The Tinkerer

The Tinkerer

You rely heavily on crafted gear, alchemy, and breaking the rules of magic via items.


1. Attributes

Assign 1 to Physical, 1 to Mental, and 0 to Social.
Assign 2 to Calculation, 2 to Finesse, and 1 to Memory and Willpower.

Mana Track: 4 + Highest of (Calculation, Finesse, Willpower) = [6] Boxes


2. Health & Sanity

Physical Health: [ ] Bruised [ ] Hurt (-1) [ ] Injured (-1) [ ] Wounded (-2) [ ] Mauled (-2) [ ] Crippled (-4) [ ] Incapacitated
Sanity Track: [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]


3. Playbook Moves

Choose exactly 2 of the following Playbook Moves at character creation.

Acquired Moves: (Modular Moves learned in the world)


4. NPC Connections & Bonds

Connections tie your Sanity to the world. A strong Bond acts as an anchor during the adventures.

Format: "I have a bond of [Emotion] with [NPC Name] because [Reason]."

Connection Move (Anchor): Once per week, when you spend a Time Slot reaffirming your Connection with an NPC, roll +Social.


5. Memorized Spells & Grimoire

(You may hold a number of Memorized Spells equal to your Memory attribute).
1.