Path of the Transport Tinker

*“Wanna see me fly to that cloud and back? Wanna see me do it again?”*

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

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

## Core Abilities

**Jet Clothing**

**Cost**: 300 XP

**Expedited for**: Craft

**Activation**: Passive

*You are constantly experimenting with increasing your speed with various jet-fueled attachments to your gear.*

For every 4 abilities purchased in the Path of the Transport Tinker, increase your Speed by 1.

**Roller Boots**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 3

These boots increase the wearer’s Speed by TEK. This Design cannot be worn with other shoe Designs.

**Driver's Education: Vehicles**

**Cost**: 300 XP

**Expedited for**: Craft

**Activation**: Passive

You are proficient with mounts in the Path of the Transport Tinker and other technological mounts such as airships and submarines.

**Mech Trike**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 6

The **Mech Trike** is a motorized three-wheel open vehicle that can carry up to two people and their equipment. This vehicle has a Speed of 3 \* WIS, an overland speed of 40 mph, and a Bulk of 200, with an additional storage space for 20 Bulk. This Design may be built only during an Intermission. The **Mech Trike** is considered a Small Vehicle mount.

**Jump Pack**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 3

This backpack can be activated with 1 Action to lift the wearer up to TEK meters in the air.

**Steam Buggy**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 10

The **Steam Buggy** is a motorized four-wheel enclosed vehicle that can carry up to four people and their equipment, with an additional storage space for 50 Bulk. This vehicle has a Speed of 2 \* WIS, an overland speed of 30 mph, and a Bulk of 600. This Design may be built only during an Intermission. The **Steam Buggy** is considered a Medium Vehicle mount.

**Pocket Parachute**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 2

This small device weighs 0 Bulk and fits inside most pockets. It can be retrieved and used as a Reaction. When activated, it releases a large canvas which catches air. If used while airborne, this device negates all fall damage by dramatically slowing your ascent. If the device takes any damage, it instead halves all fall damage and breaks after the current use. When using a damaged **Pocket Parachute**, fall damage can be at most half of the wearer's maximum HP.

**Vehicle Pro**

**Prerequisite**: **Driver's Education: Vehicles**

**Cost**: 400 XP

**Expedited for**: Craft

**Activation**: Passive

*Working with vehicles has trained you to get in and out fast.*

You can mount and dismount technological mounts using 1 Reaction or as a Free Action by spending 2 Vim. Additionally, once per Round, you can mount or dismount anything you can craft as a Free Action.

**Mechanical Flippers**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 3

These flippers enable the wearer to swim fluidly through water at a Swim Speed of 2 \* WIS.

**Giga Glider**

**Prerequisite**: **Pocket Parachute**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 4

This ten-foot pole extends canvas wings, like a kite, allowing the user to glide. This slows their descent, negating all fall damage, and allows them to move 3 hexes horizontally per 1 meter height. If the **Giga Glider** or its user takes any damage, the device is broken until it can be repaired using 3 Actions. The **Giga Glider** is considered a mount.

**Escape Repositioner**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 4

This handheld device can be activated as a Reaction, once per Encounter. The user is teleported in a random direction 1d6+3 meters away. If the chosen hex is occupied, the user is moved to the nearest available hex chosen by the GM.

**Unreliable Repositioner**

**Prerequisite**: **Escape Repositioner**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 8

This handheld device can be activated using 1 Action. The user chooses a location within 10 \* TEK meters. The target location must be within line of sight. The user is then transported to a location near that hex, 1d6-1 meters away in a random direction. If the chosen hex is occupied, the user is moved to the nearest available hex chosen by the GM.

**Sky Skiff**

**Prerequisite**: **Mech Trike**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 6

The **Sky Skiff** is a small motorized sailboat that can carry one person and their equipment. This gives the user a Flight Speed of 2 \* WIS. This vehicle has an overland speed of 10 mph and a Bulk of 50. This Design may be built only during an Intermission. The **Sky Skiff** is considered a Small Vehicle mount.

**Lead Foot**

**Prerequisite**: **Vehicle Pro**

**Cost**: 500 XP

**Expedited for**: Craft

**Activation**: Passive

Vehicles you drive have double their Speed and overland speed.

**Steam Pack**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 6

Once per Encounter, this backpack can be activated as a Reaction, emitting steam behind the wearer sending them in any direction up to 2 \* TEK meters ignoring gravity. If a creature is directly behind the backpack when it is activated, they take 2d6 + TEK damage.

**Zip Shoes**

**Prerequisite**: **Roller Boots**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 5

These boots increase the wearer’s Speed by 2 \* TEK. **Zip Shoes** always increase the wearer's Speed by a minimum of half of the crafter's WIS. This Design cannot be worn with other shoe Designs.

**Windsack**

**Prerequisite**: **Steam Pack**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 6

The **Windsack** is a steam-powered backpack which ejects steam to launch the wearer into the air. The **Windsack** is built with attached canvas wings for added agility and aerial maneuverability. This device can be ridden in combat and gives you a Flight Speed of 9 + TEK. However, if the **Windsack** is damaged while operational, it can become unable to turn off, among other possible malfunctions. Anyone who can craft a **Windsack** can equip or unequip one as a Reaction, otherwise it takes 3 Actions.

**Engine Jockey**

**Cost**: 300 XP

**Expedited for**: Craft

**Activation**: Passive

Gain +2 to all Technology checks related to engines, airships, or other transport.

**Navigation Expert**

**Cost**: 300 XP

**Expedited for**: Craft

**Activation**: Passive

Gain +2 to all Intelligence and Wisdom checks made about travel, navigation, movement, or vehicles.

**Hellcopter**

**Prerequisite**: **Sky Skiff**

**Cost**: 500 XP

**Expedited for**: Craft

**DC**: 25

This one-person flying rotorcraft has a Flight Speed of 6 \* TEK and weighs 600 Bulk. The **Hellcopter** is considered a large (occupying a 1-hex radius area) Medium Vehicle mount. The Hellcopter has an overland speed of 30 mph. While inside the **Hellcopter**, attacks against the pilot automatically redirect to the **Hellcopter**. While piloting the **Hellcopter**, you may spend 2 Actions to fire the autoturrets or fire a missile. The autoturrets are a series of TEK attacks. Each of these basic attacks use Wisdom as their weapon attribute and deal 1d6 + DEX damage. The missile also uses Wisdom as its weapon attribute; this is a basic attack that explodes, dealing 3d6 + DEX damage to the target hex and its adjacent hexes. When it reaches 0 HP, the **Hellcopter** explodes, dropping the pilot to the ground (with possible fall damage) and dealing 6d6 damage to the pilot and everything within 3 meters when it explodes. This Design may be built only during an Intermission.

**Armored Hellcopter**

**Prerequisite**: **Hellcopter**

**Cost**: 600 XP

**Expedited for**: Craft

**DC**: 40

This Design is identical to the **Hellcopter** but is considered an Armored Vehicle.

**Junk Buggy**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 10

This mobile trunk is a large (occupying a 1-hex radius area) vehicle with a Speed of 3 and an overland speed of 5 mph. The **Junk Buggy** can hold 50 \* TEK Bulk. The **Junk Buggy** has 0 Armor, 0 Vim, and 100 HP; it regains full HP during Intermissions but cannot otherwise restore HP by any means. In addition to the items stored in the Junk Buggy, you may search it for miscellaneous supplies during a Respite: make a Wisdom check versus a DL set by the GM. On success, you find the item you need and the Junk Buggy loses an amount of HP equal to the cost of the item. If the check is failed by 3 or less, you find a similar, but less useful version of the item needed (decided by the GM) and the Junk Buggy loses an amount of HP equal to the cost of the item.

**Jousting Thrusters**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 12

This Design attaches to any technological mount. Once per turn, when you drive this mount adjacent to an enemy, you may make a Free Action skill strike with an Accuracy of 10 \* WIS; this attack deals an amount of damage equal to the vehicle's current Speed.

**Snacks for the Road**

**Cost**: 300 XP

**Expedited for**: Craft

**Activation**: Passive

This ability may be activated once per day when you travel more than 10 miles in a day, up to WIS times per Rest. You and your allies heal WIS HP and Vim.

## Course of Damages

**Tinkertank**

This ability is not required for the Path Completion Bonus.

**Prerequisites**: Course of Damages, **Hellcopter**

**Cost**: 500 XP

**Expedited for**: Craft

**DC**: 40

This two-person armored war machine has a Speed of TEK and weighs 1800 Bulk. The **Tinkertank** is considered a large (occupying 7 hexes, or a 1-hex radius) Armored Vehicle mount. While inside the **Tinkertank**, attacks against the riders automatically redirect to the **Tinkertank**. Anyone inside the **Tinkertank** may spend 2 Actions to fire the autoturrets, fire a missile, or fire the flamethrower. The autoturrets are a series of TEK attacks. Each of these Tinkertech attacks each deal 1d6 + DEX damage. The missile is a Tinkertech attack that explodes, dealing 3d6 + DEX damage to the target hex and its adjacent hexes. The flamethrower is a Tinkertech attack that creates a line of fire between the **Tinkertank** and a hex exactly 6 meters away; everything in this line takes 2d6 + TEK burn damage. Each weapon type may be fired only once per Round. This Design may be built only during an Intermission.

## Course of Surroundings

**Chainnade**

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

**Prerequisite**: Course of Surroundings

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 1

This barbed sphere Design can be thrown onto a graspable surface as a Grenade. If it hits a ceiling or other sturdy surface that affords swinging, it deploys a TEK-meter (or shorter if you choose) chain which becomes a Swing object. After the Encounter, this Design is destroyed.

**Conveyor Carpet**

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

**Prerequisite**: Course of Surroundings

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 1

This sphere Design can be thrown onto a surface as a Grenade. On impact, it rolls out a conveyor belt TEK meters long (or shorter if you choose) along the direction you threw it which acts as a Pushing object of a speed and direction you choose when throwing the Design. After the Encounter, this Design is destroyed.