Path of the Construction Tinker

The Path of the Construction Tinker provides blueprints for builders, makers, and producers.

**Requirements:** Over Here! (Tinker), Tinker's Training (Tinker), Base Course Set

**Path Completion Bonus**: +1 Technology

## Core Abilities

**Combat Fortifications**

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

**Cost**: 400 XP

**Expedited for:** Craft

**Activation**: 2 Actions

You carry with you a cube of metal that normally weighs 0 Bulk and fits in your hand, but when you activate this ability, it expands into a shield wall. The wall is a line of defense 2 meters tall and up to TEK meters long (chosen when this ability is activated). The wall can be placed anywhere so long as one hex is adjacent to you. The wall can be used as Cover. Each hex of the wall has 3 \* TEK HP, 0 Vim, and 2 \* TEK Armor. Your **Combat Fortifications** are repairable with your All-In-One Ratchet (Beginner) if they become damaged.

**Activate Object**

**Cost**: 400 XP

**Expedited for:** Craft

**Activation**: 1 Action, 3 Vim

*A tinker works with what she's got.*

You manipulate an adjacent object into one hex of an appropriate Environmental Object. For example, this can turn a forest floor into Low Cover, or make a hex rough or slippery, or turn a broken automaton into an explosive.

**Slip Spread**

**Cost**: 400 XP

**Expedited for:** Craft

**Activation**: 1 Action, 2 Vim

You spray a slippery liquid. Choose a target hex within TEK meters. That hex and all adjacent hexes become slippery.

**Bag of Nuts**

**Cost**: 400 XP

**Expedited for:** Craft

**Activation**: 1 Action, 2 Vim

You roll out a bag of nuts and bolts. Choose a target hex within TEK meters. That hex and all adjacent hexes become rough terrain.

**Tarball**

**Prerequisite**: **Bag of Nuts**

**Cost**: 500 XP

**Expedited for:** Craft

**Activation**: 1 Action, 1 MP

You spray a sticky, goopy liquid. Choose a target hex within TEK meters. That hex and all adjacent hexes become very rough terrain.

**Pump Gun**

**Prerequisite**: **Tarball**

**Cost**: 600 XP

**Expedited for:** Craft

**Activation**: Passive

**Slip Spread**, **Bag of Nuts**, and **Tarball** gain +3 meters of Range. Additionally, when you use one of those abilities, you can choose to decrease the effect to just the target hex or increase it to a radius of 2 meters around the target hex.

**Wind Turbine**

**Cost**: 400 XP

**Expedited for:** Craft

**Activation**: 1 Action, 1 MP

You deploy a windy device in an adjacent empty hex. The **Wind Turbine** has 5 HP, 0 Vim, and 5 \* TEK Armor. The **Wind Turbine** counts as Thin Cover and a Pushing object that pushes creatures in the hex directly in front of it up to TEK meters (chosen when constructed).

**Pea Turret**

**Cost**: 400 XP

**Expedited for:** Craft

**Activation**: 1 Action, 1 MP

You deploy a turret automaton in an adjacent empty hex. At the end of each of your turns, the **Pea Turret** fires at the nearest enemy within 12 meters with an Accuracy of 10 \* TEK and deals 1d6 + TEK damage. The **Pea Turret** has 5 HP, 0 Vim, and 10 Armor.

**Bang Turret**

**Cost**: 400 XP

**Expedited for:** Craft

**Activation**: 1 Action, 1 MP

You deploy a turret automaton in an adjacent empty hex. At the end of each of your turns, the **Bang Turret** fires a sparking distraction at the nearest enemy within 30 meters. The target loses 1 Alert. The **Bang Turret** has 5 HP, 0 Vim, and 10 Armor.

**Puppet Parrier**

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

**Prerequisites**: Parry (Explorer), **Wind Turbine**

**Cost**: 500 XP

**Expedited for:** Craft

**Activation**: 1 Action, 1 MP

You deploy a standing automaton in an adjacent empty hex. When a hostile melee attack is declared within 1 meter of the **Puppet Parrier** (that is, either the attacker or the target is adjacent to the **Puppet Parrier**), the automaton attempts to Parry (Explorer) the attack as a Free Reaction that costs no Vim. The Accuracy of this Parry is 10 \* TEK. If the Parry fails, the attack continues as if no Parry was attempted. The **Puppet Parrier** has 5 HP, 0 Vim, and 10 Armor.

**Violet Ray Turret**

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

**Prerequisites**: **Wind Turbine**, Violet Ray Setting (Energy Tinker)

**Cost**: 500 XP

**Activation**: 2 Actions, 3\* MP

You deploy a turret automaton in an adjacent empty hex. At the end of each of your turns, the **Violet Ray Turret** fires an electrotherapeutic beam at the nearest injured ally within 6 meters. This emittance uses a high voltage low current pulse which grants the target +TEK HP and -X Vim, where X is the number of times the target has been hit by Violet Rays since the last Rest (including this time). The **Violet Ray Turret** has 5 HP, 0 Vim, and 10 Armor. When deployed, the turret can be configured to target any nearest creature, not just injured allies. This ability costs 1 less MP for each **Violet Ray Setting** in your Bluespace (min. 0).

**Arcanoelectric Dome**

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

**Prerequisites**: **Wind Turbine**, Magitek Training (Artificer)

**Cost**: 500 XP

**Expedited for:** Craft

**Activation**: 2 Actions, 3 MP

You deploy a device in your own hex which emanates an arcane electromagnetic field in a radius of 2 meters. When a hostile attack passes through the dome's radius targeting an ally (including yourself and all allied constructs), the target may apply 1 Alert to the attack immediately. Once activated, the **Arcanoelectric Dome** cannot be dismissed or destroyed but dissipates at the end of the Encounter.

Scatter Mine

Scatter bomb Already implemented?

Cost: 300 XP

Expedited for: Craft

DC: 3

This Grenade deals 1d6 damage three times to the target and everything within 2 meters.

maybe make as a mine / trap instead

TODO

gimmick: quick construction that spends DC

* Build shelter
* Automated security system; mechanical wards
* Bonus to checks for construction, repair, deconstruction
* Assistive and defensive constructs, large and bulky