Path of the Trickswitch

The Path of the Trickswitch equips you with useful gadgets and ideas for modifying weapons and equipment to improve their performance, especially for those with a keen eye for detail.

**Requirements:** Multigadget Bracer (Gadget Tinker)

**Path Completion Bonus**: +1 Dexterity AND +1 Perception

## Core Abilities

**Gadget Pockets**

**Cost**: 400 XP

**Expedited for**: Finesse, Alertness

**Activation**: Passive

Your Item Container gains +1 Bulk carrying capacity for every ability purchased in the Path of the Trickswitch.

**Trickswitch's Touch**

**Cost**: 400 XP

**Expedited for**: Finesse, Alertness

**Activation**: Passive

*You are deft at making the most of everyday tools.*

Lockpicks and whetstones provide an additional +3 bonus when you use them for their respective effects.

**Gizmologist Alpha**

**Cost**: 400 XP

**Expedited for**: Finesse, Alertness

**Activation**: Passive

Lanterns (of all kinds) have doubled Range for you.

**Gizmologist Beta**

**Cost**: 400 XP

**Expedited for**: Finesse, Alertness

**Activation**: Passive

You may use grappling guns, rebreathers, and shade goggles once per Encounter.

**Gizmologist Gamma**

**Cost**: 400 XP

**Expedited for**: Finesse, Alertness

**Activation**: Passive

Climbing claws, spyglasses, and gas masks grant an additional +4 bonus when you use them for their respective effects.

**Gizmologist's Overload**

**Prerequisite**: **Gizmologist Gamma**

**Cost**: 500 XP

**Expedited for**: Finesse, Alertness

**Activation**: 3 Actions

You modify a set of climbing claws, a spyglass, or a gas mask to grant it the buff *Tricked Out*: the next time this equipment is used, gain +8 to the relevant check, or -2 if doubles are rolled.

**Trickswitch's Appraisal**

**Cost**: 400 XP

**Expedited for**: Finesse, Alertness

**Activation**: Passive

You can buy Equipment and Consumables for 10% less and sell them for 10% more. This bonus increases to 20% if you have a **Gizmologist** ability which mentions this item.

**Collapsible** **Sparking** **Culverin**

**Cost**: 400 XP

**Expedited for**: Finesse, Alertness

**Activation**: Passive

You own a **Collapsible Sparking Culverin**, a Cannon weapon which weighs only 1 Bulk and can be wielded in one hand. This weapon deals an additional 1d6 burn damage, but fails to fire if triples are rolled on the damage roll (across all dice). After a failure, 1 Action must be spent unjamming the weapon before it can be used again. If your **Collapsible Sparking Culverin** is damaged or lost, you can acquire a new one at the next Intermission.

**Sonic Disruptor**

**Cost**: 400 XP

**Expedited for**: Finesse, Alertness

**Activation**: Passive

You own a **Sonic Disruptor**, a device which weighs 5 Bulk and can operated with both hands. Once per Encounter, this device can be activated with 2 Actions to emit a wave of discombobulating sound everywhere within 30 meters. All creatures in Range must succeed a DL 12 + DEX Strength check or take 3 stun damage. Creatures who are aware of the incoming boom gain a +6 bonus to this check. If your **Sonic Disruptor** is damaged or lost, you can acquire a new one at the next Intermission.

**Blinder Lantern**

**Cost**: 400 XP

**Expedited for**: Finesse, Alertness

**Activation**: Passive

You own a **Blinder Lantern**, a hand-held device which weighs 2 Bulk. While held, this lantern provides bright light in a 12-meter line. Creatures who face the lantern directly within 3 meters must succeed a DL 12 + PER Strength check or take 2 paralysis damage and the debuff *Dazzling Light*: -2 PER. If your **Blinder Lantern** is damaged or lost, you can acquire a new one at the next Intermission.

**Nitrous Injection**

**Cost**: 400 XP

**Expedited for**: Finesse, Alertness

**Activation**: 3 Actions

This ability can be used once per Rest to temporarily boost a vehicle, granting it the buff *Nitro*: triple Speed, but all checks to operate the vehicle have Ebb. This buff lasts at most DEX minutes. Checks to operate the vehicle which roll double 6s provide an additional double Speed buff, but checks which roll double 1s cause the vehicle to experience a minor explosion of an unavoidable 6d6 damage.

**Improvised Bottle Grenade**

**Cost**: 400 XP

**Expedited for**: Finesse, Alertness

**Activation**: 2 Actions, 1 Alcohol

You turn a bottle of alcohol into a flaming Grenade, throwing it for the effect of a Tinker's Fireball Grenade that deals an additional PER burn damage to the target and blast radius.

**Trick Mod: Double-shot**

**Cost**: 400 XP

**Expedited for**: Finesse, Alertness

**Activation**: Passive

You can modify a ranged weapon during a Rest to have the *Double-shot* property: this weapon fires twice on a basic attack, hitting the same target, but if any damage dice on the second attack show the same face as a damage die from the first damage roll, the gun jams instead of firing the second shot and 1 Action must be spent unjamming the weapon before it can be used again. A weapon can have only one **Trick Mod** at a time and can be removed during a Rest.

**Trick Mod: Burnout**

**Cost**: 400 XP

**Expedited for**: Finesse, Alertness

**Activation**: Passive

You can modify a ranged weapon during a Rest to have the *Burnout* property: this weapon deals its base normal damage as burn damage, but on doubles the gun jams instead of firing and 1 Action must be spent unjamming the weapon before it can be used again. A weapon can have only one **Trick Mod** at a time and can be removed during a Rest.

**Trick Mod: Fine-tuned**

**Cost**: 400 XP

**Expedited for**: Finesse, Alertness

**Activation**: Passive

You can modify a ranged weapon during a Rest to have the *Fine-tuned* property: this weapon is always considered to have Fine Ammunition and gains +10 Accuracy on its attacks, but on doubles the gun jams instead of firing and 1 Action must be spent unjamming the weapon before it can be used again. A weapon can have only one **Trick Mod** at a time and can be removed during a Rest.

**Trick Mod: Sprayer**

**Cost**: 400 XP

**Expedited for**: Finesse, Alertness

**Activation**: Passive

You can modify a ranged weapon during a Rest to have the *Sprayer* property: this weapon also attacks all adjacent hexes to the target, but if any 1s are rolled the gun jams instead of firing and 1 Action must be spent unjamming the weapon before it can be used again. A weapon can have only one **Trick Mod** at a time and can be removed during a Rest.

**Trick Mod: Chainsaw**

**Cost**: 400 XP

**Expedited for**: Finesse, Alertness

**Activation**: Passive

You can modify a melee weapon during a Rest to have the *Chainsaw* property: this weapon gains an improvised chainsaw attachment, adding 2d6 bleed damage, but on doubles the chainsaw backfires in a puff of smoke and flame, dealing 1d6 burn damage to the user. A weapon can have only one **Trick Mod** at a time and can be removed during a Rest.

**Trick Mod: Trick Grip**

**Cost**: 400 XP

**Expedited for**: Finesse, Alertness

**Activation**: Passive

You can modify a melee weapon during a Rest to have the *Trick Grip* property: this weapon has a modified handle, allowing the user to attack both directly in front of them and directly behind them when they declare a basic attack, but on doubles the weapon flies out of their hand, disarming the weapon. A weapon can have only one **Trick Mod** at a time and can be removed during a Rest.

**Unlock and Unload**

**Prerequisite**: Lock and Load (Gunner)

**Cost**: 400 XP

**Expedited for**: Finesse, Alertness

**Activation**: Passive

When you spend a **Loaded Ammo**, you may also unjam an equipped weapon as a Free Action.

**Switch Salvaging**

**Cost**: 400 XP

**Expedited for**: Finesse, Alertness

**Activation**: Passive

Gain PER to loot rolls for automata and technology.

**Greaseflame**

**Cost**: 400 XP

**Expedited for**: Finesse, Alertness

**Activation**: Passive

When you deal burn damage to a target touching (or coated in) flammable liquid (such as alcohol or oil), deal twice as much burn damage.

**Eye of the Trickswitch**

**Cost**: 400 XP

**Expedited for**: Finesse, Alertness

**Activation**: Passive

Gain a +3 bonus to checks made to notice that something was tampered with, modified, or recently interacted with. Additionally, gain +2 to Perception checks made to notice small details.

**Virtues of the Trickswitch**

**Cost**: 400 XP

**Expedited for**: Finesse, Alertness

**Activation**: Passive

Gain a +3 bonus to checks made to tinker with technology, take a gadget apart, make a modification, or try to use an unknown item.

**Customized Rifle**

**Cost**: 400 XP

**Expedited for**: Finesse, Alertness

**Activation**: Passive

You own a modified Rifle weapon, which has all of the properties of a standard Rifle with the following exceptions. This Rifle uses PER as its weapon attribute, adds an additional DEX to its base damage, but when doubles are rolled on the damage roll, the Rifle jams instead of firing and 1 Action must be spent unjamming the weapon before it can be used again. If your **Customized Rifle** is damaged or lost, you can acquire a new one at the next Intermission. During a Rest, you can add or remove any of the following properties to this Rifle:

* *Magnified Scope*: double Range and +10 Accuracy, but this weapon cannot target anything closer than 12 meters
* *Self-Cleaning Chamber*: deals 1d6 damage less
* *Over-powdered*: deals 1d6 damage more
* *Custom Barrel*: damage rolls have Flow
* *Automatic*: deals 3d6 damage more, has a -40 Accuracy penalty, and only jams on triples
* *Bolt-Action*: deals 2 \* PER damage more but costs an additional Action to attack; cannot be taken with *Automatic*