4.0 New Equipment, Tools, Feats, Languages and Skills in 100 Worlds | World Anvil

4.0 New Equipment, Tools, Feats, Languages and Skills

4.1 New Equipment

 

Demolitions Kit

This kit contains the appropriate equipment for disarming and setting Renaissance era explosives (see DMG pg 267). It contains a a heavy leather apron, goggles and leather gloves, as well as trip wires, fuses and simple tools used in augmenting explosives.   Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to disarm or set an explosive. The protective gear will offer resistance to the explosives damage type. After reducing damage in this way the kit must be replaced for this benefit.   A timer can be added to an explosive if you have proficiency with Tinker’s Tools.  

4.2 New Tools

The following new "tools" are available in 100 Worlds:

 
  • Gadgeteer's Tools: Proficiency with various gadgets, allowing characters to craft and modify steampunk devices.
  • Aetheric Studies: Knowledge of aetheric energies and their applications in steampunk technology.
  • Airship Navigation: Proficiency in piloting and navigating airships.
  • Steam Engineering: Expertise in steam-powered machinery and engines.
  • Clockwork Mechanics: Understanding of clockwork mechanisms and their intricate workings.
  • Electrotechnics: Knowledge of electrical circuits and how to harness electricity in inventions.
  • Alchemy: Skill in mixing and creating elixirs, potions, and alchemical substances.
  • Artificer's Lore: Knowledge of ancient artificer techniques and lost steampunk blueprints.
  • Aeronautics: Understanding of aerodynamics and flight principles in airship design.
  • Metalworking: Proficiency in shaping and forging metals for steampunk gear and armor.
  • Steampunk Literature: Familiarity with famous steampunk authors and literary works.
  • Tinkerer's Ingenuity: Natural talent for improvising and repairing mechanical devices on the fly.
  • Society Etiquette: Knowledge of proper conduct in high society steampunk gatherings.
  • Clockwork Automata: Expertise in designing, building, and repairing clockwork automatons.
  • Inventor's Insight: Intuition for envisioning innovative steampunk creations and solutions.
  • Telescopic Optics: Skill in using and maintaining telescopes, binoculars, and other optical devices.
  • Airship Gunnery: Proficiency in operating and aiming airship-mounted weaponry.
  • Astrolabe Navigation: Ability to navigate using astrolabes and celestial charts for airship journeys.
  • Mechanical Engineering: Knowledge of mechanical systems and how to optimize their performance.
  • Steampunk Fashion: Understanding of the latest trends and styles in steampunk clothing and accessories.
  • 4.3 New Feats

    Demolitionist

    You’re connected in one way or another to others who share your love of explosives.
    • You do not need to use downtime to locate Renaissance explosives as you would magic items.
    • When searching for Modern explosives, you treat them as Uncommon magic items instead of Rare.
    • You can craft Renaissance era Bombs during Downtime Activities.
    • You have advantage on Int (Technology) checks for figuring out "Alien Technology" explosives.
     

    Gunslinger

    You’re connected in one way or another to others who share your love of firearms.
    • You are proficient with firearms and do not need to use downtime to locate them as you would magic items.
    • You can purchase Modern Ammo (10gp for 10 bullets)
    • You can purchase Modern Firearms (500gp for one-handed firearms and 1000 gp for two-handed firearms)
    • You can purchase Light (1/2 damage) versions of Modern one-handed firearms for 250gp. Light versions do not have the misfire attribute.
    • You have advantage on Int (Technology) checks for figuring out "Alien Technology" firearms.
       

    Pistol Expert

    Training has given you an edge over the casual firearm user.
    • If you neither move nor attack you can reload all your in-hand firearms (you can stand, go prone or hide and still reload).
    • When you attack with a one-handed firearm, bonus action to attack with a loaded one-handed firearm in your other hand (1/2 damage if its not a light firearm)
     

    4.4 New Languages

    “Diagnostic”

    Technological devices (such as vehicles) emit sounds (or the lack thereof), smells and sometimes vibrations. You can make since of these emissions and divulge the status of a dvice (or vehcile). In a round you can get a feel for its overall condition (operating or not). In game terms, you can determine how many levels of exhaustion it has and other maladies that may be affecting it.

     

    In addition, Devices and Constructs with this language can obtain the following for an functional device:

    • Build a mental index to all unencrypted, unhidden, non-magical information available to or stored in the device.
    • After an hour of listening, recall detailed information from the mental index (Perception check with advantage), or use Perception to try and spot hidden information, or use investigation to decrypt encrypted/coded information.
    • During downtime the DM may allow you to find, understand, use and copy magical information (such as spells) stored on the device.

    You are unable to speak this language, you can only interpret it from a machine, divice or construct.

     

    4.5 New Skills

    Intelligence (Technology) In the same way that characters have arcana, history, nature or religious skills to address such questions they will also face technological questions. This skill is for such challenges.   With this skill you can plumb the depths of your knowledge on all things “technology” related.

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