TECH
Before the fall of civilzation and the age of darkness, technology abounded throughout the Sphere. Great engines of progress drove societies forward, illuminated cities, provided a comfortable standard of living for most, and pushed Mortal progress to the brink of understanding. Unfortunately, the knowledge and technological power of the Second Epoch outpaced Mortal ability to wield it responsibly, casting all The Sphere into an Age of darkness and sorrow as the light of progress all but went out.
But now, as this light flickers again to life, old technologies are being uncovered from the earth, the great engines of old freed from their tombs. The scientists and scholars of today seek to understand these ancient wonders and learn from the triumphs and follies of long ago. With each new discovery, another key to unlocking the secrets of the past is revealed. And in this process of discovery, technological marvels, entirely new to the worlds, are being brought into being, owing to the creativity and tireless work of the engineers who design them. The engineer who wields the power of experimental technology conceives of these inventions not only by his own considerable intellect, but by the subtle guidance of Mana, which leads from idea to inspiration, from theory to revelation to breakthrough. Those who claim the power of Tech as their own are veritable factories for innovation, constantly designing, tinkering, and producing new gadgets to further their goals and push the boundaries of what is possible. These adventurous souls are just as at home in a laboratory as they are raiding some forgotten ruin in search of lost technology, always open to both new ideas and new ways of understanding old ideas. Theirs is the path of discovery, the engine that drives progress, the reach beyond what's possible toward what is truly extraordinary. |
prime arcanum
ALCHEMY
You are a master of mixtures, creating wondrous tonics the world has never seen. Your experiements push the boundaries of what is possible, beyond the scientific and into the mystical. You don't limit yourself to the proven potions, poisons, and explosives available in shops. No, you create entirely new Mixtures which may be a bit less stable, but offer an incredible variety of effects to aid you and your allies.
During every Full Rest, you spend some time restocking your roster of Mixtures. Pick one Mixture you create from on-hand ingredients and roll a d20; if the result is higher than 10 (11-20), you may pick another Mixture. Continue picking Mixtures and rolling d20 until you've rolled a result of 10 or less (Tech) times. Using a Mixture is a Half Action which uses up every drop of the concoction. You can't sell your Mixtures and they all expire over the course of your next Full Rest. |
MIXTURES
Action Flask
The creature who drinks this Mixture gains one additional Action this turn and for their next (Tech) turns.
The creature who drinks this Mixture gains one additional Action this turn and for their next (Tech) turns.
Booster Plus
The creature who drinks this overly sweet syrup increases a BASIC stat of their choice by (Tech) until the end of your next Short or Full Rest.
The creature who drinks this overly sweet syrup increases a BASIC stat of their choice by (Tech) until the end of your next Short or Full Rest.
Corpselike
The creature who drinks this Mixture becomes like a corpse for the next hour; their skin grows cold and pale, their pulse stops, and they have no need to breathe. During this time, they gain (Tech) Bio Resistance and are immune to the Terrified status.
The creature who drinks this Mixture becomes like a corpse for the next hour; their skin grows cold and pale, their pulse stops, and they have no need to breathe. During this time, they gain (Tech) Bio Resistance and are immune to the Terrified status.
Elemental Wax
Apply this coating to any weapon to change the weapon's default damage to Cold, Fire, or Electric. Once per round, the weapon deals an additional 1d6 damage of its type when it hits. This effect lasts until the Scene ends or 10 minutes pass (whichever comes first).
Apply this coating to any weapon to change the weapon's default damage to Cold, Fire, or Electric. Once per round, the weapon deals an additional 1d6 damage of its type when it hits. This effect lasts until the Scene ends or 10 minutes pass (whichever comes first).
Explosive Foam
With one Half Action, you spray a sticky blue foam onto an adjacent surface. Then, at any time as a Free Action, you send a remote signal to the foam to explode, destroying whatever non-magical object it was sprayed on with a loud boom. Any creature adjacent to the explosion must Save or take 1d6 + (Tech) Fire damage and be Staggered (Save ends).
With one Half Action, you spray a sticky blue foam onto an adjacent surface. Then, at any time as a Free Action, you send a remote signal to the foam to explode, destroying whatever non-magical object it was sprayed on with a loud boom. Any creature adjacent to the explosion must Save or take 1d6 + (Tech) Fire damage and be Staggered (Save ends).
Floating Foam
Pouring out this Mixture into an empty space creates a foam cloud that floats just above the ground. It can bear the weight of a single Medium-sized creature, though multiple Mixtures may be poured out into adjacent spaces and joined to form a much larger cloud which can bear more weight.
The cloud has a Fly Speed of 4 and either you or a creature riding atop it (the rider's will supercedes yours) can command it to move as an Action. The cloud disappears after 1 hour.
Pouring out this Mixture into an empty space creates a foam cloud that floats just above the ground. It can bear the weight of a single Medium-sized creature, though multiple Mixtures may be poured out into adjacent spaces and joined to form a much larger cloud which can bear more weight.
The cloud has a Fly Speed of 4 and either you or a creature riding atop it (the rider's will supercedes yours) can command it to move as an Action. The cloud disappears after 1 hour.
Fogsbreath
Throw this bottle of clear liquid into a space within 10 meters. It breaks on impact, unleashing a cloud of roiling blue fog that fills a 3 x 3 meter area centered on the target space. This cloud blocks line of sight to creatures in and on the other side of it and all non-allies who enter or start their turn within the cloud are Weakened (Save ends). The cloud lasts for an hour indoors and for 10 minutes outside.
Throw this bottle of clear liquid into a space within 10 meters. It breaks on impact, unleashing a cloud of roiling blue fog that fills a 3 x 3 meter area centered on the target space. This cloud blocks line of sight to creatures in and on the other side of it and all non-allies who enter or start their turn within the cloud are Weakened (Save ends). The cloud lasts for an hour indoors and for 10 minutes outside.
Forge
Pour this shock-white Mixture into an empty space to create any item you are thinking of, so long as the item is:
Pour this shock-white Mixture into an empty space to create any item you are thinking of, so long as the item is:
- Simple (the item can't have moving parts, require power, or be a complicated device of any sort)
- Non-magical (you can't make an enchanted item, a potion, or another Mixture, etc.)
- Non-specific (you cannot create the key to a specific lock or the duke's unique signet ring)
- Medium sized or smaller (the item can't occupy a space larger than a 1 meter cube)
Gudwitch
The creature who drinks this Mixture gains a +(Tech) bonus to Save and 1 Non-Physical Resistance of their choice until the Scene ends or 10 minutes pass (whichever comes first).
The creature who drinks this Mixture gains a +(Tech) bonus to Save and 1 Non-Physical Resistance of their choice until the Scene ends or 10 minutes pass (whichever comes first).
Instant Ice
Throw this cold white liquid into a space within 10 meters. Any creature in or adjacent to the target space is doused in freezing foam and gains (Tech) Cold Vulnerability (Save ends). If the creature is Soaked, they are also Frozen (Save ends).
Empty spaces become covered in ice and require a Save to move through; failing this Save causes the target to fall prone. The ice will melt normally, returning to liquid in about 1 hour or less depending on ambient heat.
Throw this cold white liquid into a space within 10 meters. Any creature in or adjacent to the target space is doused in freezing foam and gains (Tech) Cold Vulnerability (Save ends). If the creature is Soaked, they are also Frozen (Save ends).
Empty spaces become covered in ice and require a Save to move through; failing this Save causes the target to fall prone. The ice will melt normally, returning to liquid in about 1 hour or less depending on ambient heat.
Ironsides
The creature who drinks this Mixture gains a +(Tech) bonus to Defense and 1 Physical Resistance until the Scene ends or 10 minutes pass (whichever comes first).
The creature who drinks this Mixture gains a +(Tech) bonus to Defense and 1 Physical Resistance until the Scene ends or 10 minutes pass (whichever comes first).
Lightning in a Bottle
Throw this dense blue liquid into a space within 10 meters. Any creature in or adjacent to the target space is doused in conductive fluid and gains (Tech) Electric Vulnerability (Save ends).
Empty spaces become filled with an electric current and require a Save to move through; failing this Save causes the target to take 1d6 Electric damage every time they complete an Action (Save ends).
Throw this dense blue liquid into a space within 10 meters. Any creature in or adjacent to the target space is doused in conductive fluid and gains (Tech) Electric Vulnerability (Save ends).
Empty spaces become filled with an electric current and require a Save to move through; failing this Save causes the target to take 1d6 Electric damage every time they complete an Action (Save ends).
Lucky Star
The creature who drinks this Mixture instantly Saves to end any single condition, even those a Save could not normally end. Until the end of the Scene, they have a +(Tech) bonus to all Saves.
The creature who drinks this Mixture instantly Saves to end any single condition, even those a Save could not normally end. Until the end of the Scene, they have a +(Tech) bonus to all Saves.
Mixture of Focus
The creature who drinks this Mixture instantly recovers 1d4 Focus.
The creature who drinks this Mixture instantly recovers 1d4 Focus.
Mixture of Healing
The creature who drinks this Mixture instantly recovers 1d8 + (Tech) HP now and again at the start of their next turn.
The creature who drinks this Mixture instantly recovers 1d8 + (Tech) HP now and again at the start of their next turn.
Mixture of Inner Strength
The creature who drinks this Mixture instantly recovers 1 Mana or 1 Resolve.
The creature who drinks this Mixture instantly recovers 1 Mana or 1 Resolve.
Napalm Bomb
Throw this flaming goo into a space within 10 meters. Any creature in or adjacent to the target space must Save or take (Tech)d4 Fire damage and a 3 x 3 meter zone centered on the target space burns with fire for the rest of the Scene (and cannot be doused by non-magical means). Any creature that ends its turn in this zone takes (Tech)d4 Fire damage.
Throw this flaming goo into a space within 10 meters. Any creature in or adjacent to the target space must Save or take (Tech)d4 Fire damage and a 3 x 3 meter zone centered on the target space burns with fire for the rest of the Scene (and cannot be doused by non-magical means). Any creature that ends its turn in this zone takes (Tech)d4 Fire damage.
Oiler
Throw this sticky black goo into a space within 10 meters. Any creature in or adjacent to the target space is doused in oil and gains (Tech) Fire Vulnerability (Save ends).
Empty spaces become filled with oil and require a Save to move through; failing this Save causes the target to fall prone and become soaked in oil, gaining (Tech) Fire Vulnerability (Save ends) and removing the oil from the space they fell in.
Throw this sticky black goo into a space within 10 meters. Any creature in or adjacent to the target space is doused in oil and gains (Tech) Fire Vulnerability (Save ends).
Empty spaces become filled with oil and require a Save to move through; failing this Save causes the target to fall prone and become soaked in oil, gaining (Tech) Fire Vulnerability (Save ends) and removing the oil from the space they fell in.
Phantom's Touch
Pour this smokey gray liquid over a creature or object. The target becomes Invisible and Intangible until the end of the Scene (or until 10 minutes pass - whichever comes first).
Pour this smokey gray liquid over a creature or object. The target becomes Invisible and Intangible until the end of the Scene (or until 10 minutes pass - whichever comes first).
Redline
For the duration of the current Scene (or for 10 minutes - whichever ends first), the creature that drinks this fizzy red Mixture can ignore up to (Tech x 2) instances of damage they receive.
When the Mixture's duration ends, the creature takes 1d6 damage (which cannot be ignored, reduced, or negated) for every instance of damage they ignored while under the effects of Redline.
For the duration of the current Scene (or for 10 minutes - whichever ends first), the creature that drinks this fizzy red Mixture can ignore up to (Tech x 2) instances of damage they receive.
When the Mixture's duration ends, the creature takes 1d6 damage (which cannot be ignored, reduced, or negated) for every instance of damage they ignored while under the effects of Redline.
Silver Tongue
The creature that drinks this silvery liquid becomes incredibly charismatic, confident, and attractive. For the next hour, the drinker has Advantage on all Charisma-related Feats and all non-hostile creatures treat the drinker one Bias level higher than they normally would.
The creature that drinks this silvery liquid becomes incredibly charismatic, confident, and attractive. For the next hour, the drinker has Advantage on all Charisma-related Feats and all non-hostile creatures treat the drinker one Bias level higher than they normally would.
GUNSLINGER
You wield a firearm of your own design, a technical marvel which only you know how to use. If your Blaster is ever lost, stolen, or destroyed, you may recreate it from on-hand parts over the course of a Full Rest.
Your Blaster is a one-handed Ranged weapon that deals Physical damage. It has a +(Tech) bonus to Ranged, a base Damage of (Tech), and a functional range of 20 meters. It weighs 1 Stone and has the Load (6) Feature, meaning it can fire 6 shots before it must be reloaded as an Action. Attacking with your Blaster makes a loud noise that can be heard from miles away. During the course of any Rest, you can place the enchantment of a Ranged weapon you're Attuned to (which is on your person) onto your Blaster. Pick one Mod and permanently attach it to your Blaster. You design and attach a new Mod to your Blaster every third Level (Levels 3, 6, 9, 12, etc.). |
MODS
Bioshot
Once per round, you may make a Ranged attack against an ally with your Blaster, granting them Endurance equal to the damage you'd normally do with your basic Ranged attack.
Once per round, you may make a Ranged attack against an ally with your Blaster, granting them Endurance equal to the damage you'd normally do with your basic Ranged attack.
Burst Fire
Once per round, you may use a single Action to make three consecutive attacks with your Blaster, each with Disadvantage.
Once per round, you may use a single Action to make three consecutive attacks with your Blaster, each with Disadvantage.
Calibration
Increase your Blaster's base Damage by +2. You can take this Mod up to three times for a cumulative effect.
Increase your Blaster's base Damage by +2. You can take this Mod up to three times for a cumulative effect.
Dual Pistols
Your Blaster becomes two one-handed pistols, each with the Off-Hand property.
Your Blaster becomes two one-handed pistols, each with the Off-Hand property.
Elemental Switcher
Once per round as a Free Action, you may toggle your Blaster's damage type between Physical, Fire, Cold, or Electric.
Once per round as a Free Action, you may toggle your Blaster's damage type between Physical, Fire, Cold, or Electric.
Extended Clip
Double the amount of ammunition your Blaster can carry at once, increasing the Load Feature to Load (12) instead of Load (6). You reload your Blaster as a Half Action instead of a full Action.
Double the amount of ammunition your Blaster can carry at once, increasing the Load Feature to Load (12) instead of Load (6). You reload your Blaster as a Half Action instead of a full Action.
Grenade Launcher
You may expend 2 rounds of ammo to fire a grenade that explodes in a 3 x 3 meter burst centered on a space within 10 meters. When you do, make a Blaster attack that targets all creatures within the affected area.
You may expend 2 rounds of ammo to fire a grenade that explodes in a 3 x 3 meter burst centered on a space within 10 meters. When you do, make a Blaster attack that targets all creatures within the affected area.
Ironsights
Increase your Blaster's Ranged attack bonus by +2. You can take this Mod up to three times for a cumulative effect.
Increase your Blaster's Ranged attack bonus by +2. You can take this Mod up to three times for a cumulative effect.
Radioactive Rounds
You may expend 2 rounds of ammo to fire a radioactive round, causing the target you hit to take an additional 1d6 ongoing Chaos damage (Save ends).
You may expend 2 rounds of ammo to fire a radioactive round, causing the target you hit to take an additional 1d6 ongoing Chaos damage (Save ends).
Rifle
Your Blaster becomes a 2-handed weapon. Increase its ranged by 10 meters, it's Ranged attack bonus by +2, it's base Damage by +2, and its Carry Weight by +2.
Your Blaster becomes a 2-handed weapon. Increase its ranged by 10 meters, it's Ranged attack bonus by +2, it's base Damage by +2, and its Carry Weight by +2.
Scope
Ranged +3 against enemies that are 10 or more meters away. You have Disadvantage on enemies closer than 10 meters (cannot be paired with the Shotgun Mod).
Ranged +3 against enemies that are 10 or more meters away. You have Disadvantage on enemies closer than 10 meters (cannot be paired with the Shotgun Mod).
Shotgun
Ranged +3 against enemies within 10 meters of you. This bonus doesn't apply to enemies that are 11 or more meters away (cannot be paired with the Scope Mod).
Ranged +3 against enemies within 10 meters of you. This bonus doesn't apply to enemies that are 11 or more meters away (cannot be paired with the Scope Mod).
Silencer
Attacks with your Blaster are completely silent and attacking with your Blaster does not end the Hidden condition.
Attacks with your Blaster are completely silent and attacking with your Blaster does not end the Hidden condition.
INVENTION
You are a creative and engineering powerhouse, able to take radical ideas and transform them into working prototypes (unusual and unstable as they may be). At the end of every Full Rest, create (Tech) Inventions using on-hand components.
Immediately after you use an Invention and resolve its effect, roll a d20; if the result is higher than 10 (11-20), the Invention continues to function normally. If the result is 10 or less (1-10), it breaks into pieces and can't be used it again (you can still choose to invent it again as one of the Inventions you create during your next Full Rest). Only you can use your Inventions; so it's no use giving them to an ally and you cannot sell them. You may only ever have (Tech) Inventions in your possession at one time (perhaps you only have enough parts to build and maintain this number of Inventions). During a Full Rest, you may disassemble any number of Inventions you have on-hand in order to create different Inventions during a Full Rest. |
INVENTIONS
All-Map
The first time you use this small sphere, it flies up into the sky, far out of sight. After 10 minutes, it returns, having stored a fully-detailed, three-dimensional map of a 10 mile radius around where it was deployed, complete with the positions of creatures inhabiting the area at the time it was deployed.
Every subsequent use of this particular All-Map will cause it to show the area it mapped in full, interactive detail around you. You can zoom in, highlight areas, mark and erase all you like. Each All-Map can only create a single map and it only works outdoors.
The All-Map does not risk breakage after you use it (you may disassemble it during any Full Rest to replace it with another Invention or erase the map it has stored, however).
The first time you use this small sphere, it flies up into the sky, far out of sight. After 10 minutes, it returns, having stored a fully-detailed, three-dimensional map of a 10 mile radius around where it was deployed, complete with the positions of creatures inhabiting the area at the time it was deployed.
Every subsequent use of this particular All-Map will cause it to show the area it mapped in full, interactive detail around you. You can zoom in, highlight areas, mark and erase all you like. Each All-Map can only create a single map and it only works outdoors.
The All-Map does not risk breakage after you use it (you may disassemble it during any Full Rest to replace it with another Invention or erase the map it has stored, however).
Arcane Neutralizer
Use an Action to throw this Invention up to 10 meters and negate all magic in a 5 x 5 meter sphere centered on the device. Any creature that ends their turn within this zone is Silenced (Save ends). This zone endures for the rest of the Scene or 10 minutes; whichever comes first (or until you use another Action to pick it up and switch it off).
Use an Action to throw this Invention up to 10 meters and negate all magic in a 5 x 5 meter sphere centered on the device. Any creature that ends their turn within this zone is Silenced (Save ends). This zone endures for the rest of the Scene or 10 minutes; whichever comes first (or until you use another Action to pick it up and switch it off).
Bottlecap Rockets
As an Action, fire (Tech)d6 bottlecap rockets from this device. Your rockets whiz and spin through the air, homing in on targets up to 20 meters away to hit them automatically. You may direct the rockets to strike multiple targets or all home in on a single point. Targets must Save or take 1 Fire damage for each rocket that hits them.
As an Action, fire (Tech)d6 bottlecap rockets from this device. Your rockets whiz and spin through the air, homing in on targets up to 20 meters away to hit them automatically. You may direct the rockets to strike multiple targets or all home in on a single point. Targets must Save or take 1 Fire damage for each rocket that hits them.
Bubble Shield
Create a sphere of repellant force that covers a 3 x 3 sphere area and lasts until the end of the Scene (or 10 minutes; whichever comes first), protecting everything within from destructive forces outside the sphere. Projectiles, Spells, environmental hazards, and other harmful effects are simply unable to break through the protected area. However, any creature is able to see into the sphere and may enter or leave without resistance.
Create a sphere of repellant force that covers a 3 x 3 sphere area and lasts until the end of the Scene (or 10 minutes; whichever comes first), protecting everything within from destructive forces outside the sphere. Projectiles, Spells, environmental hazards, and other harmful effects are simply unable to break through the protected area. However, any creature is able to see into the sphere and may enter or leave without resistance.
Fargazer
Gaze through this specially designed telescope to see up to 10 miles away. You may adjust the Fargazer to look through solid objects that are no thicker than 1 meter as you look.
The Fargazer does not risk breakage after you use it (you may disassemble it during any Full Rest to replace it with another Invention, however).
Gaze through this specially designed telescope to see up to 10 miles away. You may adjust the Fargazer to look through solid objects that are no thicker than 1 meter as you look.
The Fargazer does not risk breakage after you use it (you may disassemble it during any Full Rest to replace it with another Invention, however).
Filtration Mask
Use an Action to don this headgear, creating a sealed environment within the mask that blocks out the effects of harmful gases, radiation, and other environmental effects for as long as the mask is worn. The mask can be adjusted to filter contaminents out of the air, or seal completely, granting you one hour of breathable air before it must be removed.
Use an Action to don this headgear, creating a sealed environment within the mask that blocks out the effects of harmful gases, radiation, and other environmental effects for as long as the mask is worn. The mask can be adjusted to filter contaminents out of the air, or seal completely, granting you one hour of breathable air before it must be removed.
Guster
Your Guster is a small vaccuum canister which you may place on the ground or throw up to 10 meters as a Half Action. When you use an empty Guster, it sucks up to a 3 x 3 meter volume of gas or liquid, filling itself to capacity (this use of the Guster does not risk breakage).
When you use a filled Guster, it expels the stored gas or liquid with extreme force, pushing all adjacent creatures 1d6 meters and forcing them to Save or fall prone. A 3 x 3 meter zone centered on the Guster is filled with its contents. Outdoors, gas blows away by the end of the Scene. Indoors, it persists for 1d6 hours before dispersing throughout the environment.
Your Guster is a small vaccuum canister which you may place on the ground or throw up to 10 meters as a Half Action. When you use an empty Guster, it sucks up to a 3 x 3 meter volume of gas or liquid, filling itself to capacity (this use of the Guster does not risk breakage).
When you use a filled Guster, it expels the stored gas or liquid with extreme force, pushing all adjacent creatures 1d6 meters and forcing them to Save or fall prone. A 3 x 3 meter zone centered on the Guster is filled with its contents. Outdoors, gas blows away by the end of the Scene. Indoors, it persists for 1d6 hours before dispersing throughout the environment.
Holoprojector
Over the course of 10 minutes, program your holoprojector to display any audio-visual illusion you can think of (this does not risk breakage). You can play the programmed illusion any time as a Half Action. The illusion can be static or move, can play a minute-long sequence (either stopping at the end of the animation or looping back on itself), and can fill up to a 5 x 5 meter area with anything you can come up with. The illusion can only include elements that affect sight and hearing and can't affect its environment in any way.
Over the course of 10 minutes, program your holoprojector to display any audio-visual illusion you can think of (this does not risk breakage). You can play the programmed illusion any time as a Half Action. The illusion can be static or move, can play a minute-long sequence (either stopping at the end of the animation or looping back on itself), and can fill up to a 5 x 5 meter area with anything you can come up with. The illusion can only include elements that affect sight and hearing and can't affect its environment in any way.
Landmine
Drop a Landmine into an unoccupied adjacent space as a Free Action during your turn (this does not risk breakage). The next creature to enter this space detonates the Landmine, taking (Tech)d6 Fire damage and (Tech)d6 Physical damage. They are also pushed 2 meters and knocked prone. A Landmine also explodes if it takes at least 1 damage from any source. Your Landmine absolutely breaks after use; there is no chance it does not, so don't bother rolling.
Drop a Landmine into an unoccupied adjacent space as a Free Action during your turn (this does not risk breakage). The next creature to enter this space detonates the Landmine, taking (Tech)d6 Fire damage and (Tech)d6 Physical damage. They are also pushed 2 meters and knocked prone. A Landmine also explodes if it takes at least 1 damage from any source. Your Landmine absolutely breaks after use; there is no chance it does not, so don't bother rolling.
Magnetic Gloves
Use a Half Action to pull a metal object of your choice within 10 meters into your grasp. The object cannot be larger than something you could reasonably carry in one or both hands. If the object is being held by another creature, they may Save to resist this effect. Your Magnetic Gloves only stand a chance of breakage if you attempt to use them and the Action does not end with the target object in your grasp.
You can also use a Half Action to pull yourself into a space adjacent to a metal object too heavy for you to pick up, carry, or move with your normal strength. Using your Magnetic Gloves to cling to it, you may climb this object/obstacle at normal Speed with no need to roll a Feat for climbing. You can't lose your grip while your Magnetic Gloves are working to hold you fast to the object.
Use a Half Action to pull a metal object of your choice within 10 meters into your grasp. The object cannot be larger than something you could reasonably carry in one or both hands. If the object is being held by another creature, they may Save to resist this effect. Your Magnetic Gloves only stand a chance of breakage if you attempt to use them and the Action does not end with the target object in your grasp.
You can also use a Half Action to pull yourself into a space adjacent to a metal object too heavy for you to pick up, carry, or move with your normal strength. Using your Magnetic Gloves to cling to it, you may climb this object/obstacle at normal Speed with no need to roll a Feat for climbing. You can't lose your grip while your Magnetic Gloves are working to hold you fast to the object.
Magnetosphere
Activate this small metallic sphere as a Half Action. At the end of your turn, it fixes all metal within 20 meters in place, locking them into position, even in mid-air. Metal objects affected by your magnetosphere cannot be moved until iyou switch it off as a Half Action, the Scene ends (or 10 minutes pass - whichever comes first) or it is destroyed (it has 10 HP, 0 Defense/Save, is totally immune to Electric damage, and all attacks against it have Disadvantage).
Activate this small metallic sphere as a Half Action. At the end of your turn, it fixes all metal within 20 meters in place, locking them into position, even in mid-air. Metal objects affected by your magnetosphere cannot be moved until iyou switch it off as a Half Action, the Scene ends (or 10 minutes pass - whichever comes first) or it is destroyed (it has 10 HP, 0 Defense/Save, is totally immune to Electric damage, and all attacks against it have Disadvantage).
Medikit
Restore (Tech)d6 Hit Points to an adjacent creature as an Action.
Restore (Tech)d6 Hit Points to an adjacent creature as an Action.
Night-Vision Goggles
Wearing these goggles allows you to toggle Darkvision on and off as a Free Action, granting you clear vision in dim light and darkness.
Night Vision Goggles do not risk breakage after you use them (you may disassemble them during any Full Rest to replace them with another Invention, however).
Wearing these goggles allows you to toggle Darkvision on and off as a Free Action, granting you clear vision in dim light and darkness.
Night Vision Goggles do not risk breakage after you use them (you may disassemble them during any Full Rest to replace them with another Invention, however).
Philosopher's Star
Use a Half Action to restore 1 Resolve or 1 Mana to a creature of your choice within 10 meters.
Use a Half Action to restore 1 Resolve or 1 Mana to a creature of your choice within 10 meters.
Portable Portal
The first time you use the Portable Portal (as a Half Action), you designate any space within 10 meters of you as "Point A", opening a hole in space-time which leads here. The second time you use the Portable Portal during the Scene, you open another hole in space-time, designating any space within 10 meters of you as "Point B". Both of these portals close when the Scene ends or 10 minutes pass (whichever comes first).
Any creature, object, attack, or area effect that enters "Point A" is instantly transported to "Point B" and vice versa, as though stepping through a doorway. For all intents and purposes, treat "Point A" and "Point B" as though they were the same space.
The Portable Portal doesn't risk breakage until you've used it to designate "Point B".
The first time you use the Portable Portal (as a Half Action), you designate any space within 10 meters of you as "Point A", opening a hole in space-time which leads here. The second time you use the Portable Portal during the Scene, you open another hole in space-time, designating any space within 10 meters of you as "Point B". Both of these portals close when the Scene ends or 10 minutes pass (whichever comes first).
Any creature, object, attack, or area effect that enters "Point A" is instantly transported to "Point B" and vice versa, as though stepping through a doorway. For all intents and purposes, treat "Point A" and "Point B" as though they were the same space.
The Portable Portal doesn't risk breakage until you've used it to designate "Point B".
Primal Cauldron
Place an object or material components into the Primal Cauldron and wait 10 minutes. If you put an object into the Primal Cauldron, the Invention will break this object down into whatever components were used to create it (a chair, for example, would break down into some raw lumber and maybe a metal ingot for the nails).
If you place basic material components into the Primal Cauldron, it will assemble them into the end product you desire (the quality may vary based on the GM's discretion considering the quality and correctness of the materials you use).
Only non-magical items can be created or disassembled by the Primal Cauldron.
Place an object or material components into the Primal Cauldron and wait 10 minutes. If you put an object into the Primal Cauldron, the Invention will break this object down into whatever components were used to create it (a chair, for example, would break down into some raw lumber and maybe a metal ingot for the nails).
If you place basic material components into the Primal Cauldron, it will assemble them into the end product you desire (the quality may vary based on the GM's discretion considering the quality and correctness of the materials you use).
Only non-magical items can be created or disassembled by the Primal Cauldron.
Regenamist Battery
As a Half Action, place the Regenamist Battery into an adjacent space and roll 1d6. All allies within (Tech) meters of it recover (Roll) HP at the end of your turn each round until the Scene ends (or 10 minutes pass).
As a Half Action, place the Regenamist Battery into an adjacent space and roll 1d6. All allies within (Tech) meters of it recover (Roll) HP at the end of your turn each round until the Scene ends (or 10 minutes pass).
Robot Arms
A second pair of arms, mechanical in nature, become yours to control. Your Robot Arms have all the strength and dexterity of your normal arms and can move, lift, carry, and wield objects, weapons, and shields just as your Mortal arms do.
You can deploy and retract your Robot Arms as a Free Action and may leave them in play for as long as you like. Your Robot Arms do not risk breakage after you use them (you may disassemble them during any Full Rest to replace them with another Invention, however).
A second pair of arms, mechanical in nature, become yours to control. Your Robot Arms have all the strength and dexterity of your normal arms and can move, lift, carry, and wield objects, weapons, and shields just as your Mortal arms do.
You can deploy and retract your Robot Arms as a Free Action and may leave them in play for as long as you like. Your Robot Arms do not risk breakage after you use them (you may disassemble them during any Full Rest to replace them with another Invention, however).
Scout Drone
Release a Scout Drone and use your Actions to control it. It has a Fly Speed of 6 and can release a weak electric shock as a melee attack (using your best attack score) to deal no damage but instead Stun the target on a hit (Save ends).
A Scout Drone can be commanded from up to 10 miles away and relays everything it sees to a set of goggles you wear. Your Scout Drone doesn't risk breakage when deployed or recalled. Instead, roll for breakage every time the Scout Drone takes any amount of damage.
Release a Scout Drone and use your Actions to control it. It has a Fly Speed of 6 and can release a weak electric shock as a melee attack (using your best attack score) to deal no damage but instead Stun the target on a hit (Save ends).
A Scout Drone can be commanded from up to 10 miles away and relays everything it sees to a set of goggles you wear. Your Scout Drone doesn't risk breakage when deployed or recalled. Instead, roll for breakage every time the Scout Drone takes any amount of damage.
Tranq Dart
Make a Ranged + Tech attack to fire this dart. If the target is not in combat, they take no damage but instead fall asleep for a number of minutes equal to the damage they would have otherwise taken (and immediately awakens if damaged).
If the target is in combat, they take no damage but fall Asleep (Save ends) if the damage from Tranq Dart exceeds half their current HP.
Make a Ranged + Tech attack to fire this dart. If the target is not in combat, they take no damage but instead fall asleep for a number of minutes equal to the damage they would have otherwise taken (and immediately awakens if damaged).
If the target is in combat, they take no damage but fall Asleep (Save ends) if the damage from Tranq Dart exceeds half their current HP.
Trap Kit
For every minute/round you spend working to disarm a trap, reduce its Difficulty to disarm by 1d4. When the trap is reduced to 0 Difficulty, you not only disarm the trap, but disassemble it into its component parts, which are stored within the Trap Kit.
Your Trap Kit can hold up to (Tech) Traps at once, and you can deploy a stored Trap into an unoccupied adjacent space as an Action. When you replace your Trap Kit with another Invention, all the parts from the Traps you've captured are discarded.
Your Trap Kit only risks breakage when you've deployed the last Trap stored within it.
For every minute/round you spend working to disarm a trap, reduce its Difficulty to disarm by 1d4. When the trap is reduced to 0 Difficulty, you not only disarm the trap, but disassemble it into its component parts, which are stored within the Trap Kit.
Your Trap Kit can hold up to (Tech) Traps at once, and you can deploy a stored Trap into an unoccupied adjacent space as an Action. When you replace your Trap Kit with another Invention, all the parts from the Traps you've captured are discarded.
Your Trap Kit only risks breakage when you've deployed the last Trap stored within it.
Universal Key
Use this key to unlock any non-magical lock, no matter how difficult it normally is to bypass.
Use this key to unlock any non-magical lock, no matter how difficult it normally is to bypass.
Wing Pack
Fly up to (Speed + Tech) meters as an Action.
You can also deploy your Wing Pack any time you begin falling to glide 3 meters horizontally for every meter you fall vertically. When you do this, you cannot move using Actions but instead glide automatically at the end of every creature's turn until you land. Using your Wing Pack to glide does not risk breakage.
Fly up to (Speed + Tech) meters as an Action.
You can also deploy your Wing Pack any time you begin falling to glide 3 meters horizontally for every meter you fall vertically. When you do this, you cannot move using Actions but instead glide automatically at the end of every creature's turn until you land. Using your Wing Pack to glide does not risk breakage.