Antarria, the Shadows of Perfection
Renegade Gnomish Tinker
The MacGuffin (Exotic Experimentation) has been improved partially to accommodate the tripled price of tool points.
To qualify to become a Renegade gnomish tinker, a character must fulfill all the following criteria:
Race: Gnome or half-gnome.
Skills: Appraise 4 ranks, Craft (tinkering) 8 ranks, Disable Device 4 ranks, 2 ranks in 2 of the following Knowledge skills (Arcane, Religion, Nature, The Planes, dm may add others)
Alignment: not Lawful
Special 1: Ownership of a Gnomish Tool Belt
Special 2: Rejection of the Chief Review Sub-Committee of Engineers, Consultants, and Inventors by a majority vote due to the use of unusual or dangerous methods.
BAB: As Cleric
Saves: bad Fort, good Reflex, bad Will
Class Skills: (8 + Int modifier): Appraise, Craft, Decipher Script, Disable Device, Escape Artist, Heal, Knowledge (all skills, taken separately), Open Lock, Profession, Search, Sleight of Hand, Use Magic Device, Use Rope.
Lv1: Scrounge Tools, Unrestricted Tinkering, Research Focus 1
Lv2: Exotic Experimentation
Lv3: Bionic Enhancement 1
Lv4: Research Focus 2
Lv6: Bionic Enhancement 2
lv8: Research Focus 3
Lv9: Bionic Enhancement 3
Lv10: Grand Design,
Scrounge Tools (Ex): The Gnome has learned how to acquire Tool points through unusual methods because of his status as a renegade. The base Dc to recover tool points from machinery decreases to 15. He also gains 5 tool points per level for free (Either because he has discovered more efficient uses for his existing tools or “found” them in a nearby town.)
Unrestricted Tinkering(Ex): Rejection by the Chief Review Sub-Committee of Engineers, Consultants, and Inventors usually causes a prospective Gnomish Tinker to reform his methods an re-apply after a lengthy and bureaucratic evaluation process. Other Gnomes go renegade and continue their experiments heedless of the danger. These Gnomes are often branded as mad (although Tinker Gnomes are more likely to follow this path). No scientific secret is too dangerous or vile for such a renegade. They have even been known to experiment with magic and the planes themselves.
The Renegade’s experiments yield extraordinary power to their contraptions, but such power comes at a cost. Each level of Renegade Gnomish Tinker counts as two for level based Tinkering restrictions, and add an extra 2 points of total maximum complexity to any contraption the Renegade creates. Any contraption crafted by a Renegade uses the Renegade Quirk Chart and suffers a mishap on a role of 1-2. The Renegade knows which quirks are rolled once he has finished his contraption except for results of mundane.
Research Focus(ex): Renegades experiment with many different avenues of discovery over their carriers, but most of their science pursuits focus on a few specific fields. This results in some consistency amongst the contraptions they devise. At lv1, the Renegade selects one quirk from the Renegade Quirks Table as a favored quirk. The Renegade may replace one roll on the quirks table with that quirk by adding 3 complexity to the contraption. At lv4 and every 4 levels there after, the Renegade may select another quirk. Multiple favored quirks can be applied to the same contraption but each extra doubles the complexity added (6 for the second, 9 for the third, etc.). All favored quirks must relate to the Renegade’s recent research (in the form of knowledge skill ranks taken).
Exotic Experimentation(ex): The Renegade’s experiments begin to create strange and useful devises, called Gizmos out of the random bits of machinery they carry with them. This ability emulates the effects of spells related to the Renegade’s research. A gnomish Tinker may build a number of 0-level Gizmos equal to his level per day. 1st level Gizmos take 2 uses, 2nd level takes 4, 3rd takes 8.
On attaining 2nd level, and every level there after, then Renegade Tinker is granted special knowledge checks equal to his INT modifier, representing the experiments he has conducted over the previous level. Each check can result in a spell effect that can subsequently be used to create Gizmos. In order to research a spell effect, the Renegade must have 10+spell lvx3 ranks in the appropriate knowledge skill (Arcana for wizard’s, Religion for Cleric’s, Nature for Druids, Local for Bards, etc.). The Gnome must also have added at least one rank in the appropriate knowledge skill upon attaining his current level. This rank does not necessarily need to coincide with the the main knowledge skill however (for example, Summon Monster 1 could require a rank in Knowledge (The planes) even though the Renegade must have 13 ranks in Knowledge (Arcane or Divine)to research it. Regardless of the original casting class, all Gizmos use the Renegade’s INT modifier for DCs.
The Gnome makes a Knowledge check DC 10+spell level (after ranks are added) for each spell he wishes to emulate(to the previously stated maximum). The Knowledge skill used is the same one that the spell required a new rank in. (ie. Knowledge (The Planes) not Knowledge (Arcane or Divine) for Summon Monster 1) These checks need not be made simultaneously, so the Renegade may decide to re-roll a check rather than research a different spell effect.
(DM Note: So if you fail your check, you can spend a second attempt to retry, is that correct?) yes
The Renegade still gets one spell effect, even if he failed every check. The Dm should choose this spell based on the Renegades research, and it need not be any that he tried to role for.)
Once a Renegade has researched a spell effect, he adds it to a schematic book in the same way a Wizard writes in his spell book. The Renegade may not add extra spells he discovers, or copy spells from other books. A wizard cannot learn spells from these books either. Even other Renegade Tinkers may not learn spell effects from each other.
Creating a Gizmo is a full round action that provokes an attack of opportunity. The Renegade must have his schematic book in one of his hands to use this ability. Crafting a Gizmo requires 1 tool point plus 1 tool point per level of the spell effect. Once crafted, a Gizmo only last a number of hours equal to the Renegade’s INT modifier before losing it’s power and becoming useless. Only the Renegade may use his Gizmos effectively. The Renegade must role on the Renegade Quirk Table for each Gizmo he makes. There is a 5% chance that the Gizmo will suffer a mishap when activated (use the spell level for the size category of the gizmo).
The power that emulates a Gizmo’s spell effect comes from many sources. The effect could come from scientific principles as easily as from Arcane or Divine magic. Renegades that emulate Arcane spells store small amounts of magic in their minds each morning. Divine magic is usually supplied by Reorx, but the Renegade could just as easily discovered a way to steal it from another God, which usually results in especially deadly mishaps when the deity figures it out. Each Gizmo has a 50% chance of being effected by anti-magic effects and spell resistance.
Replaces MacGuffin, Patent Pending, and In Development
Bionic Enhancement (ex): The gnome gains the ability to graft functions to his body as if he were a small contraption. He may have a total number of functions equal to his CON modifier grafted at any one time, but no more than 1 per 3 class levels. Each function comes with a single quirk, which only applies to that graft.
In order to use this ability, the gnome must first create a contraption with a total complexity equal to the cost of the function +10. The +10 may be diminished or waved entirely under DM discretion if the item replaces an appropriate body part (which would cause a penalty, eliminate some ability if the contraption fails, or both). After the graft has been crafted, the gnome must graft it to his body, which requires an hour of surgery and a heal check equal to the complexity dc of the function. If the check succeeds, the gnome takes 1d6 damage per 15 points of complexity of the function. If the check fails, the graft doesn’t attach and the gnome takes 1d20 damage. If a 1 is rolled, the function suffers a mishap in addition to the damage. Magical healing grants no benefit to the process, but the gnome may receive Aid Another from a healer with 5 ranks in Knowledge (architecture and engineering). Any magical healing of the damage taken after the graft has successfully been attached has a d% chance equal to the damage healed to render the graft useless. This process may not be used to add functions to others as most people would allow a Gnome to add contraptions to their body.
The Gnome may choose any of the following functions to graft at each level. These replace the usual functions. These functions can be enhanced as the Renegade gains levels.
Attack: Melee and Ranged Attack functions operate as a secondary natural attack except that they use the contraption’s attack modifier and unmodified damage. This means they may be used in a full attack action at a -5 penalty. No disable device check is required, but the function suffers a mishap on an attack role of 1. Area attacks require a standard action, which doesn’t provoke an attack of opportunity. They require no check, but there is a 5% chance that the function suffers a mishap.
Skill: Skill functions may be added for a single skill as normal. No disable device check is required, but the function suffers a mishap on any skill role of 1. The Renegade must choose to use the function or his own skill bonus every time he makes the check.
(DM Note: This needs to be limited to certain skills. Anything Strength or Dex (like jump, climb, etc) based should be fine. Int skills only available if the contraption has the “Awakened” quirk (maybe Disable device could work without it), but not most charisma, wisdom (Spot and listen are covered under diff grafts later) or the only Con based skill, Concentration.) The skill function in Races of Ansalon allows any skill, but at 1.5 complexity for the odd ones (I reduced the complexity because of it’s class-abilityness and it’s danger). I figured it was conceivable that machines that could use other skills could be created. Such as a machine that does similar things to a rogue when he activates magic devices, or one that performs a search (like radar). The Awakened bit is definitely a funny condition though.
(DM note 2.0: Well, how would you conceive of a contraption with ranks in a Knowledge skill or one of the social skills such as diplomacy or bluff?)
A good point. I figured Knowledge skills would work like an automated rolodex, that the gnome made with notes from a text or 20. There’s precedent for similar contraptions in Races of Ansalon, such as the bookshelf that throws things. Diplomacy and Bluff would be difficult, but some sort of voice modulator or a subliminal chemical messenger cloud could justify it. The Renegade’s actions would still be involved in the skill use in some ways so the contraption doesn’t need to do absolutely everything. For example, the Renegade might still need to use his hands while an extra arm helps him climb, or he might still talk while the contraption makes the diplomacy check for him. In the end, I think the best way to go about it is to allow any, but leave it to the creator to justify the skill to the DM before its creation.
Feat: A feat function can add any feat, even if the Renegade doesn’t meet the prerequisite. Any use of the feat has a 5% chance of triggering a mishap, which may or may not prevent the action. This feat may be used to meet prerequisites for other feat or prestige classes, but those feats and any class abilities also have a 10% chance of mishap.
Defensive: Defensive functions operate differently from normal. Points of armor bonus add complexity at a 1 for 1 basis. These points create an equal armor check penalty, which may be reduced at a cost of 1 complexity per point of armor check penalty reduced. Shield or Natural Armor costs 2 complexity per point of bonus and comes with half the usual armor check penalty (rounded up). Deflection or Dodge bonuses add 6 complexity per point of bonus but come with no armor check penalty. The Renegade is automatically proficient with his armor grafts. The armor bonus applies continuously without effort on the Renegade’s part, but there is a 5% chance that the function suffers a mishap every time the gnome is hit.
Resistances to cold, electricity, or fire add 6 Complexity per 5 points of resistance each. This requires no effort on the Renegade’s part, but there is a 5% chance of mishap every time the resistance is applied. The Renegade may de-activate and re-activate these functions as a full round action with a successful Disable Device check (which may cause a mishap as normal)at the usual DC. A single defensive function may include any and all forms of defense should the Renegade choose to include them, and has the maximum complexity.
Movement: Movement functions have a 5% chance of setting of a mishap every round they’re used, but otherwise function normally without a check.
Senses: A sense function requires activation/de-activation like most contraptions. Once activated, the sense function has a 5% chance of suffering a mishap every 10 minutes. The function can add an enhancement bonus to spot or listen checks at 1 complexity for 1 point of bonus. Low light vision adds 3 complexity per multiple of human sight. Darkvision adds 2 complexity per 10ft. Blindsense or tremorsense adds 4 per 10ft. Blindsight adds 5 per 10ft. Scent adds 3 complexity per 10ft(adjusted by wind as usual). Related functions (such as darkvision and a spot bonus, or blinsense and a listen bonus) may be included as the same function. The Renegade may add detect spell effects he has researched for 10 complexity per spell, plus 1 complexity per spell level.
Replaces Remarkable Discovery, and consultant.
Grand Design (Ex) Upon reaching 10th level, you learn to see the world in its full and glorious intricacy, beyond the mundane and simple outlook of others. You
gain a bonus to all saving throws against mind-affecting spells and spell-like effects equal to your Intelligence bonus (if any) and may substitute your Intelligence bonus (if any) for your Wisdom bonus on any Listen, Spot, or Sense
Renegade Quirk Table: Under Construction
1-4% Temporal Energy Converter: The contraption draws its power partially from the nature of time. This causes minor fluctuations to occur in the flow of time while the contraption is in use. Objects may speed up or slow down slightly, or pop out of existence entirely for a split second.
[Mishap] The operator of the contraption and anyone else in contact with it disappear as the contraption pulls them all 1 round into the future per size category. Everything taken returns to the same location just before the operator’s initiative count on that turn. All transported characters must re-roll their Initiative and are considered flat-footed until they act again.
5-8% Awakened: Something in the Contraption’s construction has granted it self awareness, a personality, and complete control of its function. The Contraption has an INT, WIS, and CHA score of 3d6(rolled separately) and an alignment determined by 2d3(one for the good-evil axes and one for the lawful-chaotic axes). The contraption always has some manner of communication and may sense the world out to a radius of 30ft+5ft per point of CHA bonus. An operator must make a successful Diplomacy or Bluff check instead of a Disable Device check at the usual DC. The DM may apply bonuses or penalties based on the Contraption’s alignment, attitude, and prejudices. The Contraption has an initial attitude of helpful to its (possibly his or hers) creator and indifferent to everyone else. The contraption always has a method of communicating with those around it.
[Mishap] The operator has deeply insulted or angered the contraption. The contraption becomes harmful to the operator and acts according its alignment against him until its attitude can be changed.
9-12% Blighter: The contraption uses negative energy to function. While it is active, nearby animals are likely to act strangely, small plants die and the operator may feel a little ill.
[Mishap] The sputters before drawing a great deal of life energy into itself. The contraption does 1d8 negative energy damage per size category in a radius of 5ft per size category. This negative energy does not heal undead.
13-16% Planar Resonance Manipulator: The Contraption draws power from the resonance between the planes themselves. There is something disconcertingly off about it, like it isn’t really there.
[mishap] The contraption rips a small, and temporary hole in the fabric of space/time, emulating a Summon Monster spell, of a level equal to 1/2 the size category rounded up. The DM decides which creature(s) is(are) summoned and the operator has no control over these creatures. The summoned creatures do not disappear at the end of the spells duration or when killed. The contraption actually pulls them on to the plane.
17-20% Alchemical Nightmare: The contraption needs a complex mixture of chemicals to function. It requires 20 stl per day worth of alchemical materials to operate. Chemicals created for other purposes (such as acid) can be used in a pinch, but there is a 30% chance the machine will not operate.
[mishaph] The chemicals mix incorrectly causing an unstable reaction. The contraption creates an area effect at 5ft per size category, that does 1d6/size category of a random damage type, before ceasing to function until repaired. To determine the damage role a d4 (1=Fire, 2=Cold, 3=Acid, 4=Electric).
21-24% The Power of the RODENT!: The contraption uses 1 or more captured rodents as part of its operation, which must be kept alive at all costs. The contraption requires careful treatment to keep the rodents healthy. The contraption requires a daily Handle Animal check at the complexity DC to operate.
[mishap] The rodents have escaped or died. New ones must be procured before the contraption can operate.
Note: If rolled in conjunction with Blighter, the rodents must be replaced daily if the contraption was used at all.
25-28% Energizer Lithium Battery: The contraption must be recharged after each use. The contraption gets electricity resistance 5/size category, and must take 10 electricity damage/size category (before this resistance is applied) in order to operate again. The contraption can store extra charge enough for one use per size category
[Mishap] The contraption spontaneously discharges its stored energy in a wide ark. All creatures and objects that conduct electricity within a 5ft/size category spread take an even amount of damage equal to the electrical charge within the contraption. So since it takes 10 electricity damage/size category to provide a charge, this is the amount (times however many charges it held) that would be spread evenly around to each available target?). If the item had a continuous use and the mishap occurred latter, then part of the used charge would also do damage, but not the full damage. Apply remainders to closer targets first.
29-32% The Key Gear: The contraption requires a single part of a rare and beautiful substance. Anyone may remove this part with a special, dexterity based Disable Devise check (standard action) at the complexity DC. Failure by 4 or less means that they get the part, but take 1d6 slashing and bludgeoning damage from moving parts. Failure by 5 or more causes 1d8 damage and prevents the creature from taking it. Removal of the part causes the contraption to ceases functioning.
[mishap] The part has drawn the attention of a nearby creature, who attempts to take it from the contraption. All intelligent creatures besides the operator within 10ft/ size category of the contraption make a Will Save at the complexity DC of the item +1/size category. If they fail, they must move toward the contraption and attempt to remove the part. If there are no eligible creatures within the radius, or all eligible targets pass their will save, then a random Kender has failed the check and appears within 30 ft of the contraption (they’re everywhere). The tempted will do anything to get the part, including attacking those who prevent them from taking it (such as other tempted). If one of the tempted gets a hold of the part, they will flee to a safe distance to enjoy it. All tempted get a new Will save each round to end this effect, and they get a bonus equal to any damage they took because of the part. Kender take a -2 penalty to all saves regarding the part.
33-36% Life Giver: The contraption is fueled by positive energy. It causes plants to grow and living creatures to feel invigorated while active.
[Mishap] The machine jambs and releases a burst of positive energy that heals 1d3 damage per size category out to a radius of 10ft per size category. This area is also effected by an entangle spell for 2d6 rounds.
37-40% "Spore"atic generator: The contraption runs off of the spores of a fungus that is toxic to those nearby.
[Mishap] The fungus reproduces too rapidly for the containment chambers and billows out to a 5ft radius per size category. This cloud contains an inhalation poison with a Save DC equal to the complexity DC of the contraption +1/size category. Those who fail the initial save suffer from the hallucinogenic effects of the fungus for 2d4 rounds, which imposes a -1d4 penalty on all roles of a d20. In addition, every moving object that creatures affected by the poison can see is considered under the effects of a blur spell. Those who fail the secondary saving throw take INT damage based on the size category. (1d8 for Medium, adjusted normal)
41-44% Divine Retribution: The contraption sports an unsolicited link to one or more deities. This causes it to have a remarkably imposing prescience and grants the device a +2 sacred bonus to its own AC. The contraption also receives a boost to one of its functions equal to 5 complexity without increasing the complexity of the item itself.
[mishap] The God(s) discover the contraption’s use of their power and unleash their wrath on the presumptuous mortal. The contraption explodes in a burst of divine energy that does 1d6 damage/size category to everything within a 15ft/size category radius burst. The operator (and creator if it’s a different person) takes an additional 1d6/size category in vile (or sacred) damage, with no save of any kind, nor any way of reduction. (Sacred damage functions like vile damage but may only be healed on Unhallowed ground.) Nothing remains of the contraption but dust.
45-48% Adrenaline Cloud: The alchemy involved in the contraption’s operation has the unfortunate side effect of producing a cloud of chemicals that emulate adrenaline and stimulate the violence instincts inherent in all living creatures. This is usually limited to a feeling of giddiness and easily controlled violent impulses within 1ft/size category of the contraption.
[Mishap] A minor hiccup in the venting mechanism causes the contraption to release a super condensed and potent cloud of this stimulant (radius 5ft/size category), which quickly disperses. Those caught within the cloud must make a Fort Save DC=ComplexityDc+1/size catagory. Those who fail enter a rage exactly like the Barbarian ability and become hostile to all other creatures and objects for 1d6 rounds. They will attack all within reach, with a preference for melee weapons over ranged. If there are no enemies to attack, those affected by the cloud will attack the nearest object. Those affected my attempt a WILL save DC 20, once per round as a free action, to shake off the effects, but otherwise the effect cannot end before the duration has expired without magical aid. Someone who has just attacked an ally or an object of importance to them get a +4 bonus on the next WILL save. This is a poison based, mind-affecting effect so save bonuses to both apply.
Note: If a target with Rage or a similar ability fails the Fort save, they will expend one daily use of their ability with full benefits and drawbacks, plus the inability to end, or distinguish friend from foe. If they are out of daily uses, the ability activates, but only for the usual d6 rounds.
49-52% Exhaustion Cloud: The alchemy involved in the contraption’s operation has the unfortunate side effect of producing a cloud of narcotic chemicals while in operation. This cloud usually has a minor calming effect while slowing reaction time. All living beings within 1ft/size category of the contraption when the machine is activated take a -1 penalty on REFLEX saves and Initiative checks for 1 round. Each round the operator uses the machine, his Initiative count goes down by one after he completes the action.
[Mishap] As the contraption starts up, the catalytic converter fails causing the contraption to release a super condensed and potent cloud of this narcotic(radius 5ft/size category). Those caught within the cloud must make a Fort Save DC=ComplexityDc+1/size catagory. Those who fail lay down on the floor or otherwise make themselves comfortable and enjoy the experience. They are effectively helpless and may not act other than to speak about their experience or make themselves more comfortable. This effect lasts for 1d10 rounds after the machine is turned off. Damage or strong pain effects allows those who failed a WILL save to recover their wits early. This is a poison based, mind-affecting effect so save bonuses to both apply.
53-56% Chaos Engine: The contraption includes a core of chaos energy contained within a complex containment field. Use of the contraption tends to have wonderful side effects like the spontaneous generation of iridescent butterflies or the operator’s hair changing color. Most effects are mild, but permanent. More extreme effects can occur, such as race or gender change, but these usually only last a few rounds.
[Mishap] The Chaos Core Containment Field fails, releasing the chaos energy in a coruscating wave of change. Everything within 5ft/size category of the machine is afflicted with minor changes. Larger objects (Size:tiny+ objects and all creatures) are instantly moved 1d6x5ft in a random direction. There is a 50% chance that any objects carried in the hands re-appear in different location and direction than the owner. Worn or carried objects of a 25%chance. Each affected creature can make a WILL save (at the complexity dc) to protect all their smaller possessions from changing and prevent at most 1 (+1 for every 5 they passed the check by) larger item escaping (the damage to the person counts as an object). All creatures and objects that are hit by the wave take 1d4/size category damage from the changing effects (attended objects are protected from this damage by the WILL save as detailed above. Hardness and DR apply to this damage.). Magic Items are immune to this warping effect, but may be shuffled away from their owner. Destroyed objects change completely into anything from a frog, to a bowl of petunias, to a tentacled mass of eyes and teeth. The creature shuffling effect cannot be prevented. Creatures that appear in objects are shunted per usual with the teleportation spell. Shuffled objects and creatures can appear in the air, or other precarious situations however.
57-60% The Darkness: The contraption absorbs and assimilates nearby photons. When active, the machine diminishes the lighting within a 5ft per size category radius. The equivalent of daylight reduces to torchlight. Bright illumination reduces to shadowy, and shadowy reduces to negligible. Normal illumination returns on the round after the contraption deactivates. Shadows within the radius bend strangely toward the contraption.
[Mishap] The machine absorbs all the light within a 10ft per size category, imitating the effects of Deeper Darkness with a caster level equal to the contraption’s complexity DC. Even Darkvision fails within this area. New sources of illumination that enter the area are temporarily suppressed. The contraption continues to absorb illumination until it is deactivated and for d4/size category rounds there after.
61-64% Chernobyl: The contraption appears reliable, even by conventional gnomish standards. This quirk has no effect on a role of 2. If a 1 is rolled, the operator must roll to confirm a critical failure. If this second check is passed, another mishap, if any, occurs. If this second check fails something has gone seriously wrong and this mishap occurs. Multiple 1s grant the mishap an equivalent multiplier.
[Mishap] Something goes catastrophically wrong with the contraption resulting in a massive explosion that does 1d8/size category in fire damage to everything within 10ft/size category. The operator takes an extra d6/size category as do anything in direct contact with the contraption.
65-68% Planar Overly Exploitation: The contraption exploits the intimate link between two coexistent planes, such as the Material and the Ethereal. Portions of the contraption exist in both planes simultaneously. This means that objects in one plane can inhibit the contraption’s possessor on the other. Over time, the influence of the other plane warps the contraption (Ethereally connected contraptions might loose color, while a contraption connected to the Plane of Shadows might distort in a way that makes it look inoperable.) These changes never affect the function of the contraption.
[Mishap] The contraption’s link between the planes creates a minor hole between them. The operator automatically gets shunted to the coexistent plane with all his equipment. All creatures and smaller objects with 5ft/size category on the other plane get shunted to the operator’s original plane. The disruption in the fabric of space then closes itself, and destroys the contraption’s link in the process. The contraption only exists in the coexistent plane and no longer works until it can be repaired. The operator and anyone left on the operator’s plane must find their own way back home.
69-72% The Crucible of Rebirth: The contraption taps into the forces of creation themselves. This link to the power that be might come from a benevolent or vindictive deity, or it may be the accidental discovery of Renegade himself.
[Mishap] The forces of creation escape the channels that allow them to power the contraption. The contraption is changed irrevocably into a random creature of it’s size category, with no recollection of its former existence, or inherent loyalty to its creator. Roll a d6 and a d% for each ability score of every creature in contact with the contraption. There is a 50% chance that each ability score will increase or decrease by the d6. If a 6 is rolled, a second d6 is rolled and added to the result. Continue this process until another number is rolled or the creature dies. Every creature is allowed a Fort save at the complexity dc of the contraption to resist this effect before any roles are made. Both bonuses and penalties “heal” as if they were ability damage. Any affected creature takes damage equal to the absolute value of all bonuses and penalties applied. This damage may not be healed or prevented unless the associated bonus or penalty is also healed/prevented.
Note: This quirk may never be selected as a favored quirk.
73-76% Gift of the Mirror: Contrary to popular belief, mirrors are not just bits of shiny metal. They are really windows into an inverted world. Whether or not this is true, the contraption certainly does some odd things with mirrors.
[Mishap] The mystical forces present within the contraption reflect and build upon each other after one of the mirrors in the contraption falls out of alignment. An exact copy of the contraption the operator and all his possessions appears 1d6 squares away in a random direction. These copies are exactly identical to their originals in every way except that all alignments involved are inverted (a true neutral alignment becomes one of the polarized ones.) The copies and the originals are automatically hostile to each other. The copies will move to eliminate the original to the fullest extent their means and alignment will allow. The copies last until all intelligent versions of either the copies or the original are destroyed. Then the what remains of the destroyed set vaporizes without leaving a trace.
77-80% Captured Spirit: The Renegade has captured an entity from the spirit world. The spirit has mental ability scores and an alignment similar to the Awaken result, but lacks any control over the contraption. The spirit may speak and sense the world out to a radius of 30ft+5ft per point of CHA bonus. The spirit has the ability to affect objects within this area as if it had cast Mage hand at a caster level equal to the complexity of the contraption divided by 10. It may use this ability a total number of times per day equal to its highest ability bonus (minimum once). The spirit starts out hostile to all other creatures, and will never change its disposition beyond unfriendly.
[Mishap] The Spirit escapes in a furious rage. Every living creature who hears the shrieking spirit must make a Will save dc equal to the contraption’s complexity DC+the spirit’s CHA bonus or become frightened for 1d4 rounds. The spirit then casts Bestow Curse (cl 10+its Mage Hand_cl) on the operator and 1d6 extra nearby targets before disappearing into the aether. The DC of the spirit’s curse is based on its highest ability score. This curse cannot be broken until the contraption is pulverized and another condition set by the spirit is met (_Miracle and Wish ignore this restriction).
81-83% Entwined Operating Mechanism: The contraption’s functions and mechanism are inexplicably intertwined. Any or all functions on the contraption can be activated with one standard action. Roll again on this table, re-rolling further Entwined Operating Mechanism results and apply that quirk as well.
[mishap] The mishap effect for the quirk rolled in conjunction with quirk always occurs along with another randomly determined mishap effect. Both effects occur simultaneously.
Note: re-roll this quirk for contraptions with only one function or quirk.
84-86% Needs more power captain!: Role twice on this list.
87-92% Intuitive Leap: The Tinker picks from this list, but may not choose Mundane
93-100% Mundane: The Contraption is rather mundane by Renegade standards. Roll on the normal Quirks and Mishap table on page 119 of Races of Ansalon, and apply the result as usual.