Tinker Profession in Primal Dawn | World Anvil
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Tinker

THE ENGINEERS OF THE AFTERFALL, THE NEAREST THING YOU'LL FIND TO A (MAD) SCIENTIST.

The ancients left behind all sort of tech marvels when they were wiped out. Problem is... time has not been kind on them, and no one really knows how to use the remains. The Tinkers are your best bet to try and understand and perhaps repair an ancient artifact turned to junk, to extract the knowledge found in an old book, or to simply patch up your gear.
Although they study technology and science, most of them look like something in between a blacksmith and a crazy-ass junk collector, with one or two missing fingers.
You'll see them developing their own useful yet weird contraptions, making the best sword of the village, studying from dusty book fragments in ancient english, performing technological research, and if extremely lucky, dabbling in nearly godlike ancient tech that could blow the whole town to hell.
If civilization oneday is reborn from the ashes, it will be in great part thanks to the effort of the tinkers.
Good Tinkers tend to be people of relative renown and importance in forward-thinking settlements. The opposite is usually true when settlements are led by tech-fearing religious zealots. Beware.
Tinkers are the best at technology, but they are usually not very good enduring the hardships and confronting the risks of the wastelands. Hence, they tend to work closely with Scavengers.   Special Skill: None

Setups:
  • Inventor
  • Researcher
Looks:
  • Clothes: Oily, Stained, Ragged, Clean, Orderly, Extravagant
  • Face: Wrinkled, Distracted, Thoughtful, Pale, Haggard, Frowning, Gentle
  • Eyes: Sharp, Inquisitive, Intelligent, Cold, Warm, Tired.
  • Body: Strong, Stocky, Heavy, Average, Slim, Frail
Drives: Edges:
On character creation, choose two:   Relationships:
You must state relationships with other characters.
  • One of them has helped you get valuable materials or artifacts.
  • One of them escorted you in a field-reserch expedition to some ruins.
  • One of them teases you constantly, not in a bad way, but it makes you uncomfortable.
  • One of them defended you from bullies. Why did he do that?
  • One of them is a good friend from your childhood, but life led you through different paths.
  • One of them doesn't like you very much, but he really admires your craftsmanship.
  • One of them is a regular costumer.
  • One of them rescued you from great peril, what were you doing and why did he help you?
  • Once, you put one of them in harms way in your quest for knowledge. You regret it. Tell the details.

Starting Gear:
  • 210 Barter.
  • 1 short sword.
  • 1 hand-crossbow.
  • 1 dagger.
  • 1 Toolbox (metal saw, wood saw, screwdrivers, pliers, brace or hand-drill, drill bits, hammer, screws, nails, lockpicks, tweezers, metal wire, etc.)
  • 1 rope.
  • 2 days worth of dry rations.
  • 1 canteen.
  • 1 backpack.
  • 1 oil lamp.
  • 1 canister of oil
  • 1 Flint and tinder.
  • A small shack inside a settlement's defenses. It is both your home and workshop.
Weakness:
Since Tinkers focus on their mental attributes and skills, most of them are either socially awkward, or suck at combat.

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