Invention Rules

Inventors gain a die in that skill area for every rank in that skill. Also 3 dice if it is a trained skill as soon as you put one rank into it.

At 1st level, an additional number of general research dice = intel modifier. Any time intel permanently raises, add equivalent die/dice

Spending time in research or studying and testing super science items and such can give varying bonuses: dice, flat research points, bonuses to reliability rolls or perfecting, etc.


1 general research die per level beyond first

  • For every bonus from savant or other such scaling benefit, you gain 1 point in that skill area:
  • Any flat bonus from skill focus or knowledge or the like gives you that many dice in that skill area you can use to perfect an invention from a research area using that skill. Such bonuses in knowl (tech) give you a flat number of gonus research pts.


  1. Base Bonuses (Base attack, save and defense bonuses): gain all
  2. Fatigue Points
  3. Class Features: this includes talents, bonus feats and advanced class abilities
  4. One Charater Talent: may be chosen multiple times if you will gain more than one
  5. One Character Feat: the feat all PC’s get every level
  6. Skill Points, including language points if any
  7. Sanity and Power
  8. Profession check for Wealth increase, and reputation increase if any
  9. Effective level/HD to determine special effects, like vs SR or if a spell is powerful enough to effect you, or the effectiveness of your own abilies with variables based on your level.
  10. Ability Score raise, if going up to an appropriate level
Name 5a 5b 5c

Races of the Solar System

Canal Martians -2 str; -2 con, +2 dex, +2 cha
Hill Martians -2 str, +2 dex
High Martians +4 dex, -2 con, -2 int
Ventuitans, reptilian +2 str, +2 con, -2 int, -2 cha based checks outside of own race
Selentites of Luna +2 str, +2 con, -2 int, -4 cha or as D&D Lizard Man.


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