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:

  • Advanced Explosives (leads to Rockets)
  • Battle Armour
  • Spark-Gap Communication
  • 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.

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).

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
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

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.

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