Tinker Image

      These wandering repairmen are the "Mr. Fix-Its" of the Flanaess.   Able to repair (and possibly improve) just about anything from a holed-bucket to a clockwork music box...wit that broken cart axle thrown in for good measure.

     In most urban areas, where guilds are a power to be reckoned with, tinkers are allowed to operate without any guild memberships, Provided they don't operate out of a storefront and only stay in town a month at a time (with a 2 month yearly limit).  Any longer stay runs afoul of any guilds whose normal purview the tinker has been replicating.

   In more rural areas, a tinker tends to be welcome for as long as  they wish to stay.  Most only stay for a full season, maximum, but some will settle down and become the local "eccentric inventor", working on pet projects in a stable workshop when local repair needs are light.

 
Skill Proficiencies: Investigation, Sleight of Hand
Tool Proficiencies: Tinker's Tools, and choice of any one tool, instrument, or language.
 
Feature: "Trade Ya?"

    When traveling,  a tinker can trade light repairs for room and board for themselves and 1 other person ("assistant").  The tinker can negotiate for more people, but the amount of work expected in return increases accordingly.

 
Suggested Characteristics

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Tinker Image

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