Path of the Gizmologist

The Path of the Gizmologist teaches you how to create and utilize a stunning array of intelligent gizmos and gadgets.

**Requirements**: Tinker's Toolbelt (Tinker), Tinker’s Training (Tinker), Base Course Set

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

## Core Abilities

**Techno-Minded**

**Cost**: 400 XP

**Expedited for**: Finesse, Mind

**Activation**: Passive

For every 4 abilities purchased in the Path of the Gizmologist, your TEK increases by 1 for the purpose of all Tinker Designs which have an effect based on your TEK, up to a maximum of your Intelligence or Dexterity (whichever is higher).

**Gizmologist's Toolbelt**

**Cost**: 400 XP

**Expedited for**: Finesse, Mind

**Activation**: Passive

For every ability purchased in the Path of the Gizmologist, gain 1 Bluespace that can be used only on Tinker Designs from the Path of the Gizmologist.

**Stun Baton**

**Cost**: 400 XP

**Expedited for**: Finesse, Mind

**Activation**: 2 Actions, 4 Vim

You strike with your stun baton, making a Dexterity-based skill strike that has a base damage of 1d6+4 and deals 3 stun damage with impact.

**Ivlitian Battle Decoy**

**Cost**: 400 XP

**Expedited for**: Finesse, Mind

**DC**: 2

This single-use decoy can be deployed into an adjacent hex using 1 Reaction and has 5 \* TEK HP and Vim. At the end of every turn, it threatens all enemies within TEK meters.

**Sonic Disruptor Handcannon**

**Cost**: 400 XP

**Expedited for**: Finesse, Mind

**Activation**: 2 Actions, 6 Vim

This ability is usable once per Rest. You fire your handcannon which targets enemies in a cone 2 meters wide and 4 meters long. This is a Shotgun weapon basic attack that deals its base damage as magical damage and additionally deals 3 paralysis damage with impact.

**Electric Elucidator**

**Cost**: 400 XP

**Expedited for**: Finesse, Mind

**Activation**: 3 Actions, 2 MP

You utilize a sophisticated decryption device to gain +6 to an immediate check made to decode a message, either written or verbal. This may apply both to explicit encryptions and to messages you simply don't understand, such as writing in another language or a riddle.

**Gizmologist's Goggles**

**Cost**: 400 XP

**Expedited for**: Finesse, Mind

**Activation**: 1 Action, 1 MP

Using your thick-lensed goggles, you analyze the situation. Add half your INT to an immediate Wisdom, Charisma, or Perception check made to find or process information.

**Gizmologist's Multiswitch**

**Cost**: 400 XP

**Expedited for**: Finesse, Mind

**Activation**: 2 Actions, 1 MP

You use your multifunction toolswitch as a lockpick, plasma cutter, or tinker tool. Add half your DEX to an immediate Dexterity or Technology check made to assemble, disassemble, open, lock, enable, disable, hack, or investigate a device, technological structure, or automaton. This ability stacks with similar benefits.

**Portable Galvanic Interference Matrix**

**Cost**: 400 XP

**Expedited for**: Finesse, Mind

**DC**: 1

This single-use device can be deployed using 1 Reaction to create a TEK-meter line of an INT-meter-tall interference matrix. The line may be drawn in any way so long as it touches your hex. The matrix counts as Cover and fully prevents the passage of all projectiles, Tinker Designs, and automata. Non-technological creatures and large entities may pass through the matrix unaffected. This matrix is destroyed at the start of your next turn.

**Shock Gauntlets**

**Cost**: 400 XP

**Expedited for**: Finesse, Mind

**DC**: 3

This Brawling weapon deals an additional 1d6 galvanic damage in addition to its base damage.

**Needlefinger**

**Prerequisite**: **Shock Gauntlets**

**Cost**: 500 XP

**Expedited for**: Finesse, Mind

**DC**: 3

This Design attaches to **Shock Gauntlets** to install mechanical fingers into the gauntlets. By spending 2 Actions and 1 MP, these fingers can fire homing needles that create a barrage of micro-explosions on impact, dealing DEX Sidearm weapon skill strikes. Each attack after the first may target either your original target or any adjacent enemy.

**Graviton Generator**

**Cost**: 400 XP

**Expedited for**: Finesse, Mind

**DC**: 2

This Grenade has a Blast Radius of TEK meters and deals no damage. Affected creatures must succeed a Strength check versus DL 11 + INT or be knocked prone and moved to the center of the affected area, or to the nearest empty hex. Until the end of the Encounter, hexes affected by the **Graviton Generator** are considered very rough.

**Camouflage-Like Optical Avoidance Kit (C.L.O.A.K.)**

**Cost**: 400 XP

**Expedited for**: Finesse, Mind

**DC**: 4

This technological shawl grants a +4 bonus to checks made to avoid detection.

**Fiona Flobo's Fantastic Gravity Boots**

**Cost**: 400 XP

**Expedited for**: Finesse, Mind

**DC**: 5

The wearer of these boots experiences gravity toward the surface they are standing on, allowing them to walk up walls or stand on the ceiling. If neither boot is touching a surface, gravity returns to normal.

**Gizmologist's Genius Gadgeteering**

**Cost**: 400 XP

**Expedited for**: Finesse, Mind

**Activation**: Passive

When using one of these Tinker Designs, you may spend additional Vim or MP to increase their effectiveness, as described:

* Enhanced Yield Evaluator Scopes (E.Y.E.S.) (Gadget Tinker): spend 1 MP to triple all bonuses for one Encounter
* Improved Caltrops (Gadget Tinker): spend up to DEX Vim to place caltrops in that many additional hexes
* Roller Boots (Transport Tinker): spend up to INT Vim per Move to gain that much Speed for that Action only

**Explosive Bolas**

**Cost**: 400 XP

**Expedited for**: Finesse, Mind

**DC**: 1

This Tinker Design functions as the Explosive Bolas Grenade. When you throw an Explosive Bolas that you made, you may spend X Vim up to DEX to deal an additional Xd6 damage and increase the DL to break free by X.

**Snap-Grapple**

**Cost**: 400 XP

**Expedited for**: Finesse, Mind

**DC**: X

This Tinker Design can be activated X times per Rest using 1 Action. You fire a grappling gun that releases a thin but strong cable, attaching to any surface within 3 \* DEX meters and launching you to the point of attachment.

**Sterling's Shortwave Transmission Links, Version 2-g**

**Cost**: 400 XP

**Expedited for**: Finesse, Mind

**DC**: X up to INT

*"Use to Meticulously Express Theoretical Analyses when Grouped Asynchronously in Multiple Environments."*

This Tinker Design is a pair of earpieces like small metal bees. While wearing one, you can hear and speak to the other as if the two devices were next to each other, even if they are far away. The maximum distance that these devices will work is based on the DC spent: (1) 30 meters, (2) 120 meters, (3) 1 mile, (4) 10 miles, (5) 100 miles, (6) 1,000 miles, (6+) 10 times the Range per point. During creation, the earpieces can be designated to either both be two-way communication devices, or for one to be transmission-only and the other to be receiver-only. Audio received is discreet: audible only to the wearer. However, audio transmission can pick up all nearby sounds as if the listener were standing in the other location. The GM may require a Perception check to hear the other side if the situation is disadvantageous, such as nearing the end of the maximum range, separating the devices with multiple walls or inclement weather, or parsing several voices or a muffled input. As the crafter, you may spend 1 MP to gain Flow to this check. Long-term monitoring of the audio stream is fatiguing, costing 1 MP per hour or causing fatigue if you have no MP.