Path of the Armor Tinker

*"Tank LFM"*

**Requirements**: Tinker’s Armor (Tinker)

**Path Completion Bonus**: +1 Intelligence OR +1 Technology

## Core Abilities

**Tinker's Armor Proficiency**

**Cost**: 300 XP

**Expedited for**: Craft

**Activation**: Passive

For every 4 abilities purchased in the Path of the Armor Tinker, reduce your Burden by 1 for all Armor you wear.

**Armor Repair**

**Cost**: 300 XP

**Expedited for**: Craft

**Activation**: 1 Action, X Vim up to TEK

You repair the armor of yourself or an adjacent ally, automaton, or tinker device. This restores 1+X Armor.

**Bracer Mount**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 1

This arm brace has an attachment on the forearm to mount any weapon which they could hold in one hand and swing or trigger the weapon when the wearer bends her wrist in the opposite direction of the gun and the safety mechanisms are disabled (this takes the same amount of time as it would to use the weapon normally). This allows the wearer to hold a weapon and remain hands-free.

**Titanium Joggers**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 3

These steam-powered metal leggings grant +3 Armor and +3 Speed with a Burden of 3. Liquid-filled copper tubes running along the inner lining provide a cooling/heating system to maintain stable temperatures inside the leggings. These leggings cannot be worn with other leg armor.

**Steel-Spring Leggings**

**Prerequisite**: **Titanium Joggers**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 3

These leg bracers halve all fall damage and negate any fall damage below 10 after being halved. Additionally, the wearer's jump height is tripled. These leggings cannot be worn with other leg armor like the **Titanium Joggers**.

**Mechanical Plate Skeleton**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 4

This metal lattice defends your limbs with nearly no cost to maneuverability. It provides TEK (min. 2) + 3 Armor, but the wearer takes a -6 penalty to casting rolls. This counts as an Armor Piece.

**Studded Mail Armor**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 3

This Design improves the function of strong armor without sacrificing maneuverability. Any armor piece with an Armor of 7 or higher can be enhanced with this design to gain +3 Armor. This enhancement can apply only once per armor piece.

**Ringed Reinforcements**

**Prerequisite**: **Studded Mail Armor**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 4

This design improves the function of armor without sacrificing maneuverability. Any armor piece can be enhanced with this design to gain +2 Armor. This enhancement can apply only once per armor piece and stacks with **Studded Mail Armor**.

**Deployable Defenses**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 4

This Design weighs 0 Bulk and may be deployed as a Reaction to an area of effect ability. Your clever creation (such as a thick gas or extending metal dome) briefly surrounds you in a spherical radius of TEK meters, providing partial protection against the effect. Creatures within your radius may use Evasion and Alerts against the hostile effect, and you apply WIS Alerts against the hostile effect. Once deployed, this Design is destroyed.

**Clockwork Helmet**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 4

This mechanical helmet provides metal protection from the neck up. Liquid-filled copper tubes running along the inner lining provide a cooling/heating system to maintain stable temperatures inside the helmet. Any pair of Goggles, tinker-crafted or otherwise, can attach into the visor of the helmet. The helmet itself provides +TEK Armor (min. 2). If the wearer does not know how to craft the **Clockwork Helmet**, the helmet has a Burden of 1 (otherwise 0).

**Clockwork Suit**

**Prerequisite**: **Clockwork Helmet**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 12

This mechanical armor provides metal protection from the elbows to the shoulders and down to the knees. Liquid-filled copper tubes running along the inner lining provide a cooling/heating system to maintain stable temperatures inside the suit. The suit grants TEK (min. 2) + 6 Armor with a Burden of 4. While wearing the suit, you gain +1 Strength. This Design may be built only during an Intermission. This counts as an Armor Piece.

**Tinker's Titanium Diving Suit**

**Prerequisite**: **Clockwork Suit**

**Cost**: 500 XP

**Expedited for**: Craft

**DC**: 9

This mechanical armor provides full-body protection, is entirely water-proof, and can provide breathable oxygen for up to 30 minutes at a time. Liquid-filled copper tubes running along the inner lining provide a cooling/heating system to maintain stable temperatures inside the suit. This device is otherwise identical in function to the Tinker's Titanium Diving Suit armor. Like other Designs, this suit cannot be sold. For an additional 6 DC, this suit can be improved to have +TEK Armor, 30 \* TEK minutes of oxygen, and its Burden reduced by half of your TEK rounded down. This counts as an Armor Piece.

**Automatic Self-Repairing Armor**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 4

This armor attachment secures your armor to your body and repairs it as you fight. Your Armor value can’t be reduced below half of its original Armor. Additionally, at the start of your turn, if your Armor has been reduced below its normal value, you regain 1 Armor.

**Improved Automatic Self-Repairing Armor**

**Prerequisite**: **Automatic Self-Repairing Armor**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 6

This design replaces **Automatic Self-Repairing Armor**. This armor attachment secures your armor to your body and repairs it as you fight. Your Armor value can’t be reduced below two-thirds of its original Armor. Additionally, at the start of your turn, if your Armor has been reduced below its normal value, you regain 2 Armor.

**Deflector Shield**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 4

This strongly magnetized plate repels metal projectiles. Whenever you are attacked by a projectile containing metal (including bullets, arrows, bolts with metal tips, and metal throwing weapons) apply 1 Alert to the attack. This Alert cannot be saved for later. The **Deflector Shield** can be held in one hand or attaches hands-free to any wearable **Armor Tinker** Design.

**Impressive Steam Gauntlets**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 4

This Brawling weapon has spikes on the knuckles and steam vents adding heat, dealing an additional 1d6+TEK damage in addition to its base damage.

**Makeshift Armor**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 1

This small equipment can be used as a Free Reaction to gain 2 \* TEK Armor until the start of your next turn, after which it is destroyed.

**Accessible Designs**

**Cost**: 300 XP

**Expedited for**: Craft

**Activation**: Passive

When an ally uses a design you built from the Path of the Armor Tinker, they may use your TEK - 2 instead of their own TEK.

**Collapsible Plating**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 1

This modification can apply to any Design in the Path of the Armor Tinker to reduce its Bulk by half.

## Course of Conditions

**Impervious Armor**

*This ability is not required for the Path Completion Bonus.*

**Prerequisites**: Course of Conditions, **Clockwork Suit**

**Cost**: 500 XP

**Expedited for**: Craft

**Activation**: Passive

The wearer of your **Clockwork Suits** cannot become sick or stiff. Additionally, the Armor provided by your **Clockwork Suit** increases by your WIS.

## Course of Damages

**Bladed Steam Gauntlets**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Damages, **Impressive Steam Gauntlets**

**Cost**: 500 XP

**Expedited for**: Craft

**DC**: 4

This upgrade to the **Impressive Steam Gauntlets** adds TEK bleeding to their base damage. When used in addition to the **Steam Release Valves**, each attack may apply only one of these upgrades.

**Steam Release Valves**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Damages, **Impressive Steam Gauntlets**

**Cost**: 500 XP

**Expedited for**: Craft

**DC**: 4

This upgrade to the **Impressive Steam Gauntlets** adds TEK burning to their base damage. When used in addition to the Bladed Steam Gauntlets, each attack may apply only one of these upgrades.

**Perfect Protection**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Damages, **Impervious Armor**

**Cost**: 600 XP

**Expedited for**: Craft

**Activation**: Passive

*See, the outer metal layer is a fracture-resistant alloy that resists corrosion, oxidation, and puncturing, while the inner lining uses a series of circulation pipes to release heat from the... and I've lost you.*

The wearer of your **Clockwork Suits** are resistant to bleed and burn damage. Additionally, the Armor provided by your **Clockwork Suit** increases by your DEX.

## Course of Surroundings

**Makeshift Cover**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Surroundings

**Cost**: 400 XP

**Expedited for**: Craft

**Activation**: 1 Action

*You construct a small barrier that will hold, for now.*

You create a small barrier in an adjacent hex which can be used as Easily Breakable Low Cover. When you activate this ability, you may spend 2 Vim per one of the following effects (you may spend up to 8 Vim for all effects):

* Instead of Easily Breakable, this barrier is Breakable
* Instead of Breakable, this barrier is Imperfect
* Instead of Low, this barrier is Very Low or not Low at all (your choice)
* Instead of Cover, this barrier is Blocked Terrain