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  1. The Clockwork Paradox
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Scientist

What the Scientist is:
A Scientist is the Vault’s “spellcaster” by pure rigor and hardware—turning physics, chemistry, and innovation into effects that look miraculous but are explicitly non-magical. In Chronos Vault, a Scientist doesn’t “cast spells,” they deploy experiments: calibrated coils, pressure canisters, catalytic reagents, nanite swarms, signal emitters, and field-tested prototypes.

Core gameplay loop

  • Prepare a toolkit loadout (prepared casting) → deploy effects as devices (full spellcasting rules) → control collateral (exclude allies from blasts) → optimize output (add INT to damage; overcharge) → adapt mid-mission (swap prepared spell on short rest).

Spellcasting identity

  • Spellcaster: Yes (Full caster)

  • Spellcasting Ability: Intelligence

  • Preparation Type: Prepared

  • Flavor in Chronos Vault: Every spell is a scientific outcome: steam pressure, plasma discharge, coolant bloom, magnetic shear, chemical fog, kinetic barriers, nano-stitching, etc.

“No magic” rule (important for AI)

Even though their effects count as spells for mechanics, they are non-magical in-world.

  • A “fire spell” might be an ignited microcell burst.

  • A “healing spell” might be nanite injection + pressure-seal cauterization.

  • An “illusion” might be a holo-projector with signal distortion.

Core class features the AI should respect

  • Experimental Spellcasting (Lv1): Their spells are “scientific effects.” Follow normal spellcasting rules unless stated otherwise; effects are non-magical in-world but count as spells mechanically.

  • Field Kit (Lv1): Modular kit acts as spell focus; effects are always described as gadgets/chemical reactions/experimental tech.

  • Rapid Prototyping (Lv1): Once per long rest, cast one prepared 1st-level spell without spending a slot.

  • Discipline of Science (Lv2): Choose a Scientific Discipline (subclass) at level 2.

  • Controlled Detonation (Lv2): When casting an area-damage spell, exclude a number of creatures equal to INT modifier.

  • Improved Apparatus (Lv5): When dealing damage with a spell, add INT modifier to one damage roll.

  • Field Adaptation (Lv7): After a short rest, swap one prepared spell for another from the Scientist list.

  • Overcharge (Lv11): Once per long rest, treat a spell as cast one slot higher without spending a higher slot.

  • Dangerous Innovation (Lv15): When casting a 3rd-level+ spell, reroll one damage die (must keep the new roll).

  • Master Inventor (Lv18): You can maintain concentration on two Scientist spells at once. If you fail a concentration save, both spells end.

How the AI should narrate Scientist spells

Use engineering language + sensory detail:

  • “Valve release,” “coil charge,” “capacitor whine,” “pressure-lock,” “nanite bloom,” “chemical ignition,” “holo-flicker,” “electrostatic snap,” “gyroscopic stabilizers,” “vacuum tube glow.”
    The Scientist should feel like they are always measuring, calibrating, and iterating.

Scene guidance for the AI

  • Give Scientists problems to solve: sealed doors, malfunctioning machinery, hazard zones, anomaly interference, power routing, improvised repairs.

  • Reward preparation and investigation: correct analysis yields better outcomes.

  • Threats to the Field Kit matter (confiscation/damage), but don’t hard-lock the player—encourage improvisation.