Tinkers are gifted crafters who create and modify mechanisms in new and surprising ways. At their core, they are driven by intellectual creativity, a talent with technology, and an insatiable fervor to build. No challenge is too difficult and no mechanism is too broken; they can tinker their way out of any situation. In an adventuring party, Tinkers are the experts in building things or sabotaging them, in understanding construction and fixing items.   Inspiring Examples
  • Ironman & Shuri (Marvel Comics)
  • Angus "Mac" MacGyver (Macgyver TV Series)
  • Inspector Gadget (TV & Movies)
  • Agatha Heterodyne (Girl Genius Webcomic)
  • Daedalus & Hephaestus (Greek Mythology)
  • Leonardo DaVinci (Renaissance Italy)
  • Archimedes (Ancient Greece)
  • Dr. Victor Frankenstein (Mary Shelley’s Frankenstein)

Core Features

  • Mark of the Mind (Mark Attribute)
  • Mark of Dreams (Mark Attribute)
  • Good with Gadgets (Feat Trait)
  • Animate Mechanism (Ritual Technique)
  • Artificer’s Kit (Kit Item)



Some tinkers are scholars who studied engineering, others might be smiths with a flair for invention, and still other might be mech guards trained in both mechanical and fighting arts.

Career Progression

  1. Tier 1:Tinker
  2. Tier 2: Inventor
  3. Tier 3: Artificer


Social Status

Isolated small settlements may treat Tinker skills as suspicious or wondrous, but larger towns usually have more experience with them. They may find their work in demand and well-rewarded, but larger settlements often have rules about constructs and the legal culpability of those who animate or detonate them. Learn before you act.

Cover image: by Cath


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