Path of the Gadget Tinker

*“I’ve got something for everything”*

**Requirements:** Gristan Army Knife (Tinker)

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

## Core Abilities

**Gadgeteer**

**Cost**: 300 XP

**Expedited for**: Craft

**Activation**: Passive

For every 5 abilities purchased in the Path of the Gadget Tinker, gain +1 to your Wisdom and Technology for the purpose of Designs in the Path of the Gadget Tinker using your Attributes. This bonus cannot exceed your WIS.

**Enhanced Yield Evaluator Scopes (E.Y.E.S.)**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 3

*These high tech goggles scan your environment, and can highlight important bits of information even before the naked eye can see them.*

While wearing these Goggles, gain +1 to Perception checks and +1 Intelligence while reading, researching, or conducting other visual analysis.

**Improved Caltrops**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 1

*These small spikes are a pain to step on.*

As a Reaction, you can place these caltrops in up to 3 hexes within DEX meters from you. Creatures who move through a hex with these caltrops stop their current movement, take 1d6 + DEX unavoidable damage, and have a Speed of 1 for the rest of their turn.

**Tinker Goggles**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 0

These goggles provide eye protection and can have certain other Designs built into them for multi-function goggles. Only one function or attachment can be active at a time, and switching between these functions costs 1 Action.

**Multigadget Bracer**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 0

*“Ooh, a Calodaggimetric Photorecorder AND an Analog Phonogram Audiorecorder!”*

This bracer can have certain other Designs built into it as a hands-free multi-tool. The bracer has a built-in wristwatch, a monochromatic instant camera, and an audio recorder. Taking a picture with the camera or recording 15 seconds of audio costs 1 MP each.

**Portative Bidirectional Telephony Transceiver, “Chatterbox”**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 2

This handheld device is capable of transmitting sound waves to other Chatterboxes within range, based on the crafter’s TEK. If the crafter’s TEK is less than 3, the range is 250 meters. If the crafter’s TEK is 3-4, the range is 25 miles. If the crafter's TEK is 5, the range is 500 miles. For each TEK beyond 5, the range is multiplied by 10.

**Twilight Eyes**

**Prerequisite**: **Tinker Goggles**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 2

**Activation**: Passive

This **Goggle** attachment allows the wearer to view dim light conditions as if they were fully lit, granting +TEK to Perception checks which benefit from enhanced lighting. This attachment additionally protects the user completely from bright flashes or other sharp lighting conditions.

**Gadgeteer's Wayfinder**

**Prerequisite**: **Multigadget Bracer**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 2

**Activation**: Passive

This **Multigadget** attachment acts as a compass and can sketch out a region as you traverse through it, providing an accurate map through areas you have physically explored and preventing you from getting lost. Gain +TEK to checks made to navigate, avoid getting lost, or improve travel times.

**"Seymour Screamer" the Unreliable Turret**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 3

This turret takes the form of a small capsule. Using 1 Action, it can be deployed onto any hex within DEX meters, unfolding into a rickety and off-balance canister of bullets and black powder. The turret makes TEK attacks, each in a random direction (roll 1d6 to determine direction; follow a straight line in that direction and target the first creature or object encountered). Each attack has an Accuracy of 5 \* WIS and deals 1d6 + TEK damage. The turret uses the same damage roll for all attacks. The turret then malfunctions and is destroyed.

**Seymour's Scope**

**Prerequisite**: **"Seymour Screamer" the Unreliable Turret**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 3

This Design attaches to a **Seymour Screamer** before deployment. When the **Seymour Screamer** is deployed, instead of firing in random directions, it targets the nearest enemy within 12 meters for all attacks. If an attack kills this target, a new target is selected. Additionally, this doubles the Accuracy of **Seymour Screamer**'s attacks.

**Backpack of Arming**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 6

This backpack is equipped with two mechanical arms, one on either side, which can be controlled, albeit with difficulty, using subtle hip and torso movements. If the wearer of this backpack has at least 2 TEK, they gain an extra hand for using weapons and items. If they have at least 5 TEK, they instead gain two extra hands.

**Tinker’s Underwater Breathing Apparatus (T.U.B.A.)**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 4

This self-contained device is worn as a backpack and attaches to the mouth. The apparatus contains enough clean air for TEK hours of underwater breathing.

**Canvas Covered Climate Control Unit, “Tinker Tipi”**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 5

This foldable enclosed tent can comfortably house TEK people and conditions the air to stay warm or cool in extreme temperatures. The tent’s internal temperature can differ from the outside temperature by as much as 10 times TEK degrees Celsius. Additionally, the tent can be equipped with a floor and wheels to move at walking speed.

**Contagion and Toxicant Analytical Engine**

**Prerequisite**: **Multigadget Bracer**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 1

**Activation**: Passive

This **Multigadget** attachment detects diseases and toxins within 2 times TEK meters, and grants +2 to checks made to get more information on certain detected threats.

**Mending Beam Cannon**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 5

This crankable two-handed device locks onto an automaton ally within 12 meters, healing it more the longer you spend with the beam fixated on it. Using 1 Action and 3 Vim, you can provide 4 HP to the ally. Each consecutive Action spent grants an additional, cumulative +2 HP. This beam does not work on organic allies.

**Six-Lens Lantern**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 3

This lantern shines bright light within a radius of 30 meters, or in a 60 meter line.

**Thermal Eyes**

**Prerequisite**: **Tinker Goggles**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 2

**Activation**: Passive

This **Goggle** attachment allows the viewer to detect infrared thermal signatures (bodies of heat) as far as 4 times TEK meters away. Thermal signatures don't penetrate thick walls.

**Target Acquisition Assistance Heads Up Display**

**Prerequisite**: **Tinker Goggles**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 2

**Activation**: Passive

This **Goggle** attachment displays targeting tooltips, enemy highlighting, and other graphical assistance when using a ranged weapon, providing 10 \* PER Accuracy.

**Midnight Eyes**

**Prerequisite**: **Tinker Goggles**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 2

**Activation**: Passive

This **Goggle** attachment allows you to see in complete natural darkness without giving off light of its own, showing a monochrome representation of what is in front of you for 3 times TEK meters. **Midnight Eyes** don't help against magical darkness or obscurity created by airborne particles such as smoke.

**Hour Six Eyes**

**Prerequisite**: **Tinker Goggles**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 3

**Activation**: Passive

This **Goggle** attachment is always active and does not count as a function. While wearing **Hour Six Eyes**, you can see behind you and in front of you at the same time. Whenever you are attacked from behind, apply 1 Alert to the attack. This Alert cannot be saved for later.

**Situational Analysis Heads Up Display**

**Prerequisite**: **Tinker Goggles**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 3

**Activation**: Passive

This **Goggle** attachment displays helpful tooltips analyzing the situation at hand and suggesting routes of action. To the best of its ability, this Design displays a percent chance of success for the task you are attempting to accomplish (for example, the probability of succeeding a check or hitting an enemy, which may be given to you as the DL needed to succeed). Reading this information requires 1 Reaction per check you consider. Additionally, while wearing this attachment, add TEK to your checks made to gain insight (for example, putting clues together, deciding where to go next, or how to approach a situation).

**Medical Analysis Heads Up Display**

**Prerequisite**: **Tinker Goggles**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 2

**Activation**: Passive

This **Goggle** attachment displays helpful tooltips analyzing the health and well-being of the organism viewed. This attachment, designed for viewing both ally and enemy, attempts to identify wounds and estimate the severity of injury, giving you their current and maximum HP rounded to the nearest 5 for each as a Free Reaction.

**Universal Language Translation Analytical Engine**

**Prerequisite**: **Multigadget Bracer**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 3\*

**Activation**: Passive

This **Multigadget** attachment translates audible speech of any well-known language into audible speech of the crafter’s chosen language. For an additional 2 DC, the Analytical Engine can work in reverse, translating the crafter's chosen language back into the last language it heard. This Design may not work completely on dead or lesser known languages, such as Runic and isolated dialects.

**Aerometer 2.0**

**Prerequisite**: **Tinker’s Underwater Breathing Apparatus (T.U.B.A.)**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 6

This complex aerometer constantly measures the atmosphere in a 6 times TEK meter radius around the device and will alert you if there is a lack of oxygen or the presence of any toxic gases or airborne disease. When affixed around your nose and mouth, the device will filter all threatening airborne particles, making you immune to these threats. Additionally, the aerometer contains enough clean air for TEK hours of breathing in an airless environment; this reserve of air will be used only when there is not enough clean oxygen present in the air.

**Improved Flare**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 2

This flare can be launched into the air to create a large flash visible from the crafter's TEK miles away. When crafted, you may choose what color the flash is and how many times it flashes, up to TEK.

**Auto-Detective**

**Prerequisite**: **Multigadget Bracer**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 3

**Activation**: Passive

This **Multigadget** attachment can evaluate clues and perform complex arithmetic to help tinkers solve difficult problems. Gain +WIS to checks made to solve Puzzles.

**Ventrilo-wrist**

**Prerequisite**: **Multigadget Bracer**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 3

This **Multigadget** attachment can be used to modulate your voice and/or throw it to sound like it's coming from anywhere within WIS meters. Add your WIS to checks made to fool creatures with this Design.

**Small Devices, Big Pockets**

**Cost**: 300 XP

**Expedited for**: Craft

**Activation**: Passive

All Designs in the Path of the Gadget Tinker have their Bulk halved, rounded up.

**Acetylene Torch**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 4

This handheld device produces a hot flame capable of cutting through thin metal. When you use this Design, gain +WIS to checks made to cut metal bars, break locks, or otherwise burn through a material. The **Torch** can also be used as a melee weapon. It has 5 \* WIS Accuracy and deals 1d6 damage; on success, the **Torch** deals an additional 2d6+WIS damage and removes TEK Armor from the target.

**Grappling Hand**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 4

This handheld firearm shoots a mechanical hand attached to the base of the gun by a strong fiber cable. Using 2 Actions to fire the **Grappling Hand**, this device can send the mechanical hand up to TEK meters away. If the hand grabs something sturdy like a ledge or creature, you can zip to the hand's location as a Free Action. Alternatively, if the hand grabs an object of Bulk TEK or less, the object may be pulled to you as a Free Action. If both ends of the cable are secured, climbing the cable is a DL 15 - TEK Strength check.

**Bracer Sidekick**

**Prerequisite**: **Multigadget Bracer**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 4

This **Multigadget** attachment allows your **Multigadget Bracer** to hold a small melee or ranged weapon. Whenever you make a melee or ranged attack while equipped with this attachment, the **Multigadget Bracer** also makes a melee or ranged attack, respectively, with 10 \* WIS Accuracy which deals 1d6 + WIS damage.

**Spring Boots**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 4

These wearable shoes grant +TEK to Agility checks made to jump and allow you to jump up to TEK meters in the air.

## Course of Conditions

**Shielding Beam Cannon**

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

**Prerequisite**: Course of Conditions, **Mending Beam Cannon**

**Cost**: 500 XP

**Expedited for**: Craft

**DC**: 15

This two-handed device locks onto a nearby ally, shooting a beam which coats their exterior in a thin layer of unstable diamond-strong particles which becomes thicker the longer you spend with the beam fixated on it. For each Action spent, this beam grants 5 + WIS temporary HP. After giving out a total of 10 \* TEK temporary HP, the cannon requires a Rest to recharge. This Design may be built only during an Intermission and has a Bulk of 8.

## Course of Damages

**Emergency Extinguishing Explosive**

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

**Prerequisite**: Course of Damages

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 3

This Grenade explodes with a burst of fire-suppressing foam, putting out all fires within a 3 meter radius and removing 3 \* TEK burn damage from all creatures within this radius.

## Course of Wounds

**Vitalizing Shock-Induction Defibrillator**

**Prerequisites**: Course of Wounds, **Shielding Beam Cannon**

**Cost**: 600 XP

**Expedited for**: Craft

**DC**: 12

This handheld device emits a dangerous shock using 2 Actions, in an attempt to bring a Dying adjacent ally back to consciousness and stabilize them. Roll 1d6. If the number rolled is less than or equal to your TEK, the ally stabilizes: they regain consciousness and gain 5+WIS HP; if they gained a Grievous Wound this Round, instead they don't. This can resurrect an ally who died within 1 Round --- in this case, the ally does not gain the last Grievous Wound which killed them. If the number rolled is greater than your TEK, the ally takes 1d6 unavoidable damage ignoring Armor; this may cause a Grievous Wound if the ally has not gained one this Round. This device can be used as a weapon, and deals 3d6+6 electrical damage as a Tinkertech melee attack. After discharging a shock, either as a weapon or medical tool, the **Defibrillator** needs a Respite to recharge. When an ally is revitalized by this device, they are unable to benefit from it again for 24 hours.

## Course of Surroundings

**Handheld Pressurized Extincteur**

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

**Prerequisite**: Course of Surroundings

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 3

This Design can be activated using 1 Action to either extinguish all fire in a 2-wide, 2-long cone or to halve the burning on yourself or an adjacent ally.