A description here that tells the story of the subclass, and how it's used in the world of Ananke.
Who Will Enjoy: Being a mad tinkerer with a pile of gears and wires
Cross-Subclass: A Description of what the subclass pairs well with.
9 to 5 [Slotted Ability]: 2 Spirit: Area Core Fire 3 Repel
Workaholic: 3e: Resist Explosion, See Staff.
Married to the Job: Spend 30 Seconds Focusing, Packet Delivery, Sunder Machine
1 Minute inspecting and tinkering with a Gun or Bow. You may remove a [Malfunction] from that item. At base, all Tinker items you create have room for 1 [Malfunction] Point.
Inspect Machine: You may spend 5 Minutes examining a mechanical or technological object, to bid your rank in Tinkerer of questions about the object.
Mechanical Power: You may choose a single Roleplay Effect from the Effects List of your Skill Level. Use of this Effect will give the Item a [Malfunction] Point. Effect is Roleplay X where X is that Roleplay. [Malfunction] be removed through your basic skill.
Things that Go Boom: Flip a Coin: On Heads, On Heads you may gain the effect of Good Luck while working on an object. On Tails, you gain the effect of Bad Luck..
Experimentation: 1 NPC Shift, 5 Metal: You can attempt to learn a new Rank 1, 2, or 3 Recipe through tinker experimentation. It will usually result in strange items.
Explosive Malfunction: You may intentionally detonate any item with 1 or more Malfunction Points remaining. This will disintegrate the item. Each point spent creates an exponentially larger effect. Bid to Staff
Versatility: You may spend 1 Minute with a Gun or Bow, and gain a [Malfunction]. For the next encounter or until that [Malfunction] is removed, it may fire any element you specify. (Fire, Ice, Shock, etc).
Experimental Tech: You can spend 1 Time Unit, and Increase the [Malfunction] Points of an Item you make by 1. This can be used to either increase the points of a boon, or add an additional boon. This does not Stack with Itself.
Scrounge and Scrap: 1 Time Unit or 3 Focus: You may recycle up to 5 Items into their base components. Half of the Materials will be lost in the process.
Machining: 1 Empowered Metal, on Item Creation you may pick a Solid Effect instead of a Roleplay Effect, or increase the uses of the Roleplay Effect by one before gaining a [Malfunction].
Advanced Repairs: 1 Focus or 15 Minutes Roleplay: Restore All Checks to a Target Tinker Item.
Arkelith Project: 1 Time Unit; You may bank a number of Focus Towards an Advanced Project. Have Staff Sign off on it. The Item is Considered "In Creation". This may only be done once per Item, but allows someone to construct a powerful Item over a slightly longer period of time..
Sturdy Frame: 2 Focus: Upon Item Creation you may Add 1E: Resist Break or Resist Shatter or Resist Destroy. This may be done multiple Times..
Mind over Substance: 1 Time Unit: Increase the [Malfunction] Points of an Item you make by 1. This does not Stack with Itself. You may spend 15 Minutes and 1 Focus to modify an existing item you created and exchange a Roleplay effect for another Roleplay effect of the Same Level, or a Solid Effect for another Solid Effect of the Same Level.
Ancient Mimicry: You may lean an Ancient Era Schematic and produce modern variants. See Staff for this Recipe.
Trigger Lock: 100 Lunans; Upon Item Creation: You may enchant an Item with: "This Item Can Only be Used by X" where X is a Name, Species, Class, or some Combination thereof.
Bolts; 1 Focus, 1 Metal
[Tinker Ingredient]
Basic Ranged Weapon: 1 Focus, 2 Metal
Mundane Gun, Crossbow, or Bow. This cannot have any Malfunction Points.
Tinker Kit: 2 Metal
1 Use: Remove 1 [Malfunction]
Pitch Ammo: 1 Focus, 1 Metal
3 Use: For the Rest of the Encounter you may call a "Fire" Modifier on your Ranged Weapon.
Bomb: 1 Focus, 1 Metal
[Tinker Only] You may bid this in creative ways, or call Area Fire 1.
Frame: 2 Focus, 2 Metal
[Tinker Ingredient]
Advanced Weapon: 2 Focus, 5 Metal
Gun, Crossbow, or Bow
Specialty Subclass Tools: 3 Focus, 1 Bolts, 10 Metal
[Subclass Specific] You may add a Specialty to a Subclass Tool: "Powered", "Heavy Duty", "Precision", "Ergonomic". These may be bid and accomplish different effects.
Boltgun: 3 Focus, 10 Metal, 4 Bolts
[Tinker Only] This Ranged Weapon counts as both an Advanced Weapon, and a Tinker Subclass Tool.
Lockpicks: 3 Focus, 2 Metal
3 Uses: Roleplay 2 Minutes, Unlock Mundane Lock.
Workshop Improvements: 1 Time Unit
You may contribute 3 Improvement Point to your Workshop Building.
Gear: 2 Focus, 2 Metal
[Tinker Ingredient]
Big Wrench: 1 Focus, 1 Frame, 3 Bolts
[Tinker Only] This Melee Weapon counts as both an Advanced Weapon, and a Tinker Subclass Tool.
Machine Oil: 1 Focus, 2 Metal
[Tinker Only] 3 Use: Can be used to attempt to unstuck jammed mechanical devices, or bid to make a machine work better. Can also be used creatively in traps.
Polish: 1 Focus, 2 Metal
3 Use: 1 Minute Roleplay, Imbue Resist 1 Malfunction. Lasts until end of Encounter.
Honeycomb Frame: 4 Focus, 1 Advanced Weapon, 2 Frame, 2 Bolt, 1 Rare Material
You may reduce the items total checks by 1, and gain 1 [Malfunction] point.
Circuitry: 3 Focus, 3 Metal
[Tinker Ingredient]
Airship Component: 1 Focus, 4 Gear, 2 Frame, 4 Bolt
1 Airship Component. Used to upkeep or build Airships.
Concussive Ammo:1 Focus, 1 Metal
[Tinker Only] For the Rest of the Encounter you may call a "Shove" Modifier on your Ranged Weapon.
Seaforium: 1 Focus, 4 Metal, 4 Plant, 4 Stone, 1 Frame
You may bid this in creative ways, or call Area Fire 5.
Design Library: 1 Focus, 5 Metal
You may contribute 1 Improvement Point to your Workshop Building.
Crystal Core: 1 Time Unit, 1 Focus, 10 Crystal, 1 Frame.
[Tinker Ingredient]
Work Frame: 4 Focus, 1 Time Unit, 5 Frame, 10 Bolt, 4 Gear, 2 Circuitry
You may equip a single location with a mechanical frame meant to augment the user's strength. This may explicitly be used to replace missing limbs.
Mechanical Device: 5 Focus, 2 Circuitry, 2 Bolts, 2 Frame, 2 Gear
Trinket: Given a Unique Boon by Staff upon Creation based on the prop. Has 1 Additional Malfunction point.
Mechanical Improvement: 6 Focus, 8 Frame, 4 Gears, 2 Circuitry, 8 Bolts
Upgradeable Subsite. You may create a Subsite that can be used as a basis for a large scale town project or improvement that is mechanical in nature.
Reality Core: 1 Worldheart Gem
Can be used to Reactivate ancient tech equipment
Roleplay:
Anger, Joy, Patience, Attentiveness, Stubbornness, Confusion, Clearheadedness, Carelessness, Nauseous, Tired, Narcissism, High Mindedness, Lustful, Emotional, Overcompensating, Cheerfulness, Evasiveness, Honesty, Helpfulness, or Righteousness
Solid:
1E: Steal Spirit 1, Quick Charm Strike, Quick Berserk Strike, Quick Fear Strike, or Undead Modifier Strike, Silver Strike, Steal Blood 1, Blood Strike, or Aberrant Modifier Strike, 1E: Poison Strike, Trip Strike, Stagger Strike, Shove Strike
Roleplay:
Skittishness, Embarrassment, Discouraged, Daring, Apathetic, Awe, Relaxed, Confident, Successful, Amused, Respectful, Jealous, Inferior, Thankful, Insignificant, Steadfast, Sarcastic, Faithful, Important, or Proud
Solid:
Blood Pool+1, Spirit Pool+1, Strength Pool+1, Willpower Pool+1, Armor Pool+1, 1E: Resist Teleport
Roleplay:
Wonderment, Inquisitiveness, Awestruck, Idiocy, Calm, Serenity, Wrath, Greed, Mischievous, Erudite, Unyielding, Remorseful, Frustration, Anxious, Playful, Heroicism, Content, Guilty, Submissive, or Hopeful
Solid:
1E: Flight 10 Steps, Skitterflit 10 Steps, Dodge with Trip, Repel Strike, or Attract Strike, 1E: Sunlight Strike, Holy Spike, Blind Strike, Slow Strike, or Undead Modifier Strike, 1E: Restore Blood 2, Steal Spirit 1, Freeze Limb Strike, Resist Stagger, 1E: Block, Shock Spike, Ice Resist, Psychic Strike, or Outsider Modifier Strike
Roleplay:
Visual Hallucinations of Your Description, Audial Hallucinations of Your Description
Solid:
1E: Scrye, Correspondence, Othersense Hidden Objects, Remove Invisible, or Spirit Modifier Strike, 1E: Elemental Resist, Elemental Spike, Armor Pool+2, Flight 1 Encounter, or Draconic Damage Modifier, 1E: Shatter Resist, Break Resist, Destroy Resist, Void Spike, or Knockout Strike, 1E: True Blood 1, True Silver Spike, Fear Aberration Strike, Sever Strike, or Exhaustion Strike
Roleplay:
Create a Roleplay Effect
Solid:
1E: Resist Corruption 1, Ability Slot+1, Resist Timestop, Timestop Allies Can Move 3, or True Strike, 1E: Level Based Item Ability (See Staff), Soul Harnessing Based Ability (See Staff), 1E: Void Spike, Shroud 5 Steps, Core 25 Aberration Strike, Resist Exhaustion, or Core Knockout, 1E: Holy Spike, Core Berserk, Destroy Strike, Commune With Deity, or Augury: Is this a Good Idea