Path of the Cyborg Tinker

*“I can rebuild him.”*

**Requirements: Utility Saw (Gadget Tinker)**

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

**Dis-Arm**

**Cost**: 500 XP

**Expedited for**: Craft

**Activation**: Attack, 5 Vim

This ability is usable when attacking with your **Utility Saw**. For every damage the target receives from this attack, add a **Dis-Arm** mark to the target. When the target has a number of marks equal to 3 times their Strength (min. 1), remove the marks and remove one of their limbs.

**Improved Utility Saw**

**Cost**: 500 XP

**Expedited for**: Craft

**DC**: 4

**Activation**: Passive

This **Utility Saw** deals an extra 1d6+TEK damage and can cut through metal using rapid-spinning saw blades.

**Combat Surgeon**

**Cost**: 500 XP

**Expedited for**: Craft

**Activation**: Respite

Amputations aren’t pleasant, but sometimes they’re necessary. You can amputate a hand, foot, arm, or leg during a Respite with a source of flame, alcohol, and a sharp blade. This prevents an infected limb from spreading to vital organs and is a prerequisite to attaching a prosthetic limb built by a **Cyborg Tinker**. The removal of an arm or leg lowers the target's Strength permanently by 1.

**Brass Foot**

**Cost**: 500 XP

**Expedited for**: Craft

**DC**: 0

This prosthetic limb replaces a missing foot (the foot must be removed to attach this limb, see **Combat Surgeon**). The foot increases Unarmed kick damage by 3. This prosthetic can be later equipped with further attachments. This design functions fully when removed from your Bluespace.

**Brass Hand**

**Cost**: 500 XP

**Expedited for**: Craft

**DC**: 0

This prosthetic limb replaces a missing hand (the hand must be removed to attach this limb, see **Combat Surgeon**). The hand increases Unarmed fist damage by 3. This prosthetic can be later equipped with further attachments. This design functions fully when removed from your Bluespace.

**Brass Leg**

**Prerequisite**: **Brass Foot**

**Cost**: 600 XP

**Expedited for**: Craft

**DC**: 2

This prosthetic limb replaces a missing leg (the leg must be removed to attach this limb, see **Combat Surgeon**). This leg comes with a **Brass Foot** at no additional cost to DC. **Brass Legs** add 1 Armor and 1 Speed each. If both legs are brass, you gain an additional 1 Armor, 2 Speed, and 1 Burden. This design provides no Armor, Speed, or Burden when removed from your Bluespace but is otherwise usable as a leg.

**Brass Arm**

**Prerequisite**: **Brass Hand**

**Cost**: 600 XP

**Expedited for**: Craft

**DC**: 2

This prosthetic limb replaces a missing arm (the arm must be removed to attach this limb, see **Combat Surgeon**). This arm comes with a **Brass Hand** at no additional cost to DC. **Brass Arms** add 2 Armor and 1 Burden each. If both arms are brass, you may use your arms as a Shield with a +6 Shield bonus. This design provides no Armor, Burden, or Shield bonus when removed from your Bluespace but is otherwise usable as an arm.

**Dynamic Extending Metal-Carpals**

**Prerequisite**: **Brass Hand**

**Cost**: 600 XP

**Expedited for**: Craft

**DC**: 3

This is an attachment for a **Brass Hand**. Using 2 Actions, the user can shoot out their brass hand up to 12 meters. The hand is attached by a thin bundle of wires and is retractable as a Reaction. This extension can, for example, attack someone from a distance or grab an object or ledge, as the user has complete control of the fingers while extended. However, once extended, the forearm is not rigid, and the hands can't perform complicated manipulations such as crafting an object or picking a lock.

**Iron Cast**

**Cost**: 500 XP

**Expedited for**: Craft

**DC**: 3

You reinforce a limb, or your face and neck, with iron plating. Your Armor permanently increases by 1. This Armor can be reduced by abilities that sunder armor. Attacks with this limb deal an additional 3 damage. This design provides no Armor when removed from your Bluespace. You can have up to 5 **Iron Casts** on your body.

**Serrated Mechanical Digits**

**Prerequisite**: **Brass Hand**

**Cost**: 600 XP

**Expedited for**: Craft

**DC**: 3

This is an attachment for a **Brass Hand**. As a Reaction, blades can spring out or retract from the fingers and/or opisthenar (back of the hand) of the **Brass Hand**. This is a Blade weapon for the purpose of attacks. This damage stacks with **Iron Cast** and **Brass Hand**. The blades can't be disarmed, and your hand remains free to hold an item or weapon.

**Dart Ejection Apparatus**

**Prerequisite**: **Brass Hand**

**Cost**: 600 XP

**Expedited for**: Craft

**DC**: 3

This is an attachment for a **Brass Hand**. Using 2 Actions, your palm can fire a dart as a Tinkertech basic attack with a range of 12 meters. The dart deals 3 damage. Other dart Devices can be fired in this apparatus. A **Brass Hand** can be equipped with multiple attachments.

**Reinforced Flesh**

**Prerequisite**: **Iron Cast**

**Cost**: 600 XP

**Expedited for**: Craft

**DC**: 6

*Whoever said welding metal to your skin is a bad idea doesn’t know how to do it right.*

Your complex design of skeletal support and tactically placed metal plates grafted onto your flesh provide 6 Armor at no Burden. This Armor can be reduced by abilities that sunder armor. Applying this Design to your body requires surgery that removes 1 Strength permanently. You gain **vulnerability** to electricity. When this design is removed from your Bluespace, it functions normally but can’t be repaired if the Armor is sundered. If this happens, a Tinker who knows this design may repair it during a Rest. While this design is in your Bluespace, the Armor regenerates during a Rest. You attach this Design to a willing ally. This Design may be built only during an Intermission.

**Mechanical Firing Arm**

**Prerequisite**: **Dart Ejection Apparatus**

**Cost**: 700 XP

**Expedited for**: Craft

**DC**: 6

This is an attachment for a **Brass Hand**. As a Reaction, a barrel can spring out or retract from the index finger or opisthenar (back of the hand) of the **Brass Hand**. The barrel is attached to a pistol within the hand and is considered a Sidearm for the purpose of attacking. This pistol can't be disarmed, and your hand remains free to hold an item or weapon. For an additional 3 DC, the Sidearm can instead be any one-handed weapon; or an additional 6 DC for any two-handed weapon. A **Brass Hand** can be equipped with multiple attachments.

**Aspirating Aerometric Catalysis Canister**

**Prerequisite**: **Iron Cast**

**Cost**: 600 XP

**Expedited for**: Craft

**DC**: 0

This breathing device replaces your windpipe. You lose the ability to breathe on your own, but the apparatus makes it automatic, filtering out all airborne toxins and diseases and allowing you to breathe easily underwater and wherever oxygen is present, though your voice may change by speaking through the **Aspirating Aerometric Catalysis Canister**. Moreover, this device can't fail, degrade, or otherwise break, and functions fully when removed from your Bluespace. The apparatus gives you a -6 penalty to all casting rolls. You can install this Device on willing allies. You permanently lose 1 Strength when this apparatus is installed unless the crafter has completed the Path of the Cyborg Tinker.

**Mechanical Eye**

**Cost**: 500 XP

**Expedited for**: Craft

**DC**: 5

This small automaton replaces a removed eye with a mechanical one. This eye functions as both a normal eye and a bullseye lantern that can be turned on or off as a Reaction. Additionally, the eye functions as **Tinker Goggles** and can have **Goggle** attachments built into it (see **Gadget Tinker**). When this Design is removed from your Bluespace, it can be used as a normal eye but has no additional functions.

**Optical Calodaggimetric Photorecorder**

**Prerequisite**: **Mechanical Eye**

**Cost**: 600 XP

**Expedited for**: Craft

**DC**: 2

This upgrade to your **Mechanical Eye** allows the eye to take photographs and later display the photographs on the pupil.

**Automatic Self-Searching Eye Sentry System (A.S.S.E.S.S.)**

**Prerequisite**: **Mechanical Eye**

**Cost**: 600 XP

**Expedited for**: Craft

**DC**: 4

This upgrade to your **Mechanical Eye** allows the eye to detach, flying with a Speed of 4+WIS. The eye uses your AGI + WIS for checks made to be stealthy. The eye can fly as far as 20 \* TEK meters away before you lose control of the eye. Operating the eye uses 3 Actions per turn. The scouting eye has 5 + TEK HP and 2 \* TEK Armor.

**Intravenous Inventory**

**Prerequisite**: **Reinforced Flesh**

**Cost**: 700 XP

**Expedited for**: Craft

**DC**: 10

This intravenous tube system can be filled with the vials and liquids from your inventory. While wearing this Device, you may consume liquids from your inventory as a Free Reaction.

**Grievous Replacement**

**Prerequisite**: **Reinforced Flesh**

**Cost**: 700 XP

**Expedited for**: Craft

**Activation:** Intermission

You perform surgery on the Grievous Wound of yourself or an ally, inventing a mechanical solution to address their wound. The effect of the wound is nullified, but the wound still counts for the purpose of death.

**Neural Implant: Brilliance**

**Cost**: 400 XP

**Expedited for**: Finesse, Mind

**DC**: 6

This Design, when attached to a creature, increases their Intelligence, Wisdom, and Charisma by 1. This bonus cannot make an Attribute exceed your own Intelligence or Technology. Installing or uninstalling the Design requires a Rest and causes 12 HP loss that cannot be mitigated in any way.

**Clockwork Trauma Response System**

**Prerequisite**: **Reinforced Flesh**

**Cost**: 700 XP

**Expedited for**: Craft

**DC**: 15

Woven into your skin is a vest of metal fingers which stitch up cuts, cauterize wounds, and mend burns. Whenever you are **bleeding**, this implant stops the **bleeding** at the end of the Round (after **bleeding** damage is applied). Whenever you are **burning**, decrease your **burning** by 3 at the end of every Round (after **burning** damage is applied). Whenever you lose 6 or more HP from a single attack, the trauma response system is activated, healing you for 2 HP each Round until the end of the Encounter, or until you heal the amount which triggered the system to activate, whichever comes first --- this effect can occur once per Encounter. Additionally, the **Clockwork Trauma Response System** treats long-term damage, healing you 1 HP every Encounter (or once per hour) at all times. When this implant is installed, you gain **vulnerability** to electricity. When this Design is removed from your Bluespace, it grants no benefits and you retain **vulnerability** to electricity.