Innovation

The major innovation of an Employee's race does not represent the current, or limit to their technological advancement. It is a reference point which indicates which achievements were made earliest in their development that contributed in distinguishing further their culture and society.

Benefits and Adjustments

Choosing your first Innovation is free. Selecting further Innovations costs 1 identity points per Innovation.

Each Innovation provides one free benefit which is listed with a cost of 0 .
All other benefits have a listed cost in identity points.


When picking your stat adjustments, you may select +1 from any two of the ability scores associated with your Innovation(s).

Stat Adjustments Table

Innovation Str Dex Con Int Wis Cha
Gunpowder +1 +1
Metalwork +1 +1
Industry +1 +1
Husbandry +1 +1
Architecture +1 +1
Electricity +1 +1
Invention +1 +1
Writing +1 +1
Mathematics +1 +1
Medicine +1 +1
Agriculture +1 +1
Navigation +1 +1
Alchemy +1 +1
Magic +1 +1
Art +1 +1

Gunpowder *

Gunpowder marks a pivotal innovation for this race, enabling them to master firearms and explosives that grant a decisive edge in both warfare and mining. The far-reaching benefits of this discovery reverberate through their society, transforming conflict, resource extraction, and their position among rival peoples.

IP Benefit
0 Level 1 trained with Tier 1 firearms
0 Gain proficiency with basic explosive devices (firecrackers, smoke bombs)
0 Once per day, create a signal flare visible for miles
2 Level 1 with Tier 2 firearms
2 +1 to Damage with firearms
1 +2 to Checks involving setting or throwing explosives
1 +2 to Checks to use siege equipment
1 +2 to Craft (alchemy) for explosives or ammunition
1 +1 to Attack with one firearm type
1 Halve the time needed to reload any firearm
1 Reroll one failed firearm attack per session

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Metalwork *

The early mastery of metalwork empowered this race with superior tools, weapons, and armor, granting them a distinct edge in daily survival and conflict. Enhanced durability and versatility in their creations allowed for more efficient resource use and heightened security, shaping the foundation of their society's advancement in unique ways.

IP Benefit
0 Level 1 trained with light armor
0 Level 1 trained with Tier 1 melee weapons
0 Craft simple tools/weapons without special rolls
0 Once per session, automatically identify basic metal types
2 Wear heavy armor as if it were medium
2 +1 to Damage with melee weapons
1 Level 1 trained with medium armor
1 Level 1 trained with heavy armor
1 +1 to Attack for one melee weapon type
1 +1 to Defense when wearing crafted armor
1 +2 to Craft (metalwork) checks
1 Ignore the first point of armor penalty with crafted armor
1 Spend half time to repair a broken weapon or tool

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Industry *

Harnessing the power of engines and large-scale factory production, this race pioneered a new era of rapid transportation and mechanized efficiency, transforming every aspect of daily life and commerce. Their unique achievements in industry allowed unprecedented urban growth, specialization, and the rise of a complex, interconnected society.

IP Benefit
0 Level 1 trained to operate machinery or vehicles
2 Increase machine productivity by 10%
2 Reduce travel times in a vehicle by 20%
2 +2 to Checks to handle vehicles, or operate machinery
1 Level 1 trained to repair or construct machinery or vehicles
1 +1 to Checks to repair machinery or vehicles
1 Craft power tools or simple engines
1 Build rudimentary mechanical aids

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Husbandry *

Husbandry, the innovation of managing and breeding animals, transformed this race’s early society by providing reliable food sources and supporting stable settlements. Through refined techniques in hunting and domestication, they not only secured sustenance but also gained new resources, companionship, and transportation, shaping their cultural development and long-term prosperity.

IP Benefit
0 Level 1 trained with Handle Animal
0 Level 1 trained with Ride
0 Gain a common animal companion (as a druid companion at your level, nonmagical)
2 Select an exotic mount or familiar as companion (GM approval)
2 Animal companion abilities as if your druid level were +2 higher
1 +2 to Handle Animal checks
1 +2 to Ride checks
1 +1 to checks to calm or control agitated animals
1 Breed animals for improved quality/resources (e.g., more wool, stronger steeds)
1 +1 on checks to gather resources from domesticated animals (milk, eggs, etc)
1 +1 to Handle Animal and Ride when with your chosen companion/mount
1 +2 to Craft (alchemy) using animal-derived ingredients

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Architecture *

Early mastery of architecture allowed this race to construct aqueducts and sophisticated plumbing, supporting the rise of larger, more defensible cities. Their built environments enabled vibrant urban life, improved health, and collective defense, profoundly shaping their society's growth and resilience.

IP Benefit
0 Level 1 trained with Engineering (Knowledge)
0 Level 1 trained with Craft (structures)
0 Can identify weak points and entry points in buildings (basic appraise)
2 Double construction or modification speed of settlements and large structures
2 Fortified buildings grant +1 Defense (AC) to all defenders inside
2 May design and oversee complex engineering projects (aqueducts, bridges etc.)
1 +2 to Craft (structures) when reinforcing or repairing buildings
1 +2 to Engineering checks for fortifications or structure integrity
1 +1 to Knowledge (engineering) checks
1 +1 Defense (AC) when defending a fortified or engineered structure
1 Halve time to repair minor damage in buildings (structural or cosmetic)
1 +1 to Appraise or Knowledge checks regarding existing buildings
1 +2 to Lead/Direct a crew constructing or repairing a defensive structure

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Electricity *

Harnessing electricity as an early innovation, this race pioneered a world of illuminated cities, hardwire-and-radio communication networks, and remarkable devices powered by surging currents. Their society pulses with wireless signal towers and crackling instruments, enabling instant connectivity, automated wonders, and bold experiments in energy that forever shape their daily life and culture.

IP Benefit
0 Level 1 trained to Craft and Operate basic electrical devices
0 Level 1 trained to Use/Repair ‘simple’ electronic tools
0 Activate or repair minor light/communication device, 1/rest
2 Once per rest, deal 1d6 lightning damage (device or effect)
2 Add +1 to Electrical attack or shock effect damage
1 +1 to Use/Repair electronic devices
1 +2 to checks to Initiate or Break short-range comms
1 +2 to Craft (electrical components) checks
1 +1 to checks to Identify electrical phenomena/tech
1 Can create and operate simple electrical tools
1 Once per rest, recharge 1 small electric device (no attack)
1 +2 to Sabotage electrical equipment checks

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Invention *

Renowned for their inventive spirit, this race excels in crafting ingenious gadgets and intricate devices: telescopes to study the skies, precise timepieces to order daily life, and myriad mechanical creations that enhance their mastery of observation and precision. Their early breakthroughs in mechanical engineering foster keen calculation, complex automation, and a cultural identity centered on curiosity and ingenuity, setting them apart as imaginative pioneers among the realms.

IP Benefit
0 Level 1 trained with simple gadget operation
0 +1 to Craft (mechanisms) checks
0 Improvise simple tools from available materials
2 Use crafting feats as if one class higher (1/day)
2 Build 1 unique ‘gadget’ of your own design*
2 +2 to all Craft checks
1 +1 on checks to repair/identify mechanisms
1 Build small, intricate devices
1 Repurpose an existing gadget for a new use (1/day)
1 +2 to Craft checks for devices/mechanisms
1 +1 on Craft (gadgetry) checks
1 Jury-rig mechanical solutions in the field

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Writing *

The development of writing transformed this race’s society by enabling precise record-keeping, efficient coordination, and the preservation of history and knowledge across generations. This breakthrough laid the foundation for complex administration, shared culture, and collaboration, giving rise to enduring institutions and collective identity.

IP Benefit
0 Automatic literacy (can read and write 1 major language)
0 Level 1 trained with written codes (basic coded messages & deciphering simple ciphers)
0 +1 to Linguistics checks involving reading or writing
2 +2 to all Linguistics checks
2 Learn 2x as quickly from written texts (halve learning time for book-based training)
1 Read/write one additional known language (must have some exposure to the language)
1 +1 to all Linguistics checks
1 May create or decipher complex coded messages/ancient scripts (with appropriate knowledge)
1 +1 bonus to recall information specifically from written sources
1 +1 to checks involving identification of written information (e.g., authenticity, type)

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Mathematics *

The early mastery of mathematics by this race—encompassing algebra, geometry, calculus, and physics—revolutionized their ability to understand and manipulate the natural world. This foundational knowledge empowered them to advance engineering and science rapidly, yielding extraordinary precision, efficiency, and innovation in fields from structural design to resource management. Their civilization flourished thanks to superior problem-solving, optimization, and analytical capabilities rooted in rigorous mathematical principles.

IP Benefit
0 Level 1 trained with cipher tools
0 Level 1 trained in calculation-based ranged or spell attacks
0 Level 1 trained in Knowledge (Mathematics) or (Engineering)
0 Gain familiarity with mathematic symbols & logic puzzles
2 Perfect mental calculation (auto-succeed on any basic calculation under duress; once/scene)
2 +2 to Knowledge (engineering, arcana, nature)*
2 +2 to skill checks involving setting/tracking artillery, traps, or ranged spell targeting
1 +1 to any Knowledge check involving mathematics, logic, or analysis
1 +1 to skill checks for logic puzzles, riddles, or code-breaking
1 +1 to disarm traps where logic/math applies
1 +1 to analysis or deduction checks (DM’s discretion, math/logic needed)
1 +1 to hit with artillery or spells requiring precise calculation
1 +2 to set or spot patterns (security systems, architectural features, etc.)

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Medicine *

Thanks to their early advances in medicine, this race transformed communal health through the widespread adoption of rigorous diagnosis, sanitation practices, vaccines, and disease management—leading to dramatically increased lifespans and resilience against epidemic threats. This foundational achievement granted them societal stability and population growth, empowering their culture's enduring influence and security.

IP Benefit
0 Level 1 trained in Heal
0 +1 to Heal checks
0 +1 to Defense against mundane diseases
0 Start with a healer’s kit and basic knowledge of medical items’ usage
2 Activate ‘fast healing 1’ for 1 minute once per day (self only)
2 Immune to common, mundane diseases
2 Use medical items (potions, poultices, salves) with +50% increased effect
1 +2 to Heal checks
1 Stabilize dying ally as a free action once per encounter
1 +2 to all checks resisting disease
1 +2 to Heal checks when treating poison or disease
1 Self-diagnose and remove “sickened” or “nauseated” condition 1/day (takes 1 action)
1 Heal another for 1 HP as a bonus action once per short rest (must use healer’s kit)

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Agriculture *

The early development of agriculture enabled this race to transition from pure gathering to organized farming, greatly enhancing food stability and allowing population centers to flourish. This foundational achievement fostered reliable surplus, shaped daily life, and supported more complex societies.

IP Benefit
0 Level 1 trained in Survival or Profession (farmer)
0 Start with extra food rations for the party (e.g., enough for 3 days/person)
0 +1 to identify or find edible plants in new environments
2 Double yield from farming (when maintaining a farm for a season)
2 Can find food and water in almost any natural environment
1 +2 to Survival or Profession (farmer) checks for food gathering
1 +1 to checks to find, grow, or preserve food
1 Can cultivate one rare or magical crop per season
1 +1 Survival or +1 Profession (farmer) permanent bonus
1 Halve time required to gather or harvest food

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Mastery of navigation opened vast horizons for the race, transforming them into accomplished sailors able to chart trade routes, discover distant lands, and expand their influence across new territories. This early achievement unlocked access to scarce resources, spurred exploration, and established them as preeminent travelers whose reach extended far beyond their own shores.

IP Benefit
0 Never get lost in familiar terrain
0 Basic Tier: Trained in land and sea navigation
0 Learn one bonus language from a distant region
2 Intuitive sense of direction (never lost on land or sea)
2 +2 to Survival and Profession (sailor/navigator) checks
1 +1 to Survival/navigation checks
1 Travel 20% faster overland or by sea (not stacked)
1 +1 on checks to discover shortcuts or secret routes
1 +1 to avoid getting lost in unfamiliar territory
1 +2 to Sense Direction checks (magical or mundane)
1 +2 Craft (mapmaking) checks

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Alchemy *

This race’s earliest breakthrough was in alchemy, mastering the arcane interplay of chemistry and transmutation to craft potent potions, virulent poisons, transformative mutagens, and miraculous elixirs. Their civilization thrives on innovations of concoction, augmentation, and bodily transformation, reaping unique social and physiological benefits that stem from a devotion to the art of purposeful change.

IP Benefit
0 Level 1 trained: brew minor potions/alchemical items
0 +1 to Craft (alchemy) checks
0 +1 on saves vs. poisons
0 Improvise a mild alchemical concoction 1/day
2 Brew potent elixirs (as Alchemist) of level = character lvl-2
2 +2 to Craft (alchemy) and saves vs. poison
2 Resist magical transformation (adv. or +2 on checks/saves)
1 +2 to Craft (alchemy) checks (does not stack with above)
1 Brew moderate potions/alchemical items (GM sets limits)
1 +1 to saves vs. magical effects (choose potion or poison)
1 Create 2 mild alchemical concoctions/day
1 Identify alchemical substances on sight (adv./auto 1d6/day)

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Magic *

Magic blossomed as this race’s earliest achievement, infusing daily life and culture with spells, enchantments, and rituals that transformed engineering and science, sparking advancements powered by raw arcane energy. This foundation enabled extraordinary feats and new realms of possibility, redefining progress and capability in every endeavor.

IP Benefit
0 Gain spontaneous casting of one cantrip/orison (at-will)
0 +1 to Spellcraft
0 You may sense faint magical auras by focusing (1/minute, requires concentration)
2 Gain access to a single 1st-level spell as a spell-like ability (1/day)
2 +2 to Spellcraft
1 Access one minor spell-like effect (e.g., light, detect magic, or mage hand) 1/day
1 +1 to DC with a single chosen school of spells or magical effects
1 Use magic devices (scrolls, wands, etc.) as if you had +1 caster level
1 Automatic success (no check) identifying common magical glyphs/runes
1 +2 to Craft (magic items) or Arcane Lore checks

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Art *

Distinguished by their early mastery of art—music, painting, sculpture, literature, and theater—this race cultivated a rich culture of expression, empathy, and shared identity. Their creative traditions not only deepened communal bonds and emotional intelligence but also inspired a deep sense of wonder and introspection that shaped their entire worldview.

IP Benefit
0 Level 1 trained with (Performance) skill
0 +1 to Performance checks for artistic expression
0 Can identify artistic works and forgeries with a check
2 Inspire Courage (bard-like, 1/day; lasts 2 rounds)
2 Immunity to [emotion] effects from those with lower HD
1 +2 to Diplomacy checks
1 +2 to Performance checks
1 +1 to checks for artistic pursuits (choose performance, craft etc.)
1 +1 to Performance or Diplomacy (choose one)
1 Perform to earn double coin or social favor, 1/week
1 Grant a minor morale boost (+1 to next check), 1/day, to one ally during a performance

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