following:

  • You target two weapons and apply the same effect to each
  • You choose two effects from the list

Healing Alchemy

Your mutagens and elixirs heal the creatures they affect

Prerequisites
Brew Elixir or Mutagen
Trigger
A creature drinks a dose of elixir from your Brew Elixir power, or you target a creature with your Mutagen power

The triggering creature heals 2d4 health.

Improved Turret

Your clockwork turret can move and project shields

Prerequisites
Clockwork Turret

Clockwork turrets you create have a Speed of 20 feet and can climb at their full Speed. Your clockwork turret can use the Clockwork Barrier power.

Overload

You overload one of your creations with power, exploding it

Requirements
You must center the area of this power on a creature or object that is affected by one of your Inventor powers
Range
60 feet
Area
20-foot burst

Dispel the chosen Inventor power. Make an Intellect attack roll against your target’s Agility DC.

Success
Your target takes (8d6 + 2 * your Inventor level) damage
Failure
Your target takes half damage

Master Talents

Grenadier

You have a special launcher that lets you deliver bombs and potions at range

Prerequisites
Alchemical Bomb, Brew Elixir, or Mutagen

The range of your Alchemical Bomb power increases to 300 feet, and its area increases to a 20-foot burst.

If you know the Brew Elixir power, you can use the Interact power to splash a dose of elixir on a willing ally within 120 feet, granting them the effect of the elixir.

Your Mutagen power gains a range of 120 feet. It targets one willing ally within range.

Multiversal Gadget

You can build gadgets that do just about anything in the world

Prerequisites
Universal Gadget

When you use your Universal Gadget power, you can learn any talent of up to Master tier from any class. This talent cannot have the Daily trait.

Siege Engineer

You activate a powerful weapon that you constructed earlier

Duration
1 minute

You can use the Siege Weapon power once.

When you use this power, choose one of the Bludgeoning, Electricity, Fire, Piercing, Sonic, or Toxic traits. The Siege Weapon power gains that trait.

Epic Talents

Ribbons

Clockwork Tinker

You quickly construct a small mechanical device to perform a simple task

Duration
1 hour

You quickly construct one of the following devices out of spare parts. The device malfunctions and falls apart when the duration ends.

Clockwork Toy
This toy is a clockwork animal, monster, or person that slowly clatters along the ground and makes noise that imitates the creature it represents
Fire Starter
The device produces a miniature flame, which you can use to light a small fire
Music Box
When opened, this music box plays a single song at a moderate volume

Magical Tinker

You infuse a small spark of magic into a mundane object, for a variety of effects

Target
An unattended nonmagical object you can reach
Requirements
Your target is smaller than 2 feet in every dimension
Duration
Until you use this power 10 more times

Choose one of the folllowing effects:

  • The object sheds dim light out to 10 feet
  • Whenever tapped by a creature, the object emits a short recorded message, which you speak when you use this power
  • The object continuously emits a faint odor or a soft nonverbal sound ( wind, waves, chirping, or the like)
  • A static visual effect appears on the object’s surface (a picture, a piece of text, a geometric shape, or so on)

Multitool

You have a special multitool that can do many things at once

You own a multitool, which is a small handheld item that counts as 3 tools of your choice. Your multitool can replicate even tools that would normally be much too heavy to carry around, such as smith’s tools (including a forge and anvil) or weaver’s tools (including a full loom).

Only you can use your multitool. If you ever lose your multitool, you can obtain a replacement when you complete an 8-hour rest.

Mystery Potion

You produce a mysterious potion with a chaotic, unpredictable effect

You produce a mystery potion that you brewed previously. The GM should roll on a random potion table to determine the effect, such as the table here. The potion only contains enough for 1 dose, and it becomes inert after 24 hours.

Robot Servant

You created a robotic servant that completes simple tasks for you

You have constructed a robotic servant that obeys you commands. Your servant loyally follows orders you give them, even if those orders are insane or suicidal put them in extreme danger. As a robot, your servant is incapable of advanced thought or social interaction, and may interpret orders overly literally. If combat stats are necessary, your servant is a Construct Minion Unintelligent commoner.