Inventor
Requires: Trained in Crafting, Artificer background or three training ranks in Crafting.
As an Inventor, you can apply a variety of improvements to your gadgets, machines, or devices. These improvements allow you to modify the functionality and efficiency of an item but at the cost of Strain—the more improvements you apply, the higher the chance the item could break during crafting. You begin with a knowledge of three improvements of your choice and may learn more as you improve your Crafting skill.
Apply an Improvement
Time Required: Down-Time action.
You spend some time adjusting a piece of equipment in order to apply an improvement. Choose one improvement you know, and roll Crafting against a TN of 16.
- Success: You have successfully applied the improvement.
- Failure: The improvement cannot be applied to this particular piece of equipment. You may not try again until you gain another training rank in Crafting.
Every time you successfully Apply an Improvement, add the Improvement's Strain to the item's current Strain. On any further attempt to Apply an Improvement to an that item, if either of the dice rolled for your Crafting check come up showing a value equal to or less than the total Strain on the item, you have managed to irreparably damage that item. The item becomes Destroyed.
This action can also be used to remove an improvement. When this is done, subtract the Strain for the improvement being ruined before making the Crafting check.
An item which has never had an improvement added to it has a Strain of 0. However, an item which has been improved, even if it currently has no improvements attached to it, cannot have a Strain less than 1. Attaching an improvement always stresses the object, at least a bit.