Path of the Tinker

The Path of the Tinker begins your journey as a skilled engineer. This Path is recommended as a starting place for engineering-focused characters, recommended for characters with high TEK or INT, with WIS and DEX as secondary Attributes.

**Requirements:** All-In-One Ratchet (Beginner)

**Path Completion Bonus:** +1 Intelligence OR +1 Technology (whichever is lowest)

## Core Abilities

**Bear Trap**

**Cost**: 200 XP

**Expedited** **for**: Finesse, Craft

**Activation**: 1 Action

When you purchase this ability, gain TEK **Bear Traps**. Using this ability, you set down a **Bear Trap** in an adjacent empty hex. Enemies who move into the trap's hex take 3d6 unavoidable damage and their Move action ends. The trap breaks upon usage. You may carry up to TEK **Bear Traps** at a time; each one weighs 1 Bulk. You can craft traps freely during an Intermission.

**Tinker's Toolbelt**

**Cost**: 200 XP

**Expedited** **for**: Craft

**Activation**: Passive

*Your utility belt is chock-full of useful gadgets.*

When you take this ability, choose three of the following Equipment. Gain your chosen items; they have 0 Bulk. If you lose these items, you regain them during Intermissions. Carrying multiples of an item costs Bulk as normal.

* Cooking Kit
* Crowbar
* Flint and Steel
* Grappling Gun
* Lantern
* Pickaxe
* Rebreather
* Spyglass

**Forge Onward!**

**Unlocks**: Path of the Blacksmith

**Cost**: 200 XP

**Expedited** **for**: Craft

**Activation**: Passive

*You are trained in crafting your own parts from raw metals. The practice has increased your endurance with a hammer.*

When you attack with a melee weapon that uses Strength as its attribute, you gain +3 to damage rolls.

**Highly Unstable Gum (H.U.G.)**

**Cost**: 200 XP

**Expedited** **for**: Craft

**Activation**: 2 Actions

This ability is usable once per Rest. You attach a sticky explosive to a weapon or ammunition on your person or adjacent to you. When the explosive gum is used in an attack, it deals an extra 4d6 damage and breaks the weapon or ammunition it was attached to. The gum explodes after approximately one minute if not used.

**Engineering Pockets**

**Cost**: 200 XP

**Expedited** **for**: Craft

**Activation**: Passive

Gain 5 Bulk of Carrying Capacity.

**Minor Tinkering**

**Cost**: 200 XP

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

**Activation**: 3\* Actions

You can perform minor technological tricks, including but not limited to: re-purposing tools, activating objects from 12 meters away, disabling or enabling mundane technology, setting nearby flammable objects on fire, or creating dim light within 3 meters of yourself. If you have the Gift of Craft, this ability can be activated with only 1 Action. Only one **Minor Tinkering** effect can be active at a time (or three for those with the Gift of Craft). **Minor Tinkering** cannot fix broken or damaged objects or technology.

**Magnetic Slug**

**Cost**: 200 XP

**Expedited** **for**: Craft

**Activation**: 2 Actions, 3 Vim

Make a ranged skill strike which uses Wisdom as its weapon attribute and has a range of 12 meters. This attack deals 2d6 damage and gains +30 Accuracy against targets wearing metal. On success, the target must succeed a DL 11 + TEK check or be moved 3 meters toward you or away from you (your choice).

**Territorial Undertow Gravity Recombobulator (T.U.G.R.)**

**Cost**: 200 XP

**Expedited** **for**: Craft

**Activation**: 2 Actions, 1 MP

You deploy a device on a hex anywhere within DEX meters. This device manipulates electromagnetic fields in an erratic, oscillating manner which disrupts and confuses foes, causing all creatures within TEK meters of the device to take a -30 Accuracy penalty. This effect stacks with multiple **T.U.G.R.**s. The device may be targeted by attacks and is destroyed if it takes any damage. The T.U.G.R. breaks at the end of the Encounter.

**Shocking Strike**

**Cost**: 200 XP

**Expedited** **for**: Craft

**Activation**: Attack, 2 Vim

You electrocute an enemy while making a melee attack. This attack deals an additional TEK damage and 4 Vim damage.

**Tinker’s Training**

**Cost**: 200 XP

**Expedited** **for**: Craft, Finesse, Mind

*The Tinker has a knack for ticking knick-knacks.*

Your mind stores complex designs in a visuospatial blueprint called your **Bluespace**. Your Bluespace is equal to your Intelligence squared (min. 0). Building and maintaining a Design from the **Path of the Tinker** and subsequent paths use up an amount of your Bluespace equal to its **Design Complexity** (**DC**). This DC is used up for each copy of a Design constructed. A Design must be in your Bluespace to be constructed. A constructed Design removed from your Bluespace has a 100% chance to fail when its abilities or bonuses are needed. This doesn’t destroy the Design; when the Design is returned to your Bluespace, it functions fully. You can swap Designs in and out of your Bluespace during a Rest by studying your design specifications. Unless otherwise specified, you can craft any Designs (and any number of them) during a Rest. When a Design uses an Attribute, refer to the Attribute of the creature using the design, even if they didn’t make it. If a design is consumable, however, such as ammo or drinks, refer to the Attribute of the tinker who made it. Designs may be crafted only during Rests and Intermissions. Many Designs are made to be collapsible or otherwise lightweight. When a Design is not equipped, attached to another Design, or otherwise in use, it has an amount of Bulk equal to its DC.

**Tinker’s Armor**

**Prerequisite**: Tinker's Training

**Unlocks**: Path of the Armor Tinker

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 1

*You have built yourself a set of armor out of scrap.*

This armor has no Burden and TEK Armor. Only you can wear it. If this armor is damaged, you can repair it fully using 3 Actions.

**Explosive Charge**

**Prerequisite**: Tinker's Training

**Unlocks**: Path of the Artillery Tinker

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 1

This explosive charge can be set in an adjacent hex using 1 Action. You can remotely detonate this charge using 1 Action, or if it is dealt any damage it will explode. The explosion deals 3d6+TEK damage with 10 times TEK Accuracy in a 1 meter radius.

**Clockwork Dummy**

**Prerequisite**: Tinker's Training

**Unlocks**: Path of the Automaton Tinker

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 2

This humanoid-like automaton can be built to simulate a single action such as rowing or mining in addition to basic actions such as standing or sitting. The **Clockwork Dummy**'s actions can be remotely controlled from up to 5 \* TEK meters away using 1 Action per Action of the **Clockwork Dummy**. It rolls 7 + TEK on checks made to perform its action well and requires a Perception or Wisdom check DL 11 + TEK to be noticed as an automaton. The **Clockwork Dummy** can be used to set up an ambush, rigged with an explosive such as **Explosive Charge**, or other creative uses.

**Gristan Army Knife**

**Prerequisite**: Tinker's Training

**Unlocks**: Path of the Gadget Tinker

**Cost**: 300 XP

**Expedited for**: Craft

*This compact multi-tool includes a spring-l**oaded folding knife, a firesteel, pliers, a comb, a corkscrew, simple lockpicking tools, wire cutters, a toothpick, three wrenches, scissors, and several other useful tools. All in the convenience of your pocket!*

Gain +2 to all checks which would benefit from mundane small tools like pliers, lockpicks, tweezers, and so on. This ability stacks with similar benefits.

**Wheeled Heel Exercise Enhancers Located Inside External Shoes (W.H.E.E.L.I.E.S)**

**Unlocks**: Path of the Transport Tinker

**Cost:** 300 XP

**Expedited for**: Craft

**DC:** 2

*"You'll be the coolest middle-schooler in the guild."*

On your turn while wearing this Design, you may spend a Reaction to move up to TEK hexes. You may wear this in addition to other shoe Designs.

## Gift Exclusives

**Tinker’s Brilliance**

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

**Prerequisites**: Gift of Craft, Tinker's Training

**Cost**: 300 XP

**Activation**: Passive

A constructed Design removed from your Bluespace has only a 50% chance to fail when its abilities or bonuses are needed.

**Thorough Understanding**

**Prerequisites**: Gift of Craft, Tinker's Brilliance

**Cost**: 400 XP

**Activation**: Passive

Your Intelligence is increased by 1 for the purpose of your Bluespace.

## Course of Heroism

**Adroit**

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

**Prerequisite**: Course of Heroism

**Cost**: 300 XP

**Expedited** **for**: Craft

**Activation**: Passive

Once per Encounter, any ability you use may cost 1 fewer Action for each time you are Supported. If this would reduce the ability to 0 Actions or less, it instead costs 1 Reaction.

**I Hope This Works!**

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

**Prerequisites**: Course of Heroism, **Tinker's Training**

**Cost**: 300 XP

**Expedited** **for**: Craft

**Activation**: Passive

Once per Encounter when you are Supported, you may successfully use a constructed Design that has been removed from your Bluespace (this Design has 0% chance to fail for this use).

**Handy Friend**

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

**Prerequisites**: Course of Heroism, **Tinker's Training**

**Cost**: 300 XP

**Expedited** **for**: Craft

**Activation**: 1 Action, 2 Vim

*"Now where did I put that remote controller..."*

Until the start of your next turn, any ally using a Design you made may use your TEK, DEX, or WIS bonus to operate it in place of theirs. When this effect triggers, the triggering ally is Supported.

**You Have My Trap**

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

**Prerequisites**: Course of Heroism, **Bear Trap**

**Cost**: 300 XP

**Expedited** **for**: Finesse, Craft

**Activation**: Passive

Whenever an ally moves through a Trap you placed, they are Supported. Additionally, your Traps deal an additional 1d6 damage for each time you are Supported.

**You Have My Spanner**

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

**Cost**: 300 XP

**Expedited** **for**: Craft

**Activation**: 1 Action

Until the start of your next turn, allies who use Designs you made are Supported and gain +1 to rolls made using your Designs.

## Course of Combat

**Over Here!**

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

**Prerequisite**: Course of Combat

**Cost**: 300 XP

**Expedited** **for**: Craft

**Activation**: 2 Actions

You create a distraction on a hex within 12 meters. Creatures on or adjacent to the distraction lose 1 Alert and are threatened.