Overview
Tinkers are technological minded, creating custom items and unlocking potential where there is none.
Health: Low
Complexity: High
Stats: DEX and INT
Mechanics: Items, Item Points
Combat Strategy: Customise any item to support any play-style, then give them to your allies. Use Inventory actions to make Consumables on the fly.
Social Strategy:
| Level | Abilities |
|---|---|
| 1 | |
| 2 | |
| 3 | |
| 4 | |
| 5 | |
| 6 | |
| 7 | |
| 8 | |
| 9 | |
| 10 |
Quick Build
Weapons: Rifle or 2 Pistols
Armour: Chain Mail
Skills: Arcana, Infiltrate, Persuade, Tech
Paradigms: ???, Hacker
Health
When you gain Level in Tinker, you gain +1 Max HP.
Custom Triggers
Choose 1 of:
- When the Tinker makes, fixes, or upgrades something novel, they gain 1d4 Momentum.
- When the Tinker modifies or hacks existing machinery or technology to solve a problem, they gain 1d4 Momentum.
- When the Tinker uses a custom gadget to solve a problem, they gain 1d4 Momentum.
Fortress Bonus
The Fortress gains
Abilities
Crafter
The Tinker may spend 1 hour to craft a Weapon, Armour, Shield for 1 less Item Point than its base cost (Minimum 1).
The Tinker may spend 10 minutes to craft a Tool or Trap for 1 less Item Point than its base cost.
The Tinker may spend 1 hour to add a Modification to an Item (Max 1).
The Tinker may spend 1 hour to apply a Companion Trait to a Construct Companion (Max 1).
The Tinker may have a number of Modifications equal to their INT + ( Tinker Level / 2 ) + ( TL / 5 ).
The Tinker must spend 1 minute every day on each item with a Modification to maintain it.
Alter
When the Tinker fires a Reloading Weapon, they may spend 1 Momentum to take an Extra: Inventory action to reload it this round.
The Tinker may spend 10 minutes to apply one of the following Modifications to Technical Consumables or Constructs.
- Limit Release: Reduce the duration of a Technical Item to one use and increase its power.
- Combine: Combine two Technical Items or one and a Construct into a new thing that combines the capabilities of both into one function.
- Invert: Flip the function of this object to its direct opposite.
Modifications
Weapons
| Requirements | Effect |
|---|---|
| Weapon | Add Push 1 or Pull 1 |
| Increase damage dice 1 size. | |
| Add Imbuement: x | |
| Change Focus 1 of this Weapon to another Weapon’s. | |
| Melee Weapon | Melee Range +1 |
| Remove Orthogonal | |
| Add Quick or Remove Slow | |
| Add Grappling | |
| Ranged Weapon | Ranged Range +? |
| Add Arcing | |
| Add Chain 1 | |
| Non- Reload Weapon | Add Reload Apply 2 other Modifications |
| Reload Weapon | Remove Reload |
Armour and Shield
| Requirements | Effect |
|---|---|
| Armour or Shield | Remove Orthogonal |
| Remove Speed Penalty | |
| Add Retaliate 2 Physical | |
| Add Imbuement: x | |
| Armour | Add Fluid |
| Add Heavy, Sturdy 2, Deflection 2 | |
| Change Focus 1 of this Armour to another Armour’s | |
| Shield | Change Focus 1 of this Shield to another Shields’ |
General
| Name | Requirements | Effect |
|---|---|---|
| Shrink | Object | Reduce the Size of an Object by 1 step. Size 1/8 objects become Size 0. It becomes easier to conceal. |
| Enlarge | Increase the Size of an Object by 1 step after deploying. This may give it a larger area of effect. | |
| Harden | The Object gains +5 Deflection. |
Ideas
Making items
- Creating weapons, armour, etc with extra tags customised
- Hotswap out one tag?
- Create tools
- Created weapons have their focus unlocked?
- Make consumables to use in and out of combat.
Technological
- Automating things? Creating robots.
- Long distance communication
- Repair things
Not gain materials easier.
MECH?