Inventors are scientists who have gone a little bit further than the state of the art should allow, blurring the lines between science and science fiction. Although they are often greatly admired in the scientific community, they are just as often ostracized for their “unorthodox” methods or disbelieved for their astonishing ability to work technological miracles, even in the most strenuous situations and with the most destroyed equipment. Tbe Inventor’s most obvious weapons are their inventions, powerful Supertech devices that give them access to incredible forces, but their real strength is their intelligence itself.
Sample Character: The Mad Engineer
Hit Die: d4
Power Die: d12
Skill Points at First Level: (8 + Intelligence bonus) x4
Skills Points per Level: 8 + Intelligence bonus
Class Skills: Computers (Int), Craft (chemical, electrical, mechanical, pharmaceutical, structural) (Int), Disable Device (Int), Heal (Int), Knowledge (Int), Profession (Wis), Research (Int), Powercraft (Int).
|Level||Base Attack||Fort||Ref||Will||Def.||Rep||Class Features|
|1||+0||+0||+0||+2||+0||+0||Brawl, Supertech Invention|
|3||+1||+1||+1||+3||+1||+0||Supertech Invention I|
|5||+2||+1||+1||+4||+1||+1||Supertech Invention II|
|7||+3||+2||+2||+5||+2||+2||Supertech Invention III|
Brawl (Ex): At level 1, you get the Brawl feat for free because all superheroes need to throw the occasional punch.
Barred from Powers: Inventors cannot buy any powers other than Supertech Invention and its enhancements.
Supertech Invention (PL): At level 1, Inventors receive this power for free. They can make Doohickies of up to 6CP. At every Inventor class level thereafter, they receive 1 level of the Increase Power enhancement (see Chapter 5: Powers). They can also use their 3CP per level to upgrade this power.
Bonus Feats: At levels 2, 6, 10, 14, and 18, Inventors can choose from the following groups: General, Supertech, Vehicle.
Supertech Invention I (PL): At level 3, Inventors receive the Sustain Power enhancement of Supertech Invention. At level 5, they receive Supertech Invention II, the Multiple Activations enhancement. Finally, at level 7, they get Supertech Invention III, which grants the Multiple Powers enhancement.
Special Ability (Ex): At levels 4, 8, 12, 16, and 20, Inventors can take one of the abilities listed below. They can take each ability only once, unless its text says otherwise. Unlike Class Features, Special Abilities that replicate feats require prerequisites, just like a normal feat.
- Delay Disaster: If you fail to disarm a bomb or trap, it detonates or otherwise goes off 1d2 rounds later, at the end of the round, instead of going off immediately.
- Encyclopaedic Memory: You can re-roll any failed Knowledge check once. You can do this twice per session.
- Fool Me Once: If you encounter the same trap more than once (same manufacturer/builder), you get a cumulative +1 Insight bonus to disarm/deactivate the trap. Upon seeing the trap for a second time, you get a +1, at the third time +2, etc. The maximum bonus is +10.
- Jack of All Trades: You can use all “trained only” skills as if you were trained. However, when using those skills untrained, a roll of 1 is a Critical Failure, which can result in breaking a tool, hurting yourself, or otherwise royally screwing up whatever you’re trying to do. Regardless of the specifics, the failure will be spectacular and unfavourable. GMs are encouraged to toss some good natured disaster at the Thinker.
- Learn From Your Mistakes : If you spend an Action Point, you can re-roll any failed Craft or Knowledge check. On the re-roll, you can add your Intelligence modifier as an insight bonus. You must declare your intention to do this before the results of the original roll are calculated and/or announced.
- Nerves of Steel: When you use the Jack of All Trades special ability, you can roll a 1 on a d20 and it does not count as a critical failure.
- Skill Mastery: With 2 skills in which you already have at least one rank, including cross-class skills, you can now Take 10, even under stressful circumstances or when failure involves direct personal risk. You may select this special ability multiple times, and you may pick 2 new skills each time.
- Steady Hands: You can re-roll any failed Craft check once. This does not add any time to the Craft attempt. It represents your ability to see one of your own mistakes coming and correct for it. You can do this twice per session.
Macgyver (Ex): At level 9, Inventors can build any Inventions that they are already otherwise capable of building but do so almost instantaneously and at nearly no material cost. They must spend 1 Action Point, and they must have a smattering of electronic bits and pieces to work with in addition to a few every-day tools (screw-driver, pliers, a little black tape, etc.). For example, they could scavenge the parts of a lamp, a pop machine, and a VCR to make a laser blaster (i.e., Energy Attack: Heat). In a pinch, Inventors can use a Plot Device for the tools and/or the components, which means that if they have two Plot Devices available to them, then they’re ready to go at all times. Creating Inventions in this way requires Research and Powercraft checks, the DCs of which are +5 their normal DC. There is no Wealth check. The total build time is one minute. Macgyver devices last for 3d6 rounds or until the end of the scene in which they’re first used. At the end of either of those durations, the devices dramatically fall to pieces.
Plot Device (Ex): At level 11, Inventors gain one, or one additional, Plot Device.
Bafflegab (Ex): At level 13, Inventors can spew out a fluid stream of smart-sounding gobbledygook. This takes a swift action to perform, and Inventors can use it once per session. Opponents who are in earshot and can understand the language that the Inventor is speaking must make Will saves (DC = 15 + Inventor’s Intelligence bonus). Opponents who fail are so puzzled that they cannot attack the Inventor at all. Opponents who pass are distracted enough that they cannot make attacks of opportunity against the Inventor. At levels 10, 15, and 20, Thinkers can use Bafflegab one additional time per session.
Invent Nullifier (PL): At level 15, Inventors can build Supertech devices that are tailor-made to attack a specific individual person or target for maximum effect, but the device has no effect on anything or anyone else. This device is called a Nullifier.
To make such a device at all requires intimate knowledge of the target. With first-hand knowledge (i.e., having seen the target in a battle or other situation in which his/her/its abilities were on display), the Inventor must make a Research check, the DC of which equals 20 plus the target’s ECL.
The cost of the parts needed to build a Nullifier equal PDC 15 + target’s ECL.
Building a Nullifier takes a number of days equal to the target’s ECL. The Inventor cannot do anything else in those days other than eat and sleep. Before they start building the device, Inventors must choose if their Nullifier will be Non-Lethal or Lethal.
A non-lethal Nullifier removes all the target’s PPs and disperses them in a harmless light-show, suppresses all their powers for 4d6 rounds, and provokes a Fortitude save (DC 30). A lethal Nullifier reduces the target’s total HPs by half and provokes a Massive Damage roll, which the target must succeed at or die. GMs can rule that particularly powerful targets, like gods or cosmic powers, cannot be killed by a Nullifier. In that case, it merely reduces their HPs to -1 (stabilised).
Once completed, a Nullifier is a two-handed device (of any shape and/or configuration, be creative) with which the Inventor, and no one else, must make a touch attack against the target.
If the touch attack fails, then the Nullifier goes off in a spectacular show of special effects worthy of an Oscar, but nothing much happens after that. If the touch attack succeeds, then the device inflicts either the Non-Lethal or Lethal effects described above.
The Nullifier is a single-use item. Whether the attack hits or misses, it burns itself out in the process, and if the Inventor wants another one, she must repeat all the steps and rolls to construct a new one, even for the same target.
Improved Nullifier (PL): At levels 17 and 19, Inventors can add one of the following improvements to any Nullifiers that they build:
- Penetration: The DCs for Fortitude saves against your Nullifier’s effects rise by +10. Therefore, the Massive Damage roll is DC 25, and the Fortitude save against unconsciousness is DC 40.
- Range: Your Nullifiers now have a range of 25 feet. You can take this improvement multiple times. The effects stack.
- Reusable: Your Nullifiers are just robust enough that you can reuse them. After you resolve the effects of your Nullifier on your target, it has a 75% chance of remaining functional, which means that you can try to use it against on the same target. You can keep reusing it until either you roll over 75%, or the target is defeated.
- Trigger: Your Nullifiers can now “go off” on their own (a) at a specified time (or after a specified countdown), (b) when they come into contact with their designated target, or (c) that target enters the Nullifier’s effective range.