Technological Revelations for Risur

Tinker is demented, and even if given orders he’ll draft tons of possible designs, not all of them viable for mass-production. It takes a more rational mind to ratchet down his grandiose ideas, making Technologist PCs invaluable.

Areas of innovation include vehicle tech, personal weapons, and various types of groundwork science.

Seeking Breakthroughs

At the end of each module, the party can choose one of the following innovations for Tinker to pursue. At the start of next module, the party must make an Intelligence check and a Wisdom check (DC 20). The result determines whether the innovation is fully operational, or if there remain some kinks to work out.

One PC can make both checks, or two different PCs can make them. A Technologist PC can roll twice and take the better result.

Possible Breakthroughs:

  • Rockets
  • Battle Armour
  • Magic Interference Breakthrough (leads to Analytical Engine)

Discovered Breakthroughs

Electrical Breakthrough

In addition to allowing electrical lights and the production of wired power, this innovation gives you lightning prods, lightning guns, and Tinker coils.

Spark-Gap Transmitter

Risur gains access to radio communication, albeit limited typically to one-way messages, since receiving can be done without electricity, but transmitters need a power station. Distance is currently limited to about 50 miles under average conditions, but weather and terrain can greatly reduce that.
The party also gains access to remote-detonated explosives if they have the Advanced Explosives innovation.

Advanced Explosives

Risur can load its ships’ cannons with explosive rounds (i.e., increase the attack bonus of Risuri ships by +2, with attendant increases in cost). Additionally, PCs can get access to advanced grenades, rocket-propelled grenades, and demolition charges.

New Items

Tinker Coil. Cost 1,000 gp.
If linked to a power source, this 10-ft. tall pylon hums with electrical energy. A conductive surface on the ground within 10 ft. causes creatures that enter the area to complete a circuit. Any creature that enters the area or ends its turn there takes 20 lightning damage (but no more than once per round).

Demolition Charge. Cost 1,000 gp.
These can be timed precisely for detonation, anywhere from a few seconds to an hour. (Specialized ones can instead range from an hour to four days.) Each charge can blow up most materials in a 30-ft. radius. Creatures in the area take 50 damage, though possibly less if they have cover. Preparing them for detonation requires three Dexterity or Intelligence checks (DC 10), each made as a standard action. If all succeed, the charge detonates exactly as desired. Failing one or two causes the device to detonate slightly early or late (in a range of 25% of the intended time). Failing three in a row detonates the charge immediately.
Bringing a spark-gap transmitter attuned to the charge (now included in the cost) reduces the preparation to one standard action, and a standard action to detonate the charge with the transmitter. The activation can be done from up to a couple miles away, unless there is access to a building-sized transmitter within 50 miles.

Simple Weapons

Weapon Prof. Damage Range Price Weight Group Properties
Lightning Prod +2 2d8 lightning 100 gp 5 lb. Spear Charged, load standard, two-handed melee
Advanced Grenade +2 3d6 in area burst 2; miss half 5/10 50 gp 1 lb. n/a Brutal 2, high crit, inaccurate, one-handed ranged
Superior Weapons
Weapon Prof. Damage Range Price Weight Group Properties
Lightning Gun +2 2d10 lightning 5/10 100 gp 8 lb. Firearm Charged, load standard, two-handed ranged
Advanced Rocket-Propelled Grenade Launcher +2 3d6 in area burst 2; miss half 15/30 1,000 gp 4 lb. n/a Load standard, brutal 2, high crit, inaccurate, two-handed ranged

New Item Qualities

Charged. If the target is wearing metal armour or carrying a large quantity of metal, the attacker gains a +2 bonus to his attack roll. After firing, the weapon is depleted and takes a standard action to “reload” by cranking a mechanism to generate sufficient charge.
Inaccurate. Before making the first attack roll, the attacker makes a saving throw. If the save fails, the grenade or rocket veers off course, perhaps just missing by 2 squares, or perhaps bouncing off or exploding against cover. If the attacker spends a move action to aim, he does not need to make the save.

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