Tinkering Production = Skill Level + Learned Trait
10 CP
  Basic Devices
5 CP
  Contrivance: 1/Day
10 CP
  Intermediate Devices
15 CP
  Contrivance: 2/Day
20 CP
  Advanced Devices
25 CP
  Contrivance: 3/Day
25/5 CP
  Fiendish Inventor --or-- Junkman
25/10 CP
  Contrivance: 4/Day --or-- Shaving the Corners
25/15 CP
  Fiendish Inventor --or-- Sapper
25/20 CP
  Contrivance: 5/Day --or-- Master Builder
25/25 CP
  Fiendish Inventor --or-- Schematic Vision
25/30 CP
  Contrivance: 6/Day --or-- Technomancy

Basic, Intermediate, Advanced Devices : Every odd level of Tinkering gives a character access to new and strange mechanical devices, which can be created during downtime actions and in-game production periods. Tinkers can repair any Broken mechanisms they can make (also during production periods or downtime), though some tinkered devices (such as traps) are expended once used; repairing tinkered items is done at 1/2 their production and monetary costs, rounding up for both.

Contrivance : Through sheer, intuitive understanding of machines and complex devices, a Tinker can, once per day for every even level in this skill, call "Contrivance" to immediately resist the effects of a trap that goes off in their vicinity. Also, Contrivance can be used to immediately reduce the complexity of a lock by 1, to a minimum complexity of 1 (for the purposes of removing it). As well, though a Tinker cannot normally pick a lock or remove traps without tools, using this ability will allow them to do so for one device (for up to an hour of work on that device alone). Finally, when confronted with strange devices, using this ability will allow a Tinker to activate, use, or deactivate them, depending on the situation.

Fiendish Inventor : Once per game year, for every time this ability is purchased, a tinker may enter into a state of intense creativity. This burst of inspiration may be used to grant a +6 bonus to the characterís Tinkering Production ability, which lasts for one in-game production action and the following downtime session. Alternately, it can be used to make one-of-a-kind devices otherwise impossible to create; the most intricate and powerful machines can only be made by Fiendish Inventors, as a matter of fact.

Junkman : A Junkman is a tinker who can apply their skill to just about any assemblage of broken gears, discarded springs, and corroded machinery. With this ability, a tinker can scrap any number of tinkered items (as a single downtime action) they have to gain the full value of its original production cost worth of "junk." Junk can be used in lieu of twists--on a 1 for 1 basis--to defray the monetary cost involved in making/repairing tinkered items. As well, during every downtime session a Junkman will automatically find junk just lying about, the amount of which depends upon their normal Tinkering Production value.

Shaving the Corners : A tinker with this ability is able to extract the most funtionality out of devices, while using the least complicated and expensive means possible. Functionally, Shaving the Corners simply reduces the production and monetary cost for all tinkered items: Basic Devices are reduced by 1, Intermediate by 2, and Advanced by 3. This reduction also applies to repairing broken items, before halving their cost.

Sapper : Sappers are specialist tinkers who are able to create customized traps of horrifing effectiveness. They may add characteristics to any trap they can make, which costs extra production and money according to the power of the effect. Here is a brief guide to the most general types of modifications which can be made (other, more bizarre and potent types are FOIP):

Solid   +5 prod.  (may be set and triggered twice)
Vicious   +5 prod.  (+5 damage/effect level)
Magnified   +5 prod.   (+5' to effect radius)
Intricate   +5 prod.   (requires Intermediate Devices to disarm)
Maddening   +10 prod.  (requires Advanced Devices to disarm)
Precision   +10 prod.  (takes 2 contrivance/resists to negate)
Assasinís   +10 prod.  (makes any poison trap a Quick Venom)
Indiscriminate   +10 prod.  (+10' to effect radius)
Perfect   +20 prod.  (may be set and triggered any number of times)

To make a trap with an enhancement, the tinker simply declares they are doing so for that downtime action, paying the increased cost. A particular enhancement may only be used once per trap, but a trap may bear more than one type of enhancement.

Master Builder : Tinkers with this ability are unparalleled at creating a number of specific, signature devices. Functionally, a Master Builder declares 3 non-trap devices they wish to specialize in, once this ability is chosen. Whenever these items are made, they will have ehnhanced attributes as per a superior quality craft item (and, like them, are FOIP), and they will be unmistakably the work of the Tinker in question (must have the tag signed by the creator, and the item imprinted with their mark). The number and type of superior attributes depends on the tinker's native production value and the type of item itself. Master Builders are known far and wide for their creations, and posess a kind of renown in such circles, in much the same way that a performer does.

Schematic Vision : A true Tinker knows that all things are reflections of the machine. By applying the ordering principles of Tinkering to the world around them, tinkers can gain insights which would escape others of more limited awareness, as well as granting them a sense of profound mental clarity. Functionally, Schematic Vision allows a tinker to expend a use of Contrivance to call a FoPerception , FoLearning, or a FoWill (called as "Contrivance: Willful/Perceptive/Learned"). Note that this ability does not actually grant levels in these traits; it only grants access to their feats, which may not be quite as versatile in certain situations if the character does not already possess the trait(s).

As well, characters with this ability are adept at researching new schematics for tinkered items. As such, they gain a +6 research bonus to any Scholarship actions dedicated to developing new devices.

Technomancy : A tinker with this ability has mastered the strange, forgotten arts which join magic to machine. Technomancers gain a +6 bonus to their Artifice for the purposes of understanding and using magical machinery, and any Scholarship actions dedicated to such are granted a similar Research bonus (this ability does not stack with Schematic Vision). Only Technomancers may repair and maintain broken Technomantic creations, and it follows, then, that they are the only ones who have any hope of creating new ones.

Tinkering Production : Although tinkering is similar to Craft in many ways, it is fundamentally different in its theoretical grounding. Tinkering, in essence, passes for engineering and "science" in FoD, and is thus affected by the Learned trait (gaining a bonus to production and allowing Tinkers to use the bonus downtime actions that Learned provides). Also, tinkers are generalists with regards to all manner of machinery, and do not get specialties at all. It must be said, however, that Tinkering is generally more difficult than Craft, and has higher production and monetary costs.

Note: Even if a tinker could technically make something with their level of the Devices ability, they might still lack the Production to do so.

Locks and Traps

While we encourage players to have actual mechanical locks as props for their secured items, they cannot actually be used to lock in-game belongings. An individual lock, in FoD, is instead represented by a length of shoestring or paracord whose ends are tied tightly together. The more complex the lock, the more strings and knots it has.

To pick a lock, a character must have the Devices ability at the appropriate level (1 string = Basic Devices, 2 strings = Intermediate Devices, 3 strings = Advanced Devices), as well as Tinker's Tools, otherwise they may not make the attempt at all.

Note that strings may be tied as tightly as is possible (no glue or adhesives can be used, however), and they must be untied with tools (wires, screwdrivers, pliers, etc.). Strings may not be cut or broken in the process, and a player who is lockpicking must always have tools in hand while they are doing so, even if they work the "lock" with their fingers. Containers/doors/etc. should be tied with the strings so they do not actually stop them from being opened out-of-play; a good place to tie them, instead, is on or under the lock phys-rep itself.

Only nylon/poly shoestring, nylon or cotton cord, or paracord is allowed for locks; leather and rope is not acceptable. If you are in doubt as to the acceptablity of what you want to use, just run it by us.

Traps are most commonly represented by mousetraps set up with triplines or other means of triggering. It is really up to an individual tinker as to how their traps are constructed, but be aware that safety is paramount, and that electronic, battery powered, or otherwise technological traps are prohibited. All traps must make some kind of noise or other obvious indication that they have triggered, and they must be mechanical in nature (only one triggering mechanism can be used per trap), otherwise they do not take effect.

Unlike lockpicking, a character need only have Basic Devices to attempt to remove a trap, but even then, the actual mechanism must be bypassed somehow without it triggering.

Production Details

Tinkered items have a Production cost associated with them, which is also exactly equal to the amount of Twists they cost to create. During a downtime session, you get 3 downtime actions, and with each action spent on Tinkering characters get their full production value to make things. Also, if you dedicate more than one of these actions to Tinkering, you can simply add their production values up so that you can make more complicated items, or just make more items in general. Note that the Learned Trait applies to tinkering, and grants an additional downtime action for every level, in addition to its bonus to production.

Leftover Tinkering Production points may not be used for Craft or any purpose besides Tinkering.

The following table give details for locks and traps (as well as other, stranger inventions) that a Tinker can make. The cost column represents how much the item costs to make, in both Twists and Tinkering Production points. Repairing a broken item, assuming it is not single-use--as all traps are--costs a Tinker half the value of the item in Twists and Production (rounding up).

Basic Devices
  Tinkerís Tools
  Lockpicks, tension wrenches, probes, etc.
  Simple Lock
  Single square knot.
  Reinforced Simple Lock
  Double square knot.
  Blade Trap
  Triggerer takes 5 damage to torso
  Dye Trap
  Paints triggerer blue; indelible for 1 day
  Poison Needle Trap
  Triggerer suffers Poison 5
  Makes a simple, dial compass
  Magnifying Lens
  a simple lens for close work
  Mechanical Missile Weapon
Intermediate Devices
  Complex Lock
  Two strings, tied with square knots
  Reinforced Complex Lock
  Two strings, tied with double square knots
  Poison Gas Trap
  All in 5í radius take Poison 5
  Fire Trap
  All in 5í radius take 5 fire damage to torso.
  Lethal Blade Trap
  Triggerer takes 10 damage to torso.
  A small brass or steel telescope
  A mechanical pocket watch or small clock.
  Reservoir Dagger
  Holds 3 doses of poison, usable at will.
  Double Crossbow
  Can have two bolts readied and cocked
Advanced Devices
  Superior Lock
  Three strings, tied with square knots
  Reinforced Superior Lock
  Three strings, double square knots
  Needle Cloud Trap
  All in 5í take 5 to torso + Blind 5.
  Oblivion Mist Trap
  All in 5í suffer Sleep as mental effect: 10 min.
  Cruel Viper Trap
  Triggerer takes 10 damage to torso + Poison 10
  Mad Tinkerís Lock
  See Below
  Clockwork Eyepiece
  See Below
  See Below

Mad Tinker's Lock : A fiendishly complex lock that can frustrate even the most dedicated thief. Though constructed of one string with but a single knot in it, the knot itself may be as complex as desired (think Gordian), but may not be larger than one inch in any dimension. Requires Advanced Devices to pick.

Clockwork Eyepiece : A complex and strange device which requires the user to have the Intermediate Devices ability, as well as being natively Perceptive in order to use correctly. The device reveals the "vibrations" of concealed items or beings (granting 2 Feats of Perception while worn and used correctly). The delicate springs and membranes of the device wear out quickly and the device must be repaired (full repair) after the two uses have been employed.

Astrolabe : This intricate model of the heavens, when studied obsessively (requires Advanced Devices to use), can grant a Tinker knowledge of upcoming celestial events. Scholarship can help this process. May be consulted only once during an event, and requires a Marshal's presence. As always, a phys-rep is strictly required.