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Scions Rulebook
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Tinkering enables a character to perform various technical tasks, both in the field and in a "Lab". For game purposes, the lab is a quiet workspace that the player goes to prior to debriefing. A character may also "wander off" to gain access to their lab at plot discretion. Note that the lab doesn't have to be an actual laboratory, but just a workspace where the character can work with his tools in relative peace and quiet. This can be an actual lab, simple room, or even a quiet space in the woods.

For each purchase of this skill, a character gains a number of Tinkering tags. These tags may be expended in any combination on the tasks listed below or on other tasks at Plot Discretion. The number listed in parenthesis () is the number of tags required to perform a designated tasks.

Purchasing this skill multiple times results in multiple uses of the skill. For the first three purchases of this skill, the character receives one tag per level. If a character purchases at least four levels of this skill, he gains two uses per level of skill. For seven purchases, the character gains three tags per level. This pattern repeats until the character has purchased the skill at least thirteen levels of the skill, after which they gain five tags per level regardless of how many purchases of the skill have been made.

All Tinkering requires a Focused Action for 1 minute per tag, which, if interrupted, results in the character taking 10 Piercing Stun, and the item being rendered useless. Free Actions require 30 seconds of Focused Action.

Purchasing this skill multiple times results in multiple uses of the skill. For the first three purchases of this skill, the character receives one tag per level. If a character purchases at least four levels of this skill, he gains two uses per level of skill. For seven purchases, the character gains three tags per level. This pattern repeats until the character has purchased the skill at least thirteen levels of the skill, after which they gain five tags per level regardless of how many purchases of the skill have been made.

Note that for all skills where Tinkering may be used to create an item that the item is visually identical to a non-tinkered counterpart.


1 Tag Actions

  • Field Fletching: This provides ammo for one projectile weapon per day. Poor ammo quality results in weapon being rendered useless at debriefing.
  • Lock: This allows a character to create a lock out of mangled parts. The lock only holds until debriefing, after which it is rendered useless.
  • Pick Lock: This allows a character to deactivate a lock. The lock is, as a result, useless for further use, unless rigged again.
  • Tweak Bowstring: Converts a Basic damage projectile weapon into either a Pummel or Pierce weapon for a day, after which the weapon is rendered useless.

2 Tag Actions

  • Crushed Magma Sandpaper: Requires: Volcanic Ash (10 copper, uncommon outside volcanic territory), Glue (2 tags poisonmaking, no components), parchment (1 copper, commonly purchasable).
  • Refit Light Armor: Armor which has been destroyed, corroded or otherwise rendered useless may be reconstructed to last through the day (ie until the next debriefing). This use allows up to AR 6 armor to be refitted in this manner.
  • Tinker Weapon: This skill allows a character to build a Melee or Primitive Projectile Weapon out of scrap parts. The player must have an appropriate phys-rep for the weapon (which represents parts salvaged to build from). This weapon will only work for the duration of the day (until the next debriefing) after which it will be damaged enough to be rendered inoperable.

3 Tag Actions

  • Superior Bowstring: Adds two points of damage to a ranged weapon until debriefing, after which the weapon becomes useless.

4 Tag Actions

  • Barbs: Adds an Effect carrier of Stun to a melee weapon for three swings, after which the weapon is rendered useless.
  • Refit Moderate Armor: Armor which has been destroyed, corroded or otherwise rendered useless may be reconstructed to last through the day (ie until the next debriefing). This use allows up to AR 12 armor to be refitted in this manner.

6 Tag Actions

  • Refit Heavy Armor: Armor which has been destroyed, corroded or otherwise rendered useless may be reconstructed to last through the day (ie until the next debriefing). This use allows up to AR 18 armor to be refitted in this manner.
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