Inventing
The inventing rules are used when your character wants to create or discover something - like a mundane device, an alchemical formula, a magical ritual, or even a new special ability. The thing you’re trying to invent might be brand new, or you might be trying to rediscover or reverse-engineer something you’ve come across in your travels.
Regardless of what you’re trying to invent, it always starts with a conversation. Decide with your GM what your new invention is, what it can do (or what it allows you to do), and what its limitations or drawbacks are.
When you’ve decided on the rules and limitations of your invention with the GM, they will assign the invention a Tier as though it were an obstacle or spell. The Tier of your invention reflects how powerful it is, how complicated it will be to invent, and the rarity or obscurity of the knowledge and materials you’ll need to invent it.
The GM then creates a progress clock for your invention, giving it 2 ticks per Tier. A Tier 1 invention would be a 2-clock, for example. A Tier 6 invention would be a 12-clock. You can fill this invention clock in various ways:
- You might dedicate some downtime to research or training, allowing you to roll one of your skills and see how much progress you’re able to make.
- You might spend some money on essential materials, knowledge or expertise required to advance your invention. The GM decides how much each tick costs.
- You might go on an adventure, pursuing some lost lore or rare materials that would allow you to advance your invention.
The GM has final say on how you can fill the clock. If you’re inventing a new ritual, for example, then simply researching magical literature might be enough in the beginning. As time passes, you might find that you need to experiment with rare reagants or consult with arcane experts in order to continue your research. When your project is nearing its conclusion, you might learn of an ancient enchantment on a certain island, which may hold the secrets to unlocking the breakthrough you need to complete the spell.