If you want to make something, repair something, or improve something that would generally count as either equipment or body modification, you are trying to tinker. These rules are for you.
Rules for TW Item Creation can be found by clicking this link.
A Tinkerer is a character that can build something above and beyond, with limited resources and/or time. They are the ones that can build on the spot; to make or repair something in an improvised or inventive way, making use of whatever items are at hand. A non Tinkerer can still Engineer and perform repairs
How do you determine who is a Tinkerer:
Any character can be a tinkerer, the number of skill checks one can attempt per day are based on the character's skills, but only player characters get an additional 1/2 their character level (round down) to the total number of skill checks.
Basic Technical Skills:
Each skill provides +1/4 skill check per day
- Basic Electronics
- Basic Mechanics
- Computer Repair
- Cybernetics: Basic
- General Repair & Maintenance
Each skill provides +1/2 skill check per day
- Aircraft Mechanics
- Automotive Mechanics
- Bioware Mechanics
- Electricity Generation
- Field Armorer & Munitions Expert
- Vehicle Armorer
- Computer Programming
- Class Ability (This is a catch all, for any characters who have a technical based class ability (or multiple). These class abilities usually mean they are more advanced than their skill based counterparts)
Each skill provides +1 skill check per day
- Electrical Engineer
- Mechanical Engineer
- Robot Electronics
- Robot Mechanics
- Weapons Engineer
- Artificial Intelligence
- Robotechnology Engineering
- Starship Engineering
Assistants are characters who have limited to no skills in construction, but can be directed by a Tinkerer to perform menial tasks such as lifting, carrying, and fetching items for the Tinkerer.
Assistants use the same criteria as a Tinkerer.
- Computer Operations (+1/4 skill check per day when dealing with computerized systems)
- Sensory Equipment (+1/4 skill check per day when used in connection with diagnostic equipment)
- Computer Hacking (+1/2 skill check per day when dealing with programming and modification of programs and A.I.s)
- Chemistry: Basic (+1/4 skill check per day when dealing with chemical compounds)
- Chemistry: Analytical (+1/2 skill check per day when dealing with chemical compounds)
- Chemistry: Pharmaceutical (+1 skill check per day when dealing with chemical compounds and medicines, drugs, or toxins)
- Juicer Technology (+1/2 skill check per day when dealing with drugs, medicines, and Juicer Conversion)
- Biology (+1/4 skill check per day when dealing with interactions with living beings- cybernetics, drugs, toxins, medications, genetic modification, etc)
- Xenology (+1/4 skill check per day when dealing with interaction with alien or inter-dimensional life, as per biology)
- Genetics (+1/4 skill check per day for dealing with biological organisms)
- Clinical Genetics (+1/2 skill check per day for dealing with biological organisms)
- M.D. In Cybernetics (+1/4 skill check per day for dealing with cybernetics and bionics)
- Gemology (+1/4 skill check per day for Techno-Wizardry/Assistants)
- Recycling (+1/4 skill check per day when using salvaged or scrapyard components)
- Psionic: Telemechanics: +1 skill check per day on anything to do with mechanics, electronics, artificial intelligence, programming, and all related fields.
- Psionic: Total Recall: +1/4 skill check per day on anything that large volumes of memorized information would be useful (ie. genetic codes, mechanic's workbooks, computer programming, etc)
- Spell: Create Metal: +1/4 skill check per day in salvage and fabrication situations
- Power: Power Touch: +1 skill check per day in all repair situations and medical recovery.
Ability: Indefatigable (needs little to no rest): +1 skill check per day
- In other situations when crafting, other skills could be useful and with GM's approval might net +1/4 skill check per day. A valid case for the skills use must be presented. Sewing might help make low-tech hide M.D.C. armors, while Weapon Proficiencies and Piloting skills may help with their specialties because of familiarization. Medical skills and healing spells and psionics may aid in recovery from cybernetics surgery or Juicer Augmentation.
- A Tinkerer's total number of skill checks per day (plus that of any assistants at his disposal) demonstrates the tinkerer's maximum possible productivity within a single day.
- How many successful skill checks are required to succeed at a task.
- When something is impossible to build.
- What materials are required.
- What modifiers apply.
- The consequences of a failed skill check.
- Any quirks as a result of the relative success of the job (this is where GMs can be creative too).
- Pete wants to rebuild a Glitter Boy arm he managed to salvage from his last mission.
- The GM says rebuilding the arm will require 30,000 credits worth of robotic spare parts, and 80 M.D.C. of armor plating.
- The GM says the job will require six successful skill checks to accomplish as the rules indicate that the job should take 6 hours.
- Pete has one dumb robotic assistant whose skills total up to +1 skill check per day.
- Pete is a competent operator and has 7 skill checks per day himself due to his own skills.
- Combined, Pete has 8 skill checks per day at his disposal. In an 8 hour workday, Pete can get up to 8 hours of work done, depending on success.
- Pete rolls for him & his assistant's skill checks for a day's work.
- He rolls five successful skill checks out of the total of eight; he's one short.
- Pete's going to have to finish this job the next day.
Q. What about Low Tech Crafters?
A. In specific circumstances, a GM can throw out the standard crafting skills, and instead use the following list (each provides .25 skill checks per day). Class abilities and character level count as normal (a high level Analytical Genius or Operator still might be helpful, just not as helpful). Class abilities still count as .5 skill checks per day.
- Low Tech Crafting Skills
Armor/Weapon Decoration (from Palladium Fantasy)
Botany (herbs mostly)
Fashion Tools (from Palladium Fantasy)
Mining and Prospecting (Metals)
Mystic Herbology (from Rifts: England)
Pottery (from Palladium Fantasy)
Recycling (Metals mostly)
Skin and Prepare Animal Hides
Whittling and Sculpting
Wilderness Survival (herbs and other plants mostly)
When adding multiple copies of a thing together to achieve a more powerful result, the following is the best-case result:
Base Damage/Effect Result: 100%
- +1 additions: 75% of base (this additional unit will only achieve 75% of the base)
+2 additions: 50% of base (this additional unit will only achieve 50% of the base)
+3 additions: 25% of base (this additional unit will only achieve 25% of the base)