Bard Simon notes on “A Theory on Tinkerers like Draken

Magic is many things to many people, most likely magic can only best be understood by the mind of its worker.”  At least, that is what a great number of mages say when trying to explain how each of them manage to accomplish similar tasks with different methods. There are a few however, that seem to have a knack for understanding exactly what magic wants to do within the realms of nature itself. Being able to control these circumstance and patterns has allowed Tinkerers to make some of the greatest creations of the Magical Age. What is a tinkerer? If forced to narrow it down to a core concept, it is one who understands the desires of magic at its core – and understanding what magic wants to do rather than what you want to do with magic opens an entirely new level of power that few will ever experience.

The tinkerers domain goes far and wide, from crafting the magical tools and weapons of many casters to creating odds and ends with a nearly limitless number of effects. Protectives and spells fall into their domain as well – no, nothing as dull as as swords and armors. Magic woven into patterns of metals and gems in adorning necklaces may appear quite beautiful, all the while containing protectives as strong as a suit of armor or spells as dangerous as a dragon’s breath.  Many of these wondrous items in legends are attributed to an Elven tinkerer named Draken Long Tips. Some of his most famous crafts include the Ivory Throne of Altera, and the Phoenix Saddle of Sophia Ironbane.

Cost Summary

Tier Title CP Cost CP Range
1 Adept of the Form (5 XP) 2 XP each 1-10
2 Adept of the Will (10 XP) 3 XP each 11-20
3 Master of the Form (15 XP) 4 XP each 21-30
4 Master of the Will (20 XP) 5 XP each 31-40
5 Shaper (20 XP) 5 XP each 41-50
Tier 1 (Adept of the Form, 5 XP)
Tier 2 (Adept of the Will, 10 XP)
Tier 3 (Master of the Form, 15 XP)
Tier 4 (Master of the Will, 20 XP)
Tier 5 (Shaper, 20 XP)

Production Chart

Tinkered Items MU CP Value Descriptions
Thieves Tools 1 3 0.7 Allows the attempting picking a lock or disarming a trap. Both must be done in-play.
Reinforced Chest (w/lock) 2 2 1 Chest with attached lock must be unlocked or broken with a Strength effect. If broken everything inside takes a Break effect.
Torches 1 1 0.2 Single-use Light effect.
Lantern 3 3 2 Consumes Alchemy oil to work as a Light. Each oil grants 1 Light effect.
Door Bar 3 2 2 Door is blocked requires a Strength effect to break in or be opened from the inside.
Door Lock 4 4 3 Door is locked can only be open with a key or a Strength effect. Comes with 2 keys. Additional keys can be made for 1 MU and 1 PP.
Trapped Lock 6 6 5 If the thief fails to pick the lock in 1 minute then they stored poison inside the lock takes effect.
Trip Wire Trap 3 2 1 Sounds an alarm when the trap is tripped.
Blow Dart Trap 3 3 3 Shoots a dart at the designated target when the trap is tripped.
Weapons MU CP Value Descriptions
Crossbow 8 5 5 A single shot crossbow (darts are included without a separate tag).
Blow Dart Gun 3 3 2.5 A blow dart gun (darts are included without a separate tag).
Healers Kits MU CP Value Descriptions
Basic 2 1 .3 Basic Healing Kits are the bare bones minimal tools needed to stop bleeding.
Common 6 3 1.2 Common Healing Kits are able to rapidly speed up recovery and as such they are a little more complex.
Complex 12 5 4 Complex Healing Kit should have multiple needle and thread, gauze, hemostats, scissors, a watch, cloth, and tourniquet, at a minimum.
  • MU = The material cost of components & supplies in copper pieces.
  • CP = Crafting Points
  • Value in SP (Silver Pieces) each