Innovations
Source Guns & Gears pg. 16 2.0
While you're always creating inventions, there's one that represents your preeminent work, the one that you hope—with refinement—might change the world. Choose one of the below innovations. Your innovation's level is equal to your level. If your innovation is destroyed, you can spend 1 day of downtime and attempt a Crafting check with a high DC for your level; on a success, you rebuild it. An innovation only works due to your constant maintenance and tinkering, and therefore has no market Price.

Armor InnovationSource Guns & Gears pg. 16 2.0Your innovation is a cutting-edge suit of medium armor with a variety of attached gizmos and devices. Choose one of the sets of statistics on Table 2–2: Innovation Armor Statistics for your innovation armor (or choose another set of innovation armor statistics to which you have access).
Table 2-2: Innovation Armor Statistics
Medium Armor | AC Bonus | Dex Cap | Check Penalty | Speed Penalty | Strength | Bulk | Group | Armor Traits |
Power suit | +5 | +1 | -2 | -5 feet | 3 | 2 | composite | — |
Subterfuge suit | +2 | +4 | -1 | — | 0 | 1 | composite | — |
Your innovation armor can have fundamental and property runes added to it in the same way as ordinary armor. Because of the unique features of your innovation, everyone except you is untrained in it, even if they would normally be trained (or better) in medium armor.
Choose one initial armor modification to apply to your innovation, either from the following or from other initial armor modifications to which you have access.
To see all 22 modifications for the Armor Innovation, click here.Source Guns & Gears pg. 17 2.0Your innovation is a mechanical creature, such as a clockwork construct made of cogs and gears. It's a
prototype construct companion, and you can adjust most of its base statistics by taking feats at higher levels, such as
Advanced Companion. If you use the
Overdrive action, your construct gains the same Overdrive benefits you do, and it also takes the same amount of fire damage on a critical failure.
You know how to spend additional time directing, controlling, or programming your construct innovation for a more complex plan of action. You can spend 2 actions to Command instead of 1 when commanding your construct companion; your construct companion can then use an additional action (normally 3 actions, rather than 2).
Choose one initial construct modification to apply to your innovation, either from the following or from other initial construct modifications to which you have access. These modifications alter the construct's abilities or form.
To see all 18 modifications for the Construct Innovation, click here.Source Battlecry! pg. 64Your innovation is a mounted siege weapon called a
light mortar that weighs 2 Bulk. Whether it propels its payload via an elaborate mechanism or explosive reagents, it's capable of dealing immense damage. Your light mortar requires an
Interact action to deploy it before you can Aim, Load, or Launch it, and it includes its own wheeled platform that it is mounted on as part of the deployment. It can be packed back up for easy transport as a 2-action activity with the manipulate trait and either worn as a backpack or carried in one hand while packed. Because of the light mortar's smaller size, the Move Siege Engine activity takes only 1 action when it is deployed.
Your light mortar begins as a 1st-level siege weapon with the statistics shown below. It deals an additional die of damage at 5th level and every 4 levels thereafter. When you Launch your light mortar, the Reflex save is equal to your class DC. Its AC is equal to your inventor class DC and it has Hardness 5. It has trained proficiency in Reflex and Fortitude saves, using your Intelligence modifier to calculate these bonuses. It has 10 Hit Points, plus a number of Hit Points equal to 2 plus your Intelligence modifier for each level you have. Its Broken Threshold is equal to half its total Hit Points (rounded down).
At 5th level, your light mortar's Hardness increases to 10. At 10th level it increases to 15 and its proficiency rank in Reflex and Fortitude saves increases to expert. At 15th level, its Hardness increases to 20, and its proficiency rank in Reflex and Fortitude saves increases to master.
Your
innovation fires small cannonballs called carry shot. A group of 10 carry shot, which weighs 1 Bulk, can be purchased for 5 sp from most shops that sell ammunition.
Choose one initial light mortar modification to apply to your innovation, either from the following or from other initial light mortar modifications to which you have access. These modifications alter the abilities or form of your light mortar.
Uncommon Medium Mounted Source Battlecry! pg. 64;
Ammunition carry shot (5 sp for 10, 1 Bulk)
Usage mounted;
Space 5 feet long, 5 feet wide, 3 feet high
Crew 1;
Proficiency martial
Speed 20 feet (pulled or pushed)
Nethys Note: The AC, Fortitude, Reflex, HP and BT statistics for this item are located in the Light Mortar Innovation. This item does not have a price as it is an Inventor Innovation.
Aim
[one-action] unlimited, minimum distance 10 feet
Load
[one-action] (
manipulate) 1 time
Launch
[one-action] (
attack,
manipulate,
range increment 120 feet) 2d6 bludgeoning, 10-foot burst, DC 15
basic Reflex
To see all 9 modifications for the Light Mortar Innovation, click here.Source Guns & Gears pg. 17 2.0Your innovation is a complex and impossible-looking weapon augmented by numerous mechanisms. It begins with the same statistics as a level 0 common simple or martial weapon of your choice, or another level 0 simple or martial weapon to which you have access. You can instead use the statistics of a level 0 advanced weapon of your choice; you treat this as a martial weapon for the purposes of proficiency but you do not gain an initial weapon modification. An innovation weapon can have
fundamental and
property runes added to it in the same way as an ordinary weapon. Because of the unique features of your innovation, everyone except you is untrained in it, even if they would normally be trained (or better) in simple or martial weapons. If you use the
Overdrive action, you can choose to change the additional damage from Overdrive to fire damage.
To see all 25 modifications for the Weapon Innovation, click here.