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]."
- Someone here provides me with illegal or restricted crafting materials because...
- Someone here thinks my experiments are a massive danger to the Academy because...
Connection Move (Anchor): Once per week, when you spend a Time Slot reaffirming your Connection with an NPC, roll +Social.
- 10+: You heal 1 Sanity, and your Bond grants you a unique piece of insight/leverage for the current problem.
- 7-9: You heal 1 Sanity, but something unexpected creates a complication or demands your immediate help.
- 6-: They reject you or distance themselves. Take -1 ongoing to Social rolls against them for a week.
5. Memorized Spells & Grimoire
(You may hold a number of Memorized Spells equal to your Memory attribute).
1.