• Requirements: Smarts d6+

  • Arcane Skill: Repair (Smarts)

  • Starting Powers: Any two from the list below.

  • Power Points: 15

  • Available Powers: Blind Bolt, blast, burst, confusion, damage field, darksight, Deflection, detect/conceal arcana, entangle, Environmental Protection, farsight, fly, light/darkness, Lock/Unlock, slumber, stun, wall walker .

  • Weird Science: Mad Tinkerers may take Edges that require Arcane Background (Weird Science).

  • Critical Failure: A tinkerer who rolls a Critical Failure when activating a device must roll on the Malfunction Table to see what happens.

  • Powers are Devices: A tinkerer’s powers are expressed entirely through devices, such as foldable wings for the fly power, goggles for darksight or farsight, or a flintlock pistol for bolt.

    Tinkerers can give their devices to others, allowing them to “cast” them using the tinkerer’s Repair skill as their own (the ally gets a Wild Die only if they’re also a Wild Card). This uses the tinkerer’s Power Points as usual, and treats the ally as the caster for purposes of Range and the like. Allies may not use Power Modifiers when using the inventor’s devices as they don’t know how to properly “tinker” with them.

  • Lost Devices: If an enemy takes away a tinkerer’s device, any powers associated with it can’t be used until it’s recovered or remade (d6 hours × the power’s Rank). The tinkerer may attempt to Jury Rig a solution at a -2 or greater penalty (GM’s call) but if they do, any failure is considered a Critical Failure.

  • Tools: Tinkerer’s can’t use Power Modifiers without their tool kit-a satchel, belt, or bag of spanners, screwdrivers, hammers, and other tools they use to tweak their inventions.

  • Jinx: A tinkerer can make a Repair roll on any mechanical device he can touch. If successful, the machine suffers a malfunction and stops working until it’s fixed (a Repair roll as an action, at -2 if the tinkerer got a raise).