Tinkering

Lets you mess with mechanisms and also woosh about the place on cables.

The tinkering skill can be used with basic tools to open locks, disable traps, fix broken devices or craft a range of items.

With a tinker's kit, the tinkering skill can also be used to move around the place, or tangle and disable enemies.

Skills

SkillDescription
Tinkering

This skill lets you build, use, repair or break a wide variety of mechanical objects, from wagons to locks to springbows.

You can also use a charge from a tinker's kit to do one of the following:

  • Grapple: Instead of taking a move action, you can attempt to grapple to any location you can see within 10m that's adjacent to a physical object (TS12). If there's nothing to stand on there you end up tethered to the nearest surface until you release yourself.
  • Entangle: As an action you throw or launch a tangle of cables and devices at a target as ranged attack. A successful hit immobilises and disadvantages the target until they take an action to free themselves (TS is set by your tinkering check separate to the attack)
  • Tether: As an action you throw or launch a device on a cable at a target within 10m. If you hit the device attaches the cable to them until they remove it (TS set by your tinkering check separate to the attack). While the target is tethered you can use the grapple action to fix your end of the tether somewhere within 10m at a length of your choosing.
  • Assault: As an action you can make a powerful sharp or blunt ranged attack against a target with either the precise or deadly quality.
  • Distract: As an action or out of combat you can assemble and throw a small device that either periodically or continuously emits a clicking, ringing or whistling noise at as loud as a whisper for up to an hour, as loud as normal speech for up to five mins or as loud as a shout for up a minute. You may choose a shorter duration than the maximum when you create it. You must succeed a TS9 tinkering check for the device to work.

Customisations

CustomisationRequirementsDescription
Customised Launcher Tinkering Skill

You've crafted a specialised device to launch or throw things with great precision. As long as you're using this device you can use your tinkering skill instead of ranged when using a tinker's kit action.

Scavenger Tinkering Skill

You're always on the look out for parts and have an eye for things that can be re-purposed for your needs. Once per day you can spend an hour breaking down and re-purposing scavenged items to replenish 1d6 charges on your tinker's kit, to a maximum of 20 charges.

Woosh! None

If you would gain advantage from having an unspent reaction at the start of your turn, you can use your quick action to use a tinker's kit to grapple yourself somewhere within 10m.

Grappling yourself using this customisation or as a move action requires you to have at least one charge left in your tinker's kit, but does not consume charges from it unless you've done so more than 6 times without rewinding/rearming your various launchers.

Items

ItemCost)Description
Descender 25

Descenders take a variety of forms but they all share three key components: 15m of cable, a device designed to attach to anything that's not a completely smooth surface and a device that runs down the cable and will slow descent for the user to a non lethal speed.

You can attached a descender to a suitable surface as an action, or as a reaction if you're falling (depending on circumstance a check might be required for the latter).

Grapnel Launcher (Sharp) 200

Slightly bulkier than a springbow, this device fires a grapnel on 20m of silksteel cable with some force. The grapnel ball uses a mix of spring loaded spikes and alchemical adhesive to fix itself in place wherever it impacts. If you hit a person with it it wounds them and they end up disadvantaged and tethered to you until they can disentangle themselves.

Grapnel Launcher (Soft) 200

Slightly bulkier than a springbow, this device fires a nonlethal grapnel on 20m of silksteel cable with some force. The grapnel ball uses a mix of metallic loops and alchemical adhesive to fix itself in place wherever it impacts without causing structural damage. If you hit a person with it they end up disadvantaged and tethered to you until they can disentangle themselves.

Noisemaker 5-200

Noisemakers are small devices that once wound and released make a single, pre-defined sound. Cost varies with the complexity and volume of the noise.

Shredder 20

This small device is a sphere about 6cm across made of sharp and tightly sprung pieces of metal. Shortly after being activated it violently disassembles itself, showering an everything within 4m with razor sharp metal shards. Using this device allows the user to make a single Ranged or Tinkering attack with the sharp and deadly qualities.

Silksteel cable 1 per meter

A drum of thin but sturdy cable, capable of supporting the weight of a human sized creature but too thin to climb up or down without gloves or other appropriate equipment.

Simple Mannequin, Small 100

A small (about 1m high) mannequin with flexible joints made of sturdy materials, ideal for animating magically.

Simple Mannequin, Tiny 50

A small mannequin (10-30cm high) suitable for animating magically. It can be folded and packed down to a third of it's height.

Spider's disk 100

Looking much like a small shield covered in spikes and mechanisms, when activated this devices fires a tangle of 5m long silksteel cables from its perimeter and then attempts to retract them, creating a sprung web of cabling. It can be used as a shield until it's been activated.

Tinker's kit 50

A tinker's kit is a collection of tools, mechanisms and cables that allow a skilled tinkerer to put together what they need in a few moments.

This kit can be used 10 times before the consumable items in it need to be replenished, which costs 20pr.

Umbrella 10

A complex mix of waterproof cloth and mechanisms, this device unfurls to provide a canopy that protects you from the rain.