World of Eraterna

Tinker's Tools

Name: Tinker's Tools
Cost: 50 gp
Weight: 10 lb.
Includes: a variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue

Tinkers are creative inventors who use a variety of tools and materials to craft…well…anything they can think of! Tinkers are even able to invent something out of random spare parts. They are mechanically-minded and have a keen eye for engineering. Perhaps more than the other professions, tinkers have a broad knowledge of mechanics and principles of movement, as well as mathematics, physics, and even magic! Although, this knowledge could be limited to what they needed to know for specific projects. A proficient tinker will have a lot of random knowledge. I think it is fun to have players make a shortlist of random knowledge, which they can call upon in times of trouble.

Tinker’s Tools Skills and Special Uses

History. You can determine the age and origin of objects, even if you have only a few pieces remaining from the original.

Investigation. When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago.

Repair. You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flame hot enough to make the metal pliable.

When you might use these tools:

  • Understanding the function of an invention, including how to turn it on/off and what its weaknesses might be
  • Gaining insight into a clue that has mathematical, theoretical, or physics roots
  • Building something useful out of scraps or random materials under pressure
  • Recalling random, but useful, information from previous studies

Tinker’s Knowledge

In order for their experiments and inventions to work, tinkers must study many subjects. They likely are not experts in any one field, but rather do the research they need for a project and then move on. *DM Idea* Have you tinker player jot down a list of inventions, both successful and failed. This will give you a better idea of what knowledge they might have! This jumbled and eclectic collection of knowledge means a tinker should be allowed to use his/her proficiency outside of constructing new items. It is likely a tinker will know a little in each of the following fields:
  • Steam or arcane power systems (depending on your style of game)
  • Joints, gears, and the physics of motion
  • Astronomy (moving calendars and constellation trackers)
  • Various fields of mathematics
*This represents the average cost of goods. Prices may vary all around the world.

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