Recent Changes - Search:

The Red Star Chronicles

PmWiki

edit SideBar

RSC /

Tinker

"Are you sure about that? I could be like you, and just disguised!" - Serra Naomi Fox?, referring to the possibility of being a disguised Tinker
"Recitation: That would be a violation of the Tinker Risk Act, Paragraph 7, Subsection C3-A. A Tinker must be visibly, and readily identifiable as a Tinker. Disguising a Tinker to the point their nature cannot be discerned, is a Grade VII Felony, and is treated as if concealing a weapon of mass destruction."
- UNPF Protocol Officiator 2464; self-designated as "Mad Protocol"
Abilities: +2 Strength
Size: Medium
Base Speed: 6 squares
Constructed:
  • Droid Immunities: Immune to poison, disease, radiation, all non-corrosive atmospheric hazards, vacuum, all mind-affecting effects, stunning effects, and every other effect that only works on living targets.
  • Droid Traits: No Constitution score (use Strength in place when determining hit points), non-hardcoded skills, feats, and talents can be reassigned with Use Computer skill.
  • Droid Vulnerabilities: Ion Damage vulnerability, Maintenance (enter shutdown mode and recharge for 1 hour every 100 hours of operation).
Integrated Equipment: Tinkers can be constructed with two of the following droid systems installed: Integrated comlink, diagnostics package, improved sensor package, internal storage, translator unit (DC 15). These pieces of equipment do not count toward the maximum starting equipment cap.
Computer Sight: Tinkers "see" through sensors. So long as they have sensors of some kind installed (sensor arrays come standard on all droid types), they can act normally without taking any penalties for blindness. They can make Perception checks, read and write as a sighted person. They can, however, also ignore the effects of darkness as if they had darkvision.
Built Tough: Tinkers begin play with Toughness as a hardcoded Bonus Feat. Additionally, tinkers have a +2 racial modifier to Fortitude Defense.
Starting Languages: HHPP Standard, Metaklik

An Actuated Tinker must also select a Classification at Character Generation. Their Classification includes required Trained Skills, Talents, or Feat Selections? that are considered hardcoded and cannot be reassigned with the Use Computer skill. These functions are not bonuses, and must be taken out of the available 'pool' of resources granted at Chargen.

Protocol

  • Trained Skill: Knowledge (Bureaucracy)
  • Trained Skill: Perception

Tactical

  • Talent: Tough as Nails
  • Trained Skill: Endurance

Labor

  • Talent: Mechanics Mastery
  • Trained Skill: Knowledge (Technology)

Tinker Systems

Tinkers are not so far removed from Frameworks that they cannot take advantage of many of the same hardware features. Though they are slightly smaller than their non-automated siblings, it is not uncommon for the hardware to exist in their size, or for the same purposes. Tinkers have a total of 5 Equipment Slots that can be used to install different Frameworks systems. These slots are not predetermined, but cannot exceed the maximum placements listed below.

Slot Location Maximums

Helmet: 1
Torso: 2
Back: 2
Shoulders: 1
Appendage: 2
Locomotive: 2
Special: Tinkers may also install the Integrated Equipment modification as listed with no specific slot placement. Items installed in this way are treated as mounted or internal accessories and tools.

Each system uses the number of Equipment Slots by systems for Large Frameworks, but reduces the Base Cost by -40% for the same. Installed systems are tailored to an individual Tinker, and will require 1 day to design and assemble after purchase. Below is a list providing the required Skill Check DC and time taken to install or remove any systems.

Head Systems: 1 day of work followed by a DC20 Mechanics check and a DC20 Use Computer check
Torso Systems: 1 hour of work followed by a DC20 Mechanics check
Back Systems: 1 day of work followed by a DC25 Mechanics check
Shoulder Systems: 1 hour of work followed by a DC20 Mechanics check
Appendage Systems: 1 hour of work followed by a DC20 Mechanics check
Locomotive Systems: 1 day of work followed by a DC25 Mechanics check
Integrated Equipment: 15 minutes of work followed by a DC15 Mechanics check per item

Skillful or desperate Tinkers can modify any Locomotive, Appendage, Shoulder, Torso, or Integrated Equipment system itself, but takes a -5 Competence Penalty on the Mechanics check. They cannot adjust any systems that would be installed in the Back or Head Equipment Slots by themselves.


[TCS]

Back to Races
Back to Characters
Back to Home

Edit - History - Print - Recent Changes - Search
Page last modified on June 01, 2016, at 04:19 PM