Tinkering is the craft of taking components and converting them into usable devices, relics and other pseudo-magical creations. Tinkering is mechanically divided into two categories. Tinkers purchase Crafting Points (CP) which is the raw ability to create goods. Tinkers also purchase skill tiers which is their understanding of Tinkering and ability to create increasingly complex substances.
These are bought independently of each other so it is entirely possible to have someone have a research specialist with Tier 5 Tinkering but does not have enough production to make more than the most simple of substances. It also allows for someone to have very high PP and low tier which would be more like a factory worker or commercial Tinker who can turn out extremely high quantities of basic products.
A Tinker's Tale
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.
|Tier||XP||Title||CP Cost||CP Range||Description|
|1||5||Adept of the Form||2XP ea||1-10|
Traps and locks begin to enshrine the theory of moving parts working together. Also, Adepts are able to craft focuses that contain raw power. This includes Sorcerer’s Scales and Wizard’s Channeling Blocks.
|2||10||Adept of the Will||3XP ea||11-20|
Adepts can create unique items such as treasure boxes, books and glyphs that have protectives and defenses. Also, Adepts of the Will have learned to engrave these patterns of magic into basic relics used by Relic Wardens.
|3||15||Master of the Form||4XP ea||21-30|
The Tinkerer can now create rings, necklaces and bracelets that carry a multitude of effects. Protectives and defenses can be stored in jewelry.
|4||20||Master of the Will||5XP ea||31-40|
The student has learned the will to survive is one of the strongest and gains the ability to work with cloth as if it were more substantial and weave magic into its very threads as well as learning much more intricate patterns of relics.
Tinkers can now apply their crafts to buildings, statues and even living trees and animals. The Tinkerer has mastered even the most complex patterns for relics.
|Thieves Tools||1||3||Allows the attempting picking a lock or disarming a trap. Both must be done in-play.|
|Reinforced Chest (w/lock)||2||2||Chest with attached lock must be unlocked or broken with a Strength effect. If broken everything inside takes a Break effect.|
|Torches||1||1||Single-use Light effect. 1 hour.|
|Lantern||3||3||Consumes Alchemy oil to work as a Light. Each oil grants 1 Light effect for 1 hour.|
|Door Bar||3||2||Door is blocked requires a Strength effect to break in or be opened from the inside.|
|Door Lock||4||4||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||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||Sounds an alarm when the trap is tripped.|
|Blow Dart Trap||3||3||Shoots a dart at the designated target when the trap is tripped.|
|Crossbow||8||5||A single shot crossbow (darts are included without a separate tag).|
|Blow Dart Gun||3||3||A blow dart gun (darts are included without a separate tag).|
|Basic||2||1||Basic Healing Kits are the bare bones minimal tools needed to stop bleeding.|
|Common||6||3||Common Healing Kits are able to rapidly speed up recovery and as such they are a little more complex.|
|Complex||12||5||Complex Healing Kit should have multiple needle and thread, gauze, hemostats, scissors, a watch, cloth, and tourniquet, at a minimum.|
|Air||0||3||3 Mithril, 5 Clear Quints||Air Wizard Blocks|
|Earth||0||3||15 Brown Quints||Earth Wizard Blocks|
|Fire||0||3||3 Slag Iron, 5 Clear Quints||Fire Wizard Blocks|
|Light||0||3||15 Clear Quints||Light Wizard Blocks|
|Shadow||0||3||3 Obsidian, 5 Brown Quints||Shadow Wizard Blocks|
|Water||0||3||15 Blue Quints||Water Wizard Blocks|
|Air||5||3||2 Mithril, 10 Clear Quints||2 Air Repel, Shatter: 1 Haste|
|Earth||5||3||20 Brown Quints||1 Earth Shell 2, Shatter: Earth Shell 4|
|Fire||5||3||2 Slag Iron, 10 Clear Quints||2 Fire Shard 1, Shatter: 1 Fire Shard 3|
|Light||5||3||20 Clear Quints||1 Heal Wound 1. Shatter: Heal Wound 4|
|Shadow||5||3||2 Obsidian, 10 Clear Quints||2 Shadow Torment, Shatter: Betrayal|
|Water||5||3||20 Blue Quints||2 Water Hobble, Shatter: Snare Body|
- MU: The material cost of components and supplies in copper pieces.
- CP: Crafting Points