Path of the Foil

The Path of the Foil prepares you to ruin other people's plans.

**Requirements**: Improved Caltrops (Gadget Tinker), Base Course Set

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

## Core Abilities

**Survey**

**Cost**: 400 XP

**Expedited for**: Craft, Mind, Science

**Activation**: 1 Action

*You take stock of the situation, assessing the nearby tech.*

Gain the buff *Situation Assessed*: +3 to the next roll (from you or an ally) that involves hostile tech. If an ally makes use of this bonus, they are Supported.

**Enervation Dart**

**Cost**: 400 XP

**Expedited for**: Craft, Mind, Science

**DC**: 3

This dart can be thrown as a Thrown Weapon that, in addition to normal damage, saps 6 MP and 15 Vim from the target with impact.

**Foil Camouflage**

**Cost**: 400 XP

**Expedited for**: Craft, Mind, Science

**DC**: 4

This electromagnetic jacket renders the wearer invisible to technology. However, this also disrupts all technology on their person. This Design counts as an Armor Piece.

**Laced P.P.E.**

**Cost**: 400 XP

**Expedited for**: Craft, Mind, Science

**DC**: 5

This alchemically-treated jacket and headgear provides resistance to galvanic damage. This Design counts as an Armor Piece.

**Foil Shield**

**Cost**: 400 XP

**Expedited for**: Craft, Mind, Science

**DC**: 4

This electromagnetic covering places an anti-magic field around the wearer. When a spell is cast on them, treat the Spellpower as 6 + TEK less. The wearer also takes a -6 penalty to casting rolls. This Design counts as an Armor Piece.

**Tunic of Suppression**

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

**Prerequisites**: **Foil Shield**, Minor Artificing (Artificer)

**Cost**: 500 XP

**Expedited for**: Craft, Mind, Science

**DC**: 7

This magitek greatcoat renders the wearer invisible to arcane detection. While wearing the **Tunic of Suppression**, no spells can directly target the wearer and no divination can see the wearer. However, the wearer cannot cast spells. This Design counts as an Armor Piece.

**Cloak of Anonymity**

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

**Prerequisites**: **Foil Shield**, Minor Artificing (Artificer)

**Cost**: 500 XP

**Expedited for**: Craft, Mind, Science

**DC**: 7

This magitek cloak makes the wearer strangely imperceptible to the natural eye. Although they are not invisible or silent, the wearer gains +9 to checks made to avoid perception by creatures. This cloak does not affect technology.

**Ethical Machine Pacifier (E.M.P.)**

**Cost**: 400 XP

**Expedited for**: Craft, Mind, Science

**DC**: 3

This device functions as the Grenade of the same name.

**Confusion Grenade**

**Cost**: 400 XP

**Expedited for**: Craft, Mind, Science

**DC**: 3

This Grenade releases a disorienting gas within a 1-meter radius. Affected creatures must make a Strength check versus DL 11 + TEK or gain the debuff *Befuddled*: -3 to Perception, Wisdom, and Intelligence checks. In the first 5 seconds that this debuff is applied, affected creatures take an additional -3 penalty to checks made to disbelieve suggestions about the current situation. At the GM's discretion, they may also draw their own confused conclusions, such as starting an argument with an ally or thinking they misplaced something.

**Jamming Grenade**

**Cost**: 400 XP

**Expedited for**: Craft, Mind, Science

**DC**: 3

This Grenade creates a negative aura within 3 meters of where it explodes. Until the end of the Encounter, auras have no effect in this affected space.

**Disruptor Pulse Gun**

**Cost**: 400 XP

**Expedited for**: Craft, Mind, Science

**DC**: 6

This Tinkertech weapon fires an electromagnetic pulse which deals 3 stun damage with impact and on success applies a stacking -3 penalty debuff to casting rolls.

**Electromagnetic Beam Gun**

**Cost**: 400 XP

**Expedited for**: Craft, Mind, Science

**DC**: 6

This Tinkertech weapon deals no damage but emits a transient electromagnetic disturbance, short-circuiting any electrical or energy device it hits until the end of the Encounter. Against hostile automata, this weapon instead deals 3 stun and paralysis damage with impact and staggers the target on success.

**Schemer**

**Cost**: 400 XP

**Expedited for**: Craft, Mind, Science

**Activation**: 1 Action, X MP up to WIS

*Your mind is built to outwit.*

Gain +2X to an immediate check made to discover an exploitable weakness such as a creature's vice or a fortification's security hole.

**Expert Exploiter**

**Prerequisite**: **Schemer**

**Cost**: 500 XP

**Expedited for**: Craft, Mind, Science

**Activation**: Passive

Gain +3 to checks made to take advantage of a weakness discovered by **Schemer**.

**Professional Bungler**

**Cost**: 400 XP

**Expedited for**: Craft, Mind, Science

**Activation**: X Actions, up to 6

*You are adept at finding ways to break things.*

This ability can be used to attempt to break a technological, alchemical, or magical device. Make an appropriate check (Technology, Intelligence, or Wisdom) at a +X bonus versus a DL set by the GM based on the Level of the device. Subtract the DL from your result and refer to the table below:

Effect by DL comparison
 0-2
 3-5
 6-8
 9+