Much like how spellcasters gain access to Ritual magic, characters with the Tinkerer Class (page 210) may start Projects and work on a variety of custom inventions — love potions, walking magitech shields, or even majestic airships.

Projects

Projects work as follows:

1. Describe the invention's effects, how it operates, what kind of energy it requires, and the specific benefits it provides. The Game Master has final say on whether a given invention is feasible in your circumstances.
2. By consulting the area, potency, and uses tables (see next page), the GM determines the invention's total cost in materials, to be paid immediately. For inventions of medium or higher potency, the Game Master also describes a necessary special ingredient or material. This item cannot simply be purchased and should become the focus of one or two sessions.
3. To complete the Project, you must reach an amount of progress equal to one for every 100 zenit of material costs (minimum one progress required).

At the end of each day, the Project will advance as follows:

- +1 progress for every Player Character who worked on the Project today.
- +1 extra progress for every Player Character with one or more levels in the Tinkerer Class who worked on the Project today.

4. Once the required amount of progress is reached, the invention is created! If you can generate more progress in a day than what is currently needed to complete the Project, you may have it ready within a few hours instead.
5. If an invention is complex enough — such as a magitech motorcycle equipped with a cannon, acting as both a vehicle and a weapon — the Game Master is free to split the Project into two or more separate inventions, each requiring its own individual development process.
6. You may negotiate a terrible flaw with the Game Master — perhaps the invention must be recharged at regular intervals, is unreliable, cumbersome, or extremely loud. This flaw reduces the total cost of the Project by 25%.