Path of the Modification Tinker

*"There is always room for improvement."*

**Requirements**

Tinker Goggles (Gadget Tinker) AND Bracer Mount (Armor Tinker) AND Double Barrel (Firearm Tinker)

**Path Completion Bonus**

+2 Intelligence AND +2 Technology

**Scope**

**Cost**: 500 XP

**Expedited for**: Craft

**DC**: 2

This lens attaches to a ranged weapon, giving it +5 Accuracy and doubling its range.

**Gyroscope**

**Cost**: 500 XP

**Expedited for**: Craft

**DC**: 1

This lens attaches to a melee weapon, giving it +5 Accuracy.

**Grooved Barrel**

**Cost**: 500 XP

**Expedited for**: Craft

**DC**: 1

This modification for a ranged weapon ensures that it fires straight and true. It gains +5 Accuracy and +2 damage. If this weapon has **Double Barrel**, **Triple Barrel**, or **Six Shooter** (Firearm Tinker), this modification can be added 2, 3, or 6 times respectively.

**Improved Grip**

**Cost**: 500 XP

**Expedited for**: Craft

**DC**: 1

This modification for a weapon ensures the weapon can't be disarmed from the wielder.

**XR Handle**

**Cost**: 500 XP

**Expedited for**: Craft

**DC**: 1

The Extending-Retracting Handle, or XR Handle, is a modification for a melee weapon which doubles its range.

**Steam-Powered Armor I**

**Cost**: 500 XP

**Expedited for**: Craft

**DC**: 2

This systems-upgrade modifies an existing piece of armor. Its Armor is reduced by 1 (min. 0) but it provides +2 Speed.

**Slick Armor I**

**Cost**: 500 XP

**Expedited for**: Craft

**DC**: 2

This systems-upgrade modifies an existing piece of armor. Its Armor is reduced by 4 (min. 0) but, while wearing the armor, you gain 2 Alerts at the start of every Encounter.

**Brutal Armor I**

**Cost**: 500 XP

**Expedited for**: Craft

**DC**: 2

This systems-upgrade modifies an existing piece of armor. Your Speed is reduced by 1 but when you are attacked by a melee weapon, the attacker takes 1d6 damage.

**Magnetized Handle**

**Cost**: 500 XP

**Expedited for**: Craft

**DC**: 3

This modification for a melee weapon allows it to be thrown as a Thrown Weapon using the weapon's original damage and return to your hand through magnetic attraction.

**Laser Sight**

**Prerequisite**: **Scope**

**Cost**: 600 XP

**Expedited for**: Craft

**DC**: 2

This device attaches to a ranged weapon, emitting a focused beam of light for precise aiming. Add your PER to damage rolls for this weapon.

**Accurate Tuning**

**Prerequisites**: **Scope**, **Gyroscope**

**Cost**: 700 XP

**Expedited for**: Craft

**DC**: 3

This modification grants a weapon an additional +10 Accuracy.

**Improved Design**

**Cost**: 500 XP

**Expedited for**: Craft

**DC**: 3

This modification for a weapon increases its base damage by 1d6.

**Light Handle**

**Cost**: 500 XP

**Expedited for**: Craft

**DC**: 5

This modification for a two-handed weapon allows it to be wielded in one hand.

**Chain Blade**

**Cost**: 500 XP

**Expedited for**: Craft

**DC**: 6

You add a running chainsaw onto a melee weapon. This gives the weapon an additional 1d6 **bleed** damage.

**Steam-Powered Armor II**

**Prerequisite**: **Steam-Powered Armor I**

**Cost**: 600 XP

**Expedited for**: Craft

**DC**: 6

This systems-upgrade modifies an existing piece of armor. Its Armor is reduced by 2 (min. 0) but it provides +4 Speed.

**Slick Armor II**

**Prerequisite**: **Slick Armor I**

**Cost**: 600 XP

**Expedited for**: Craft

**DC**: 6

This systems-upgrade modifies an existing piece of armor. Its Armor is reduced by 4 (min. 0) but, while wearing the armor, you gain 4 Alerts at the start of every Encounter and are immune to paralysis damage and staggering.

**Brutal Armor II**

**Prerequisite**: **Brutal Armor I**

**Cost**: 600 XP

**Expedited for**: Craft

**DC**: 6

This systems-upgrade modifies an existing piece of armor. Your Speed is reduced by 2 but when you are attacked by a melee weapon, the attacker takes 2d6 damage.

**Energized Weapon**

**Cost**: 500 XP

**Expedited for**: Craft

**DC**: 4

You modify the projectile mechanism of a ranged weapon. Instead of firing ammunition, the weapon now fires a bolt of energy drawn from the atmosphere. This increases its damage by +3 and it can no longer be out of ammunition.

**Chargeable Weapon**

**Prerequisite**: **Energized Weapon**

**Cost**: 600 XP

**Expedited for**: Craft

**DC**: 4

This modification for an **Energized Weapon** allows it to be charged using 1 Action, increasing the damage of its next attack by +3 for every d6 of damage it deals. This damage increase does not stack with more charging.

**Battery**

**Prerequisite**: **Chargeable Weapon**

**Cost**: 600 XP

**Expedited for**: Craft

**DC**: 4

This device attaches to a **Chargeable Weapon** and provides one charge without spending an Action. The **Battery** is emptied after one use but can be recharged between Encounters.

**Super-Chargeable Weapon**

**Prerequisite**: **Chargeable Weapon**

**Cost**: 600 XP

**Expedited for**: Craft

**DC**: 6

This modification for a **Chargeable Weapon** allows it to hold up to two charges at once. When a supercharged weapon fires, it releases both charges, increasing the damage of its attack by +6 for every d6 of damage it deals.

**Supercharged Battery**

**Prerequisite**: **Super-Chargeable Weapon**

**Cost**: 700 XP

**Expedited for**: Craft

**DC**: 6

This device attaches to a **Chargeable Weapon** and provides two charges without spending any Actions. The **Supercharged Battery** is emptied after one use but can be recharged between Encounters.

**Supercharged Chain Blade**

**Prerequisite**: **Chain Blade**

**Cost**: 600 XP

**Expedited for**: Craft

**DC**: 12

You add a high-speed running chainsaw onto a melee weapon. This gives the weapon an additional 2d6 **bleed** damage. This modification cannot be used with **Chain Blade**.

**Steam-Powered Armor III**

**Prerequisite**: **Steam-Powered Armor II**

**Cost**: 700 XP

**Expedited for**: Craft

**DC**: 12

This systems-upgrade modifies an existing piece of armor. Its Armor is reduced by up to 6 (min. 0) but it provides +2 Speed for each Armor reduced (up to +12).

**Slick Armor III**

**Prerequisite**: **Slick Armor II**

**Cost**: 700 XP

**Expedited for**: Craft

**DC**: 12

This systems-upgrade modifies an existing piece of armor. Its Armor is reduced to 0 but, while wearing the armor, you gain 6 Alerts at the start of every Encounter and are immune to paralysis damage, stun damage, staggering, and losing Alerts.

**Brutal Armor III**

**Prerequisite**: **Brutal Armor II**

**Cost**: 700 XP

**Expedited for**: Craft

**DC**: 12

This systems-upgrade modifies an existing piece of armor. Your Speed is reduced by 4 but when you are attacked by a melee weapon, the attacker takes 4d6 damage.

**Impenetrable Armor**

**Prerequisites**: **Steam-Powered Armor III, Slick Armor III, Brutal Armor III**

**Cost**: 1000 XP

**Expedited for**: Craft

**DC**: 2X

This systems-upgrade modifies an existing piece of armor. It gains X Armor.