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Habololy Main
TINKER
There exist beings that are so intrigued by technology that they are driven
to it both night and day. These beings follow neither the arcane or divine
crafts. They do not focus on physical or mental prowess. They are shunned
and hated for engulfing the world in war centuries ago, but must also be
praised for inventing devices, which are referred to as clickers, that have
helped and improved Habololy. These being are known as Tinkers.
To the Tinker, the greatest adventure is invention. There can be no better
goal than the creation of a new clicker. Beyond that, the clickers must
also be put into use. Some are used for mundane tasks, such as building a
house or plowing a field. Some are used for war, and some are used for
profit. Tinkers who adventure can have nearly any motivation: greed,
revenge, or even for altruistic reasons. Whatever the case, a Tinker will
always make sure that his clickers are central in the task he is attempting.
Tinkers are know-it-alls and handymen. They have a unique
solution to almost every problem. They think first and act later. Although
a Tinker must spend a great deal of time creating a clicker, once it is
complete, they can use it and repair it quickly. Their usefulness comes
from their clickers and their knowledge.
Although Tinkers can be found in every philosophical camp; the most
well-known and accomplished ones are usually lawful or neutral. The focus
and devotion required to invent in the ways the Tinkers do is not often
found in the chaotic. Tinkers generally care little for the goings on of
others, and can be seen as evil, even though they are often simply detached
from society.
Many Tinkers feel that the other deities abandoned them when their deity
perished near the end of the Technology War. Most feel that the deities are
simply powerful mortals that can be overcome. Those that have fallen into a
faith are attracted to one of three deities: Arsenal, who is the heir
apparent to their former deity; Tfop, the master alchemist and champion of
the underdog; or Drunnbar, for his absolute hatred for magic.
Nearly every Tinker comes from the Great Plateau. Most other lands and
nations have laws against much of the work that they do. Those that do live
elsewhere keep their actions and agendas well hidden. Regardless of where
they live, every Tinker has grown accustomed to life with the constant
presence of clickers. Much of the world finds this very notion abhorrent.
Although the world does not differentiate between Tinkers, the Tinkers do
have different views on the rest of the world. Some do want to avenge their
loss nearly two centuries ago, and look to create clickers of such power
that they could rule the world. Others simply want to show that Tinkers
have a place in the world, to show that clickers can help and work in unison
with magic to create a better world. Still others become hermits, ignoring
the world to devote their existence to the discovery of some new theory or
clicker.
The most commonly found Tinkers are of course Tinker
gnomes, who have all but defined the profession. Humans and Plateau gnomes
are not as common, but well known as Tinkers. Of the other races,
Sledgehammer dwarves, Gree, and Ice gnomes are found to have representatives
in the Tinker profession. Many races cannot become or will not allow
Tinkers.
Although it is uncommon for a Tinker to travel with non-Tinkers, when they
do, they often fill the role of the planner. They are the brains or the
money behind an operation. They rarely travel with wizards or clerics.
Rangers, Shaman, and Paladins find their ways abhorrent, while berserkers
just become frustrated. Rogues, fighters, and psychic classes tend to
travel with a Tinker more than any other class.
A Tinker will often take on another class during his life. Some do it to
experiment; others do it out of basic need. A Tinker who is constantly
being hunted may find great use in knowing how to defend themselves or blend
into the backdrop. A Tinker would never take on a Ranger’s, Paladin’s, or
Berserker’s ways.
THE
TINKER
Level |
Base Attack Bonus |
Fortitude Save |
Reflex Save |
Willpower Save |
Special |
1 |
0 |
0 |
+2 |
0 |
Tinker Bonus Feat,
Tinkering, “my first toy” |
2 |
+1 |
0 |
+3 |
0 |
Quick Fix |
3 |
+1 |
+1 |
+3 |
+1 |
Area of Expertise |
4 |
+2 |
+1 |
+4 |
+1 |
Tinker Bonus Feat |
5 |
+2 |
+1 |
+4 |
+1 |
Quick Fix 2 |
6 |
+3 |
+2 |
+5 |
+2 |
|
7 |
+3 |
+2 |
+5 |
+2 |
Area of Expertise |
8 |
+4 |
+2 |
+6 |
+2 |
Tinker Bonus Feat |
9 |
+4 |
+3 |
+6 |
+3 |
Quick Fix 3 |
10 |
+5 |
+3 |
+7 |
+3 |
|
11 |
+5 |
+3 |
+7 |
+3 |
|
12 |
+6/+1 |
+4 |
+8 |
+4 |
Area of Expertise |
13 |
+6/+1 |
+4 |
+8 |
+4 |
Tinker Bonus Feat |
14 |
+7/+2 |
+4 |
+9 |
+4 |
Quick Fix 4 |
15 |
+7/+2 |
+5 |
+9 |
+5 |
|
16 |
+8/+3 |
+5 |
+10 |
+5 |
Oops Prevention |
17 |
+8/+3 |
+5 |
+10 |
+5 |
|
18 |
+9/+4 |
+6 |
+11 |
+6 |
Area of Expertise |
19 |
+9/+4 |
+6 |
+11 |
+6 |
Tinker Bonus Feat |
20 |
+10/+5 |
+6 |
+12 |
+6 |
|
GAME RULE
INFORMATION
Intelligence is the most important ability for the Tinker. It allows him to
take more skill and become better in the ones he has. Since skills are how
the Tinker survives, this is important. Dexterity allows the Tinker to more
nimbly use many of the more precise tools of his trade.
A Tinker may be of any alignment.
To become a Tinker, a character must have the
Technology feat.
The Tinker receives 1d4 hit points plus his Constitution
modifier every level.
CLASS
SKILLS
The Tinker’s class skills are: Appraise
(Int), Concentration (Con), Craft (Con), Disable Device (Int), Knowledge
(Int), Profession (Wis), Literacy, Tinkering (Int)
Skill points at 1st
level: (8 + Intelligence modifier) x 4.
Skill points at each
additional level: 8 + Intelligence modifier.
CLASS
FEATURES
 |
Tinkers are proficient with all simple
weapons and all light armor. |
 |
Every time a Tinker receives a Tinker Bonus Feat, he may
choose a feat from the following list: Armor Proficiency (Medium or Heavy),
Endurance, Skill Focus (any Intelligence-based skill), Weapon Focus
(Firearms or Epbuls), Problem Solver. |
 |
The Tinker starts his career with one clicker. This is assumed to be a
perfected clicker and may only come from the list of lesser or standard
clickers. |
 |
This is the skill that Tinkers use to invent and design
clickers. It is unique to the Tinkers and although it follows similar rules
to other skills, it is exclusive to the Tinker class. It may not be picked
as an option for the Skill Focus feat. Ranks may be given normally to this
skill, and it is adjusted by the Tinker’s Intelligence modifier, as any
other skill based on Intelligence would be.
This skill must be used whenever a Tinker wants to invent or design a new
clicker, whenever a Tinker wants to improve or re-design an already existed
clicker, or when a Tinker wants to create an already perfected clicker. Whenever a tinkering check is made, the DM rolls it in secret. This is
because a tinker often does not know how far or close he is to success or
disaster. The first step for a Tinker is to design a plan. The difficulty of this
plan, and in turn the DC of the tinkering check, is dependant upon the
category of clicker and whether the Tinker is trying to create a new one,
re-design an existing one, or re-create a perfected one. The table below
gives the DC for all instances. It is assumed that if the Tinker is
re-creating or re-designing, that he has extensive knowledge or an example
of the clicker on which he is working. Extensive knowledge can be had by a
DC20 check on the
Knowledge (Technology) skill. If this is not the case,
add 5 to the DC of the tinkering check. |
Tinkering Skill
DC
Category |
Perfected |
Re-design |
New |
Lesser Clicker |
5 |
8 |
15 |
Clicker |
10 |
15 |
20 |
Greater Clicker |
20 |
25 |
35 |
Unique Clicker |
35 |
45 |
60 |
After the tinkering check is rolled, there are four possible results. Three
of these results cause the Tinker to continue his work on the clicker; one
causes him to stop. The following table gives the possible results.
Tinkering Roll
Result
Roll |
Result |
An unmodified 1 |
Tragic Failure |
Modified result of 1 or less |
Tragic Failure |
Modified result below but not within 5 of
the DC |
Failure |
Modified result below and within 5 of the
DC |
Close Failure |
An unmodified 20 with a modified result
below the DC |
Close Failure |
Modified result equal to or greater than
the DC |
Success |
When the result is a failure, the Tinker realizes that he is not close
enough to hope to get the result he wants, and may stop there. Any other
result gives the Tinker hope that he may accomplish what he set out to do.
When he continues along the path of creating the any clicker, the following
table provides the time that needs to be spent to build it. This assumes
the Tinker has the required parts and assistants in place to complete the
task.
Clicker
Creation Time
Category |
Perfected |
Re-Design |
New |
Lesser Clicker |
60 minutes |
300 minutes |
720 minutes |
Clicker |
12 hours |
60 hours |
144 hours |
Greater Clicker |
6 days |
30 days |
72 days |
Unique Clicker |
24 days |
120 days |
288 days |
These times assume an eight-hour workday. Any days of longer work are
subject to endurance checks as warranted by the DM. All times are modified
by the result of the tinkering check. Take the result of the tinkering
check, and divide the appropriate time by the result. For example, a Tinker
is trying to re-design a clicker. The result of his roll was 18. He has a
success. The time to create it is 60 days divided by 18, hence 3 days and 3
hours. For purpose of time, assume a tragic failure is a result of 20.
When this time has been put in, the Tinker has completed what he hopes is a
working clicker. If the result of the tinkering check was a success, then
he has a working clicker. If the result was a close failure, then the
clicker does not work as planned. If the Tinker attempts to work on the
same project again after a close failure, he receives a +2 to the tinkering
check. If the result was a tragic failure, then the first time the clicker
is used, a roll must be made on the oops table.
 |
The Tinker may attempt to fix a broken or malfunctioning clicker “on the
fly”. By using a full round action, the Tinker may make a tinkering skill
check. If the check is successful, then he has temporarily fixed the
clicker. The difficulty of the check is dependant upon the complexity of
the clicker and how many times it has been quick fixed without a complete
repair. |
Table 3-11:
Quick Fix Checks
Category |
Difficulty Check |
Addition to DC per Quick Fix Already
Attempted |
Lesser Clicker |
10 |
+1 |
Clicker |
15 |
+2 |
Greater Clicker |
20 |
+3 |
Unique Clicker |
30 |
+4 |
 |
The time it takes to perform a quick fix is reduced to a standard action.
|
 |
The time it takes to perform a quick fix is reduced to a move-equivalent
action. |
 |
The time it takes to perform a quick fix is reduced to a free action.
|
 |
Every time the Tinker gains this ability; he may choose a
different area. From then on, every check the Tinker makes in that area
gains a +4 competency bonus. This bonus applies to Knowledge, tinkering,
quick fix, craft, alchemy, profession, and possibly other skills checks. It
could also apply to attack rolls or saving throws, given the right area of
expertise. Some choices for area of expertise are as follows: Alchemy, Elementics, Epbuls, Firearms, Mechanics, and Steamworks. This is not a
complete list. |
 |
Whenever the Tinker would have to role on the Oops table, he
may make a Wisdom check at a DC 20 to negate the effect from taking place.
|
THE OOPS
TABLE
It sometimes occurs that a clicker has a malfunction and the results are
catastrophic. Events like these can happen while the clicker is being
built, during its first tests, or after it has been used dozens of times.
The occurrences of malfunction by a clicker were long ago nicknamed oopses
by non-tinkers. The word inspires almost as much fear as the word dragon,
but in a more instantly dangerous way.
When it is determined that an oops has occurred, role on the table below.
Use a d20 to roll on the table.
The Oops Table
|
Roll |
Result |
|
1 |
The clicker begins to work better than it
did before. This lasts for one hour, at the end of which it returns to
normal. |
|
2 |
The clicker begins to work better than it
did before. This lasts for ten minutes, at the end of which another
roll is made on the oops table with a +1 modifier to the roll. |
|
3 |
The clicker begins to work better than it
did before. This lasts for ten minutes, at the end of which it breaks. |
|
4 |
The clicker stops working for an hour.
If an attempt is made to repair it or make it work during that time, any
additional role made on the oops table has a +3 modifier. |
|
5 |
The clicker stops working for ten
minutes. If an attempt is made to repair it or make it work during that
time, any additional role made on the oops table has a +2 modifier. |
|
6 |
The clicker stops working for ten
minutes. If an attempt is made to repair it or make it work during that
time, any additional role made on the oops table has a +1 modifier. |
|
7 |
The clicker performs randomly when any
attempt to use it is made for the next 12 hours. |
|
8 |
The clicker performs randomly when any
attempt to use it is made for the next hour. |
|
9 |
The clicker performs randomly when any
attempt to use it is made for the next 10 minutes. |
|
10 |
The clicker takes on a mind of it’s own.
It performs whatever tasks it can randomly for an hour. |
|
11 |
The clicker performs its function
constantly for 2 minutes. |
|
12 |
The clicker performs its function
constantly for 20 minutes. |
|
13 |
The clicker performs its function
constantly for one hour. |
|
14 |
The clicker changes function for 10
minutes. It now performs a different task from the one it was
constructed to do. |
|
15 |
The clicker changes function for 2 hours. |
|
16 |
The clicker changes its function for one
day. |
|
17 |
The clicker has changed function. It now
performs a different task than it did before. This effect is
permanent. Any rolls made on the oops table while the clicker is
altered are made with a +2 modifier. |
|
18 |
Disintegration. The clicker falls
apart. It is unusable. |
|
19 |
An explosion. The wielder of the clicker
takes damage based on the type of clicker. See Table 3-9 for the amount
of damage. The clicker is destroyed in the explosion. |
|
20 |
A catastrophic explosion. Everyone and
everything within a certain radius is caught in the blast and is dealt a
certain amount of damage. The table below gives an average amount of
damage for each type of clicker. The clicker is destroyed in the
explosion. |
Clicker
Explosion Damage
Type of Clicker |
Radius |
Damage |
Lesser Clicker |
5 feet |
1d6 |
Clicker |
20 feet |
2d8 |
Greater Clicker |
50 feet |
3d10 |
Unique Clicker |
100 feet |
4d20 |

of Tinkers - “Act
as if you were watching over an infant.”
Tinker – “Rest
makes rust.”
|