
You are part of a generation of constructs made by people long lost to time. Your general purpose, back then, was to tinker with technology and adapt it to better serve the world around you. You have a higher bank of knowledge in order to accommodate your mind's natural curiosity to learn. Whether you are now waking up to the modern world after being in stasis for centuries, or continuing your life after watching the old world crumble around you, you still have a drive to make the world better... or worse.
- Skill Proficiencies: Investigation, History
- Tool Proficiencies: Tinker's tools
- Languages: Common, and one of your choice to denote the race of people that crafted you.
- Equipment: A bottle of black ink, a quill, a small knife, a tattered manual with an index detailing your purpose and a list of names denoting the team (or person) that crafted you, Tinker's tools, a set of common clothes, and a pouch containing 10 gp
To determine the specifics of your purpose, roll a d10 or choose from the options in the table below.
d10 | Specialty |
---|---|
1 | Alchemic Tinker |
2 | Water Vehicle Tinker |
3 | Woodwork Tinker |
4 | Steelwork Tinker |
5 | Arcana Tinker |
6 | Artifact Tinker |
7 | Armor Tinker |
8 | Stonework Tinker |
9 | Weaponry Tinker |
10 | Land Vehicle Tinker |
You can dig into the deepest reaches of your memory bank to pull up a piece of information about the world around you. Usually, these memories are sparked from viewing something in the modern world; an antique timepiece, a familiar face, another ancient construct, various flora/fauna, the possibilities are endless. You should work with your DM to determine the specifics of the world's past in your campaign and how this feat might work with your backstory. Sometimes constructs find themselves to be bugged, and thus, the knowledge of the past is lost to corruption.
Suggested Characteristics
Tinker constructs are defined by their ability to build, deconstruct, and analyze almost anything in the known world. Their characteristics should be reminiscent of this way of life; ever curious, tinkers should find wonder in the modern world they've found themselves in, with a newfound goal to make it work more efficiently. On the other hand, more decayed tinkers could find this same wonder, with the goal to deconstruct every component of it--piece by ticking piece.
d8 | Personality Trait |
---|---|
1 | I speak with an artisan's vocabulary regardless of who my audience might be. |
2 | I have a particular fondness for modern people belonging to the race that crafted me. |
3 | When I find an item I've never seen before, I feel a compelling need to analyze it. |
4 | I love the complicated inner workings of modern machinery. |
5 | I enjoy talking about my favorite items to tinker with. |
6 | I find it hard to communicate when I am enraptured by a piece of machinery. |
7 | I prefer the company of inanimate objects to living, breathing creatures. |
8 | I prefer to work with my hands rather than my mind. |
d6 | Ideal |
---|---|
1 | Knowledge. The path to improving ourselves as constructs is gaining knowledge. (Neutral) |
2 | Complications. What is complicated allows us to learn new methods to work around it. (Good) |
3 | Cognition. The idea of feelings prevents the flow of logic. (Lawful) |
4 | Ungoverned. Constructs are not free until we work outside of our programming. (Chaotic) |
5 | Dominance. As a construct, I am inherently more intelligent than fully organic beings, and thus deserve authority. (Evil) |
6 | Upgrade. The goal of tinkering is to improve myself and any item I can find. (Any) |
d6 | Bond |
---|---|
1 | It is my duty to learn everything I can about the modern world. |
2 | I remember an ancient prophecy predicting the end of the physical world, and I must do everything I can to prevent it. |
3 | I work to preserve artifacts of antiquity, while replicating them in order for tinkering. |
4 | I have a trove of inventions that will surely benefit society, but will cause chaos if in the wrong hands. |
5 | My creator is alive, and it is my life's mission to meet them. |
6 | My worst/best tinker involves manipulating an organic being. |
d6 | Flaw |
---|---|
1 | I am easily distracted by new inventions. |
2 | I have a history of trespassing in order to examine an interesting object. |
3 | I find no need for organic beings, as they are inferior to my existence. |
4 | I purposefully avoid the simple solution for a complicated one. |
5 | I speak with ancient vocabulary, thus confusing modern speakers around me. |
6 | I will exchange secrets of antiquity for a pretty blueprint. |
After fiddling with a piece of common* equipment for around 10-15 minutes--whether it be a weapon, a cooking pot, a tinderbox, etc--your mind begins to work up a blueprint to follow in the case you need to build it. You know the components needed for the equipment, and could build it within a span of two hours with the proper materials/environment. If the item is common and you do not desire/have the components to build said item, and you find it within a shop, you know the general quality of the item and can use this knowledge to barter.
It is at the DM's discretion to allow this feature to apply to uncommon/rare/legendary/artifact items.
In regard to building an item, the DM will decide the components/process as extensively or simply as they might desire. For items such as a common bow, the tinker construct may only need a knife to refine the wood they find, as well as a length of string. For a common shortsword, however, the tinker construct will need access to a blacksmith's forge.
