Path of the Energy Tinker

*“I’ll set the phasers to whatever I want”*

**Requirements: Sterling Particle Blaster (Tinker)**

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

**Taser Gun**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 2

This gun shoots an electrified clip which extends up to 6 + TEK meters away and attacks as a Tinkertech weapon. On a direct hit, the attached wires send a pulse of electricity, dealing 1d6 + TEK damage, and on success deals 3 stun damage and 1 paralysis damage. After a direct hit, the **Taser Gun** must recharge passively for one Round before it's able to be used again.

**Stun Setting**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 3

This Design is an attachment for a **Sterling Particle Blaster**. It allows the blaster to fire a shot which deals no damage but **staggers** the target. This shot increases the pistol’s Heat by 2.

**Electric Rod**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 4

This quarterstaff is lined with live electrical wires. It deals 1d6+3 damage and TEK **burning**. This weapon counts as both Tinkertech and Brawling: add your Strength and Wisdom together as this weapon's attribute.

**Flash Bulb**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 6

This handheld device, when activated using 2 Actions, emits a bright blinding light. All creatures within 12 meters can attempt to look away by rolling Initiative against DL 5 \* TEK. If they fail, they are **blinded** for WIS rounds; Creatures vulnerable to bright light also take Xd6 damage on failure, where X is your WIS. Allies gain a +6 bonus to this Initiative check.

**Improved Heat Sink**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 6

This Design is an attachment for a **Sterling Particle Blaster**. The pistol now requires a Heat of 12 to overheat.

**Plasma Setting**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 3

This Design is an attachment for a **Sterling Particle Blaster**. It allows the Blaster to fire a shot which deals 3d6 + DEX damage and 1d6 **burn** damage. This shot increases the pistol’s Heat by 4.

**Electromagnetic Pulse Grenade**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 3

This Grenade deals no damage but emits a transient electromagnetic disturbance, short-circuiting all electrical and energy devices within a range of 3 + TEK meters for 2 + WIS Rounds. Against hostile automata, this Grenade instead deals an 3 stun damage and 1 paralysis damage with impact, and staggers them on success.

**Thermal Plasma Blade**

**Prerequisites**: **Plasma Setting, Electric Rod**

**Cost**: 600 XP

**Expedited for**: Craft

**DC**: 12

This sword emits a high-energy ionized gas in the form of heated plasma. This Tinkertech melee weapon deals 2d6 damage and Xd6 burn damage, where X is your TEK. Before attacking with it, this weapon must be activated using 1 Action. Once activated, it lasts until the end of the Encounter and then cannot be used again until the next Rest.

**Luminescent Beam Cannon**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 9

This large two-handed Tinkertech firearm rests on one shoulder and fires a beam of charged light at the target. The cannon has a range of 30 meters and can attack using only 1 Action. It shoots a beam which deals DEX damage. Each time you attack the same target with this weapon a subsequent time without losing sight of it, switching targets, or performing another action, you gain a cumulative +2 bonus to Accuracy and damage, up to a maximum bonus of +12.

**Efficient Condenser**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 3

This Design is an attachment for a **Sterling Particle Blaster**. The Blaster consumes less energy with each shot, halving the Heat produced by each use, rounded down.

**Disruptor Setting**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 4

This Design is an attachment for a **Sterling Particle Blaster**. It allows the Blaster to fire an electrified pulse which deals 2d6 + DEX damage and 3 stun damage with impact. This shot increases the pistol’s Heat by 4.

**Dart Setting**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 3

This Design is an attachment for a **Sterling Particle Blaster**. It allows the Blaster to fire a short pulse which deals 1d6 + DEX damage using only 1 Action. This shot increases the pistol’s Heat by 1.

**Violet Ray Setting**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 8

This Design is an attachment for a **Sterling Particle Blaster**. It allows the Blaster to fire an electrotherapeutic beam to a nearby ally. This emittance uses a high voltage, low current pulse to heal the ally for 2d6 + WIS HP. If a creature is hit with this ray three times within 24 hours, they spend their next turn vomiting. Subsequent doses can cause severe radiation side effects. This shot increases the pistol’s Heat by 4.

**Ray Gun Prototype**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 12

This Tinkertech weapon fires a concentrated energy beam at the target. It has a range of 12 meters. The gun takes one minute (4 Rounds) to passively recharge after fired (regardless of success). On a direct hit, roll 1d6. On a 1, the shot was not powerful enough and does nothing. On a 2, the gun makes a loud noise and bright lights as it jams. The gun must be repaired using 2 Actions by someone with **Tinker's Training** before it can recharge correctly. On a 3, the shot disintegrates all of their Armor and burns their skin for 6d6 + WIS damage. On a 4, the shot emits an electromagnetic pulse. If the target is electrical, they unavoidably take 3\*WIS stun damage, WIS paralysis damage, and are staggered for their next WIS turns. On a 5, the gun emits a blindingly bright light, acting as a **Flash Bulb**. On a 6, if the target is organic, the shot damages them on a molecular level, irradiating their body. The target gains the unavoidable debuffs of stunned, paralyzed, and staggered, vomiting uncontrollably. Over the next 24 hours, every 6 hours they gain the Grievous Wound *Irradiated*, which reduces their Strength by 1. When declaring your attack, you may spend a Hero Point to choose the outcome instead of rolling.