Job Information
Main Abilities
Ability: Tools
Upon using Tools as an Instant action, the Inventor chooses one effect from the following list and gains the benefits of that Tool until the end of the current round. The higher the Inventor’s Systems skill, the higher the level of Tool the character is able to choose. For example, Auto-Crossbow requires the character to have a minimum of 1 skill in Systems, where the Drill requires a minimum skill of 11 to choose. Each type of Tool may be used once per chapter.
Defining Ability: Mix
Crafting a consumable item when using a component in the process increases the amount of items made by the Inventor's Finesse score.
In addition, when the Inventor uses Synthesis to craft a consumable item they may choose for those items to have twice as many properties as normal. If so, the Inventor is the only creature able to use that item to its fullest potential; other creatures attempting to use it have a 50% chance for each property to work when used.
Defining Ability: Recharge
The Inventor may completely recharge all Tinkering, Tools, and Upgrades they have already used as an Instant action by spending 3 points of Destiny, plus any Inventor abilities that are usable once per combat. This means all Tinkering, Inventions, and Tools that have already been used can all be used again this chapter while Secret Stash, Poison Pill, Experiment, and Pandora’s Box can be used again within the current combat.
Defining Ability: Resupply
The Inventor may make one additional Scavenge check whenever attempting to earn Synthesis materials when a Notorious Monster, Boss, or Superboss is defeated.
In addition, there is a 25% chance each time the Inventor uses a consumable or food item for that item to not be destroyed, allowing it to be used at a later time.
Ultimate Ability: Dispensary
Consumable Items used by the Inventor may always be treated as having the Party Effect property, provided the Inventor wishes them to be used on multiple targets at once.
Upon using Tools as an Instant action, the Inventor chooses one effect from the following list and gains the benefits of that Tool until the end of the current round. The higher the Inventor’s Systems skill, the higher the level of Tool the character is able to choose. For example, Auto-Crossbow requires the character to have a minimum of 1 skill in Systems, where the Drill requires a minimum skill of 11 to choose. Each type of Tool may be used once per chapter.
- 1-Auto-Crossbow/Auto-Launcher: The character’s physical attacks this round target all enemies within a Medium range. The damage dealt by these attacks is split evenly amongst all targets hit.
- 2-Stabilizer: The character’s physical attacks this round have a +2 bonus to ACC.
- 3-Bio Blaster: The character’s physical attacks this round may inflict Poison. The Inventor has a +2 bonus to the opposed check made to inflict this status effect.
- 4-Flash: The character’s physical attacks this round may inflict Blind. The Inventor has a +2 bonus to the opposed check made to inflict this status effect.
- 5-Overload:The character’s physical attacks deal two additional steps of damage this round.
- 6-Noise Blaster/Alcohol Injector: The character’s physical attacks this round may inflict Confuse. The Inventor has a +2 bonus to the opposed check made to inflict this status effect.
- 7-Auto-Turret/Multi-Launcher: The character makes one additional attack the first time they make a physical attack this round.
- 8-Debilitator/Syringe: The character’s physical attacks made this round cause the target to lose all positive status effects currently active on them. In addition, the target no longer benefits from their elemental immunities, resistances, and absorbances until the end of the current round.
- 9-Chainsaw/Needle: The character’s physical attacks made this round always result in a critical hit if the attack would hit its target.
- 10-Detonator: The character’s physical attacks this round target all enemies within a Medium range.
- 11-Drill/Scalpel: The character’s physical attacks this round ignore all forms of damage reduction; ARM, M.ARM, Protect, Shell, Unusual defense, etc.
- 12-Pile Bunker/Stun Cartridge: The character’s physical attacks this round may inflict Stun. The Inventor has a +2 bonus to the opposed check made to inflict this status effect.
- 13-Hypercharge: The character makes one additional attack every time their attack hits all of its targets this round.
- 14-Air Anchor/Knockout Salve: The character’s physical attacks this round may inflict Unconscious. The Inventor has a +2 bonus to the opposed check made to inflict this status effect.
- 15-Micro Missile/Bombs Away: All attacks the Inventor makes until the end of the current combat have the Break Damage Limit, Lucky, Spellburst: Flare, and Triple Critical properties, plus their attacks may be made at Long Range. The Inventor can also spend Destiny while attacking this combat to increase their critical hit range for the attack by twice the amount of Destiny spent. Destiny may be spent in this way after an attack is rolled but before knowing if the attack hits or misses.
Defining Ability: Mix
Crafting a consumable item when using a component in the process increases the amount of items made by the Inventor's Finesse score.
In addition, when the Inventor uses Synthesis to craft a consumable item they may choose for those items to have twice as many properties as normal. If so, the Inventor is the only creature able to use that item to its fullest potential; other creatures attempting to use it have a 50% chance for each property to work when used.
Defining Ability: Recharge
The Inventor may completely recharge all Tinkering, Tools, and Upgrades they have already used as an Instant action by spending 3 points of Destiny, plus any Inventor abilities that are usable once per combat. This means all Tinkering, Inventions, and Tools that have already been used can all be used again this chapter while Secret Stash, Poison Pill, Experiment, and Pandora’s Box can be used again within the current combat.
Defining Ability: Resupply
The Inventor may make one additional Scavenge check whenever attempting to earn Synthesis materials when a Notorious Monster, Boss, or Superboss is defeated.
In addition, there is a 25% chance each time the Inventor uses a consumable or food item for that item to not be destroyed, allowing it to be used at a later time.
Ultimate Ability: Dispensary
Consumable Items used by the Inventor may always be treated as having the Party Effect property, provided the Inventor wishes them to be used on multiple targets at once.
Job Abilities
Ability: Analyze
The user is capable of determining the exact properties and Tier (if applicable) of any magical item. This ranges from weapons and armor to accessories and unmarked potions; even things like magical paintings and nondescript crystal fragments.
Legendary equipment cannot be ‘read’ with this ability, and extremely evil items can cause a magical backlash and cause the user of this ability harm.
Ability: Automaton
During a Full Rest the Inventor can create an Automaton, a Lesser Construct creature of the Inventor’s level. The Inventor chooses its stats, attacks, and properties at the time of its creation and may only have a single Automaton active at any given time. Automatons are always vulnerable to Lightning damage and are immune to the Fear, Poison, and Zombie status effects.
Ability: Ballistics
Consumable items may now be used by the Inventor to target allies and enemies at Long range. If a consumable item deals damage to enemies, that item deals an additional step of damage when used by the Inventor.
Ability: Charged Battery
The inventor may spend any number of Destiny as an Instant action to increase the duration of their active Tools for that many additional rounds.
Ability: Chemical Coating
The Inventor may apply a consumable with the Spellburst property to one weapon wielded by themselves or an ally, losing the consumable in the process. The weapon gains the same Spellburst property until the end of combat. Spellburst applied in this way only activates on critical hits, it cannot be used as a Standard action. In addition if the spell deals elemental damage the weapon gains the [Element] Strike property of the same element until the end of the current combat.
Ability: Chemical Spill
Chemical Spill may be activated as a Standard action at any time, or Instantly whenever the Inventor rolls or suffers a critical hit. Make an opposed roll against a single target. If successful, the target loses any Resistance or Immunity to one element of the Inventor’s choice and gains a Vulnerability to that element instead. The effects of Chemical Spill last until the target suffers damage of the chosen elemental type.
Ability: Deconstruct
During a Rest (Travel or Full) the Inventor may break an accessory, weapon, armor, shield, or relic, converting it into a Synthesis item of a Tier lower than its current one. If a level 1 piece of equipment is deconstructed it transforms into Shrapnel, a Tier 1 component that can only be used to make consumables with the Explosive property.
Ability: Dismantle
The Inventor wields weapons as though they had the Construct Killer property.
In addition, the Inventor may attempt to disable a conscious, Construct-type enemy within a Short Range using a Standard action. The Inventor makes an opposed Force or Finesse check. If the Inventor wins, the construct is inflicted with the Death status effect if it’s not a Notorious Monster, Boss, or Superboss.
Furthermore, the first time per chapter an enemy construct is dismantled in this way the Inventor automatically receives a tier-appropriate Component from that enemy, even though the enemy is not a Notorious Monster, Boss, or Superboss.
Ability: Efficiency
The character with this ability never takes negative penalties to Scavenge, Gathering, and Synthesis checks under any circumstances. In addition, they gain a +2 bonus to Scavenge, Gathering, and Synthesis skill checks.
Ability: Experiment
Once per combat the Inventor may use an Instant action to transform a single property for a consumable item in their inventory into any other property that it could have that is of that item’s highest property tier or lower. The item experimented with must be used by the end of combat or it disappears. This ability may be taken multiple times, granting an additional use of Experiment per combat each time.
Ability: Ingenuity
Whenever the Inventor uses a consumable item that buffs an ally’s attribute, ARM, M.ARM, ACC, AVD, or skill checks the benefit of that buff is doubled.
Ability: Inoculate
Whenever the Inventor uses a consumable item with the [Status] heal or Remedy property on a target, that target is immune to the status effect that item would remove for the remainder of the combat.
Ability: Item Critical
When using a healing item the Inventor rolls 2d6 and adds this amount to the healing it causes and if using a damaging consumable the damage is increased by one step. Items used for healing and damage are considered as having the Triple Critical property, tripling their healing or damage on a roll of 12.
Ability: Magicite Urn
The Inventor has a large magical urn that they can use to transform items. As a Slow action once per chapter they may use this urn to make a Synthesis check to craft any type of item using their highest Synthesis skill bonus.
When taking the Defend action the Inventor may also decide to take cover within this urn, gaining cover from attacks and spells as though they were behind a Wall spell.
Ability: Maintenance
Upon gaining this ability the Inventor and up to three allies receive the Indestructible property on all weapons, accessories and armor they have equipped. The equipment also loses the Fragile and Broken properties, if applicable. Upon defeating a Boss…or, if the unthinkable happens and an ally is killed (not reduced to 0 HP but killed outright)...the Inventor may choose new allies to keep maintained.
Ability: Overheat
Weapon attacks the Inventor makes deal additional damage equal to the amount of Tools the Inventor has used this chapter. If at least 3 tools have been used, their attacks deal fire damage as though their weapon had the Fire Strike property. If at least 7 tools have been used, their attacks deal one additional step of damage in addition to the normal bonus damage granted by this ability. If at least 13 tools have been used, their attacks ignore ARM. If the Recharge ability is used it resets the status of Overheat as though no Tools have been used in the chapter.
Ability: Pandora’s Box
Upon taking this Job Ability, the Inventor obtains an inventory item known as Pandora’s Box. Anyone who opens this fragile wooden container as an Instant action sets it in motion and causes random status effects. When Pandora’s Box is used, the character that opened it rolls 1d6 to determine the status effect. Then flip a coin – calling it correctly means that positive status effects are applied to all allies, and negative status effects are inflicted upon enemies. Calling it incorrectly means the reverse is true. If the Inventor chooses to do so they may spend 1 point of Destiny to forgo the coin flip and can choose whether to target allies or enemies.
The Pandora’s Box may only be activated once per combat, and if the item is ever lost, it tends to find its way back into the Inventor’s possession over the course of several hours. If destroyed, another identical Pandora’s Box appears to replace it in roughly the same frame of time.
Possible Status Effects
Ability: Pharmacology
The Inventor receives double the amount of healing from items as normal.
Ability: Poison Pill
Once per combat the Inventor may use a consumable item offensively, providing the opposite effects as normal. For example, potions would now deal 25% damage to their target instead of restoring that amount and Antidotes would now inflict the Poison status effect instead of curing it. This has no effect on Notorious Monsters, Bosses, or Superbosses. This ability may be taken multiple times, granting an additional use of Poison Pill per combat every time it is taken.
Ability: Promotion
Automatons, Animal Companions, and Special Vehicles that the Inventor has access to through its abilities gain one additional property or ability from their respective lists. In addition, the Inventor may spend a Slow action to change one of the properties or abilities they have into a different one once per chapter.
Ability: Repair
The Inventor may recharge one of their used Tinkering, Invention, or Tool effects as a Slow action in combat with a successful Challenging Synthesis skill check. They must use this repaired item within the current combat or it breaks down again until the end of the chapter.
Ability: Secret Stash
Once per combat the Inventor may create and immediately use a single consumable item without requiring any components to do so. This consumable item may have a single property of a Tier up to half of the Inventor’s Synthesis score.
Ability: Shorten Ailment
Negative status effects inflicted on the Inventor last for half their normal duration. If they would last until the end of the combat, they instead only last for 4 rounds on you. If they would persist after the combat, they instead only last for the current combat. This has no effect on the Unconscious status effect.
Ability: Soul of Thamasa
For every point of Destiny that the Inventor spends when Synthesizing a piece of equipment to add a d6 to the check, the equipment is treated as being one tier higher than it really is for the purpose of choosing weapon properties. The weapon still does not receive more than the standard number of properties, only gains access to properties that would otherwise not be allowed. For example, an Inventor could spend six points of destiny to roll 8d6 on the Synthesis check, as well as grant the resulting Tier 2 weapon the Break Damage Limit property normally reserved for legendary equipment.
Ability: Tinkering
The Inventor gains the ability to make special temporary objects that assist in battle. Making one of these objects is a Slow action and they last until the end of combat. Each of these objects can be targeted and start with HP equal to 25% of the Inventor’s maximum HP and an ARM and M.ARM score equal to the Inventor’s own. Furthermore, the Inventor can choose to take a Standard action while within a Short range of the object to either improve the object - increasing its potency until the end of the current combat or to repair the object - restoring HP to it based on the value they roll on a Systems check. These objects can only be improved a maximum number of times equal to the Inventor’s Finesse score and each object can be made once per chapter.
The available Tinkering objects are the following:
Ability: Upgrade
As a Standard action, the Inventor may grant up to three bonus properties to any weapon or piece of armor one ally has equipped. The first one of these properties must be Explosive, and the other two may be any of the following:
Alchemist, Auto-Flight, Auto-Protect, Auto-Shell, [Element] Enhancer, [Element] Strike, [Element] Ward, Skill Bonus (Inventor’s Choice of any except Synthesis), Therapeutic, SOS-Invisible, Glowing, Spellburst, and, with very explicit GM permission on a case-by-case basis, Special Ability. If Spellburst is chosen, the Inventor may choose any Novice-level Black or White Magic spell if level 1 or higher, any Intermediate-level Black or White Magic spell if level 10 or higher, and any Expert-level Black or White Magic spell if level 20 or higher.
Invent may only grant bonuses to one piece of equipment at a time, and the effects have a 25% chance to end at the end of said ally’s turn. Each weapon property (other than Explosive) may only be applied one time per chapter – meaning an Inventor could only grant a +2 bonus to a roll via Skill Bonus once, not once for every different type of Skill.
The user is capable of determining the exact properties and Tier (if applicable) of any magical item. This ranges from weapons and armor to accessories and unmarked potions; even things like magical paintings and nondescript crystal fragments.
Legendary equipment cannot be ‘read’ with this ability, and extremely evil items can cause a magical backlash and cause the user of this ability harm.
Ability: Automaton
During a Full Rest the Inventor can create an Automaton, a Lesser Construct creature of the Inventor’s level. The Inventor chooses its stats, attacks, and properties at the time of its creation and may only have a single Automaton active at any given time. Automatons are always vulnerable to Lightning damage and are immune to the Fear, Poison, and Zombie status effects.
Ability: Ballistics
Consumable items may now be used by the Inventor to target allies and enemies at Long range. If a consumable item deals damage to enemies, that item deals an additional step of damage when used by the Inventor.
Ability: Charged Battery
The inventor may spend any number of Destiny as an Instant action to increase the duration of their active Tools for that many additional rounds.
Ability: Chemical Coating
The Inventor may apply a consumable with the Spellburst property to one weapon wielded by themselves or an ally, losing the consumable in the process. The weapon gains the same Spellburst property until the end of combat. Spellburst applied in this way only activates on critical hits, it cannot be used as a Standard action. In addition if the spell deals elemental damage the weapon gains the [Element] Strike property of the same element until the end of the current combat.
Ability: Chemical Spill
Chemical Spill may be activated as a Standard action at any time, or Instantly whenever the Inventor rolls or suffers a critical hit. Make an opposed roll against a single target. If successful, the target loses any Resistance or Immunity to one element of the Inventor’s choice and gains a Vulnerability to that element instead. The effects of Chemical Spill last until the target suffers damage of the chosen elemental type.
Ability: Deconstruct
During a Rest (Travel or Full) the Inventor may break an accessory, weapon, armor, shield, or relic, converting it into a Synthesis item of a Tier lower than its current one. If a level 1 piece of equipment is deconstructed it transforms into Shrapnel, a Tier 1 component that can only be used to make consumables with the Explosive property.
Ability: Dismantle
The Inventor wields weapons as though they had the Construct Killer property.
In addition, the Inventor may attempt to disable a conscious, Construct-type enemy within a Short Range using a Standard action. The Inventor makes an opposed Force or Finesse check. If the Inventor wins, the construct is inflicted with the Death status effect if it’s not a Notorious Monster, Boss, or Superboss.
Furthermore, the first time per chapter an enemy construct is dismantled in this way the Inventor automatically receives a tier-appropriate Component from that enemy, even though the enemy is not a Notorious Monster, Boss, or Superboss.
Ability: Efficiency
The character with this ability never takes negative penalties to Scavenge, Gathering, and Synthesis checks under any circumstances. In addition, they gain a +2 bonus to Scavenge, Gathering, and Synthesis skill checks.
Ability: Experiment
Once per combat the Inventor may use an Instant action to transform a single property for a consumable item in their inventory into any other property that it could have that is of that item’s highest property tier or lower. The item experimented with must be used by the end of combat or it disappears. This ability may be taken multiple times, granting an additional use of Experiment per combat each time.
Ability: Ingenuity
Whenever the Inventor uses a consumable item that buffs an ally’s attribute, ARM, M.ARM, ACC, AVD, or skill checks the benefit of that buff is doubled.
Ability: Inoculate
Whenever the Inventor uses a consumable item with the [Status] heal or Remedy property on a target, that target is immune to the status effect that item would remove for the remainder of the combat.
Ability: Item Critical
When using a healing item the Inventor rolls 2d6 and adds this amount to the healing it causes and if using a damaging consumable the damage is increased by one step. Items used for healing and damage are considered as having the Triple Critical property, tripling their healing or damage on a roll of 12.
Ability: Magicite Urn
The Inventor has a large magical urn that they can use to transform items. As a Slow action once per chapter they may use this urn to make a Synthesis check to craft any type of item using their highest Synthesis skill bonus.
When taking the Defend action the Inventor may also decide to take cover within this urn, gaining cover from attacks and spells as though they were behind a Wall spell.
Ability: Maintenance
Upon gaining this ability the Inventor and up to three allies receive the Indestructible property on all weapons, accessories and armor they have equipped. The equipment also loses the Fragile and Broken properties, if applicable. Upon defeating a Boss…or, if the unthinkable happens and an ally is killed (not reduced to 0 HP but killed outright)...the Inventor may choose new allies to keep maintained.
Ability: Overheat
Weapon attacks the Inventor makes deal additional damage equal to the amount of Tools the Inventor has used this chapter. If at least 3 tools have been used, their attacks deal fire damage as though their weapon had the Fire Strike property. If at least 7 tools have been used, their attacks deal one additional step of damage in addition to the normal bonus damage granted by this ability. If at least 13 tools have been used, their attacks ignore ARM. If the Recharge ability is used it resets the status of Overheat as though no Tools have been used in the chapter.
Ability: Pandora’s Box
Upon taking this Job Ability, the Inventor obtains an inventory item known as Pandora’s Box. Anyone who opens this fragile wooden container as an Instant action sets it in motion and causes random status effects. When Pandora’s Box is used, the character that opened it rolls 1d6 to determine the status effect. Then flip a coin – calling it correctly means that positive status effects are applied to all allies, and negative status effects are inflicted upon enemies. Calling it incorrectly means the reverse is true. If the Inventor chooses to do so they may spend 1 point of Destiny to forgo the coin flip and can choose whether to target allies or enemies.
The Pandora’s Box may only be activated once per combat, and if the item is ever lost, it tends to find its way back into the Inventor’s possession over the course of several hours. If destroyed, another identical Pandora’s Box appears to replace it in roughly the same frame of time.
Possible Status Effects
- 1-Red Spring: Poison
- 2-Blue Screw: Blind
- 3-Green Gear: Stop
- 4-Silver Disk: Sleep
- 5-Gold Battery: Haste
- 6-Rainbow Moogletron: Protect and Shell
Ability: Pharmacology
The Inventor receives double the amount of healing from items as normal.
Ability: Poison Pill
Once per combat the Inventor may use a consumable item offensively, providing the opposite effects as normal. For example, potions would now deal 25% damage to their target instead of restoring that amount and Antidotes would now inflict the Poison status effect instead of curing it. This has no effect on Notorious Monsters, Bosses, or Superbosses. This ability may be taken multiple times, granting an additional use of Poison Pill per combat every time it is taken.
Ability: Promotion
Automatons, Animal Companions, and Special Vehicles that the Inventor has access to through its abilities gain one additional property or ability from their respective lists. In addition, the Inventor may spend a Slow action to change one of the properties or abilities they have into a different one once per chapter.
Ability: Repair
The Inventor may recharge one of their used Tinkering, Invention, or Tool effects as a Slow action in combat with a successful Challenging Synthesis skill check. They must use this repaired item within the current combat or it breaks down again until the end of the chapter.
Ability: Secret Stash
Once per combat the Inventor may create and immediately use a single consumable item without requiring any components to do so. This consumable item may have a single property of a Tier up to half of the Inventor’s Synthesis score.
Ability: Shorten Ailment
Negative status effects inflicted on the Inventor last for half their normal duration. If they would last until the end of the combat, they instead only last for 4 rounds on you. If they would persist after the combat, they instead only last for the current combat. This has no effect on the Unconscious status effect.
Ability: Soul of Thamasa
For every point of Destiny that the Inventor spends when Synthesizing a piece of equipment to add a d6 to the check, the equipment is treated as being one tier higher than it really is for the purpose of choosing weapon properties. The weapon still does not receive more than the standard number of properties, only gains access to properties that would otherwise not be allowed. For example, an Inventor could spend six points of destiny to roll 8d6 on the Synthesis check, as well as grant the resulting Tier 2 weapon the Break Damage Limit property normally reserved for legendary equipment.
Ability: Tinkering
The Inventor gains the ability to make special temporary objects that assist in battle. Making one of these objects is a Slow action and they last until the end of combat. Each of these objects can be targeted and start with HP equal to 25% of the Inventor’s maximum HP and an ARM and M.ARM score equal to the Inventor’s own. Furthermore, the Inventor can choose to take a Standard action while within a Short range of the object to either improve the object - increasing its potency until the end of the current combat or to repair the object - restoring HP to it based on the value they roll on a Systems check. These objects can only be improved a maximum number of times equal to the Inventor’s Finesse score and each object can be made once per chapter.
The available Tinkering objects are the following:
- Booster: The booster attaches to a single ally, allowing them to move a Medium range on a turn and granting them the ability to hover (and thus ignore falling damage). When improved the Booster gains a single charge. This charge can be expended on the character’s turn to allow the character to take an additional Standard action.
- Cannon: As a Standard action the Cannon may be used by any ally to attack an enemy within Long range, dealing (Inventor’s MND x Half-Level) + 2d6 physical damage to that target. The cannon may be used once per round and its damage is increased by one step each time it is improved.
- Enhancer: The enhancer attaches to a single ally, granting them a +2 bonus to a single type of skill check chosen when the object is created. This bonus increases by +2 each time it is improved. The enhancer cannot be used to benefit the Scavenge or Gathering skills.
- Repulsor: The repulsor surrounds a single creature, creating a shield of energy that absorbs (Inventor’s MND x Level) points of damage for that creature before being destroyed. Each time the repulser is upgraded the target gains bonus ARM and M.ARM equal to the Inventor’s MND score.
- Restorer: A restorer attaches to a creature, restoring HP and MP to that creature at the start of their turn equal to the Inventor’s level. This restoration increases by the Inventor’s level each time it is improved.
- Sentry: The sentry alerts a single ally to danger, allowing them to detect invisible objects as though they weren’t invisible. The ally additionally gains +1 ACC and +1 AVD each time the sentry is improved.
- Turret: At the start of each of the Inventor’s turns the Turret deals damage equal to the Inventor’s level to a random enemy within a Medium range of it. This damage ignores ARM, Protect, and Unusual defense. The turret’s damage increases by the Inventor’s level each time it is improved.
Ability: Upgrade
As a Standard action, the Inventor may grant up to three bonus properties to any weapon or piece of armor one ally has equipped. The first one of these properties must be Explosive, and the other two may be any of the following:
Alchemist, Auto-Flight, Auto-Protect, Auto-Shell, [Element] Enhancer, [Element] Strike, [Element] Ward, Skill Bonus (Inventor’s Choice of any except Synthesis), Therapeutic, SOS-Invisible, Glowing, Spellburst, and, with very explicit GM permission on a case-by-case basis, Special Ability. If Spellburst is chosen, the Inventor may choose any Novice-level Black or White Magic spell if level 1 or higher, any Intermediate-level Black or White Magic spell if level 10 or higher, and any Expert-level Black or White Magic spell if level 20 or higher.
Invent may only grant bonuses to one piece of equipment at a time, and the effects have a 25% chance to end at the end of said ally’s turn. Each weapon property (other than Explosive) may only be applied one time per chapter – meaning an Inventor could only grant a +2 bonus to a roll via Skill Bonus once, not once for every different type of Skill.