Tinker

=TINKER [-3]=


 * Description:** As per Thaumaturgy, except:


 * Skills Affected:** Tinker relies on 3 primary skills: Scholarship (knowledge of science, replaces Discipline), Capes (knowledge of powers, replaces Conviction), Craftsmanship (ability to build devices, determines maximum Focii bonus).

Power 0: About the size of a Microchip Power 1-2: a Ring Power 3-4: a Handgun Power 5-6: a Rifle Power 7-8: a Rocket Launcher Power 9-10: a Torpedo Power 11+: a Tank
 * Devices** (Enchanted Items) follow the rules for focus items on size.
 * Offensive devices may only be used with Fists, Guns, or Weapons as appropriate, specified upon the item's creation.
 * The Tinker may choose what defence works vs. the item, as thematically appropriate between: Athletics (can be dodged), Endurance (affects the body directly), or Discipline (mental effect, only applies to damage effects if 'Inflict Mental Stress' is chosen).
 * Unlike Enchanted Items, an exhausted Tinker device cannot be fuelled by taking Mental Stress damage. They can, however, be recharged any time the Tinker has a place to do so and 10 minutes per point of Power of time to recharge or at the End of a Session as usual. See Batteries.

__Device Creation__


 * Complexity:** Devices have Complexity points equal to the Scholarship skill of its creator. Complexity can be spent on the following abilities:

- Element (Fire/Water/Earth/Air/Force) [0 pt.] - Can be easily used by others+ [1 pt.] - Encryption (Only works for certain people)+ [1 pt.] - Built-in Tracker [1 pt.] - Size Decrease [1 pt.] - Element (non-standard) [2 pts.] - Increase in Frequency [2 pts.] - Inflicts Mental Stress [3 pts.] + Normally, anyone can use non-encrypted Tinker Devices with a Scholarship roll = to its Complexity.


 * Power:** Devices have Power points equal to the Capes skill of its creator. Power can be spent on the following abilities:

- 1 Shift of Effect (Damage, Block, Skill Replacement) [1 pt.] - 1 extra round of Duration (to non-Damage effects) [1 pt.] - Area of Effect [2 pts.] - Selective [1 pt.] - 1 Shift of Armor [2 pts.] - 1 Aspect [3 pts.] - Status Effect [2 pts. per Refresh worth]++ ++See Affliction


 * Frequency:** All items have a base Frequency equal to the Craftsmanship bonus of its creator.


 * Focii:** A Tinker can craft Focii to help them in their work. These follow the same rules as the DFRPG except 1) if they wish to craft tools to help them with Devices they may choose Crafting Power, Complexity, or Frequency and 2) the maximum bonus they can gain from a Focus is limited by their Craftsmanship skill (instead of Lore). Focii follow the above chart for size, except each power is worth a rank in size (at +1 their tools are the size of a Ring, +2 is the size of a handgun, and so forth). Focii of significant assistance/size are often full-on laboratories.


 * Specialization:** Specialization is not available for Tinkers, the +1 bonus a spell caster with Thaumaturgy would normally get does not apply.


 * Batteries:** A Tinker may use 1 Device slot to create a battery to power other Devices. This can be used to give number of extra uses equal to the Tinker's Frequency and follows all the other rules for Frequency and Complexity (size, encryption, potential additional Frequency, etc...). It takes 1 full action to load a device with a new battery. Batteries are recharged like normal Devices.

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